Ok.. ready? Zombie Apocalypse: Which Mech or Battle Armor do you take?
#41
Posted 30 December 2011 - 09:16 PM
#42
Posted 30 December 2011 - 09:23 PM
ATLAS
#43
Posted 30 December 2011 - 09:59 PM
CaveMan, on 29 December 2011 - 07:07 AM, said:
No, seriously.
They're zombies. What are they going to do, beat on your leg armor with their rotting arms? Try to bite through your diamond-steel impenetrable superstructure?
All you need is mobility to get to a spaceport so you can stomp the zombies there flat and make your way onto a DropShip and GTFO.
Exactly THIS. Replace "Stinger" with any mech with at least 2 legs at your leisure and you're good to go.
#44
Posted 30 December 2011 - 11:14 PM
I would go for a Raven RVN-3L, tough I'd like it refitted with a Dual cockpit instead of the TAG.
I would have prefered a RVN-4L, but since sealth armor is not available in the timeframe given by the OP I'll take the RVN-3L.
2 medium beams are enough to clear out any zombies without concerns for ammo, and the SRM6 + NARC combo can be used to scare off any armored opponent I might encounter. But I'm in a Raven, so it might be best to avoid combat alltogether, a feat I can accomplish by using my advanced electronics to find any opponents early and avoid them while staying unnoticed due to my GECM.
The dual cockpit gives me room to store survival gear (mainly canned food and water) and I can even take a co-pilot with me to keep me company and who can stand guard while I rest and vise versa.
#45
Posted 04 January 2012 - 12:23 PM
Sure its pretty slow compared to most Mech's but it's got 2 gauss rifles and 4 heavy medium lasers to take on any foe (not zombie) who would dare attack me. As well as the 2 medium pulse lasers to take on any zombies. SRMs for short range backup if things get hairy or for demolition if something is in my way.
I'd keep a stockpile of gauss rounds and SRMs at home-base. 65km/h isnt that fast but nothing will stand in the Blood Asp's way for long with that loadout.
#46
Posted 07 January 2012 - 06:30 PM
Spare parts are of corse going to be an issue...
To efectivly deal with Zombie hords one will want weapons that have anti personel effects, these weapons are largely small pulse lasers and flammers.
The Firestarter makes a good choise, though the Omni might be a bit better (partiurly the Prime, B and F configs). the Jump jets would be usefull I would think
A few other mechs that might work well
Locust IIC 3 (ER Large, 2x SPL), 7 (ER med + TC, 6x AP Gauss) -if you want speed this should be a good one
Mist Lynx P with it's bevy of micro lasers and a ER Large (fast with jump jets)
Vixen 4 would also be good with it's twin micro pulse & twin medium pulse, with good ground speed and a heavy large to deal with hard targets...
Viper B would be quite efective
Vulcan 5T
Black Hawk KU prime might be ok, though it dose not have much in the way of efective anti personel weapons, though it's medium pulse lasers would be ok.
Though technicly I would think that in most cases Zombies would be using the Mob rules found in the reunification war book (in short if classed as a mob, reguler weapons would do 3 or 4 times their rated anti-personel damage, their also could be up to 100 zombies per hex as well). So even a PPC could potently kill up to 12 or 16 of them per hit (in the open and I do not think they are wearing anything that would count as armor...)
#47
Posted 07 January 2012 - 06:56 PM
also i would have a laser rifle and gray death scout armor stashed in an easily accessible port on the mech. that way if i have to leave for a foray the zombies still won't be able to get me. even if they pin me down i can fry them with jump jets.
Edited by dal10, 07 January 2012 - 07:01 PM.
#48
Posted 07 January 2012 - 07:24 PM
I don't have a specific mech in mind, but something in the medium/light range, equipped with electronics and pulse lasers, especially a flamer, would be good. I'd also say there should be some mechs which can use cargo capacity-- I know omnimechs can use pod space for cargo. I think it's in the rules somewhere, though I can't remember if you have to declare cargo space as separate from omni pods.
If we assume zombies are infectious in the traditional way, ie water, air, contaminated animals and food, then canned food is going to be important. I assume you could use the fusion engine to boil water to make that safe.
I'd say, find a mountain with a south-facing slope in the northern hemisphere, or north-facing in the southern hemisphere, and carve a homestead out of the rock. If your mech had hands, you'd want to build stuff.
Also, jump-jets would work like flamers, right? They channel plasma and superheated air, so they could be used to incinerate stuff.
#49
Posted 07 January 2012 - 07:44 PM
Me, I'd probably go with a Lightray. It's a newer design, and in most situations, it wouldn't be my first choice, but it seems to fit the bill nicely for zombie invasions. It's 55 tons, packs a decent punch between 4ER lasers (1 large pulse, 2 meds, 1 small), and it travels at just shy of 120kph, so there's basically nothing, anywhere, that it either outfight or outrun.
Besides that, a Madcat would be nice. It's big, tough, quite fast for its size, has a largely laser-based loadout so you're only blowing ammo on real serious human threats, um, yeah that about covers it. As others have mentioned though, maintenance might start becoming a problem with bigger chassis.
#50
Posted 07 January 2012 - 08:05 PM
Also, as someone already mentioned, in MW there are many flamers that are based on super-heated plasma. That's less like starting a zombie on fire, more like cutting it apart with a giant welding torch.
As for myself, I'd definitely aim for a more utility/low tech mech. Weaponry is mostly insignificant. What matters to me is rugged, durable mechs that can go for months without repair, preferably hands so that it can help with constructing forts/walls, and that's pretty much it. Ammo based weapons seem useless. Lasers seem like wasteful overkill to me. If there's enough zombies that I don't want to just physically smash them, then give me a flamer any day.
Other people would be a bit of a threat, but at the end of the day few people are going to want to waste resources fighting with you, even if they have a mech themselves. Sure if they're rocking an assault mech they're going to trounce your Locust, but there's always a chance that you get lucky with that one laser shot and damage something important on their mech.
Plus, why blow up your locust when they could recruit you to act as a scout for their little raider bunch. It's a lot faster to have your dinky little scout mech wander the post apocalyptic wasteland to find their next juicy target instead of wasting time waddling in random directions with their Stone Rhino, just waiting for their actuators to give out and strand them someplace.
In the end, the most important aspect for me would be... whichever mech has the roomiest and comfiest cockpit, because I'll be damned if I get out of that cockpit for just about anything.
I need to eat? Set the food on my mech's hand and I'll dump it into the cockpit myself.
I need some company so I don't go crazy? Well that's what external speakers are for.
I need to go to the bathroom? Well, I'd rather go in a bucket and dump it out from the cockpit than risk the chance that someone steals my mech. : P
Edited by LackofCertainty, 07 January 2012 - 08:09 PM.
#51
Posted 07 January 2012 - 08:27 PM
JJ's can clear out sombie hords around your feet. And it looks like a F*ing jet. AMERICA!
#52
Posted 07 January 2012 - 08:35 PM
#54
Posted 07 January 2012 - 11:53 PM
Omigir, on 07 January 2012 - 08:27 PM, said:
JJ's can clear out sombie hords around your feet. And it looks like a F*ing jet. AMERICA!
"Did you yell 'America' when you hit the accelerator?"
Edited by Prosperity Park, 07 January 2012 - 11:54 PM.
#55
Posted 08 January 2012 - 01:51 PM
The Piranha is a tempting choice as well if you had almost unlimited ammo and wanted a good time.
The Firestarter would at least be entertaining, assuming that the swarms of flaming zombies can't crawl into the actuators and scew everything up...but maybe the Firestarter's flames are powerful enough to just melt the zombies? Oh well, it still technically relies on fuel.
#56
Posted 08 January 2012 - 02:08 PM
I couldn't find any battle armour produced before the 3050s to name, so my second choice would be the Kage battle armour: 120 meter jump range, boasts a small laser (perfect for picking off zombies without having to worry about reloads) and ultra light, fast and let us not forget its stealth armour (not that that would matter much against zombies, but great against the other pockets of refugees who always try and jump everyone else for their guns and equipment) in addition to a flamer (burn my darlings!) and a machine gun for when you are in a pinch.
'Mechs against zombies is like setting a warthog against a duck. There is just no need for overkill.
Edited by Tifalia, 08 January 2012 - 02:13 PM.
#57
Posted 08 January 2012 - 05:50 PM
Mobility is KEY here.
And the kind of ammount of MG's that can take down MECHS should be GOOD for taking down ZOMBIES.
#58
Posted 08 January 2012 - 05:55 PM
#59
Posted 08 January 2012 - 06:07 PM
No such thing!
There is only OPEN FIRE and I NEED TO RELOAD!
#60
Posted 08 January 2012 - 06:21 PM
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