Discussion: Mech Chassis

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

  1. Skwisgaar

    Skwisgaar XO Thrall

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    I'll work on putting together a FWL lineup later similar to your FedSun layout.
     
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    All of those are great choices for heavy scouts (maybe even LancerMechs). Executioner is awesome too, but it will need to be down-scaled to 75 tons or less. But hey, no silly canon to stop us from doing that! :D

    Better idea:

    FEDSUNS:
    Special Forces/Lancers (Clan Tech)
    • Common LancerMech = Centurion (55 tons)
    • Rare LancerMech = Hammerhands (75 tons)
    Regular Army (Advanced Tech)
    • Scout = Javelin (35 tons)
    • Support = Jaegermech (70 tons)
    • Assault = Enforcer (50 tons)
    I removed the Wolverine because it is not exclusive to FedSuns and it would better serve as a LancerMech for freelancers or other neutral factions.
     
    Last edited: Mar 4, 2014
  3. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    PHX-9 series updated.
    :glee:
     
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  4. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    Do want. Can I has?
     
  5. Skwisgaar

    Skwisgaar XO Thrall

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    Free Worlds League has traditionally favored Large Lasers over PPCs due to production availability within the League. The various fractions within the League during and after the Jihad have lead to various design philosophies but overall a few chassis have held sway throughout the decades and centuries.

    SpecOps / Lancers:
    -Common = Perseus Omnimech (70 tons)
    -Rare = Grand Titan (100 tons)

    Regular Army
    -Scout = Hermes II (40 tons)
    -Support = Trebuchet (50 tons)
    -Assault = Tempest (65 tons)
    -Close Combat = Buccanneer (55 tons)
     
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  6. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    So, I totally mistyped and meant to say Exterminator. :slow:

    But now that you mention it, the Executioner actually quite reasonable (bonus 'mech: Mini Highlander!)
     
  7. Sheogoraath

    Sheogoraath Worst Person in the Universe Viking

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    CRAAAAAAAABBBBBBB
     
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  8. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    I was going to make it, and a Light version I call the Hermit Crab, but I wanted you to have the opportunity

    Instead, I'm going Robotech on this motherfucker
    :glee:

    Edit: Going to be working on the 9SO version some, to incorporate more stealth tech instead of increasing its deadliness
     
    Last edited: Mar 4, 2014
  9. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Harrier Hawk - 25 ton IS Reserve/OmniMech/LancerMech
    [​IMG]

    Following on the heels of the highly successful Phoenix Hawk 9 series, Gorton, Kingsley, and Thorpe Enterprises was contracted to bring their modular technology and expertise in adaptable mechs to the light scout role. This new design was dubbed the Harrier Hawk and built off their established PXH-9 design. GKT engineers developed a 25 ton chassis build around a 175 series engine, giving it an impressive top speed of 118.8 km/h with a maxium jump range of 210 meters.

    The first Harrier Hawk models went to production in late 3251 and mimiced the pattern set by the PXH-9 series with the release of a low cost trainer variant. GKT was able to achieve exceptional affordability for the HRH-1T, with a list price of just over 2 million c-bills, before bulk discounts. Prior to the end of the year, an up-technologied version, the HRH-1A was released for sale to House units, and three years later, a further refined version, the HRH-1SO, was released for Special Operations usage.

    One notable design flaw that pilots have described are the cramped conditions, which were necessitated by the use of a smaller than standard cockpit. The common concensous is that piloting a Harrior Hawk is more similar strapping on oversized battle armor than piloting a Battlemech.

    HRH-1T
    Though built to be cheap and replaceable, the Harrier Hawk 1T ended up as a supremely agile light mech. While it does not master a single category, it boasts a speed and jump distance that is the envy of many other light mechs. Its armament, two Medium Lasers and two Small Lasers, is respectable and requires no forward operating base to keep it supplied. This has lead to the 1T being utilized across the Sphere for duty stations in far flung locations.

    Much like the Phoenix Hawk 9T, it was built with the dual purpose of being a training mech for House units but also sold to any concern that came forward.

    HRH-1A
    As with the Phoenix Hawk produced by GKT, the Harrier Hawk OmniMech is built on a design principle that allows modular weapon and equipment pods to be mounted on the arms. GKT leveraged existing, if specialized, 3 ton weapon pods which were already on the shelf, and added additional selections to their catalog. Further, the basic chassis for the HRH-1A includes an XL 175 engine, Endo Steel construction, a full complement of jump jets, as well as Myomer Accelerator Signal Circuitry (MASC). While risky, this technology allows the all variants of the Harrier to sprint at speeds in excess of 150 km/h.

    HRH-1SO
    While it loses the mobility provided by the MASC system, the HRH-1SO gains a significant stealth advantage with the inclusion of the Void Signiture System, as well as the stock inclusion of a ECM Suite and Active Probe. As with the Phoenix Hawk 9SO, the Spec Ops Harrier Hawk can utilize any of the 3 ton weapons pods that are compatible with other chassis manufactured by Gorton, Kingsley, and Thorpe Enterprises.

    Advanced Endo Steel, Ferro Fibrous armor, and an XL engine allow this mech to increase dramatically its capabilities while maintaining the same 25 ton profile.
     
    Last edited: Mar 5, 2014
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  10. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    For my PXH-9SO I am thinking of switching to Stealth armor and adding a partial wing. Probably means dropping the size of the weapon pods down to 5 tons, but that should not be a problem since clan weapons give more bang for the buck anyway. Hm, can Stealth armor even go on clan designs?

    Also, weirdness in MegaMek lab, putting a PPC or AC in the arm is removing the lower arm and hand actuators, even when there is plenty of room.
     
  11. Skwisgaar

    Skwisgaar XO Thrall

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    Don't use MegaMek lab, use Skunkworks instead.
     
  12. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    :p

    Fine! Also... Null or Void signature systems available?

    Partial wing is 2.5 tons, totally worth it. Wanna get more stealth though. If I cant do void, null, or stealth armor, I'll pump up the tech to Angel ECM and Bloodhound probe
     
  13. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Also, Magnus, I'm tempted to make this a trinity, using the Wasp at the low end and Crusader at the top, since they are all based on the Macross Veritechs. Thoughts? They would share the various weapon pods (3 ton, 7 ton, 12 ton), to increase commonalities.

    Edit: screw the Wasp and Crusader. I wanna make an under tonned called the Harrier Hawk (25 tons) and an over tonned called the Teratorn (65 tons)
     
    Last edited: Mar 4, 2014
  14. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Switching to Gorton, Kingsley, and Thorpe Enterprises for the manufacturer, as they have Ghost Bear ties and didn't get fucked up in the Jihad.
     
  15. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Yep, no Null, Void, or Stealth armor on Clan mechs it appears. I did find a Remote Sensor Dispenser that seems pretty damn cool. Anyone know if it works in MegaMek?

    Also, quirks. What's the policy?
     
  16. Skwisgaar

    Skwisgaar XO Thrall

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    Clans do get reactive and reflective armor though
     
  17. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Aren't those anti ballistic and anti laser deals?
     
  18. Skwisgaar

    Skwisgaar XO Thrall

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  19. Sardonic

    Sardonic Well Liked Viking

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    [​IMG]
     
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  20. Skwisgaar

    Skwisgaar XO Thrall

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    Thunderbolt TDR-11OM OmniMech

    [​IMG]

    BACKGROUND
    Olivetti Weaponry's Sudeten plant was manufacturing Thunderbolts long before Clan Jade Falcon captured the planet and turned the factory's production towards replenishing their units. In fact Olivetti even created the Thunderbolt IIC, a second-line Clan unit based on the venerable design. With a reduced emphasis on solidarity and the increase in Inner Sphere-wide trade for military hardware the decision was made to allow Olivetti and other Jade Falcon controlled manufacturers to open up their showrooms to outside sources and even take commissions for new designs. Engineers decided to take the Thunderbolt chassis to the next step and create a full Omnimech for select customers such as spec ops and independent Lancers. Having utilized Clan materials and production methods for the past two centuries, it was an easy choice to use Clan tech as a base for the chassis. While expensive this mech was intended for a small audience for which cost would not be an issue.

    CAPABILITIES
    The 65 ton chassis uses a Clan Endo steel structure to save weight and space over the corresponding IS component. Likewise 10.5 tons of Clan ferro-fibrous armor provide good protection for a heavy class mech. Due to materiel limitations of Clan XL engines (production parts must be sourced from the Clan homeworlds) the decision was made to utilize an Inner Sphere light fusion engine. While heavier than a Clan XL it is still 25% lighter than standard while taking the same critical space of a Clan XL helping improve both survivability and omni pod space. The engine has a 325 rating making for a maximum speed of 86 kph.

    13 Clan dual heat sinks are fixed inside the engine and Clan CASE II protects both side torsos. A Clan laser AMS system is fixed in the head for all loadouts, which is also set up as a full head ejection system. This leaves 21 tons of pod space for weapons and equipment. While not as great a loadout as some other in its class the Thunderbolt Omni focuses on survivability and making sure its pilot can get off the battlefield safely. One odd quirk is that there is no omnipod in the center torso.

    The standard Clan tech variant and most other military-spec variants tend to follow the traditional layout of the Thunderbolt - large direct fire weapon in the right arm, missile system in the right torso and backup weaponry in the left torso. Obviously this can be changed on the fly given the Omni technology but these patterns are familiar to most pilots and therefore commonly ordered for most House units. In particular there are 4 base weapon packages that are most commonly seen.

    Bare chassis

    VARIANTS
    Clan config
    Clan units utilizing newer weapon technologies reserve this loadout as a heavy striking unit. The right arm contains an Improved Heavy Large Laser which can output massive damage at the cost of massive heat. 2 DHS accompany the iHLL in the right arm. The torso missile pod contains an ATM-9 launcher with one ton of standard ammo an a ton of Extended Range ammo to soften up targets before they get into range. 3 ER medium lasers fill the left torso along with another DHS. 2 more DHS are located in the legs, and a Targeting Computer in the left torso ties all the energy weapons together. All told the heat output can overwhelm the reckless pilot but the damage potential is outstanding.

    FedSun config
    The Federated Suns use their proprietary Rotary AC/5 in the right arm slot. 2 tons of ammo are fed to it from the right torso which also holds a Streak SRM4 with a ton of ammo. 2 IS ER medium lasers and a targeting computer fill the left torso.

    DracCom config
    Draconis Combine units focus their Thunderbolts on mid and close range combat. 5 jump jets increase maneuverability to help get the mech into effective combat range. A snub-nose PPC in the right arm provides the main punching power combined with 2 ER medium lasers in the left torso. The missile pod contains a MRM20 launcher with one ton of ammo that can saturate a target with missile impacts if used with accuracy.

    CapCon config
    The Capellan Confederation standard variant could prove the most deadly if used with the correct skill. The mech is protected by an Angel ECM unit, providing cover for friendly units as well. The CapCon's favorite new weapon, the Plasma Rifle, finds its way into the right arm with 2 tons of ammo in the corresponding torso. 3 ER medium lasers are located in the left torso with the AECM system. The right torso holds a MML-9 system with one ton of SRM and one ton of LRM munitions for mission flexibility.
     
    Last edited: Mar 6, 2014
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