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need some help with units for in-game faction (long)
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Kraken
Federated Suns
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PostPosted: 09-Sep-2019 02:02    Post subject: need some help with units for in-game faction (long) Reply to topic Reply with quote

The campaigns I've been running all take place in an alternate-continuity universe wherein a particular faction exists whose goal is to re-establish the Terran Hegemony.

They succeed.

The New Terran Hegemony is, initially, formed out of a series of worlds that include Caph (home to the faction and temporary headquarters), Northwind, Outreach, Carver V, and Terra Firma, among others. Ever since the fall of the first Terran Hegemony, this group has been working to put itself into a position to not just preserve Star League-era tech (and even older!), but be able to put it into production.

Barring machines that will be exclusive to one faction or another (like the Blackwatch being exclusive to the Northwind Highlanders), this is a hypothetical listing of units that they will have access to.

I'd appreciate some feedback on what you think of this blend of things.

Thanks.

Light Mechs
1. Stinger -> Modified version of the 3R in which one machine gun and half of the ammo are replaced with a head-mounted medium laser. This is the "workhorse" of the light mech corps.

2. Javelin -> Revival of the classic design. The "lance commander" version has a C3 Command computer and three medium lasers, while the "lance member" version has a C3 Slave system and either 2 LRM 5 racks or 2 SRM 4 racks. These units are kept together as fire lances.

3. Urbanmech -> The R60 version has been put into production as guard and defense machines.

4. Meerkat -> Based on the R60 chassis. The AC/10 was replaced with a PPC, allowing for a far larger engine (it now moves 6/9/6), two medium lasers in the torso, and a Beagle Probe. This is a mobile hitter.

Medium Mechs:
1. Assassin -> Another revival. An XL engine and the replacement of the SRM 2 rack with twin RL 10s allowed for an ER Large Laser to be mounted in the right arm and a C3 Slave in the torso.

2. Whitworth -> Yet another revival. Endo and XL allow for CASE, extra armor, hand actuators, twin SRM 2 racks (each with their own ton of ammo), and a rear-firing small laser.

3. Crab -> Stock standard 3050 model produced on Northwind. Workhorse of the medium weight class.

Heavy Mechs:
1. Guillotine -> This is the 9X version I've posted before, where the switch to double heat sinks freed up so much weight I was able to double the firepower without ill effect. Workhorse of the weight class.

2. Grasshopper -> Yet another revival. XL and DHS allow for twin LRM 5s in the arms, 7 medium lasers, ECM, Probe, and C3 Command. This modification is usually assigned to the officers in charge of commando or heavy force recon teams.

3. Bandersnatch -> The twin LB-10X cannons have been replaced by twin RAC 5s, but otherwise it's as per the TRO.

Assault Mechs:
1. Striker -> Revival design. Workhorse assault. The Autocannon 5 is now a RAC 2 and it has double heat sinks, but little else has been touched.

2. Cyclops -> Revival design. Working on a unit that will have a C3 command system so that it can serve as a master command unit. I have two custom models already done, but I'm not entirely happy with either of them.

Air Mechs:

The Stinger LAM, Asssasin LAM, and Crab LAM are in full production.

Ground Vehicles:

1. Galleon: Unlicensed version of the GAL-100 that has a fusion engine instead of the ICE engine. This frees up enough tonnage to upgrade the two smalls into medium lasers, add a rear-firing small laser, a half ton of armor, and 7 tons for additional front-facing load-out. The two most common load-outs are an AC/2 or an SRM 6 + LRM 5.

2. Fury: Going to Ferro allows enough tonnage to add a medium laser & small laser so that the machine can defend itself as it goes back to the depot.

3. Tiger Tank: Yes, they've put the WWII-era Tiger back into production. The crews know how to use the Iron Sights trait to full advantage, making them lethal sniping and defensive machines.

4. Kanga: Fusion engine + PPC = more tonnage for armor and electronics

5. Tercel: Fusion-powered VTOL that has 3 medium lasers and 7 RL 10s.

6. Kickapoo: Fusion-powered VTOL whose lasers and Bloodhound Probe are guaranteed to ruin someone's day

7. Weedwhacker: ICE-powered VTOL armed with a mix of LRMs and SRMs.

8. Lightning: The WWII fighter jet is back in production as an atmospheric fighter

9. Priest: 40-ton tracked Thumper carrier with machine guns to help defend itself.

Note that they also have the usual assortment of APCs and support vehicles.

Aerofighters:

1. Nemesis: Imagine a 50-ton "stealth" aerospace fighter with 3 PPCs and the heat sinks to use them. Intended as a space *dominance* fighter in that it can threaten dropships.

2. Silhouette: The Nemesis' little brother. It only has one PPC, but 4 RL 10s.

3. Sparrowhawk: Switching to an XL engine allowed for 4 more medium lasers, the heat sinks to deal with them, and an LRM 5.

4. Rogue: This one's back in production as a medium bomber.

___

All together, how is this for a blend of units? The NTH has money to burn, so XL engines for their mechs and aerospace units are no big deal. If anything, they're willing to pay *more* for units that can do the job of two or three comparable machines so as to conserve on manpower.

Again - thanks.
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[Last edited by Kraken on 11-Sep-2019 13:01; edited 1 time in total]
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
Posts: 2753
Location: United States
PostPosted: 09-Sep-2019 14:33    Post subject: need some help with units for in-game faction (long) Reply to topic Reply with quote

Figured out a Cyclops mod I like; I just need to find a mech designer to do it up in since my install of HM Pro has become corrupted.

Cyclops 15-Z:

10-Z chassis. Drop in Endo & DHS and replace the AC/20 with an ER PPC. This gives you a C3 Command computer, maximum armor, CASE in the left torso (where the SRM ammo has been moved), and a rear-firing small laser in the left torso. For obvious reasons, this is reserved as a field command unit.
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Mordel
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PostPosted: 10-Sep-2019 08:52    Post subject: need some help with units for in-game faction (long) Reply to topic Reply with quote

Honestly, to my untrained eye it all looks fine! You've set the criteria by indicating money is not an issue. So if that's the case, provided you aren't trying to give yourself anything that inn-game you wouldn't allow yourself access to, most things are fine.
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