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Hwacha (HCH-3IDP)
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 206

PostPosted: 22-May-2024 22:15    Post subject: Hwacha (HCH-3IDP) Reply to topic Reply with quote

TRO: Hwacha (HCH-3IDP)
                 BattleMech Technical Readout

Name/Model:         Hwacha (HCH-3IDP)
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            75
Configuration:      Biped BattleMech
Era/Year:           Star League / 2780
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         5,336,625 C-Bills
Battle Value:       1,215

Chassis:              Standard
Power Plant:          150 Fusion
Walking Speed:        21.6 kph  
Maximum Speed:        32.4 kph  
Jump Jets:            Standard
    Jump Capacity:    60 meters
Armor:                Standard
Armament:             
    4 LRM 15s
    5 Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The end of the world began when dawn came twice.  Mr. Smith woke with the hyper acute
    reflexes of an adult leader in charge of a bunch of Adolesence on a camping trip. Something
    had flashed past his tent, probably one of his charges needing to take a leak in the night.
    The night flashed again, a searing flash that seemed to move from the sky to the ground.
    That was out of the ordinary.  He got out of his tent in time to see another bit of star
    stff come falling from the sky, straight towards his home city. And then the night ended for
    a time, as did that era of Mr. Smith's life.
    
    
    But that was months in the past.  Mr. Smith had no surviving relatives, his wife and other
    children had died in the night of fire.  His eldest daughter had died in the scouring that
    followed.  Invaders had come to his world.  Invaders with terrible machines, but they were
    squishy enough if you could pull them out.  His daughter had helped pave the way for that
    bit of knowledge.  As had others of his troop.  Joining up with the military was a mixed
    blessing he supposed, but at least it would grant him a chance at revenge.

Capabilities:
    "Torch them!" the Leutenant said tersely as he started moving his mech again while trying to
    keep overwatch on his fallen comrade.  A gout of flame splashed on a group of the attackers.
    Some went down, but others kept coming.
    
    
    "The hell? That should of crisped the entire lot of them.  Why aren't they burning?" one
    part of his mind thought as another gave additional orders. "Ammo Free.  All weapons free.
    Lets see if their flame retartant suits can resist bullets as well"
    
    
    The Firestarters machine guns opened up along side their flamers.  Bodies smoldered and
    splashed accorss the ground.
    
    
    "Too many of them." came the thought, and the corosponding order. "Back off. use the Jets."
    
    
    Two of the firestarters jumped back nearly 200 meters.  The fallen point mech was just
    managing to stand to obey the order when a satchel charge blew out it's knee, and several of
    those swarming it.  The Lt. Started his jump backwards when a electromagnetically attached
    cable pulled taunt. Thirty five tons worth of flying battlemech suddenly found an
    overwhelming reason to turn in mid air as tons of earth refused to budge.  The cable was
    stressed to it's limit, but was still within it's tollerance.  The magnet couldn't of cared
    less. It was rated for thousands of tons of force.  Lt. Carpenter very briefly was
    disoriented as the ground suddenly came at him very very quickly.

Deployment:
    The nice thing about space hammocks is you can't drift out of them if the acceleration is
    suddendly canceled.  Which was no doubt convient for one...
    
    And I ran out of time.  So remaining outline notes are to follow.
    
    Jumpjets- "Hate the trip"
    
    LRM- Ammo diversity
    
    Break their lines
    
    Speed- The Pursuit
    
    Armor- A final last ditch ambush. By "Elementals" Reveal that the indigiounous population is
    non terrestrial. (Their males under survival level stress will attempt to grow into "Alpha"
    males.  Larger, stronger, less civil, shorter lives.)
    
    "Friendly" fire. (The best way to pick off swarming elementals is to shoot your own team.)
    
    The Irony of Names and equipment. (Remember the boomerang that was driven off?  The Indigs
    also like to use a massed light rocket battery as their main artillery type piece.  The
    Hwacha was a primitive rocket arrow launcher capable of firing upto 200 exploding arrows,
    over 500 yards, invented in Korea.  Go look it up.  Mythbusters made one.)
    
    Open fire. (LRM's vs Citadel walls.)

Variants:
    Cost of this fight is too Expensive.
    
    
    Nuke the target base with Davy Crockets

Notable MechWarriors:
    3085ish Survey report
    
    evidence of colonization
    
    Lost in First Succession war?
    
    Large Germainium deposits.
    
    Authors notes at time of posting on mordel.net:
    This design was part of the Third round of Nuts & Bolts 2.  And as you can see, I never
    finished the fluff.  And I'm not going to try to.  At this point the incomplete fluff is
    part of the history of this design.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  7.50                     
Engine:                                     150 Fusion                 5.50                     
    Walking MP:                                 2                                               
    Running MP:                                 3                                               
    Jumping MP:                                 2                                               
Heat Sinks (Single):                            16                     6.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  128                     8.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      23             18       
    Center Torso (rear):                               5       
    R/L Torso:                         16             17       
    R/L Torso (rear):                                  4       
    R/L Arm:                           12             12       
    R/L Leg:                           16             15       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Medium Laser                                              H                 1          1.00             
2 Jump Jets                                               CT                2          2.00             
LRM 15                                                    RT                3          7.00             
LRM 15 (Ammo 16)                                          RT                2          2.00             
LRM 15                                                    LT                3          7.00             
LRM 15 (Ammo 16)                                          LT                2          2.00             
LRM 15                                                    RA                3          7.00             
LRM 15 (Ammo 16)                                          RA                2          2.00             
2 Medium Lasers                                           RA                2          2.00             
LRM 15                                                    LA                3          7.00             
LRM 15 (Ammo 16)                                          LA                2          2.00             
2 Medium Lasers                                           LA                2          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 35
TP: BM,  SZ: 3,  TMM: 0,  MV: 4"j
Damage: (S) 3 / (M) 3 / (L) 4,  OV: 4
Armor (A): 4,  Structure (S): 6
Specials: IF3, LRM1/2/3
		
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