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Author Topic: Hover-Tank Mech  (Read 7029 times)

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Gabriel

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Hover-Tank Mech
« on: April 24, 2011, 12:17:36 PM »

   Hi I was going through some of the mech designs I have used in my games and AU. I liked and used the Hover-Tank Mech created by Prabal Nandy. Clan Fennec used these mechs to catch the enemy off guard. I was wondering could they be used in Shattered Dawn AU as experimental mechs developed on the Remus continent on the planet Outreach as possible replacements or supplement for LAM's. If I remember right they only have access to The Wasp LAM and The Phoenix Hawk LAM which are produced in the Republic and maybe a handful that were in the Royal Divisions that stayed behind.   P.S.  If you want me to post additional info on this mech let me know.
« Last Edit: April 25, 2011, 11:19:26 AM by Gabriel »
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Ice Hellion

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Re: Hover-Tank Mech
« Reply #1 on: April 26, 2011, 02:31:10 PM »

If you want me to post additional info on this mech let me know.

I want more info   ;)
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Knightmare

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Re: Hover-Tank Mech
« Reply #2 on: April 26, 2011, 02:42:40 PM »

Why not?
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Gabriel

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Re: Hover-Tank Mech
« Reply #3 on: April 29, 2011, 11:03:49 PM »

I will be adding it sunday. I just been overwhelmed with work and have a facist for a boss.
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Gabriel

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Re: Hover-Tank Mech
« Reply #4 on: May 03, 2011, 04:02:21 AM »

Hi Here is just some of the info. I of course will furnish the rest of the info over the course of the week.    MUSCATechnology has come up with a worthy substitute to the LAM, the Hover-Tank Mech, using the extra speed resulting from the suspension factors of a hovercraft, is able to cruise into battle at great speeds without the use of the volatile fuels that made LAMs so costly and hazardous to use. In addition, in the intermediate Gun Emplacement mode between Hover-Tank mode and 'Mech mode, the HTM becomes a stable, two legged fire support platform with -2 to hit modifiers with all weapons. Finally, when entering battle the HTM can transform into a 'mech for maximum battlefield resilience.
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Gabriel

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Re: Hover-Tank Mech
« Reply #5 on: May 04, 2011, 05:20:35 AM »

Hello out there  Now onto our construction of a HTM show.    A HTM can weigh up to 50 tons with conversion machinery taking up 10% of that tonnage. This equipment includes the control system and fan units of the Hover-Tank mode. The engine rating and size (for mech mode) is chosen and walking and running speeds are calculated as normal. Cruise and flank speeds for Hovermode are calculated by adding in the Suspension Factor for the appropriate Mech tonnage listed in the SF table for hovercraft to the engine rating of the Mech and then calculating cruise and flank per normal hovercraft rules. For example a 40 ton 7-11 HTM (280 engine rating has an effective engine rating in Hovercraft mode of : 280 + 175 (SF) + 455 giving it cruise and flank speeds of 11-17 a significant advantage.Round off the cruse speed to the nearest whole number if necessary. In Gun Emplacement (GE) mode the HTM has a movement of 1/3 its Battlemech movement rates (round off to the nearest whole number - 2/3 in the case of 7/11 vehicle above). Jump jets may be mounted  as normal for a Mech and jumping ability is not affected in any of the transformation modes. Each intermediate transformation requires one turn.   Hover-Tank Mechs cannot carry MASC because of the special frame and myomers used in their construction. All other advanced construction systems and material can be used without restriction other than the normal space restrictions.
                   Bye for now next on our show will be Firing and Damage
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Takiro

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Re: Hover-Tank Mech
« Reply #6 on: May 08, 2011, 03:00:59 PM »

Hmm, got old rules for that some where. Lookin now!

Got it! The rules themselves were likely created by someone else over ten plus years ago, overview fluff is mine. Straight out of the Mystic X Campaign, some parts are redacted to protect certain realms I'll be using in the future.  ;) Enjoy!!

HoverMech

Overview
   Numerous hybrid designs were attempted by the Terran Hegemony and later the Star League. These hybrids endeavored to bring out the total potential of their parent designs. The most successful of these projects were Land-Air Mechs or LAMs capable of great speed for reconnaissance and hit-and-run attacks. However, there were notable failures like the Goony Bird or Thorizer project of the 24th century. Apparently this didn’t prevent the Star League from trying further hybrid designs.
   Research on HoverMechs began on <redacted> which was part of the Star League’s Project Achilles, special research project begun by First Lord Nicholas. There are several advantages to the HoverMech, as it is able to utilize extra speed resulting from the suspension factors of Hovercraft. This allows it to cruise into battle at hovercraft-like speeds without the use of the volatile fuels that made LAMs so costly and hazardous to use. In addition, in the intermediate mode (or HoverMech mode which is between Hovertank mode and Mech mode) the HoverMech becomes a stable support platform that allow it many of the same benefits as a QuadMech. Finally, when entering battle the HoverMech can transform into a BattleMech for maximum battlefield resilience.
   Apparently completed just after the Star League had fallen the HoverMech project remained on <redacted> until the formation of the <redacted>. The <redacted> Military Forces recognized the benefits to this highly advanced design and incorporated it into it’s table of organization and equipment.

Construction
   A HoverMech can weigh up to 50 tons, with conversion machinery taking up 10% of that tonnage. The engine rating and size (for BattleMech mode) is chosen and walking and running speeds are calculated as normal. However, the minimum engine weight of 20% for the HoverMechs overall tonnage must be observed. Cruise and flank speeds for Hovercraft mode are calculated by adding in the Suspension Factor for the appropriate mech tonnage listed in the SF table for hovercraft to the engine rating of the mech, and then calculating cruise and flank per normal hovercraft rules. For example, a 40 ton, 7-11 HTM (280 engine rating), has an effective engine rating in Hovercraft mode of: 280 + 175 (SF) = 455, giving it cruise and flank speeds of 11-17, a significant advantage. In HoverMech mode, the HM has a movement of 1/3rd its Battlemech movement rates (2-3 in this case). Jump jets may be mounted as normal for a mech, and jumping ability is not affected in any of the transformation modes. Each intermediate transformation requires one turn. HoverMechs cannot carry MASC however.

Modifications
   A HoverMech fires as normal in BattleMech and HoverMech modes. In Hovercraft mode, the HoverMechs weapons fire as normal except in that all weapons that fire in the forward arc of the Mech normally may now fire into the arm arcs as well. Effectively, the entire upper body of the HoverMech has become one huge turret on top of the hip joint of the HoverMech. Also in HoverMech mode it gains several of a QuadMechs movement abilities (see special case rules page 75 & 77 of BattleTech Master Rules).

Hovercraft Mode Hit Table
   While in Battle and Hover Mech modes, the HoverMech uses the standard BattleMech hit table for assessing hits against it. While in Hovercraft mode the HoverMech uses a modified Hovercraft hit table:
   Roll   Front / Back         Side (Left / Right)
   2   CT (Critical)         LT/RT (Critical)
   3   RL (Critical #1)      LA/RA
    4   RL (Critical #2)      LL/RL (Critical #1)
   5   RA            LL/RL (Critical #2)
   6   RT            LA/RA
   7   CT            LT/RT
   8   LT            CT/CT
   9   LA            RT/LT
   10   LL (Critical #2)      RL/LL (Critical #2)
   11   LL (Critical #1)      RA/LA
   12   Head (Critical #3)      Head (Critical #3)

Special Critical Effects:
(None of these affect the HoverMech in BattleMech mode)

Critical Effect #1:
   Make a piloting roll. A successful piloting roll results in the loss of 1 MP (cruise, all others recalculated). A failed piloting roll results in the destruction of the HTM's
hover jets, causing a crash and skid per BTech skid rules. No further movement is then possible for the HTM while in Hover Mode. Damage is taken as normal for the HTM in Hover mode.

Critical Effect #2:
   -1 MP (cruise, all others recalculated) due to damage to hoverjets.

Critical Effect #3:
   Torso joint freezes. Forward arc weapons (including weapons on the arms of the mech normally) may now only fire into the forward arc. When in Battlemech mode, the mech may no longer torso twist. Destruction of either leg while in Hovercraft mode results in an immediate crash and skid.

During Transformation
Conversion:         Movement Restriction:      Firing Modifier:
BattleMech to HoverMech   1/2 BattleMech movement      +3 To hit
HoverMech to BattleMech   1/2 HoverMech movement      +3 To hit
HoverMech to Hovercraft   Normal HoverMech movement   Not Allowed
Hovercraft to HoverMech   Hovercraft movement         Not Allowed

Critical Hit Restrictions
Critical Hit:         Conversion Disabled:
Gyro, Hip         BattleMech to HoverMech, HoverMech to BattleMech
Shoulder, Upper Arm      HoverMech to Hovercraft
Upper, Lower Leg      All conversions disabled

Terrain Restrictions
   HTMs in Hovertank mode may not cross wooded hexes, though they may pass over water unimpeded.

Mechwarrior Rules
   In order to operate a HoverMech a character must have the following four skills; Gunnery BattleMech and Conventional plus Piloting / Mech and Drive.

Availability
<redacted>

Shadow and Eclispse class HoverMech
Mass: 40 tons

Equipment                     Mass
Internal Structure:      EndoSteel         2
Engine:         280 XL         8
   Walking MP:      7 (2)
   Running MP:      11 (3)
   Jumping MP:      0
   Cruise MP:      11
   Flank MP:      17
Heat Sinks:         11 (22)            1
Gyro:                        3
Cockpit:                     3
Armor Factor:       104            6.5

   Area         Internal Structure   Armor Value
Head               3          9
Center Torso            12         14 / 5
R/L Torso            10         12 / 4
R/L Arm            6         10
R/L Leg            10         12

Weapons and Ammo:         Location   Criticals   Mass
4 Medium Lasers         Right Torso   4      4
4 Medium Lasers         Left Torso   4      4
TAG               Head      1      1
Guardian ECM Suite         Center Torso   2      1.5
« Last Edit: May 08, 2011, 03:30:07 PM by Takiro »
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Gabriel

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Re: Hover-Tank Mech
« Reply #7 on: May 08, 2011, 04:23:02 PM »

Hey no fair sneaking that in.  :'(   This is my "This Old House" style show on how to build a Hover-Tank Mech How do expect me to take over this Forum and rule it Wisely under IlClan Fennec Law. Huh Huh  ???  ???  ???
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Takiro

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Re: Hover-Tank Mech
« Reply #8 on: May 08, 2011, 05:14:06 PM »

Ha Ha, Its rabbit season! :)
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Gabriel

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Re: Hover-Tank Mech
« Reply #9 on: May 08, 2011, 11:31:51 PM »

No it's duck season.
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Ice Hellion

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Re: Hover-Tank Mech
« Reply #10 on: May 09, 2011, 04:49:11 PM »

No it's duck season.

Or Turkey?  ;D
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Centurion13

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Re: Hover-Tank Mech
« Reply #11 on: May 14, 2011, 02:42:08 PM »

Do I detect a whiff of Limburger?
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Gabriel

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Re: Hover-Tank Mech
« Reply #12 on: May 15, 2011, 10:06:21 AM »

No It is Freshly made Bread. Man I am getting hungry.   :)
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Fear is our most powerful weapon and a Heavy Regiment of Von Rohrs Battlemech's is a very close second.-attributed to Kozo Von Rohrs
Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?
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