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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 13:25 Post subject: ZAK-3F Zaku |
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Since my other designs have gotten such a warm reception (except for the Guardsman and Imperium, which nobody has deigned to comment on ), I am now submitting for your approval one of my most unique designs, one which mounts an entirely new weapon: the Sniper Weapon System.
Weapon: Sniper Weapon System
Weapon Type: Ballistic
Rules Level: 1
Era: 3025
Heat: 18
Damage: 9
Mass: 6 tons
Crits: 8
Minimum Range: 10 hexes
Short Range: 16 hexes
Medium Range: 28 hexes
Long Range: 40 hexes
Ammunition/ton: 4 shots
Weapon Cost: 5,000,000 C-Bills/unit
Ammunition Cost: 80,000 C-Bills/ton
Attack Type: Offensive
Weapon BV: 273
Ammo BV: 34
WV: 111
To-Hit Modifier: None
Targeting Computer Compatable: Yes
GAME NOTE: The Sniper Weapon System (or SWS) can only be fired once every 5 turns. Also, the SWS can only be used when the firing 'mech is crouched, in the prone position (chest to the ground), or has the weapon braced on an object of at least one level in height (resting the weapon upon the top of a building or hill, for example). The firing 'mech must also assume the proper stance if firing from the crouched position, using one hand to support the underside of the weapon, or suffer a +6 on the To-Hit roll. This is due to the weapon's incredible length, over 5 meters long.
PERSONAL NOTE: This weapon has never been used in any game and is, quite probably, almost entirely unbalanced to your veteran eyes.
Type/Model: Zaku ZAK-3F
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Custom design
Mass: 35 tons
Chassis: Kallon Light Type 2AXQ Standard
Power Plant: 210 Magna Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Kallon Light Shield A Standard
Armament:
1 Sniper Weapon System*
1 Defiance B3S Small Laser
Manufacturer: Kallon Industries
Location: Talon (Wernke system)
Communications System: Kallon Secure Net
Targeting & Tracking System: GC MultiTrac System Type 6
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Type/Model: Zaku ZAK-3F
Mass: 35 tons
Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 210 6 9.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 10 Single 2 .00
(Heat Sink Loc: 1 CT, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 119 pts Standard 0 7.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (Rear): 7
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 5/5
L/R Arm: 6 12/12
L/R Leg: 8 16/16
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Sniper Weapon System* RA 18 8 10 8.00
(Ammo Locations: 2 RT)
1 Small Laser CT(R) 1 1 .50
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TOTALS: 19 44 34.50
Crits & Tons Left: 34 .50
Calculated Factors:
Total Cost: 9,559,148 C-Bills
Battle Value: 740
Cost per BV: 12,917.77
Weapon Value: 235 / 235 (Ratio = .32 / .32)
Damage Factors: SRDmg = 2; MRDmg = 4; LRDmg = 5
BattleForce2: MP: 6, Armor/Structure: 3/3
Damage PB/M/L: 1/-/-, Overheat: 0
Class: ML; Point Value: 7
The Zaku is, as you can probably tell, the ultimate in long-range fighters. It is intended to be used much as snipers are today: deploying behind enemy lines, reporting enemy activity, and attacking important targets of opportunity (command 'mechs, ammo bunkers, comm towers, etc).
I also designed a "bigger brother", the ZAK-4L Zaku II, which sacrifices speed for an advanced electronics suite.
PERSONAL NOTE: As with many things, I don't have a copy of the C3 rules, so I don't know the exact function of the computers. But I figured that a single Zaku II, overwatching a battle, could coordinate the movements of a large number of friendly 'mechs. C3 does stand for Command, Control, and Communication after all. If one C3 Computer can coordinate, say, one company of friendly 'mechs, then it would only take two Zakus to coordinate an entire battalion. That's what I thought, anyway. The reality is probably far different.
Type/Model: Zaku II ZAK-4L
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 3, Custom design
Mass: 50 tons
Chassis: Kallon Type IV Standard
Power Plant: 200 Magna Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Kallon Royalstar Stealth
Armament:
1 Sniper Weapon System*
1 Garret/Guardian Interface Guardian ECM
1 Cyclops-Beagle Sensory Probe Beagle Active Probe
2 Kallon Sure-Shot C3-MU C³ Master Computers
Manufacturer: Kallon Industries
Location: Talon (Wernke system)
Communications System: Kallon Secure Net
Targeting & Tracking System: Garret T19G w. Dual C3 Computer
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Type/Model: Zaku II ZAK-4L
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5.00
Engine: 200 6 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 2 LA)
Gyro: 4 2.00
Dual Cockpit (MW), Life Supt., Sensors: 6 4.00
Actuators: L: Sh+UA+LA+H R: Sh+UA 14 .00
Armor Factor: 128 pts Stealth 12 8.00
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 16
Center Torso (Rear): 7
L/R Side Torso: 12 13/13
L/R Side Torso (Rear): 5/5
L/R Arm: 8 12/12
L/R Leg: 12 18/18
Weapons and Equipment Loc Heat Ammo Crits Mass
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1 Sniper Weapon System* RA 18 12 11 9.00
(Ammo Locations: 3 RT)
1 Guardian ECM RT 0 2 1.50
1 Beagle Active Probe RT 0 2 1.50
2 C³ Master Computers LT 0 10 10.00
1 Enhanced Satellite Uplink 0 .00
Stealth Armor Heat 10
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 28 74 50.00
Crits & Tons Left: 4 .00
Calculated Factors:
Total Cost: 16,707,250 C-Bills
Battle Value: 1,536 (+99 for C³)
Cost per BV: 10,877.12
Weapon Value: 288 / 288 (Ratio = .19 / .19)
Damage Factors: SRDmg = 1; MRDmg = 7; LRDmg = 9
BattleForce2: MP: 4, Armor/Structure: 3/4
Damage PB/M/L: 1/1/1, Overheat: 0
Class: MM; Point Value: 15
Specials: ecm, c3m, prb _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 01-Feb-2005 14:05 Post subject: RE: ZAK-3F Zaku |
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PERSONAL NOTE: As with many things, I don't have a copy of the C3 rules, so I don't know the exact function of the computers. But I figured that a single Zaku II, overwatching a battle, could coordinate the movements of a large number of friendly 'mechs. C3 does stand for Command, Control, and Communication after all. If one C3 Computer can coordinate, say, one company of friendly 'mechs, then it would only take two Zakus to coordinate an entire battalion. That's what I thought, anyway. The reality is probably far different.
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C3 Master's can tie in 3 slaves or other masters. Maximum size of a C3 net is 12 mechs. So a full 3 company battallion would need 3 networks, with 4 masters in each network. See diagram below.
2 Mechs with Master's in command lance.
S S
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S---M------M------M---S
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S S---M---S S
1 Mech with 2 Masters as command Mech.
S ____ S
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S---M---M-M |---M---S
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S S----|---S S
S
Enjoy
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 01-Feb-2005 15:46 Post subject: RE: ZAK-3F Zaku |
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I'm not an expert in game balance, but I'd think that the Sniper system should be heavier for what it does. In comparison, the light gauss rifle has a max range of 25, a damage of 8, a weight of 13 tons, and 1(?) heat.
As for the C3. While I don't want to impunge upon ralgith's ASCII art, the BattleTech Chopshop has a slightly better diagram of the C3 network (it's in the middle of the page).
Still, ralgith is correct. A 'Mech with two C3 masters is suitable for use as a company command 'Mech. See Tai-sho and Shogun, for two examples.
(And if that isn't a lot of links for one post...)
[ This Message was edited by: StarRaven on 2005-02-01 15:47 ] _________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 01-Feb-2005 16:09 Post subject: RE: ZAK-3F Zaku |
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See also my custom 65 tonner TDR-6X Thunderbolt in the custom section. A nice C3 master ride IMO.
Also on the Sniper Weapon System. Personally I wouldn't use it. But I'm just one person. I know a couple people who love the long ranged thumpers. Maybe if you dropped the fire rate to every 2rd round. It doesn't do a lot of damage for the penalties it imposes on the user. Though the range is great, the heat and rate of fire as well as the shots per ton are below acceptable ranges even in a balanced system.
On a side note it seems to be a longer ranged version of the Hollander mech. _________________ If ignorance is bliss, then why are you so miserable?
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 16:12 Post subject: RE: ZAK-3F Zaku |
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On 2005-02-01 15:46, StarRaven wrote:
I'm not an expert in game balance, but I'd think that the Sniper system should be heavier for what it does. In comparison, the light gauss rifle has a max range of 25, a damage of 8, a weight of 13 tons, and 1(?) heat.
As for the C3. While I don't want to impunge upon ralgith's ASCII art, the BattleTech Chopshop has a slightly better diagram of the C3 network (it's in the middle of the page).
Still, ralgith is correct. A 'Mech with two C3 masters is suitable for use as a company command 'Mech. See Tai-sho and Shogun, for two examples.
(And if that isn't a lot of links for one post...)
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Thanks for the diagram!
Perhaps if I raised the tonnage to 11 and the crits required to 9, that would make the weapon more acceptable? The 'mech would be made much slower (4/6) and would have to remove its hand (I'd intended the Zaku to be able to drop the SWS if it had to, much like the Battlemaster can drop its PPC). _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 16:18 Post subject: RE: ZAK-3F Zaku |
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On 2005-02-01 16:09, Seraph wrote:
Also on the Sniper Weapon System. Personally I wouldn't use it. But I'm just one person. I know a couple people who love the long ranged thumpers. Maybe if you dropped the fire rate to every 2rd round. It doesn't do a lot of damage for the penalties it imposes on the user. Though the range is great, the heat and rate of fire as well as the shots per ton are below acceptable ranges even in a balanced system.
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It's not really supposed to be used in frontline combat. It's more of a "sneak up to a nearby hill, blow up the ammo bunker, shoot the command 'mech in the face" kinda 'mech. By the time the enemy gets organized, the Zaku has already moved on. If the pilot does things right, he'll watch an enemy base for several days (if not weeks), reporting on enemy movements, then taking a few shots at important targets and fading away before the enemy can organize themselves.
P.S. How much armor can a 'mech support on its head?
[ This Message was edited by: Warhammer: 3025 on 2005-02-01 16:24 ] _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 01-Feb-2005 16:41 Post subject: RE: ZAK-3F Zaku |
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9 armor points plus 3 structural points. You need to do at least 12 damage for it to be a one shot kill weapon. _________________ If ignorance is bliss, then why are you so miserable?
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 16:59 Post subject: RE: ZAK-3F Zaku |
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On 2005-02-01 16:41, Seraph wrote:
9 armor points plus 3 structural points. You need to do at least 12 damage for it to be a one shot kill weapon.
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Exactly. 9 armor points is the limit on any 'mech you can name. Would YOU want to ride into battle with an unarmored cockpit? The purpose here is not to KILL the enemy, but to control the force he can bring against you. I can't think of anyone who would willingly ride into combat where any stray LRM or shoulder-fired rocket could come straight into the cockpit.
That 'mech is going to be out of comission for some time, while the head is repaired. That amounts to a marked decrease in available firepower, and an otherwise unneccessary expenditure of funds and equipment. That's also not including the damage the 'mech might cause while falling over. Such a concussive blast to such a small portion of the 'mech would almost certainly knock it down, don't you think?
[ This Message was edited by: Warhammer: 3025 on 2005-02-01 17:12 ] _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 01-Feb-2005 19:03 Post subject: RE: ZAK-3F Zaku |
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On 2005-02-01 16:59, Warhammer: 3025 wrote:
Exactly. 9 armor points is the limit on any 'mech you can name. Would YOU want to ride into battle with an unarmored cockpit? The purpose here is not to KILL the enemy, but to control the force he can bring against you. I can't think of anyone who would willingly ride into combat where any stray LRM or shoulder-fired rocket could come straight into the cockpit.
That 'mech is going to be out of comission for some time, while the head is repaired. That amounts to a marked decrease in available firepower, and an otherwise unneccessary expenditure of funds and equipment. That's also not including the damage the 'mech might cause while falling over. Such a concussive blast to such a small portion of the 'mech would almost certainly knock it down, don't you think?
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You need to deliver 20 points of damage to make your opponent's pilot to make a piloting roll to avoid falling from damage caused. I would dispatch a scout/recon lance to uncover your position with convetional support(vtols/hovercraft). Then I would have them deal with your sniper if they can or send a heavier unit if they can't. Perhaps call in aero support to harass you into leaving. Truthfully, if Btech was governed by real-life rules I would be wary and prolly your mech would keep most of my base personel unnder cover. But in the Btech universe I wouldn't be as influenced as I would otherwise be. I would still take a mech into combat if I had received an 8 point shot to the head (ergo large laser blast). I would be leery of taking another head hit but I would still go. I would not hold back any unit from combat that took such a hit. That one unit could be the difference between victory and defeat. Also it could be the difference in how much I win or lose.
On an aside. How many here would retreat a unit that took an 8 point head hit from combat? In one-on-one to battalion on battalion? _________________ If ignorance is bliss, then why are you so miserable?
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 19:50 Post subject: RE: ZAK-3F Zaku |
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You need to deliver 20 points of damage to make your opponent's pilot to make a piloting roll to avoid falling from damage caused.
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Would a pilotless 'mech get that same benefit? If the enemy is mobilizing, it's time for the Zaku to either stay hidden, or leave the area.
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I would dispatch a scout/recon lance to uncover your position with convetional support(vtols/hovercraft). Then I would have them deal with your sniper if they can or send a heavier unit if they can't. Perhaps call in aero support to harass you into leaving. Truthfully, if Btech was governed by real-life rules I would be wary and prolly your mech would keep most of my base personel unnder cover. But in the Btech universe I wouldn't be as influenced as I would otherwise be.
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This assumes that you know he's there. A smart pilot would either withhold fire completely, or fire one, maybe two shots and beat a hasty retreat.
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I would still take a mech into combat if I had received an 8 point shot to the head (ergo large laser blast). I would be leery of taking another head hit but I would still go. I would not hold back any unit from combat that took such a hit. That one unit could be the difference between victory and defeat. Also it could be the difference in how much I win or lose.
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What if the 'mech belonged to the local Colonel or General? Would you really be willing to risk such an important figure (assuming you're playing a campaign, that is)?
But I suppose I'm holding myself too closely to reality, aren't I? _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 01-Feb-2005 21:31 Post subject: RE: ZAK-3F Zaku |
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Then the general dies and a subordinate takes over. Colonels and generals tend to fight on the front lines with their troops (or, at least MechWarriors do.)
I might consider having the Prince retreat, but you'd have to convince the Prince to do so, which might or might not be easy. (Just look at all the Davions who die in BattleMechs.) The same is true of the general.
I doubt I'd retreat a 'Mech just because of an 8 point head hit. Of course, my tactics aren't my strong suit, but I'd rather have the firepower. Especially if it's a heavy or assault 'Mech. If you win (rather, if you hold the field), you can always salvage the 'Mech or strip it for parts.
_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 01-Feb-2005 23:10 Post subject: RE: ZAK-3F Zaku |
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But if, again speaking in real-world terms, you lose the General, you've not only lost a skilled warrior, but the leadership, experience, and command ability they possessed. The old adage about winning the battle to lose the war comes to mind.
But again, I'm probably thinking in much too "human" terms to apply to the Battletech world. But don't worry: I's lernding! _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Erenon Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Sergeant
Joined: 04-Jun-2004 00:00 Posts: 976 Location: Singapore
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Posted: 01-Feb-2005 23:54 Post subject: RE: ZAK-3F Zaku |
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The age old saying applies here.
Humans are cheap
Battlemechs aren't
_________________ "My job is to keep the majority of people in this country alive. That's it. If fifty-one percent eat a meal tomorrow and forty-nine percent don't, I've done my job." - The Beast (AKA The President), Transmetropolitan
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