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Favourite Power Suit (Clan)
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Warhammer: 3025
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PostPosted: 15-Apr-2005 22:24    Post subject: Favourite Power Suit (Clan) Reply to topic Reply with quote

Salamander. I just can't get over the mental image of this thing striding through the flames...

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PostPosted: 15-Apr-2005 22:53    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Afreet? Corona? Where did these come from? I've never heard of any of these.

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PostPosted: 15-Apr-2005 23:12    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

They're apparently in the Classic Battletech Combat Equipment Guide. At least, the notes in their HM:BA files say they are.

Type/Model:    Afreet Medium Armor 
Tech/Era:      Clan / 3067 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  10.8 km/h
Jump Capacity: 120 meters
Armor Type:    Standard
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     The Afreet battle-armor design is newly created and fielded
solely by Clan Ice Hellion.
     As part of her campaign to rebuild the Ice Hellion's morale,
which had been broken by former Khan Taney's reign, Raina Montose
commissioned several projects aimed at increasing both the
strength of the Clan's Touman and the pride of her warriors at the
same time. Few showed promise, and to save resources, lagging
projects were folded into more promising endeavors. The end result
of some of these endeavors was the Afreet. 
     The Afreet is the combination of two suits that each showed
some promise, but not enough for them to be fully developed
separately. One suit was equipped with ample ground speed and VTOL
jump capability meant for reconnaissance, but its lack of primary
weapons and credible armor made it ineffective in combat. The
other was an anti-infantry suit, designed to take on Inner Sphere
combined-arms forces. However, with the Hellions remaining a home
clan for the foreseeable future, the suit was too narrow in its
focus to be used often. Montose combined the two projects,
charging engineers to produce a design that, in her words,
"embodies the beliefs and traits of our totem." The staff of the
two projects deliberated and debated, and in some instances, the
test pilots engaged in a Circle of Equals when an agreement could
not be reached. Finally, an acceptable prototype was delivered on
schedule.
     The Afreet maintains one of the highest speeds for a Home
Clan suit to date, second only to the Sylph. With jump boosters
obtained through Trials of Possession, Ice Hellion engineers
managed to improve the Afreet's movement greatly, enabling it to
keep up with most heavy and assault 'Mechs, though it still needs
to hitch a ride in faster-paced battles. 
     While lighter than typical Clan Battle-armor, the Afreet's
weapons are respectable. A light recoilless rifle gives it the
ability to fire repeatedly out to 180 meters. Many have complained
about using such an uncommon and archaic weapon, but the
combination of cost, capability, and ease of maintenance makes it
a perfect match for the suit. Instead of anti-personnel weaponry,
the Afreet has two retractable Vibroblades. In close quarters, the
weapons not only give the Afreet an advantage in hand to hand
combat, but can deal more damage to a BattleMech as the point
swarms over it. Finally, to take advantage of the suit's speed, a
portable radar array was attached, allowing troopers to detect
possible ambushes and mount counter-assaults. 
     Though Trials have been issued and suits destroyed, Clan Ice
Hellion has been able to remain the exclusive user of the Afreet
suit. The morale boost these events have provided to Hellion
forces is immense, and Khan Montose has more battle armor in full
production, planning to deploy them to every Galaxy, if not every
Cluster. 

==Capabilities:==
CBT: RPG RULES
     Afreet battle armor mounts a 40-shot light recoilless rifle
(see p. 169, CBTComp). The suit uses standard manipulators with
vibro-claw adaptors, and so may not employ conventional infantry
weapons. In addition, each Afreet features integral jump jets and
a jump booster for a maximum leaps of 120 meters per turn, plus an
improved sensor array that functions as a portable radar sensor
(see p. 107, LT).
     As a Clan design, the Afreet also features a HarJel
auto-repair system (see pp. 58-59, LT).

BATTLETECH RULES
     The Afreet deploys in Points of 5, has 1 MP of ground
movement (4 MP jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, and may make anti-BattleMech
leg and swarm attacks (note that the vibroclaws enable Afreet
Points to deliver 2 extra points of damage during anti-'Mech
attacks per trooper). Each suit has an Armor Value of 5, plus 1
additional point representing the trooper inside.
     Each Afreet carries one Clan light recoilless rifle (see p.
192, CBTComp), which is resolved as per standard battle armor
direct fire attacks, and Afreet Points may also make vibroclaw
attacks against any units in the same hex as they occupy,
resolving hits as a missile attack by the appropriate number of
surviving Afreets, inflicting 2-point hits per trooper (delivered
in 2-point damage groupings). Finally, the Afreet's improved
sensors mimic an active probe with a 3-hex range.

------------------------------------------------------------------
Type/Model:    Afreet Medium Armor 
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid with HarJel      0       250
Motive System: Ground Movement (1 MP)                 0         0
               Jump Jets       (3 MP)                 0       150
               Jump Booster (Body, +1 Jump MP)        2       125
Armor Type:    5 Points Standard                      0       125

Manipulators:
  Left Arm:    Battle Vibro-Claw                      0        50
  Right Arm:   Battle Vibro-Claw                      0        50

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Improved Sensors                     Body             1        45
Light Recoilless Rifle               RA        40     3       195
  (with High-Explosive Ammo)
------------------------------------------------------------------
TOTALS:                                               6       990
Slots & Mass Left:                                    4        10

Calculated Factors:
Total Cost:     557,300 C-Bills
Battle Value:   35 (175 for 5)  Weapon Value: 13 (Ratio=.37)
Cost per BV:    15,922.86
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 4J   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, srs, car5

CBT:RPG Data:   Armor Value (M/B/E/X): 7/7/6/6    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Jump:  120 m/turn
                Attribute Modifiers:  STR: +4,  DEX: -1,  RFL: -1
                Equipment Rating:  F/D/F














Type/Model:    Corona Heavy Battle Armor 
Tech/Era:      Clan / 3060 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Heavy Battle Armor (1,001 - 1,500 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Armor Type:    Standard
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     By all accounts, Clan Star Adder is one of the most
progressive Clans. After the combat trials that decided which
Clans would invade the Inner Sphere, Khan Cassius N'Buta knew that
some of the paradigms that had come to define the Clan way of life
would change considerably once mixed into the cauldron that is the
Inner Sphere, so he charged a select group of warriors to develop
new concepts while he likewise charged his senior Scientists with
designing new technologies that would help the Star Adders retain
their superiority. One of the products of this think-tank would
eventually be the heavy laser. Another was the Corona battle
armor.
     The Corona represents a departure from the well-defined
battlefield tactics and customs of the Clans that, while not
significant, was still radical enough to keep this battle armor
from wide production for several years. The Adders had long-ago
defined their need for mechanized battle armor cavalry, but what
they did not have was a heavy cavalry-heavily armed ground troops
able to seriously threaten even assault-class BattleMechs from a
range. That was the problem with the standard Clan Battle
Armor-once its missiles were expended, it had an extremely limited
range. The Corona is not so limited.
     The Corona's firepower is centered on a heavy support pulse
laser, allowing it to reach ranges that no other Clan battle armor
could, and with greater punch. Of course, there was a price for
this significant increase in firepower. The Corona's designers had
to drop the jump pack, significantly limiting its maneuverability.
This was considered a secondary concern, however, as Corona points
could still be delivered to a battlefield by OmniMechs. Once on
the ground, they pack a greater punch at a longer range than their
cousins. Their limited maneuverability and unique characteristics
require new tactical thinking, which is why deployment was put off
for so long.
     After the Burrock Absorption, however, the Corona was put
into production. It didn't make its first true appearance in Clan
Space for several years; apparently Clan Star Adder's leadership
didn't want knowledge of their new battle armor leaking out until
it could field it in great numbers. Surprisingly, Xi, Rho, and Tau
Provisional Galaxies were the first to be assigned full binaries
and trinaries of Coronas, followed by Beta and Alpha Galaxies,
where they are concentrated in the Assault and Armored Cavalry
clusters. Clan Cloud Cobra also fields some Coronas, mostly within
their Beta and Epsilon Galaxies.

==Capabilities:==
CBT: RPG RULES
     Corona battle armor mounts a 12-shot heavy support pulse
laser in the torso (see p. 169, CBTComp), and an anti-personnel
weapon mount in the right arm. The suit uses a battle claw on the
left arm and a basic manipulator in the right, and so may not
employ conventional infantry weapons. 
     As a Clan design, the Corona also features a HarJel
auto-repair system (see pp. 58-59, LT).

BATTLETECH RULES
     The Corona deploys in Points of 5, has 2 MP of ground
movement (no jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, but may not make
anti-BattleMech leg and swarm attacks. Each suit has an Armor
Value of 8, plus 1 additional point representing the trooper
inside.
     Each Corona carries one Clan medium pulse laser, which is
resolved as per standard battle armor direct fire attacks, with
the usual -2 to-hit bonus for pulse lasers.

------------------------------------------------------------------
Type/Model:    Corona Heavy Battle Armor 
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Humanoid with HarJel       0       400
Motive System: Ground Movement (2 MP)                 0        80
Armor Type:    8 Points Standard                      0       200

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Basic Manipulator                      0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Heavy Support Pulse Laser            Body      12     3       800
Anti-Personnel Weapon Mount          RA               1         5
 (Anti-Personnel Weapon Space)       RA               0         0
------------------------------------------------------------------
TOTALS:                                               4     1,500
Slots & Mass Left:                                    8         0

Calculated Factors:
Total Cost:     412,500 C-Bills
Battle Value:   90 (450 for 5)  Weapon Value: 105 (Ratio=1.17)
Cost per BV:    4,583.33
Damage Factors: SRDmg = 7   MRDmg = 4   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 3 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 5    Specials: mec, car5

CBT:RPG Data:   Armor Value (M/B/E/X): 9/7/7/7    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -2
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Attribute Modifiers:  STR: +4,  DEX: -1,  RFL: -3
                Equipment Rating:  F/D/F


_________________
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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Nightmare
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PostPosted: 16-Apr-2005 00:43    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Standard elemental suits. They're efficient, they can go anywhere and you don't have to worry about specialisation.

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PostPosted: 16-Apr-2005 01:04    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Quote:

On 2005-04-15 23:12, Warhammer: 3025 wrote:
They're apparently in the Classic Battletech Combat Equipment Guide. At least, the notes in their HM:BA files say they are.


I see. Could you post the Aeire and Golem as well?

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PostPosted: 16-Apr-2005 01:09    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Here ya go.


Type/Model:    Aerie PA(L) 
Tech/Era:      Clan / 3067 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  PA(L)/Exoskeleton (0 - 400 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Jump Capacity: 90 meters
Armor Type:    Standard Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     Although Clan Snow Raven has developed numerous Zero-G and
space variants of battle armor suits since first employing them in
the Golden Century, none of these designs had been built expressly
for space-born operations, either in free-flight or aboard larger
vessels. In the 3060s, as the Clan began to expand out of its
homeworld holdings and into the Deep Periphery, the Ravens gained
access to new resources and areas of expertise, leading to the
development of wholly new battlesuits. 
     Although Raven scientists have pursued numerous avenues of
investigation, only one design-the lightweight Aerie-has entered
widespread use. Built with Clan technology and drawing on marine
combat experience by both Snow Raven troops and their Outworlds
Alliance counterparts, the suit masses just under 400-kg and is
extremely swift and agile, as at-home in free-flight between
orbiting vessels as it is on the ground. Its 35 kilograms of
advanced armor composites provide significant protection against
the hazards of space-not to mention weapons fire, though this
protection is minimal compared to that available on
combat-dedicated models. The suit's exoskeleton bolsters the
wearer's strength, enhancing their load-shifting abilities and
melee combat capabilities, but the lightweight design does not
hamper freedom of movement. As such, it is ideal for
close-quarters fighting aboard spacecraft (as when making or
defending against boarding operations).
     The Aerie has no integral weapons but its lightweight
manipulators allow the user to wield standard weapons like a
regular infantryman. Raven armored infantry equipped with the
Aerie generally wield laser systems, avoiding the recoil that
might otherwise plague null-g operations, but troopers also employ
ballistic and missile weapons, the former commonly equipped with
recoil-suppression gear.
     Almost all the Aeries currently deployed are in the hands of
the Raven's Alpha Galaxy but a succession of unverified reports
suggests the Alliance's First Air Wing also employs several squads
with their marines. If true, it is unclear whether this is
repayment for assistance in the design's development or sign of a
closer relationship between the aerospace Clan and its periphery
associates. It seems likely, however, that if the Aerie has not
yet see combat it will soon do so in the feud brewing between the
Ravens and the Draconis Combine following the destruction of the
White Cloud over Kanzaka.

==Capabilities:==
CBT: RPG RULES
     Aerie power armor mounts no integral weapons systems, but
uses armored gloves and so may employ conventional infantry
weapons without penalty. Its stealth armor provides the following
modifiers: [ECM:6, IR:6]. In addition, each Aerie features
integral jump jets to enable it to jump as much as 90 meters per
turn, plus space adaptation gear (see p. 181-182, CBTComp) and
extended life support systems for continuous operations up to 24
hours.

BATTLETECH RULES
     Aeries deploy in Points of 5, have 2 MP of ground movement (3
MP jumping movement), may travel aboard OmniMechs per the
Mechanized Battle Armor rules, and may make anti-BattleMech leg
and swarm attacks. Each suit has an Armor Value of 1, plus 1
additional point representing the trooper inside, and includes
stealth abilities that increase the to-hit modifier against Aerie
units by +1 at short and medium range, and +2 at long. Beagle
active probes and their Clan equivalents cannot locate hidden
Aerie units.
     Though Aeries lack integral weapons, they may use standard
infantry weapons. Attacks by an Aerie Point are resolved as a
conventional direct fire attack, with ranges and damage as
appropriate to the infantry weapons being used.

------------------------------------------------------------------
Type/Model:    Aerie PA(L) 
Equipment:                                          Slots    Mass
Chassis Type:  PA(L) Class Humanoid with HarJel       0       130
Motive System: Ground Movement (2 MP)                 0        25
               Jump Jets       (3 MP)                 0        75
Armor Type:    1 Points Standard Stealth              4        35

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Space Operations Adaptation          Body             1       100
Extended Life Support                Body             1        25
------------------------------------------------------------------
TOTALS:                                               6       390
Slots & Mass Left:                                    0        10

Calculated Factors:
Total Cost:     329,500 C-Bills
Battle Value:   5 (25 for 5)  Weapon Value: 2 (Ratio=.40)
Cost per BV:    65,900.0
Damage Factors: SRDmg = 0   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3J   Armor/Structure: 1 / 0
                Damage PB/M/L: -/-/-   Overheat: 0
                Point Value: 0    Specials: mec, soa, car5

CBT:RPG Data:   Armor Value (M/B/E/X): 4/4/5/4    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 0,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: +1,  Running: +2,  Sprinting: +3
                Jump:  90 m/turn
                Attribute Modifiers:  STR: +1,  DEX: 0,  RFL: 0
                Equipment Rating:  F/D/F














Type/Model:    Golem Assault Armor 
Tech/Era:      Clan / 3067 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Assault Battle Armor (1,501 - 2,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Armor Type:    Fire Resistant
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     In 3062, the Ghost Bear Clan, after having only recently
moved wholesale into the Inner Sphere, found itself assailed on
two fronts, with the Draconis Combine on one side and their
traditional enemies, Clan Hell's Horses-backed by Vlad Ward's
Crusader Wolves-on the other. In the heavy fighting on both
fronts, Ghost Bear Elementals, though easily among the best of
their kind, often came up short against the heavier battle armor
fielded by their enemies, especially the Horses' Gnome and the
Combine Kanazuchi.
     After the war's end, Ghost Bear scientists were charged with
developing the Dominion's own counter to these assault
battlesuits, and eventually produced the Golem after a ponderous,
resource-strapped, two-year battle armor development program. The
result was nothing short of devastating.
     Weighing in at a hefty 2,000 kilograms, the Golem invests
most of its mass in firepower and armor. Eschewing jump jets, but
with a faster overland speed than the Kanazuchi, the Golem boasts
a thicker hide, capable of shrugging off a direct hit from a Clan
heavy laser, and even features flame-resistant insulation to foil
inferno munitions and flamers. Its armament is equally impressive,
centered on a detachable improved SRM 5-rack and two Ghost Bear
equivalents of the Hell's Horses' "Bearhunter" superheavy portable
autocannons (one in each arm). 
     Fortunately for the Inner Sphere, the Ghost Bears have been
slow to mass-produce the Golem. To date, only a trickle of the new
battlesuits has appeared among the Dominion's more elite troops.
Some of these have even been spotted with the First Rasalhague
Bears, where they are apparently commanded by ethnic Rasalhagians.

==Capabilities:==
CBT: RPG RULES
     Golem battle armor mounts one 20-burst "Bearhunter"
ultra-heavy autocannon (see p. XX) in each arm, and a detachable
advanced SRM-5 in the torso with 10 missiles, up to 5 of which may
be fired in a turn (the launcher reduces by 1 all TN modifiers for
range, visibility, and target size-to a minimum of zero-and adds
+1 to the wearer's RFL and movement rates when jettisoned). The
suit uses basic manipulators, and so may not employ conventional
infantry weapons. Its fire-resistant armor gives the Golem an
effective AV of 10 against fire and fire-based attacks.
     As a Clan design, the Golem also features a HarJel
auto-repair system (see pp. 58-59, LT).

BATTLETECH RULES
     The Golem deploys in Points of 5, has 2 MP of ground movement
(no jumping movement), and may not travel aboard OmniMechs per the
Mechanized Battle Armor rules, nor may it make anti-BattleMech leg
and swarm attacks. Each suit has an Armor Value of 18, plus 1
additional point representing the trooper inside, and may ignore
fire effects and damage from flamers or inferno missiles.
     Each Golem carries two "Bearhunters" (see p. XX), which are
resolved as per standard battle armor direct fire attacks, plus a
2-shot advanced SRM 5, which is resolved as per a normal battle
armor missile attack. When resolving hits by Golem SRM fire,
multiply the number of surviving troops by 5, then roll on the
standard Missile Hits Table for the resulting number of missiles
(adding the results of the 20 and 5 columns for a full 5-Golem
Point). If the number of missiles rolled is odd, add one to the
result (to a maximum of 25 missile hits).

------------------------------------------------------------------
Type/Model:    Golem Assault Armor 
Equipment:                                          Slots    Mass
Chassis Type:  Assault Class Humanoid with HarJel     0       700
Motive System: Ground Movement (2 MP)                 0       160
Armor Type:    18 Points Fire Resistant               5       540

Manipulators:
  Left Arm:    Basic Manipulator                      0         0
  Right Arm:   Basic Manipulator                      0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Detachable Missile Pack              Body             0        10
 Advanced SRM 5 Launcher             Body       2     5       280
Bearhunter Superheavy AC             LA        20     2       150
Bearhunter Superheavy AC             RA        20     2       150
------------------------------------------------------------------
TOTALS:                                              14     1,990
Slots & Mass Left:                                    0        10

Calculated Factors:
Total Cost:     790,300 C-Bills
Battle Value:   110 (550 for 5)  Weapon Value: 162 (Ratio=1.47)
Cost per BV:    7,184.55
Damage Factors: SRDmg = 7   MRDmg = 3   LRDmg = 0
Mechanized:     Cannot travel on OmniMechs
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 4 / 0
                Damage PB/M/L: 4/2/-   Overheat: 0
                Point Value: 6    Specials: car5

CBT:RPG Data:   Armor Value (M/B/E/X): 10/10/9/9    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 3+2D6,  Target Size Modifier: -2
                Movement Speed:   Half Normal
                Attribute Modifiers:  STR: +5,  DEX: -1,  RFL: -4
                Equipment Rating:  F/D/F


_________________
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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Moonlapse Vertigo
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PostPosted: 16-Apr-2005 11:19    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

I don't have HMBA so of the ones that are already out...

I think you still can't go wrong with the standard elemental, but the gnome is very good too.
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PostPosted: 16-Apr-2005 12:57    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Elementals are feared for a reason.
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Erenon
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PostPosted: 16-Apr-2005 19:22    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Salamanders.
Part of a nice sunny day for the Inner Sphere

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StarRaven
Federated Suns
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PostPosted: 16-Apr-2005 22:58    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Thanks for those, Warhammer.

While the standard Elemental is pretty good, I'm going to vote Gnome. They kick a lot of ass, and they're hard to kill, too. The little bit of extra range is also nice.

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Sleeping Dragon
Draconis Combine
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PostPosted: 17-Apr-2005 11:40    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Salamander, because I like to watch things burn!

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Vagabond
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PostPosted: 17-Apr-2005 16:16    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

the Salamander, it has proved its worth many times do to its ability to walk through fire. Other BAs die if they try to and my opponets quickly learned to light hexes on fire when i field BA.

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Erenon
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PostPosted: 17-Apr-2005 19:28    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

I also like the fact you can scream "burn heretic!"

Errrm... nevermind..



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PostPosted: 18-Apr-2005 16:59    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Wow. The Salamander and Elemental are going neck-and-neck. Everything else is just falling by the wayside.

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mud
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PostPosted: 18-Apr-2005 19:44    Post subject: RE: Favourite Power Suit (Clan) Reply to topic Reply with quote

Quote:

On 2005-04-17 16:16, Vagabond wrote:
the Salamander, it has proved its worth many times do to its ability to walk through fire. Other BAs die if they try to and my opponets quickly learned to light hexes on fire when i field BA.



errr....standard elemental suits have always been impervious to flame...

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