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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 29-Mar-2007 10:45    Post subject: Rejected Tech, 'Mech Thread | 
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								I figured I was probably going to have some fun with a lot of the tech mentioned in that thread, and create designs for the various gadgets explained therein. As well, to get us off to a good start, I shall post something I based a bit off Fang's "Salvo", and a bit off the Japanese Hunchback. I call it the Uriel. 
 
 May god have mercy on my soul for the evil I have brought into the world.
 
                BattleMech Technical Readout
                      Custom* Weapons
 
 Type/Model:    Uriel URL-2
 Tech:          Inner Sphere / 3025
 Config:        Biped BattleMech
 Rules:         Level 3, Standard design
 
 Mass:          85 tons
 Chassis:       Skobel Lightbringer Standard
 Power Plant:   255 PlasmaStar Fusion
 Walking Speed: 32.4 km/h
 Maximum Speed: 54.0 km/h
 Jump Jets:     None
 Jump Capacity: 0 meters
 Armor Type:    Krupp Draco-100 Ferro-Fibrous 
 Armament:      
   2 Blankenburg 25 ER Large Lasers
   1 Strasbourg "Light of God" MAC
   1 Dodd ER Small Laser
 Manufacturer:  Skobel MechWorks
   Location:    Russia, Terra (WOB)
 Communications System:  Skobel Wave VI Comm with C3i Computer
 Targeting & Tracking System:  Rander Crosshairs
 
 ------------------------------------------------------------------------------
 ==Overview:==
 
      Commissioned by the wondrous Cameron St. Jaimas, the Uriel is a new weapon for our Order in the never ending fight against the infidels. The
 machine is designed around the power of the Strasbourg "Light of God" magnetic accelerator cannon, designed to shower the unholy with nuclear vengeance. The machine is a mobile siege platform, capable of laying waste to any who would oppose our righteous cause.
 
 ==Capabilities:==
 
      The Uriel was designed to deliver the awesome might of our nuclear arsenal to the field, and thus, was designed around it's primary weapon. The nuclear MAC takes up more than a quarter of the Uriel's weight, not counting it's ample ammunition load out. The weapon takes up the entirety of the Uriel's right shoulder, being nearly as long as the 'Mech is tall. This can give the Uriel difficulty engaging swift opponents, or fighting in cities. The answer is simple in the latter case: eliminate the city.
 
      Capable of destroying multiple units in a single hit, the power of the Strasbourg MAC is not to be underestimated. Though difficult to aim, it's nuclear warheads can easily decimate areas a tenth of a kilometer across,  and the cannon can be ready to fire every ten seconds.
 
      Though the main armament of the Strasbourg requires no backup weaponry, our brilliant engineers have succeeded in making the Uriel an excellent support machine overall, with the addition of two Blankenburg 25 extended range large lasers. The entire suite of weaponry is slaved to an improved C3 computer, enabling the Uriel to flawlessly hit targets over vast distances, when given an appropriate spotter. As a final measure, the pilot's hold out weapon is a Dodd extended range small laser, mounted in the head.
 
 ==Variants:==
 
 No variants of the Uriel are planned or proposed, the machine is being completed as quickly a sufficient MACs are produced for the chassis. Ammunition is currently short, but that is expected to be rectified in the future. For now, many Uriels make due with a mixed load, partially heavy gauss rounds, partially high explosive and usually one ton nuclear warheads.
 
 ==Deployment==
      Though still rare, the Uriel is being produced as quickly as we can manufacture the resource intensive MACs. The Uriel is deployed thinly across the Order's brigades, and has aquited itself well in the chaos march. The Uriel operates well with many other designs field by our Order, the Red Shift makes an excellent spotter for it, while the Legacy serves as a deterrent to close combat with the Uriel. And finally, the Vanquisher serves well with it, due to unity of purpose.
 
      No doubt that in the future, the Uriel will become an ubiquitous symbol of our Order's holy might.
 
 --------------------------------------------------------
 Type/Model:    Uriel URL-2
 Mass:          85 tons
 
 Equipment:                                 Crits    Mass
 Int. Struct.:  130 pts Standard              0      8.50
 Engine:        255 Fusion                    6     13.00
    Walking MP:   3
    Running MP:   5
    Jumping MP:   0
 Heat Sinks:     12 Double [24]               6      2.00
  (Heat Sink Loc: 1 LA, 1 LT)
 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:  263 pts Ferro-Fibrous        14     15.00
  (Armor Crit Loc: 3 LA, 6 RA, 1 LT, 2 LL, 2 RL)
 
                           Internal    Armor
                           Structure   Value
    Head:                      3          9      
    Center Torso:             27         40      
    Center Torso (Rear):                 14      
    L/R Side Torso:           18      27/27      
    L/R Side Torso (Rear):              9/9      
    L/R Arm:                  14      28/28      
    L/R Leg:                  18      36/36      
 
 Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
 --------------------------------------------------------
 1 ER Large Laser         RA     12           2      5.00
 1 ER Large Laser         LA     12           2      5.00
 1 Nuclear MAC*           RT      5   10     19     27.00
   (Ammo Locations: 5 LT)
 1 Improved C³ CPU        LT      0           2      2.50
 1 ER Small Laser         HD      2           1       .50
 CASE Equipment:          LT                  1       .50
 --------------------------------------------------------
 TOTALS:                         31          78     85.00
 Crits & Tons Left:                           0       .00
 
 Calculated Factors:
 Total Cost:        27,196,572 C-Bills
 Battle Value:      2,433  (+432 for C³)
 Cost per BV:       11,178.2
 Weapon Value:      2,662 / 2,662 (Ratio = 1.09 / 1.09)
 Damage Factors:    SRDmg = 32;  MRDmg = 38;  LRDmg = 19
 BattleForce2:      MP: 3,  Armor/Structure: 7/7
                    Damage PB/M/L: 5/6/5,  Overheat: 1
                    Class: MA;  Point Value: 24
                    Specials: c3i _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					Fang Federated Suns Captain
  
 
  Joined: 11-Sep-2006 00:00 Posts: 290 Location: United States
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								 Posted: 29-Mar-2007 11:25    Post subject:  | 
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								All I have to see is.....    MWUHUHahahahahaha  
								
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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 29-Mar-2007 15:15    Post subject:  | 
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								Next up, here's a Phoenix Hawk that mounts the radar jammer backpack thought up by Stinger. Hm, how appropriate now that I think about it.
 
                BattleMech Technical Readout
                      Custom* Weapons
 
 Type/Model:    Phoenix Hawk PXH-1X
 Tech:          Inner Sphere / 2750
 Config:        Biped BattleMech
 Rules:         Level 3, Standard design
 
 Mass:          45 tons
 Chassis:       Orguss Stinger Standard
 Power Plant:   270 GM Fusion
 Walking Speed: 64.8 km/h
 Maximum Speed: 97.2 km/h
 Jump Jets:     6 Pitban 9000 Standard Jump Jets
 Jump Capacity: 180 meters
 Armor Type:    Durallex Light Ferro-Fibrous 
 Armament:      
   1 Hellion-a III ER Large Laser
   2 Hellion Spitfire Medium Lasers
   2 M100 Machine Guns
   1 Apple Incorporated iJammer
 Manufacturer:  Orguss Industries
   Location:    (Unknown)
 Communications System:  Tek BattleCom
 Targeting & Tracking System:  Tek Tru-Trak
 
 ------------------------------------------------------------------------------
 ==Overview:==
 
      The Phoenix Hawk is a common 'Mech, a versatile model produced in the
 tens of thousands during the Star League era. Orguss Industries, a
 manufacturer of the similar Stinger and Wasp, created the Phoenix Hawk by
 strengthening the internal structure of its basic Stinger chassis, which
 enabled the new 'Mech to support heavier armor and expanded weaponry.
 
       This particular version is a Star League experimental 'Mech, mounting a
 special backpack unit which enables it to attempt to throw off guided
 missiles.
 
 ==Capabilities:==
 
 Jammer pod - Back mounted pod measuring 18 feet long. The Jammer pod is used
 to defeat missile and electronics packages. The upper section of the pod
 sticks up from behind the mech by 7 feet. the top section of the Jammer pod
 mounts a dedicated phased array radar to track and plot missile trajectories
 When incomming missiles are detected the system will automatically launch
 Chaff or Flares to try and spoof the targeting systems of the misiles (-2 on
 the missile to hit roll). The major drawback is that it can actually interfer
 with the users targeting control systems (this adds a +1 to all gunnery
 rolls). It has also been known to on extreme occasions shut down all control
 systems rendering the mech fully shut down, when this happens it takes 3
 rounds for the mech to get back online. Though this happens rarely, it can be
 recreated, it can not be fixed at this time. (This only occures when 3 or more
 missle launchers are fired at the mech using the Jammer pod, on a roll of 4 or
 less the jammer pod overloads and shut down). - Stinger's Original Rules
 
 Though the system weighs a negligible amount, the back mounted radar jammer is
 rather large, and somewhat fragile, causing it to take up two slots in the
 center torso, and three in each side torso. A single critical hit will disable
 the entire system. If the 'Mech falls back onto its back, roll 2d6. On an 8 or
 higher, the system is destroyed as if struck by three critical hits. One on
 each torso part. - Jarylan's unauthorized additions.
 
 --------------------------------------------------------
 Type/Model:    Phoenix Hawk PXH-1X
 Mass:          45 tons
 
 Equipment:                                 Crits    Mass
 Int. Struct.:  75 pts Standard               0      4.50
 Engine:        270 Fusion                    6     14.50
    Walking MP:   6
    Running MP:   9
    Jumping MP:   6
 Heat Sinks:     10 Double [20]               0       .00
 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:  143 pts Ferro-Fibrous        14      8.00
  (Armor Crit Loc: 1 HD, 3 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)
 
                           Internal    Armor
                           Structure   Value
    Head:                      3          9      
    Center Torso:             14         23      
    Center Torso (Rear):                  5      
    L/R Side Torso:           11      18/18      
    L/R Side Torso (Rear):              4/4      
    L/R Arm:                   7      13/13      
    L/R Leg:                  11      18/18      
 
 Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
 --------------------------------------------------------
 1 ER Large Laser         RA     12           2      5.00
 1 Medium Laser           RA      3           1      1.00
 1 Machine Gun            RA      0  100      2      1.00
   (Ammo Locations: 1 RT)
 1 Medium Laser           LA      3           1      1.00
 1 Machine Gun            LA      0           1       .50
 1 Jammer Pack*           RT      0           3       .00
 1 Jammer Pack*           LT      0           3       .00
 1 Jammer Pack (Center)*  CT      0           2       .00
 CASE Equipment:          RT                  1       .50
 6 Standard Jump Jets:                        6      3.00
  (Jump Jet Loc: 3 LT, 3 RT)
 --------------------------------------------------------
 TOTALS:                         18          67     45.00
 Crits & Tons Left:                          11       .00
 
 Calculated Factors:
 Total Cost:        6,663,040 C-Bills
 Battle Value:      1,111
 Cost per BV:       5,997.34
 Weapon Value:      844 / 844 (Ratio = .76 / .76)
 Damage Factors:    SRDmg = 16;  MRDmg = 7;  LRDmg = 2
 BattleForce2:      MP: 6J,  Armor/Structure: 4/4
                    Damage PB/M/L: 3/2/1,  Overheat: 0
                    Class: MM;  Point Value: 11 _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					Fang Federated Suns Captain
  
 
  Joined: 11-Sep-2006 00:00 Posts: 290 Location: United States
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								 Posted: 29-Mar-2007 15:20    Post subject:  | 
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								LoL! omg...iJammer......hee hee
 
 Can I get iJammer Red to help AIDS in Africa like Bono and Oprah?
								
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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 29-Mar-2007 15:52    Post subject:  | 
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								As a note, if the original creators dislike any changes I made to the technology they put forward, feel free to correct me. But I have to add a few things at times. Such as whether the Jammer weighed anything or took up criticals. And if so, how much of either.
 
 Here is the next one, a Shadow Hawk with Stinger's Napalm Cannon and Sleeping Dragon's Reactive Heatsinks. (I kinda like those heatsinks...)
 
                BattleMech Technical Readout
                      Custom* Weapons
 
 Type/Model:    Shadow Hawk SHD-2X
 Tech:          Inner Sphere / 2750
 Config:        Biped BattleMech
 Rules:         Level 3, Standard design
 
 Mass:          55 tons
 Chassis:       Lang T1 Endo Steel
 Power Plant:   275 Core Tek Fusion
 Walking Speed: 54.0 km/h
 Maximum Speed: 86.4 km/h
 Jump Jets:     3 Pitban LFT-50 Standard Jump Jets
 Jump Capacity: 90 meters
 Armor Type:    Maximillian 43 Ferro-Fibrous 
 Armament:      
   1 Martell Medium Laser
   2 Holly SRM 2s
   1 Holly LRM 5
   1 Armstrong "Ifrit" Napalm Cannon
   (Equipped with new Reactive Heatsinks!)
 Manufacturer:  Lang Industries Incorporated
   Location:    (Unknown)
 Communications System:  O/P 300 COMSET
 Targeting & Tracking System:  O/P 2000A
 
 ------------------------------------------------------------------------------
 ==Overview:==
      When originally produced for Star League, the SHD-2H Shadow Hawk was
 considered a multi-function 'Mech. The contract specifically called for a
 medium 'Mech with both long- and short-range weapons and with jump capability.
 The SHD-2H filled a number of roles in the military forces, from recon to
 attack. Its diverse armaments made it able to fit into almost any situation
 where a 'Mech might be needed.
      This particular variant of the Shadow Hawk was designed as an upgrade,
 but never made full production run after it was labeled a death trap. It
 features a new napalm cannon as well as reactive heatsinks. Despite the extra
 armor though, the 'Mech is well known for going up in smoke at the drop of a
 hat. It does feature substantial firepower however.
 
 ==Capabilities:==
 Napalm Cannon - A cannon that is based on the AC5 frame. It shoots a shell
 filled with a napalm jelly like the Inferno rounds. The big draw back to the
 weapon is it runs hotter and has a shorter range. It does boast slightly
 better damage then the AC5 (5 points of armor damage and 3 points of heat).
 The ammo feed system, has been a huge problem, it has the uncanny ability to
 jam at the worst possible moment, when this happens there is no saving the
 mech from the resulting fireball. (for game purposes it jams just like a Ultra
 AC5, on a roll of 2, The explosion is unavoidable). During testing mechs were
 automatically set to auto eject to spare the pilot from the resulting inferno.
 - Stinger
 
 That roll of 2 causes a chain reaction, forcing ALL the ammunition for it to
 go up in flames. - Jarylan's unauthorized clarification.
 
 Reactive Heatsink - It weights 1 ton and takes two critical slots, but it uses
 particularly volatile cooling medium the clans improved the chemical
 stability, but the SL prototype occasionally explodes when overheated. Treat
 the iDHS as explosive ammo that causes 5 points of damage if you fail the ammo
 explosion roll on heat scale. Damaged iDHS doesn't explode. - Sleeping Dragon
 
 To make sure this heatsink technology is not TOO attractive...failied rolls
 make all the heatsinks in the engine explode as well, ruining the engine of
 the 'Mech. - Jarylan's unauthorized clarification
 
 --------------------------------------------------------
 Type/Model:    Shadow Hawk SHD-2X
 Mass:          55 tons
 
 Equipment:                                 Crits    Mass
 Int. Struct.:  91 pts Endo Steel            14      3.00
  (Endo Steel Loc: 3 LA, 3 RA, 3 LT, 3 RT, 2 RL)
 Engine:        275 Fusion                    6     15.50
    Walking MP:   5
    Running MP:   8
    Jumping MP:   3
 Heat Sinks:     12 Reactive* [24]             0      2.00
   (Heat Sink Loc: 1 LL)
 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:  179 pts Ferro-Fibrous        14     10.00
  (Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)
 
                           Internal    Armor
                           Structure   Value
    Head:                      3          9      
    Center Torso:             18         24      
    Center Torso (Rear):                  8      
    L/R Side Torso:           13      19/19      
    L/R Side Torso (Rear):              6/6      
    L/R Arm:                   9      18/18      
    L/R Leg:                  13      26/26      
 
 Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
 --------------------------------------------------------
 1 Medium Laser           RA      3           1      1.00
 1 SRM 2                  LA      2   50      2      2.00
   (Ammo Locations: 1 CT)
 1 LRM 5                  RT      2   24      2      3.00
   (Ammo Locations: 1 RT)
 1 Napalm Cannon*         LT      5   20      5     10.00
   (Ammo Locations: 1 RT)
 1 SRM 2                  HD      2           1      1.00
 3 Standard Jump Jets:                        3      1.50
  (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
 --------------------------------------------------------
 TOTALS:                         14          75     55.00
 Crits & Tons Left:                           3       .00
 
 Calculated Factors:
 Total Cost:        5,120,631 C-Bills
 Battle Value:      1,025
 Cost per BV:       4,995.74
 Weapon Value:      665 / 665 (Ratio = .65 / .65)
 Damage Factors:    SRDmg = 13;  MRDmg = 6;  LRDmg = 2
 BattleForce2:      MP: 5,  Armor/Structure: 4/5
                    Damage PB/M/L: 3/2/-,  Overheat: 0
                    Class: MM;  Point Value: 10 _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 29-Mar-2007 16:10    Post subject:  | 
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								Last one for now, an Assassin armed with Rudel's idea, guided missiles that...er...are not always trustworthy.
 
                BattleMech Technical Readout
                      Custom* Weapons
 
 Type/Model:    Assassin ASN-21
 Tech:          Inner Sphere / 3025
 Config:        Biped BattleMech
 Rules:         Level 3, Standard design
 
 Mass:          40 tons
 Chassis:       Maltex 40 Standard
 Power Plant:   280 VOX XL Fusion
 Walking Speed: 75.6 km/h
 Maximum Speed: 118.8 km/h
 Jump Jets:     7 100AFVTA Standard Jump Jets
 Jump Capacity: 210 meters
 Armor Type:    Lox lift Series 1 Standard
 Armament:      
   1 Holly Pugio Guided Missile Launcher
   1 Martell Medium Laser
 Manufacturer:  Maltex Corporation
   Location:    (Unknown)
 Communications System:  Garret T-15B
 Targeting & Tracking System:  Garret 500S
 
 ------------------------------------------------------------------------------
 ==Overview:==
      Many of the purchasing agents for the Star League's military branch seem
 to have overstepped their authority in the case of the Assassin BattleMech.
 Although a new light 'Mech was not required in great numbers, lobbyists for
 Maltex Corporation managed to gain several key contracts for the production of
 this 'Mech. Despite the politics involved, the Assassin turned out to be a
 successful 'Mech in combat. Its ample firepower, good armor protection, and
 speed have made it a popular model. Its mobility especially seems to be the
 key to its success in battle.
      This failed variant of the Assassin used the newly developed Pugio Guided
 Missile launcher to attempt to increase its damage and range. The unfortunate
 tendency of the missile to come back to hit the firing unit however, led to
 many losses in testing.
 
 ==Capabilities:==
 By the way: Whats with selfguiding missiles (10 damage?) that do their job...
 until a single missile decides that there is a more worthwhile target in the
 opposite direction!!!
 (4- with 2D6) - Rudel Gurken
 
 I based the weight of this design off of the LRM 15, and knocked down the
 minimum range to give a better sweet spot. It generally functions as intended,
 except if you roll a 4 or less on the to-hit. Then the missile becomes
 confused, and flies back to hit you instead. If anyone is interested, I needed
 a name, and so named it after Roman Legion daggers. - Jarylan, still
 unauthorized and widly overstepping his authoritah
 
 --------------------------------------------------------
 Type/Model:    Assassin ASN-21
 Mass:          40 tons
 
 Equipment:                                 Crits    Mass
 Int. Struct.:  67 pts Standard               0      4.00
 Engine:        280 XL Fusion                12      8.00
    Walking MP:   7
    Running MP:  11
    Jumping MP:   7
 Heat Sinks:     10 Double [20]               0       .00
 Gyro:                                        4      3.00
 Cockpit, Life Supt., Sensors:                5      3.00
 Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
 Armor Factor:  136 pts Standard              0      8.50
 
                           Internal    Armor
                           Structure   Value
    Head:                      3          8      
    Center Torso:             12         18      
    Center Torso (Rear):                  6      
    L/R Side Torso:           10      15/15      
    L/R Side Torso (Rear):              5/5      
    L/R Arm:                   6      12/12      
    L/R Leg:                  10      20/20      
 
 Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
 --------------------------------------------------------
 1 Pugio Guided Missile*  RA     10   10      7      9.00
   (Ammo Locations: 2 RT)
 1 Medium Laser           LA      3           1      1.00
 7 Standard Jump Jets:                        7      3.50
  (Jump Jet Loc: 3 LT, 3 RT, 1 CT)
 --------------------------------------------------------
 TOTALS:                         13          51     40.00
 Crits & Tons Left:                          27       .00
 
 Calculated Factors:
 Total Cost:        7,459,014 C-Bills
 Battle Value:      1,139
 Cost per BV:       6,548.74
 Weapon Value:      631 / 631 (Ratio = .55 / .55)
 Damage Factors:    SRDmg = 10;  MRDmg = 8;  LRDmg = 4
 BattleForce2:      MP: 7J,  Armor/Structure: 3/2
                    Damage PB/M/L: 2/2/1,  Overheat: 0
                    Class: MM;  Point Value: 11 _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					Sleeping Dragon Draconis Combine Tai-i
  
 
  Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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								 Posted: 30-Mar-2007 03:31    Post subject:  | 
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								Teehee, now we see that there are still people willing to enjoy some explosive fun    _________________ The dragon NEVER sleeps!
								
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					Rudel Gurken Allisters Light Thunder Major
  
 
  Joined: 15-Jun-2005 00:00 Posts: 1496 Location: Germany
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								 Posted: 30-Mar-2007 14:43    Post subject:  | 
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									 		| CO_17thRecon wrote: | 	 		  	Last one for now, an Assassin armed with Rudel's idea, guided missiles that...er...are not always trustworthy.
 ...
  - Jarylan, still
 unauthorized and widly overstepping his authoritah
 ...
 		 | 	  
 
 Oh, the name is fine and as I didn't deliver any specs you didn't overstep anything!   
 
 So you put it as follows:
 Heat: 10
 Ammo: 10 per ton
 Crit: 7
 Mass: 9t
 Damage: 10
 Range: 7/14/21 right?
 
 BTW: The Assassin is one of my favorites!! (How did you know??   ) _________________ Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
								
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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 30-Mar-2007 14:53    Post subject:  | 
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									 		| Rudel Gurken wrote: | 	 		  	Oh, the name is fine and as I didn't deliver any specs you didn't overstep anything!   		 | 	  
 
 Glad to hear it.
 
 	 		| Rudel Gurken wrote: | 	 		  	BTW: The Assassin is one of my favorites!! (How did you know??   )		 | 	  
 
 Didn't before, do now. Just seemed to fit to me better than the obvious Archer refit. But then, I do have "The Luck of the Fox". *grins* Anyway, here are the stats I have for it. Feel free to price it as you will, and tell HM Pro to calc a BV for ya.
 
 Name: Pugio Guided Missile
 Heat: 10
 Ammo: 5 per ton
 Crit: 5
 Mass: 7
 Damage: 10
 Range 7/14/21 (1 Hex minimum.) _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					Rudel Gurken Allisters Light Thunder Major
  
 
  Joined: 15-Jun-2005 00:00 Posts: 1496 Location: Germany
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								 Posted: 31-Mar-2007 05:19    Post subject:  | 
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								Your stats look really good! I've made some rules for the to-hit-process:
 The pilot of the Mech simple designates a target in his front arc and presses a button. The missile itself then will do a to hit roll on its own AI-gunnery skill of 2(!) with all appropriate modifiers except its own movement!
 If the missile "rolls" a 4 or less, the AI mistakes the launching coordinates with the target coordinates and makes a short range attack against the firing unit!!    
 Any comments?
 
 EDIT:
 Maybe we can invent some special munitions (inferno, armor piercing missile warheads etc.)!? _________________ Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
								
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					CO_17thRecon Kell Hounds Major
  
 
  Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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								 Posted: 31-Mar-2007 09:44    Post subject:  | 
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								Oh, that sounds really nasty. Hee. Nothing like trying to make war "easier". It never actually works.
 
 As for specialty ammo, you can go for it if you like. I rather enjoy just the standard stuff. _________________ Jarylan Blackwell
 
 
  "What the...?! Where did you get THAT?!"
  "Creative aquisition."
								
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					Rudel Gurken Allisters Light Thunder Major
  
 
  Joined: 15-Jun-2005 00:00 Posts: 1496 Location: Germany
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								 Posted: 31-Mar-2007 15:47    Post subject:  | 
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								Pugio Guided Missile special munitions:
 
 Anti Aircraft Missiles with approximation fuse (?): 
 5 Damage if failing the roll by a margin of 1 and 3 damage if failing by a margin of 2!
 
 Inferno Missile:
 counts as 3 SRM Inferno hits.
 
 Cluster Missile:
 like LB-10X Cluster Ammo. _________________ Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
								
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					AWAD Draconis Combine Chu-sa
  
 
  Joined: 06-Feb-2002 00:00 Posts: 766
 
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								 Posted: 21-Apr-2007 12:03    Post subject:  | 
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								I think you had way to much fun with this. The attitude of hte fluff was fanatical. The "Light of God' is just classic.
 
 AWAD- Looking for his pulpit to fire down upon the masses after reading this
								
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