Discussion: Mech Chassis

Discussion in 'Campaign - 33XX: The Corporate Century' started by MagnusEffect, Mar 3, 2014.

  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    The purpose of this thread is to compile a list of all mech chassis that will be used in Project Prometheus.

    Four Categories of Battlemechs:
    LancerMech - piloted by both Lancers (players) and other elite special forces; these are improved OmniMechs (extremely rare, use advanced tech)
    OmniMech - piloted by veteran house units (far fewer in number than in the 31st century, use tech limited by their faction)
    BattleMech - piloted by militias and backwater world armies (uncommon and largely outdated by OmniMechs)
    DroneMech - AI or remote controlled mechs (cheaper, mass-produced versions of normal OmniMechs)

    CORPORATE DRONEMECH FORCES: Tier 2 OmniTech capable
    INDEPENDENT/PIRATE FORCES: cannot use OmniTech, Tier 1 only (exceptions may apply)
    NATIONAL ARMY FORCES: Tier 3 OmniTech capable
    Other factions may be introduced later as time permits.

    If your mechs didn't get picked, don't worry: LancerMechs potentially be ANYTHING.
     
    Last edited: Apr 4, 2015
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    REDACTED!

    Anyone is welcome to contribute, but only the most believable and practical designs will be selected. Try to think from a "modern military" mindset of vehicles with adjustable hardpoints. All chassis from every Battletech era qualify but there are a few rules to keep in mind:

    • QUALITY OVER QUANTITY - we don't need eight different 55 ton chassis. The total number of chassis available will be shrunk down drastically to a reasonable number. This is to reflect the standardization of standing armies in the 33rd century (mixed chassis lances are far less common).
    • Omnimech technology will be the NORM rather than the exception (again, militaries have been greatly streamlined).
    • Traditional Battlemechs will be rare and considered antiquated technology of a bygone era.
    • A new third category of Battlemech will now exist: DroneMechs.
    • Chassis will not exceed 75 tons and must reach a minimum speed of 64 kph (4/6 movement). Again, this is the result of changes in military doctrine of the 33rd century. On rare occasions you may still see Assault mechs from centuries past.
    • All chassis must carry a minimum of 1 jump jet (maybe more, subject to change). Again, new military doctrine requiring orbital insertion, rapid deployment, etc.
    • Targeting computers are now more common. Speed, range, and cover usage will be increasingly important.
    • Lore and fluff text is required for any chassis submission.
    • Remember to specify the type of BattleMech with your design.
    • The more you flesh out your chassis design, the better chance it has to make it into the campaign (feel free to ask for my help).
    • DO NOT SPAM THIS THREAD WITH DOZENS OF DESIGNS. PICK ONE OR TWO FAVORITES AND START WITH THAT. IF YOU HAVE MORE, TALK TO ME FIRST.


    Wolverine - 55 ton IS OmniMech


    (more fluff coming later)
    The standard workhorse mech used among special forces of the Terran Alliance and her allies, the modern Wolverine has changed little over the centuries from its Star League ancestor. Following the classic thought of "if its not broke, don't fix it", the newest breed of Wolverines have only seen incremental changes to improve firepower and survivability. The end result has created a mech that is extremely popular among any who pilot it.



     
    Last edited: Mar 7, 2014
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  3. Blackfire1

    Blackfire1 Lord Commander of Procrastination Berserker

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    reserved
     
  4. Skwisgaar

    Skwisgaar XO Thrall

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    Reserve while I familiarize myself with post-3050 mech designs and technology.

    Is this more for canon chassis/variants or for custom designs as well?
     
  5. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    I'm a bit unclear on the build rules. Is there still Clan tech separate from IS? Should we build out everything as IS omnis? Any restrictions on tech? No null signiture and stuff?
     
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    The specifics are still kind of fluid at the moment but I can give you a general idea of what I'm shooting for:

    Clan Tech will be reserved solely for "Lancers" and Lancer-like "house" special forces. These are essentially solitary independent agents or small teams that operate behind enemy lines or wherever precision strikes are needed. They will carry the best of the best equipment (real world comparison = stealth capable planes, NAVY SEALS, etc.). Clan Tech is no longer solely limited to Clan factions, but it is most common among them.

    Advanced Tech (Star League era) will be the most common equipment used by "regular" house armies. the main difference here from the 31st century is that the numbers of standing mech armies has been greatly diminished as they proved to not be cost effective compared to larger conventional armies... thank the politicians for that (real world comparison = "1st world" standing armies).

    Low Tech (Succession War era) represents cheap, but reliable and easily maintained equipment. this will be in most common use in the periphery, backwater worlds, or anywhere a gov't needs a standing army on a shoe string budget. it is most commonly seen on independent worlds and bandit kingdoms, but is also common among guerrilla factions and terrorist organizations (sound familiar yet?)

    Because I want to limit this thread to design specifications, I would prefer to go into depth on this topic in a separate thread:
    http://www.theskjaldborg.com/index.php?threads/34xx-the-corporate-century.7460/
     
  7. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    Black Knight – 75 ton IS Omnimech

    Fluff:
    *As the fluff text suggests, I may have gone a bit overboard in making variants, so I'm just going to put up these two as a sort-of "prototype trial."

    Loadouts:
     
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    lol... you beat me to it. To be honest, I envisioned the BK as something more than just a regular house unit... I haven't released the info dossier yet, but the #2 Lancer on Antallos, "Green Knight", pilots (you guess it) a tricked out Black Knight.
     
    Last edited: Mar 3, 2014
  9. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    lol :lol:
     
    Last edited: Mar 4, 2014
  10. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Phoenix Hawk - 45 ton IS Reserve/OmniMech/LancerMech
    [​IMG]


    First introduced by the Terran Hegemony in 2568, the Phoenix Hawk is one of the most well known BattleMechs in the Inner Sphere. The 'Mech began life when Orguss Industries realized that it could reinforce the Wasp chassis to create a larger version with a top speed of 97.2 km/h and a jumping distance of 180 meters, giving it the same speed profile as the Wasp with a more potent arsenal. After the Phoenix Hawk started reaching its various deployments, the 'Mech's full potential was discovered, and it became known as a command 'Mech for unit commanders due to the presence of the advanced communications suite on-board. However, it also became a staple of reconnaissance. Lance commanders often utilize it because it is capable of keeping up with 'Mechs like the Wasp and Stinger while carrying considerably more firepower.

    In 3234, Gorton, Kingsley, and Thorpe Enterprises released their newest iteration on the venerable Phoenix Hawk, the PHX-9 series. Designed for extreme adaptability, the PXH-9 is offered in three variations. Field testing so far has shown that while some variations of the mech can run quite hot, the ability for the Phoenix Hawk 9 series to be quickly tailored to mission parameters is unparalleled.

    PXH-9T
    The PXH-9T was developed as a low-cost, low-maintenance training mech with the dual purpose of being made available to militias, corporations, and periphery units for local defense.

    PXH-9C
    An up-teched OmniMech version, the PXH-9C, was developed for sale to House units. Standard equipment includes two center torso mounted jump jets and a right torso targeting computer. The left torso contains an equipment bay, allowing specialized gear such as ECM and Active Probes to be inserted. Attachment points on the rear of each torso provide the ability to add pods containing two jumpjets each to both torsos, increasing the PXH-9C to maximum jump capability. Central to its design are modular 7 ton arm mounted weapon pods that can be swapped out to fill a wide range of role requirements. A wide range of weapon pods are available for independent purchase, to be placed into a units stockpile. Examples include:
    • ER Large Laser, ER Medium Laser, Double Heat Sink
    • LRM 10 and 1 ton of LRM 10 ammo contained within CASE II
    • Enhanced ER PPC
    • Medium X-Pulse Laser, SRM 6, and 1 ton SRM 6 ammo contained within CASE II
    Recently GKT has released a new series of specialized weapon pods that vary from the standard 7 ton arrangement, allowing specialized pod loadouts to meet additional mission parameters. Examples include:
    • 12 ton pod containing a Rotary AC/5 and 1 ton of ammunition contained within CASE II (note, this pod locks portions of the arm)
    • 12 ton pod containing an Ultra AC/5 and 2 tons of ammunition contained within CASE II (note, this pod locks portions of the arm)
    • 3 ton pod containing three ER Medium Lasers
    • 3 ton pod containing two Machine Guns and 1 ton of Machine Gun ammo contained within CASE II
    PXH-9SO
    4 years after the release of the PXH-9C, GKT Enterprises came out with a Spec Ops version of their Phoenix Hawk, the PXH-9SO. This mech was build specifically for Freelancers, taking the technology included within the PXH-9C even further with the introduction of even lighter materials and more powerful weaponry. While built around the same core concept of adaptability, including the use of 7 ton interchangeable weapon pods for each arm, the 9SO was build with specialized equipment as standard. Full head ejection was retained from the 9C, and an advanced technology suite was added which includes a Void Signature System, Angel ECM, and an Active Probe. Additionally, the 9SO has its maximum complement of jump jets build into each torso, instead of allowing for modular jump pods. While it is able to utilize the exact same 7 ton pods found on the 9C in a pinch, advanced technology pods specifically for the 9SO are also made available. Its standard configuration has a 7 ton weapon pod on each arm (each containing a Lancer-tech ER Large Laser, ER Medium Laser, and two Double Heat Sinks).
     
    Last edited: Mar 5, 2014
  11. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    I have some super kickass ideas for the Phoenix Hawk, I CALL DIBS.

    So what's the deal with rotary and stuff like improved jump jets, etc etc? Cause that isn't Star League, but I see you put it on a "House" unit version of the Wolverine.
     
  12. Skwisgaar

    Skwisgaar XO Thrall

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    Any tech is open season. 'Lancers will be using best of the best.
     
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  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    actually, lets not get ahead of ourselves.. what "chassis" do you want to include in the 33-34XX era. try to limit your selection to 1-3.

    I've split up mechs into roles. The characteristics of these roles will vary depending on the size of the chassis but you can generally expect the following:
    • Scouts: above-average speed, moderate/heavy armor, jumpjets, light weaponry (they need enough armor to survive first contact and retreat)
    • Support: generally slower, moderate armor, a few heavy weapons, no anti-infantry weaponry (sort of your "glass cannon" class)
    • Assault: average/fast speed, heavy armor, mix of anti-vehicle & anti-infantry weaponry
    -SUBJECT TO CHANGE!-

    Here's a rough idea of what I'm talking about:

    Light Mechs:
    • Light Scouts: Locust, Flea
    • Light Support: Javelin, Jenner
    • Light Assault: Wolfhound, Panther

    Medium Mechs:
    • Medium Scout: Phoenix Hawk, Vindicator, Griffin
    • Medium Support: Hunchback, Shadow Hawk
    • Medium Assault: Centurion, Wolverine,

    Heavy Mechs:
    • Heavy Scout: Dragon, Ostsol, Grasshopper, Vandal
    • Heavy Support: Catapult, Rakshasa, Archer, Mangonel, Rifleman
    • Heavy Assault: Black Knight, Warhammer, Crusader, Marauder, Thunderbolt
    (obviously, clan mechs will be included as well, but will get to that later)

    Since militaries have now greatly streamlined their forces, expect each faction to only field a few different chassis depending on the role required and that factions weight preferences.
    For example:

    FedSun = uses light scouts, heavy support, and medium assaults
    Lyran = uses medium scouts, heavy support, and heavy assaults
    Free Worlds = similar to Lyrans
    Draconis = similar to FedSuns
    Terran Republic = uses light scouts, medium support, and heavy assaults

    NOTE: THIS IS A WORK IN PROGRESS
     
    Last edited: Mar 3, 2014
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  14. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    So I can't do the Phoenix Hawk? Hrm, okay.
     
  15. Skwisgaar

    Skwisgaar XO Thrall

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    I'm getting a little confused on what you're asking for but I'll throw in a few I'd like to see.

    Light Assault: Solitaire (Clan)
    Medium Assault: Centurion Omnimech
    Heavy Assault: Verfolger

    I'm especially interested in the Centurion Omni, that has some great canon variants and good potential for custom loadouts.
     
    Last edited: Mar 3, 2014
  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Keep in mind that there are no guarantees that players will even start as "true Lancers". In the universe I am making, Lancers are the Battletech equivalent of the A-Team (you do not fuck with the A-Team). More likely you will start as "Lancers-in-training". You will get some toys to start with, but the rest you will have to work towards.

    And yes, Skwi is right about the tech choices. I am opening up the full catalog of equipment for this campaign, BUT some specific items might be removed or restricted for game balancing reasons (battle claws for example). This was the main reason for setting it so far in the future. I can basically write our own canon without stepping on the established timeline.
     
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  17. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    It is still very fluid right now. In hindsight, I think it is best to keep it simple and just find out what chassis people want to see in the campaign :)

    you totally can. the PH is definitely being included. go nuts
     
  18. Skwisgaar

    Skwisgaar XO Thrall

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    Got it. You're looking more for chassis and less for specific variants.
     
  19. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Yes, once we have established which chassis and assigned who will use them, we can get into more specifics.

    I just thought of a better way of explaining this...

    FedSun forces love their daka-daka. The mechs their faction uses could be the following:

    Special Forces/Lancers (Clan Tech)
    • LancerMech = Wolverine
    Regular Army (Advanced Tech)
    • Scout = Valkyrie or Javelin
    • Support = Jaegermech or Hammerhands
    • Assault = Enforcer or Centurion
    used this page to help make the selection:
    http://www.sarna.net/wiki/Category:Federated_Suns_BattleMechs
    (there are similar lists for the other factions on sarna.net)

    Essentially, this means that the number of mech chassis in use for the FedSuns would be between 4-7 (the less, the better in my opinion). Each faction would use an exclusive set of chassis. However, due to close alliances, some factions' choice in chassis might overlap a little.
     
  20. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    Personally, I am most interested in seeing the Grasshopper, Quickdraw, or even the Executioner (perhaps a 'lancer exclusive?).

    Not too picky among those, though, since they fill many of the same roles.