3
The Sagittaire, 95 Ton Is Mech (Davion - 3063)
Started by CK16, Jan 16 2017 04:32 PM
53 replies to this topic
#41
Posted 19 December 2017 - 04:43 PM
WTB: IS Assault variant with 6+ E, 2+ B, 350+ engine cap, high mounts, and no hand or lower arm actuators.
#42
Posted 19 December 2017 - 06:11 PM
NICE BUT I STILL WANT THE MACKIE
#44
Posted 19 December 2017 - 06:20 PM
More of a medium guy but the mounts would make it a good robot.
#46
Posted 19 December 2017 - 10:04 PM
Quote
The Mackie has a Hero. with fixed engine, weapons and internals with a double buff on durability, lol
the mackie hero needs jumpjets so you can get your wiener cannons right in peoples faces
mechs should be able to crotch down too, like when theyre powered down, but without actually powering down, so you can teabag dead mechs
Quote
WTB: IS Assault variant with 6+ E, 2+ B, 350+ engine cap, high mounts, and no hand or lower arm actuators.
what youre actually gonna get: mackie with 3-4E, 1-2B, 350+ engine cap, low mounted wiener cannons, and no hand actuators
and jumpjets on the hero variant
Edited by Khobai, 19 December 2017 - 10:12 PM.
#47
Posted 20 December 2017 - 08:07 AM
Even though I supported the Nightstar, I'll support this too. The way I see it, its a more dedicated energy boat than the BNC-3M or the NSR-9J. Nightstar seems more ballistic based, and the Banshee has fewer usable slots because hand and lower arm actuators.
Edit: The hardpoints could be more spread out than the Banshee too.
Edit: The hardpoints could be more spread out than the Banshee too.
Edited by Josh Seles, 20 December 2017 - 08:09 AM.
#48
Posted 20 December 2017 - 08:59 AM
Josh Seles, on 20 December 2017 - 08:07 AM, said:
Even though I supported the Nightstar, I'll support this too. The way I see it, its a more dedicated energy boat than the BNC-3M or the NSR-9J. Nightstar seems more ballistic based, and the Banshee has fewer usable slots because hand and lower arm actuators.
Edit: The hardpoints could be more spread out than the Banshee too.
Edit: The hardpoints could be more spread out than the Banshee too.
The Wubshee does benefit from a bigger engine which means more internal slots which cover it's actuators.
#49
Posted 20 December 2017 - 09:24 AM
those are all awesome mechs and would look good in my mech bays.One mech I cant believe has not been put into MWO is the Templar one of my favorite mechs from MechWarrior4.
The Templar is the first House Davion Omnimech, though its history is mired in Davion politics and budget cuts. Which is a pity, because it kicks ***.
History
In the lead up to 3062, the Department of the Quartermaster was reluctant to authorise the construction of new Omnimechs, citing their cost over standard Battlemechs. The Argus and Thanatos were both originally designed as Omnimechs and were only accepted into production when they were redesigned as standard mechs. That the Templar was built as an Omnimech is due to Duke George Hasek, who backed its creation with his own personal fortune. The result is a very capable assault weight machine, part of the second generation of Inner Sphere Omnimechs.
Base Capabilities
Built on a Kallon type XIX 85 ton endosteel skeleton to save weight, the Templar is powered by a Kaltek 340 XL fusion plant. This engine propels the machine to a top speed of 64.8 km/h and is kept cool by 13 integral double heat sinks, none of which extrude into the torso cavity. In many ways this is a machine that has learnt the lessons of previous Omnimechs. Armour is a sixteen and half tons of standard Starshield A armour, the maximum for chassis, backed with CASE in the right torso. This gives the mech nearly half its weight in pod space, a very respectable 40 tons for equipment and 30 critical slots.
Configurations
Prime configuration is a generalist. Mounting a Gauss Rifle in the roomy right arm, and 2 tons of ammo in the right torso, it has long range striking power. For close encounters a large pulse laser lurks in the left arm along with a medium pulse and a freezer. Two extended range medium lasers sit snug in the centre torso, and the entire left torso is taken up with a targeting computer linking all the guns. The final addition is a Streak SRM 4 pack and a ton of ammo, also in the right torso. Effective and accurate at all ranges, the Prime is a very capable 'oversized heavy' in the same vein as a Zeus or Battlemaster.
Alpha Configuration is designed for long range combat. Equipped with an ER PPC backed by a dedicated heat sink in the left arm, it also has an ultra ten in the right arm. Four jump jets in the torso allow the mech to leap 120 metres, and a generous three tons feed the ultra ten, allowing you to double tap to your hearts content. For close in defence a streak six fed by a ton of ammo in the right torso sits under the ultra in the right arm. A very flexible design, it doesn't have overwhelming fire power but what its got is quite solid. The final addition is a Guardian ECM system, a useful addition in any setting.
Beta configuration retains the ER PPC and dedicated heat sink of the alpha, and has the two ER mediums in the centre torso of the prime. Three additional freezers pack the torsos to help manage the heat from three Rotary 2 autocannon. This variant can run fearsome hot, but it packs a terrifying close range kick, sand blasting armour or shredding vehicles with a mass of criticals.
Charlie configuration seems to be a take on an updated Victor. Jump jets give a 120 metre jump range, combined with an LBX 20 autocannon in the right arm, fed by 3 tons of ammunition. The left arm ER PPC remains, along with a battery of five medium pulse lasers and a single ER medium. This is a really hot running mech, as it only receives a single additional double heat sink, but it can really dish out the damage at close range.
Delta Configuration is an odd design: a light gauss rifle in each torso and a X Large Pulse laser in each arm. Two tons of ammo in the centre torso feed the gauss rifles. Its a fairly accurate design, but the lack of real knockdown firepower seems like a waste of an 85 ton chassis.
Echo configuration is a command machine for a heavy or assault weight lance. The left arm ER PPC is back, and backed up bythree two LRM 15s augmented with artemis fed by 5 tons of ammo, a pretty solid allotment. For additional close in defence a pair of medium pulses, one to each torso, and a single small laser, work with Guardian ECM. The centrepiece of the design is its C3 Master computer in the left torso, allowing it to coordinate a lance of machines and hammer deadly accurate fire into targets while keeping its distance. (correction thanks to UnLimiTed)
Foxtrot configuration is another command machine, this one designed for rolling or broken terrain. The C3 master works alongside three medium pulse lasers, a heavy PPC and a light gauss. Four jump jets give it improved mobility. Its a good spread of firepower, but it doesn't focus on one range bracket like the Echo, which limits its knockdown power.
Golf is a direct fire support machine. An ER PPC, three LBX 2 autocannons and a light gauss rifle provide a battery of long range shots, and allow it to threaten aerospace, hover and VTOL targets. A bit of an odd ball, but a good way of showcasing the inherent flexibility of the Omnimech concept
Hotel configuration makes use of an MRM 30 in each arm, augmented with Apollo. Four tons of MRM ammo give you solid endurance, and the MRM's are supported by two light PPC's, one to each torso. A C3 slave allows lance coordination, and a targeting computer augments the accuracy of the light PPC's (a weapon I'm very fond of). Finally, an extended range flamer in the right torso allows you to terrorise infantry and set fires. This design also has jump jets, and that means there is no were to run from its sixty MRM tubes. (Correction thanks to worktroll)
India is the most brutal, and straightforward of any configuration. A C3 slave and two additional heat sinks support two heavy PPC's and a gauss rifle. With two tons of ammo you have great endurance and pose a real threat to even Clan machines thanks to the three head choppers. The Gauss rifle is on the right arm, and the heavy PPC's are in the left torso and arm. This variant has no secondary weapons: it is a pure 'mech hunter.
Romeo configuration mounts some nasty clan tech, as we would expect of a Dark Ages machine. A pair of Clan ER PPCs and a LBX 10 provide the thunder and the lightning, and five re-engineered medium lasers mean no fancy armour is going to stop you dishing out damage. (correction thanks to UnLimiTed and Sharkapult)
Finally, Uniform really takes the Omnimech concept and works it. Designed for underwater combat, it has four UMU's and battlemech harjel. Three medium pulse lasers and a large pulse laser provide dependable firepower in or out of the water, and an SRT 6 and LRT 10 provide capable bite against other mechs or subs below the waterline. Finally, a C3 Slave is not a common find on an aquatic mech, but does provide the potential for some interesting combined arms tactics.
Two personal configurations grace the battlefields of the Jihad: Grayson and Tankred. Grayson configuration is centred on two AC-5, four ER medium lasers, and a targeting computer. Two streak 4s fed by a single ton of ammo provide close in punch and crit seeking. Combine the auto-cannons with their generous 4 ton bin, and the targeting computer, and you see that this is a design meant to take advantage of the fedcoms specialist auto-cannon munitions. An additional heatsink and three jump jets for 90 metres of obstacle clearance round out the design. The Tankred design is a more direct, nasty mech hunter. Two RAC-5s, three extended range medium lasers and a single ER large laser are all linked into a targeting computer for maximum accuracy. Five tons of ammunition will keep you in the fight for a while, even at full fire rate.
Deployment and manufacturers
Manufactured solely by Kallon Industries, and initially deployed only into the Capellan March, the Templar is nonetheless quite a well used machine, being popular enough to see a new production line created to replace the one the Word of Blake destroyed on Talon, resulting in the Templar III. From some of the configurations mounting light Gauss rifles (blech) and Kallon having significant market presence in the FWL, I would guess the Templar was also used by the FWLM during the Jihad, but I don't have any solid evidence of that.
Tactical use
The Templar is very much an oversized heavy trooper, in the same vein as the Zeus in most configurations, laying down solid fire at long range, but various configurations change this dynamic, intending to close and lay down the hurt. As part of a heavy/assault lance its Echo variant is an excellent lance command unit, laying down heavy barrages from long range, and almost every variant with a targeting computer is a solid design for duelling and destroying other similar weight or smaller machines. All variants require a little heat management (some, a lot of heat management) so watch the thermometer, cycle your weapons, and bracket fire.
Countermeasures
Shoot it a bunch. As an 85 ton heavy with max armour it is never going to go down easy without some serious luck. Thankfully its left and right torsos are thinly armoured compared to other locations, and can be breached with a couple of gauss rifle hits or equivalent. Then you can try and critical out the bulky XL engine or hope you clip the ammunition bin that will be hiding somewhere in the right torso. Unlike some other designs, it spreads weapons across its frame, meaning you can't snip its arms off and then ignore it, many of its variants have very capable torso armaments. Very few variants mount back facing weapons, so depending on how many actuators the designers removed to jam in the various big bore autocannons, back stab attacks are a viable option, but do need to chew through a medium autocannons worth of armour protection before they get to the juicy critical locations.
The Templar is the first House Davion Omnimech, though its history is mired in Davion politics and budget cuts. Which is a pity, because it kicks ***.
History
In the lead up to 3062, the Department of the Quartermaster was reluctant to authorise the construction of new Omnimechs, citing their cost over standard Battlemechs. The Argus and Thanatos were both originally designed as Omnimechs and were only accepted into production when they were redesigned as standard mechs. That the Templar was built as an Omnimech is due to Duke George Hasek, who backed its creation with his own personal fortune. The result is a very capable assault weight machine, part of the second generation of Inner Sphere Omnimechs.
Base Capabilities
Built on a Kallon type XIX 85 ton endosteel skeleton to save weight, the Templar is powered by a Kaltek 340 XL fusion plant. This engine propels the machine to a top speed of 64.8 km/h and is kept cool by 13 integral double heat sinks, none of which extrude into the torso cavity. In many ways this is a machine that has learnt the lessons of previous Omnimechs. Armour is a sixteen and half tons of standard Starshield A armour, the maximum for chassis, backed with CASE in the right torso. This gives the mech nearly half its weight in pod space, a very respectable 40 tons for equipment and 30 critical slots.
Configurations
Prime configuration is a generalist. Mounting a Gauss Rifle in the roomy right arm, and 2 tons of ammo in the right torso, it has long range striking power. For close encounters a large pulse laser lurks in the left arm along with a medium pulse and a freezer. Two extended range medium lasers sit snug in the centre torso, and the entire left torso is taken up with a targeting computer linking all the guns. The final addition is a Streak SRM 4 pack and a ton of ammo, also in the right torso. Effective and accurate at all ranges, the Prime is a very capable 'oversized heavy' in the same vein as a Zeus or Battlemaster.
Alpha Configuration is designed for long range combat. Equipped with an ER PPC backed by a dedicated heat sink in the left arm, it also has an ultra ten in the right arm. Four jump jets in the torso allow the mech to leap 120 metres, and a generous three tons feed the ultra ten, allowing you to double tap to your hearts content. For close in defence a streak six fed by a ton of ammo in the right torso sits under the ultra in the right arm. A very flexible design, it doesn't have overwhelming fire power but what its got is quite solid. The final addition is a Guardian ECM system, a useful addition in any setting.
Beta configuration retains the ER PPC and dedicated heat sink of the alpha, and has the two ER mediums in the centre torso of the prime. Three additional freezers pack the torsos to help manage the heat from three Rotary 2 autocannon. This variant can run fearsome hot, but it packs a terrifying close range kick, sand blasting armour or shredding vehicles with a mass of criticals.
Charlie configuration seems to be a take on an updated Victor. Jump jets give a 120 metre jump range, combined with an LBX 20 autocannon in the right arm, fed by 3 tons of ammunition. The left arm ER PPC remains, along with a battery of five medium pulse lasers and a single ER medium. This is a really hot running mech, as it only receives a single additional double heat sink, but it can really dish out the damage at close range.
Delta Configuration is an odd design: a light gauss rifle in each torso and a X Large Pulse laser in each arm. Two tons of ammo in the centre torso feed the gauss rifles. Its a fairly accurate design, but the lack of real knockdown firepower seems like a waste of an 85 ton chassis.
Echo configuration is a command machine for a heavy or assault weight lance. The left arm ER PPC is back, and backed up by
Foxtrot configuration is another command machine, this one designed for rolling or broken terrain. The C3 master works alongside three medium pulse lasers, a heavy PPC and a light gauss. Four jump jets give it improved mobility. Its a good spread of firepower, but it doesn't focus on one range bracket like the Echo, which limits its knockdown power.
Golf is a direct fire support machine. An ER PPC, three LBX 2 autocannons and a light gauss rifle provide a battery of long range shots, and allow it to threaten aerospace, hover and VTOL targets. A bit of an odd ball, but a good way of showcasing the inherent flexibility of the Omnimech concept
Hotel configuration makes use of an MRM 30 in each arm, augmented with Apollo. Four tons of MRM ammo give you solid endurance, and the MRM's are supported by two light PPC's, one to each torso. A C3 slave allows lance coordination, and a targeting computer augments the accuracy of the light PPC's (a weapon I'm very fond of). Finally, an extended range flamer in the right torso allows you to terrorise infantry and set fires. This design also has jump jets, and that means there is no were to run from its sixty MRM tubes. (Correction thanks to worktroll)
India is the most brutal, and straightforward of any configuration. A C3 slave and two additional heat sinks support two heavy PPC's and a gauss rifle. With two tons of ammo you have great endurance and pose a real threat to even Clan machines thanks to the three head choppers. The Gauss rifle is on the right arm, and the heavy PPC's are in the left torso and arm. This variant has no secondary weapons: it is a pure 'mech hunter.
Romeo configuration mounts some nasty clan tech, as we would expect of a Dark Ages machine. A pair of Clan ER PPCs and a LBX 10 provide the thunder and the lightning, and five re-engineered medium lasers mean no fancy armour is going to stop you dishing out damage. (correction thanks to UnLimiTed and Sharkapult)
Finally, Uniform really takes the Omnimech concept and works it. Designed for underwater combat, it has four UMU's and battlemech harjel. Three medium pulse lasers and a large pulse laser provide dependable firepower in or out of the water, and an SRT 6 and LRT 10 provide capable bite against other mechs or subs below the waterline. Finally, a C3 Slave is not a common find on an aquatic mech, but does provide the potential for some interesting combined arms tactics.
Two personal configurations grace the battlefields of the Jihad: Grayson and Tankred. Grayson configuration is centred on two AC-5, four ER medium lasers, and a targeting computer. Two streak 4s fed by a single ton of ammo provide close in punch and crit seeking. Combine the auto-cannons with their generous 4 ton bin, and the targeting computer, and you see that this is a design meant to take advantage of the fedcoms specialist auto-cannon munitions. An additional heatsink and three jump jets for 90 metres of obstacle clearance round out the design. The Tankred design is a more direct, nasty mech hunter. Two RAC-5s, three extended range medium lasers and a single ER large laser are all linked into a targeting computer for maximum accuracy. Five tons of ammunition will keep you in the fight for a while, even at full fire rate.
Deployment and manufacturers
Manufactured solely by Kallon Industries, and initially deployed only into the Capellan March, the Templar is nonetheless quite a well used machine, being popular enough to see a new production line created to replace the one the Word of Blake destroyed on Talon, resulting in the Templar III. From some of the configurations mounting light Gauss rifles (blech) and Kallon having significant market presence in the FWL, I would guess the Templar was also used by the FWLM during the Jihad, but I don't have any solid evidence of that.
Tactical use
The Templar is very much an oversized heavy trooper, in the same vein as the Zeus in most configurations, laying down solid fire at long range, but various configurations change this dynamic, intending to close and lay down the hurt. As part of a heavy/assault lance its Echo variant is an excellent lance command unit, laying down heavy barrages from long range, and almost every variant with a targeting computer is a solid design for duelling and destroying other similar weight or smaller machines. All variants require a little heat management (some, a lot of heat management) so watch the thermometer, cycle your weapons, and bracket fire.
Countermeasures
Shoot it a bunch. As an 85 ton heavy with max armour it is never going to go down easy without some serious luck. Thankfully its left and right torsos are thinly armoured compared to other locations, and can be breached with a couple of gauss rifle hits or equivalent. Then you can try and critical out the bulky XL engine or hope you clip the ammunition bin that will be hiding somewhere in the right torso. Unlike some other designs, it spreads weapons across its frame, meaning you can't snip its arms off and then ignore it, many of its variants have very capable torso armaments. Very few variants mount back facing weapons, so depending on how many actuators the designers removed to jam in the various big bore autocannons, back stab attacks are a viable option, but do need to chew through a medium autocannons worth of armour protection before they get to the juicy critical locations.
#50
Posted 20 December 2017 - 09:37 AM
Yes to all, and add the Sunder, Hauptmann, and Grand Titan.
The Pillager would also be fun, if only for the way it looks.
The Pillager would also be fun, if only for the way it looks.
#51
Posted 22 December 2017 - 05:27 AM
Cobra, check this thread out lol. https://mwomercs.com...plar-awareness/
I agree that the Templar has potential to be a good mech and would fit welll with the Sagittaire.
I agree that the Templar has potential to be a good mech and would fit welll with the Sagittaire.
#52
Posted 22 May 2018 - 04:22 AM
Bump!
#54
Posted 22 May 2018 - 12:54 PM
heck yes for sagitair, we also need hammer hands and templar. Those mechs could definently work in mwo. Hop on it pgi
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