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RVN-9B Raven
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Kraken
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PostPosted: 24-Jun-2013 21:11    Post subject: RVN-9B Raven Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Raven RVN-9B
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Hellespont Type R Standard
Power Plant:   210 Hermes XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Hellespont Lite w. CASE Ferro-Fibrous 
Armament:      
  4 Medium Lasers
  1 LRM 5
  1 SRM 6
  1 TAG
  2 Small Lasers
  1 Guardian ECM
  1 Beagle Active Probe
Manufacturer:  Hellespont Industries
  Location:    Sian
Communications System:  Ceres Metals Model 666 w. Guardian ECM
Targeting & Tracking System:  Apple Churchill 2000 w. Beagle Probe and 442x
TAG

--------------------------------------------------------
Type/Model:    Raven RVN-9B
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        210 XL Fusion                12      4.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   0
Heat Sinks:     10 Double [20]               6       .00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:   81 pts Ferro-Fibrous        14      4.50
 (Armor Crit Loc: 7 LA, 7 RA)

                          Internal    Armor
                          Structure   Value
   Head:                      3          6      
   Center Torso:             11         11      
   Center Torso (Rear):                  4      
   L/R Side Torso:            8      11/11      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                   6        8/8      
   L/R Leg:                   8        8/8      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
1 LRM 5                  LA      2   24      2      3.00
  (Ammo Locations: 1 LT)
1 Medium Laser           LA      3           1      1.00
1 SRM 6                  RT      4   15      3      4.00
  (Ammo Locations: 1 LT)
1 TAG                    RT      0           1      1.00
1 Small Laser            RT      1           1       .50
1 Guardian ECM           LT      0           2      1.50
1 Small Laser            LT      1           1       .50
1 Beagle Active Probe    CT      0           2      1.50
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          LT                  1       .50
--------------------------------------------------------
TOTALS:                         20          70     35.00
Crits & Tons Left:                           8       .00

Calculated Factors:
Total Cost:        5,798,250 C-Bills
Battle Value:      798
Cost per BV:       7,265.98
Weapon Value:      702 / 702 (Ratio = .88 / .88)
Damage Factors:    SRDmg = 24;  MRDmg = 6;  LRDmg = 1
BattleForce2:      MP: 6,  Armor/Structure: 2/1
                   Damage PB/M/L: 4/3/-,  Overheat: 0
                   Class: ML;  Point Value: 8
                   Specials: if, ecm, tag, prb



As I noted with the Wyvern, I've been toying with the idea of a hypothetical Mechwarrior game set inside the 'verse I've been doing.

This would be an early "boss" mech, by which I mean "he'd show up some time between missions 3 and 5".

Between Kappa Lance (that is, you and your buddies) and Engel, you've done enough damage to the Blakist forces in the sector you're defending that the invasion commander has decided to send a Toyama operative against you. This is his ride.

With Engel busy protecting the infantry unit that's retaking the outpost you just cleared, that leaves you and any of your friends whose mechs are still operational to face the guy.

By stripping the NARC Beacon and going to DHS, the guy was able to add an LRM 5, two extra medium lasers, and two small lasers. This will be a hard fight if you have to take him down one-on-one (LRM + ECM would make him a difficult target from range, and his lasers & SRM would make him tricky up close), but if you've got at least one lance member who is still on their feet you can tag-team him. And oh by the way, you get to salvage this thing when you're done, giving you a potent force recon machine if you haven't managed to kill anything heavier or faster yet.
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Vagabond
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PostPosted: 24-Jun-2013 21:28    Post subject: RVN-9B Raven Reply to topic Reply with quote

nice. as odd as it sounds, could you have fit 3t of comm gear on this thing?
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Sleeping Dragon
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PostPosted: 25-Jun-2013 02:28    Post subject: RVN-9B Raven Reply to topic Reply with quote

I think going for MML-5 as a replacement for both launchers could do it. Perhaps going stealth could also be nasty.
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Kraken
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PostPosted: 25-Jun-2013 10:57    Post subject: RVN-9B Raven Reply to topic Reply with quote

IIRC, MMLs aren't in the Mechwarrior games yet.
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Karagin
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PostPosted: 25-Jun-2013 12:08    Post subject: RVN-9B Raven Reply to topic Reply with quote

Given that there is NO current uptodate Mechwarrior game out there, most anything beyond TRO3067 aren't going to be in the game. So using the MMLs fits to the board game better and given how hoakey the Mechwarrior computer game is when it comes to building mechs....how hard is it to take the given construction rules and weights for weapons etc...and put them in a game engine? Most super hard since they have NEVER come close to how things work from the board game.
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Vagabond
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PostPosted: 25-Jun-2013 20:42    Post subject: RVN-9B Raven Reply to topic Reply with quote

um, MW2 was almost exact and MW3 was exactly from the boardgame.
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Karagin
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PostPosted: 25-Jun-2013 20:50    Post subject: RVN-9B Raven Reply to topic Reply with quote

Really? I don't recall them being on target on building mechs at all. Are we sure we are talking about the same games?
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Karagin
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Vagabond
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PostPosted: 25-Jun-2013 22:52    Post subject: RVN-9B Raven Reply to topic Reply with quote

www.youtube.com/watch?v=bonai7PXfUMggt
first few minutes

www.youtube.com/watch?v=T8K8_tvppyE
the whole thing
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Karagin
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PostPosted: 26-Jun-2013 05:25    Post subject: RVN-9B Raven Reply to topic Reply with quote

The make of the video points out that messing with the armor etc is allowed in the game vs how the board game works. Also the game allowed you to mix and match stuff, which in the board game we would have to agree to use said things prior to play.

It is close but not right on.
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Sleeping Dragon
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PostPosted: 26-Jun-2013 14:43    Post subject: RVN-9B Raven Reply to topic Reply with quote

Heh, if we were talking Mechwarrior PC games rather than PnP RPG as I thought, then you can be far nastier. The difference is not so much in construction rules, but rather in reload times. Missiles in both MW2 and MW3 games were rather okay, but true wonders were:

MW2 - Autocannons. Oh yes! ACs were belching ammo at MG cadency, which meant that I could crush PC guided Dire Wolf and two War Hawks in single Summoner with UAC/10, full armour and lots and lots of ammo. Just point croshairs at the enemy and hold the trigger to saw him in two.

MW3 - Gauss riffles. Similar to what ACs could do in MW2. In CBT the gauss fires once per round, but in MW3 it could fire once er second and every hit was 15 points of damage. Nasty...

MW3 - Lasers. First - they instantly hit regardless of range, which makes them rather good at ranged fighting. Second - the amount of heat you can generate at once is finite. If you fire six clan ERLLs in quick succession, you'll probably shut down. If you fire the same lasers in alpha-strike you'll just hear alarms and slow down a bit. Supernova-like combination can with a bit of training quickly sever leg or cave in side torso at range preventing counter-action.

I never got to play MW4, but it's construction rules were different AFAIK.
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PostPosted: 26-Jun-2013 22:58    Post subject: Re: RVN-9B Raven Reply to topic Reply with quote

Karagin wrote:
The make of the video points out that messing with the armor etc is allowed in the game vs how the board game works. Also the game allowed you to mix and match stuff, which in the board game we would have to agree to use said things prior to play.

It is close but not right on.


Mixed tech is a board game rule designed for balance. EVERY faction in the canon refits their units with clan weaponry. Its just rare in house units that are not elite but semi-common for mercs who have salvage rights. So I wave that off as irrelevant for RPG purposes.

If memory serves, MW2 was completely open and was the result of game design limitations.

However if i recall correctly, MW3 did not allow you to change the units structure type though i could be wrong. Engine and armor changes are not allowed by default on omnis but like regular mechs you can customize basically everything. By the board game rules, you can swap standard for ES structure. You can change everything if you want. But it'll take time, money, and skill.

If you disagree, then look up the Yen-Lo-Wang. Its REFIT for Kai changed a lot. Its just one canon example.

So as far as the construction rules themselves go, MW2 and MW3 were spot on. They just didn't have the extra layer of customization and repair rules.
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Karagin
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PostPosted: 27-Jun-2013 05:20    Post subject: RVN-9B Raven Reply to topic Reply with quote

I disagree with your take on the two computer games and their following the Board game construction rules and so lets leave it at that.
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Karagin
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