OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Takiro on February 09, 2020, 09:06:23 PM
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With the Clan Invasion Kickstarter nearing frution this year I really hope we get a more detailed look at the climatic battle that end it all - at least for 15 years. Tukayyid was a titanic struggle between the Warriors of Kerensky and the heroic ComGuards who must have had their share of interesting lostech. The scenario book entitled Tukayyid featured some of these Clanbusters but suredly there must have been others. Maybe they were less prevelant or super clandestine in nature to be overlooked but how else does one defeat Trueborn Clan Warriors armed with hyper advanced technology?
Let me start you off with a super good example of this concept from Bradshaw, link below.
https://www.ourbattletech.com/forum/index.php?topic=3838.msg48608#msg48608
As you can see this UrbanMech featuring two PPCs and Double Heat Sinks instead of a AC/10 which I called 'Lightning Rod' or 'UrbanThunder' is a simple but highly effective upgrade that would have even shocked the Clans at this time. Of course, I'd like to see this and other competitors get all the fluff they deserve here explaining their role in the titanic struggle for Terra.
As ComStar has a vast amount of Star League technology to draw upon almost anything is possible. What of an Exterminator with working Null Signature System? Upgraded LAM units? You can justify an awful lot here and I'd like to see you try!
This contest and the Great Ost-pansion will continue the entire month of February before the stroke of midnight Eastern Time US on Leap Day sends to March.
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Aside rom the King Crab and Black Knight (maybe), the ComGuards clanbusters are a joke. The Hussar lacks ammo and the other two are just too weak. IS Pulse Lasers are not 'Clanbuster' weapons. Gauss Rifles and ER PPCs are the closest that the IS forces can get to busting Clans and yet still not close enough. The thing that hurts the Clans the most is the IS forces numerical superiority. Eventually quantity will defeat quality.
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Aside rom the King Crab and Black Knight (maybe), the ComGuards clanbusters are a joke. The Hussar lacks ammo and the other two are just too weak. IS Pulse Lasers are not 'Clanbuster' weapons. Gauss Rifles and ER PPCs are the closest that the IS forces can get to busting Clans and yet still not close enough. The thing that hurts the Clans the most is the IS forces numerical superiority. Eventually quantity will defeat quality.
100% agree. Hussar they claim the LBX was great for anti-vehicle screening Clans didn't use vehicles on Tukayyid. HATE IS Pulse lasers.
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I'll do a few designs then fluff them out later.
Hunchback HBK-5CB
Mass: 50 tons
Chassis: Standard Biped
Power Plant: 300 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
2 ER PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3046
Tech Rating/Availability: E/X-F-D-D
Cost: 9,334,500 C-bills
Type: Hunchback
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 1,421
Equipment Mass
Internal Structure 5
Engine 300 XL 9.5
Walking MP: 6
Running MP: 9
Jumping MP: 0
Double Heat Sink 15 [30] 5
Gyro 3
Cockpit 3
Armor Factor 168 10.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
R/L Torso 12 19
R/L Torso (rear) 5
R/L Arm 8 16
R/L Leg 12 24
Weapons Location Critical Heat Tonnage
ER PPC RT 3 15 7.0
ER PPC LT 3 15 7.0
2 Double Heat Sinks RT 6 - 2.0
Double Heat Sink LT 3 - 1.0
Quickdraw QKD-5CB
Mass: 60 tons
Chassis: Standard Biped
Power Plant: 300 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Ferro-Fibrous
Armament:
2 Medium Laser
2 SRM 6
2 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3051
Cost: 11,912,960 C-bills
Battle Value: 1,541
Equipment Mass
Internal Structure 6
Engine 300 XL 9.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Double Heat Sink 13 [26] 3
Gyro 3
Cockpit 3
Armor Factor (Ferro) 170 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 20 25
Center Torso (rear) 8
R/L Torso 14 20
R/L Torso (rear) 5
R/L Arm 10 16
R/L Leg 14 23
Weapons Location Critical Heat Tonnage
Large Laser LA 2 8 5.0
Large Laser RA 2 8 5.0
Medium Laser LT 1 3 1.0
Medium Laser RT 1 3 1.0
SRM 6 RT 2 4 3.0
SRM 6 LT 2 4 3.0
SRM 6 Ammo (15) RT 1 - 1.0
SRM 6 Ammo (15) LT 1 - 1.0
CASE RT 1 - 0.5
CASE LT 1 - 0.5
2 Jump Jets RT 2 - 2.0
2 Jump Jets LT 2 - 2.0
Jump Jet CT 1 - 1.0
Double Heat Sink RA 3 - 1.0
Thug THG-11CB
Stripped 320 XL Engines from Manta Fast Attack Submarines
Mass: 80 tons
Chassis: Endo Steel Biped
Power Plant: 320 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
2 Gauss Rifle
2 SRM 6
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3051
Cost: 18,001,200 C-bills
Battle Value: 1,949
Equipment Mass
Internal Structure Endo Steel 4
Engine 320 XL 11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink 10 [20] 0
Gyro 4
Cockpit 3
Armor Factor 237 14.5
Internal Armor
Structure Value
Head 3 9
Center Torso 25 36
Center Torso (rear) 14
R/L Torso 17 26
R/L Torso (rear) 8
R/L Arm 13 24
R/L Leg 17 31
Weapons Location Critical Heat Tonnage
Gauss Rifle RA 7 1 15.0
Gauss Rifle Ammo (16) RA 2 - 2.0
Gauss Rifle LA 7 1 15.0
Gauss Rifle Ammo (16) LA 2 - 2.0
SRM 6 RT 2 4 3.0
SRM 6 Ammo (15) RT 1 - 1.0
CASE RT 1 - 0.5
SRM 6 LT 2 4 3.0
SRM 6 Ammo (15) LT 1 - 1.0
CASE LT 1 - 0.5
Grasshopper GHR-CB
Utilizes 350XL from stripped and decommissioned Excalibur BattleMechs.
Mass: 70 tons
Chassis: Standard Biped
Power Plant: 350 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Ferro-Fibrous
Armament:
1 ER Large Laser
8 Medium Laser
1 Flamer
1 TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3051
Cost: 17,224,457 C-bills
Battle Value: 1,963
Equipment Mass
Internal Structure 7
Engine 350 XL 15
Walking MP: 5
Running MP: 8
Jumping MP: 5
Double Heat Sink 15 [30] 5
Gyro 4
Cockpit 3
Armor Factor (Ferro) 215 12
Internal Armor
Structure Value
Head 3 9
Center Torso 22 34
Center Torso (rear) 10
R/L Torso 15 23
R/L Torso (rear) 7
R/L Arm 11 21
R/L Leg 15 30
Weapons Location Critical Heat Tonnage
ER Large Laser RT 2 12 5.0
Medium Laser CT 1 3 1.0
Medium Laser RT 1 3 1.0
2 Medium Lasers RA 2 3 2.0
2 Medium Lasers LA 2 3 2.0
2 Medium Lasers LT 2 3 2.0
Flamer RA 1 3 1.0
TAG HD 1 0 1.0
Remote Sensors/Dispenser RT 1 - 0.5
Remote Sensors/Dispenser LT 1 - 0.5
Active Probe RT 2 - 1.5
ECM Suite LT 2 - 1.5
2 Jump Jets LL 2 - 2.0
2 Jump Jets RL 2 - 2.0
Jump Jet CT 1 - 1.0
Double Heat Sink RT 3 - 1.0
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Glad to see some ideas Bradshaw!
I agree that numbers overwhelm the Clan Invader here but I think the ComGuard could have done some refits for the battle which could have better served them.
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Looking through sarna there are already quite a few more clan busters that were revealed later from TRO 2750 designs
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Got some examples?
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K I was wrong the only one that was added after the Tukayyid book was the THE-N1 Thorn
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K I was wrong the only one that was added after the Tukayyid book was the THE-N1 Thorn
That is a good one or at least better than the base Thorn design from 2750 which the Clans would have eaten alive.
So add the THE-N1 Thorn to the ComGuard Clanbuster list which includes BL9-KNT Black Knight, CHP-3N Champion, HSR 400-D Hussar, KGC-001 King Crab, and WVE-9N Wyvern from the Tukayyid Scenario Pack along with our dual PPC UrbanMech.
Any other concepts? Looks like a lot of Technical Readout 2750 stuff, hint hint. :)
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Why wouldn't they just have Royal variants. I know they came out later in real life, but they would make sense for them to have now in Canon as well. Its the reason I chose other traditional designs. I have one other design I thought of I'll get that and fluff done maybe tomorrow with day off or Thursday at latest.
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Royal SLDF variants would be available after the discovery of the New Dallas or Hegemony Memory Core. This happens sooner in our setting but not before Tukayyid.
What are some ComGuard preferred Mechs Tukayyid??
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I mean how many 'Mechs were left with Comstar and none were Royal? The fluff in canon about their reveal never made much sense.
Chameleon CLN-CB
Mass: 50 tons
Chassis: Standard Biped
Power Plant: 300 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
1 ER PPC
4 Medium Laser
4 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3051
Cost: 9,850,500 C-bills
Battle Value: 1,580
Equipment Mass
Internal Structure 5
Engine 300 XL 9.5
Walking MP: 6
Running MP: 9
Jumping MP: 6
Double Heat Sink 14 [28] 4
Gyro 3
Cockpit 3
Armor Factor (Ferro) 169 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 24
Center Torso (rear) 8
R/L Torso 12 20
R/L Torso (rear) 4
R/L Arm 8 16
R/L Leg 12 24
Weapons Location Critical Heat Tonnage
ER PPC RA 3 15 7.0
2 Medium Lasers CT 2 3 2.0
Medium Laser LT 1 3 1.0
Medium Laser RT 1 3 1.0
2 Small Lasers LT 2 1 1.0
2 Small Lasers RT 2 1 1.0
Double Heat Sink RT 3 - 1.0
Double Heat Sink LT 3 - 1.0
2 Jump Jets RL 2 - 1.0
2 Jump Jets LL 2 - 1.0
Jump Jet RT 1 - 0.5
Jump Jet LT 1 - 0.5
Last of my ideas just need to fluff them out now
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The Chameleon is a good one that hits on the Vlar 300 XL Engine stockpile storyline to pull off.
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Well this challenge was as successful as concrete warships. Never got around to fluffing them will save the designs for future challenges of said battlemechs
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Yeah it seems that no one was really pulled in by this one which is a shame. I will keep it opened though as I may just throw some designs in especially as the kickstarter comes closer and closer. Maybe more interest in the battle then.
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I note that although the old trope of, "Quantity beats quality", came up none of the SL vehicles were updated.
Just from a glance, nothing in 2750 catches my eye, but there are tons of 3026 vehicles. Most of them are very common, so there would be no trouble with Focht being able to find them and despite the Lyran prejudice toward assault mechs, the ComGuards are a combined-arms force with morale concerns like any force.
I'd pick 10-12 fees that fit the 'spare parts' excuse to upgrade and say they were done to raise morale among the armored regiments.
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A Vehicle Upgrade is an interesting idea Red Pins and one that may have been overlooked.
In broad strokes what do you have in mind? Are we taking about fusion engine replacements for ICE Vehicles?
The ComGuard Vehicle Acquisition Table can be found on page 28 of the Tukayyid Scenario Book and it lists the following
Gabriel (5 tons)
Ripper (10 tons)
Hover, Wheeled, Tracked APC (10 tons)
Beagle (15 tons)
Rotunda (20 tons)
J. Edgar (25 tons)
Nightshade (25 tons)
Galleon (30 tons)
Cyrano (30 tons)
Karnov (30 tons)
Lightning (35 tons)
Zephyr (40 tons)
Goblin (45 tons)
Kanga (50 tons)
Chaparral (50 tons)
Vedette (50 tons)
Demon (60 tons)
LRM Carrier (60 tons)
SRM Carrier (60 tons)
Pike (60 tons)
Magi (70 tons)
Burke (75 tons)
Von Luckner (75 tons)
Fury (80 tons)
Rhino (80 tons)
Puma (95 tons)
Ontos (95 tons)
Mentioning the Kanga brings to my mind the Special Forces idea I voiced earlier with a small unit being equipped with cutting edge Star League tech that the ComGuards had scrapped together for this climatic battle. Equipped with Spectors, Exterminators, Stinger LAMs, Wasp LAMs, Phoenix Hawk LAMs, Nighthawk Mk. XXI Light Powered Armor, Kanga Jump/Hover Tanks, etc... (please include ideas) this at large Level 3 (Battalion) could have played an important covert role. Thoughts??
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No - the ICE/Fusion thing would be a nightmare, tying up a HUGE number of techs, at a time you really, really, don't want that to happen. Besides, what practical purpose would be served? Adding energy weapons? Easier repair? No, it limits you to 3ML/1Lgl, and the choice of repairing a mech engine or a tank engine.
I'd suggest one of three options. First, additional stores of missile launchers or ACs found along with those 300 XLs. I'd add an Arrow-IV launcher or artillery cannon to everything I could, but that's me. Take your pick of what to add. Second, take the trailer idea I've mentioned before, it affects everything with wheels or treads. Finally, invent something you can add instead. I'd suggest something like the iAC idea - its at the end of this post.
The intelligence battalion is interesting and all, but none of those units are useful fighters, the best they could do is open the hole. I note from my own copy of Tukayyid the underwater city was evac'ed, but don't remember if it was the site of any conflict; I'd say a hidden and fully staffed repair depot, possibly behind enemy lines would be the lynchpin you might be looking for, delivered to the battlefield by cargo sub.
For special ops, I'd say Nighthawks, with limited backups considering you're underwater. Limit it to an infantry battle, nothing bigger than a light vehicle, and call it quits. The Clans didn't acknowledge it, which leads me to believe it wasn't 'legal' or dishonorable to the Clans as a whole, and that maybe an observer Clan did it - probably the Scorpions, given their use of the Undine, and knowledge of the old SL-special ops roles and style. The whole 'contract bid' concept is something to consider, probably in service to Clan Wolf.
The iAC;
Improved Autocannon (I-AC)
Despite the heat efficiency of Autocannons, advances in heatsinks and energy weapons have diminished their presence on the battlefield. Looking for weapons systems adaptable to modern warfare, the Civil Government has successfully combined the 21st century Metalstorm system with the modern Autocannon, providing compact, heat efficient weapons capable of flexibility unmatched by current designs.
I-ACs take advantage of several centuries of development in ballistic weapons to provide cutting edge weight-to-damage ratios; the Metalstorm concept, used in large caliber grenade launchers before being abandoned by 2050, takes advantage of these developments to provide a rate of fire similar to Rotary Autocannons.
Game Rules
I-ACs are useless after firing their pre-loaded ammo until the barrel is exchanged, but offer an increased rate of fire at a growing cost in accuracy. I-AC/2 and /5s fire Bursts of six rounds per Turn, I-AC/10s fire Bursts of four, and I-AC/20s Bursts of two.
Heat Dam Range Ammo Wt Space Tech
Weapon Std(Aero) Std (Aero) M/S/M/L (Aero) (barrel) (tons) M E CV SV F SC DS Rating
I-AC/2 0*(0*) 2(2) 4/6/12/18 (Long) 45 3 1 2 1 1 1 1 1 F
I-AC/5 0*(0*) 5(5) 3/5/10/15 (Medium) 20 4 1 3 1 2 1 1 1 F
I-AC/10 1(1) 10(10) 0/4/8/12 (Medium) 10 6 1 4 1 4 1 1 1 F
I-AC/20 3(3) 20(20) 0/3/6/9 (Short) 5 7 2 - 1 8 1 1 1 F
* - See Notes
Notes:
• I-ACs are able to use special- and mixed ammo, in any order and any type except Caseless because it would be redundant. Players must record the type of ammo in order of firing.
• I-ACs may fire single rounds or in Bursts. Players must specify the number of rounds to be fired before the weapon is fired.
• Heat is cumulative with each shell fired. I-AC/2s and /5s do not generate heat for single shots; for each multiple of 2 rounds fired, one heat is generated. Note, vehicles are unaffected.
• Damage is allocated by shell, in order of rounds fired, following the rules for specialty ammo.
• I-ACs roll on the Cluster Hits table to determine the number of rounds that hit the target.
• I-ACs may fire a single round or Bursts. When firing a single Burst, I-ACs do not receive a to-hit penalty and roll on the Cluster Hits table normally.
• I-ACs may fire up to four Bursts in a single Turn, but players must make a to-hit roll for each Burst with a cumulative to-hit penalty. Each Burst after the first requires its own to-hit roll (with a cumulative +2 to-hit penalty) and Cluster Hit table roll.
Ex. An I-AC/2 needs a 3 to hit. Because the to-hit number is low, the owner decides to risk the maximum number of Bursts in an attempt to kill his target. The first Burst, without a to-hit penalty, requires a 3 (3+0), which the Player makes easily. Rolling on the Cluster Hits table, he sees five have hit the target. Checking the list of ammunition, he sees that all are standard rounds, and rolls hit locations for all five before proceeding.
The second Burst suffers from the first cumulative penalty, requiring a 5 (3+0+2). Rolling on the Cluster Hits table, he finds that five more standard rounds have hit the target, and rolls hit locations for all five before proceeding.
The third Burst requires a 7 (3+0+2+2), which he makes narrowly. Checking against the Cluster Hits table he finds 3 rounds hit the target and rolls locations for all three.
The fourth Burst brings him to his first specialty ammunition, a six-round Burst of Precision ammo. (Note the added mass of the specialty ammo has no effect on the I-AC/2.) The ammunition provides a –2 to-hit modifier, giving him a to-hit number of 7 (3+0+2+2+2-2) for the second time. If the fourth Burst had been standard ammo, it would have been a 9 (3+0+2+2+2).
• If a Burst contains mixed ammunition types each round must be individually rolled in the order of firing and a hit location determined before going on to the next Burst.
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I'm completely in agreement with Red Pins about what makes for a good "Clan Buster" set of upgrades.
The clans discount vehicles, and so there are all sorts of shenanigans you could pull with mixed-arms forces, and the whole artillery piece on a trailer attached to a trailer hitch thing is exactly the sort of thing that Busts you some overconfident Clanners. Install a trailer hitch on every conventional vehicle and have it pull at least a Thumper.
If there was more time available, I think simply in terms of weight and cost, that Fuel Cell upgrades are superior to Fusion Engines. The shielding that conventional vehicles need on fusion engines means that the only advantage of standard fusion over fuel cell is the free heat sinks. But like Red Pins says, all those upgrades would be a massive waste of techs, right at the moment you can't afford to be tying them down. That said, if you were actually doing it, then just use the free weight to slap on more armor and more missile tubes. At least armor and missile tubes are cheap as chips and easy to bolt on, plus they're some of the better equipment the Inner Sphere has by comparison to the Clans -- if you have the weight to handle it. LRMs with TAG spotters that don't care about zell can really put a hurt on Clanners. Artillery with TAG spotters, oh boy oh boy.
Similarly, the "Special Forces" idea sounds really cool in concept, but how many ComGuard pilots and special forces guys actually have the skill to compete with a Clan warrior? As I recall from the Tukayyid sourcebooks, the Clans are all one step *better* than an Inner Sphere Mechwarrior of similar experience and rank, and the ComGuard are bog-standard Inner Sphere or one step *worse* from lack of practical combat experience. Dirty tricks with artillery trailers and gaming the bid system is the better way to go here.
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Thank you Red Pins and fabulousorcboy for the recommendations.
Red Pins, the Autocannon thing is a neat idea and I'd love to talk possible new tech elsewhere but it is a little bit outside the bounds of Tukayyid Clanbusters for me.
Going to a different venue for a 'Tukayyid' side show is an idea. Either sea or space combat with an observer Clan that didn't technically count is possible I suppose. Perhaps the ComGuard Special Unit was kept in reserve for a worst case scenario? Like a contingency by the Primus to make certain a Clan victory wasn't possible. Nukes present on a nearby moon?? In such case a Snow Raven unit could be possible. Although that may be a bit much.
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BNC-3E-CB Banshee
When ComStar first learned of the existence of the Clans (and their superior military technology), several crash programs were initiated to overhaul and upgrade existing ComGuard BattleMechs for potential future conflict with these invaders from the Periphery. While much of this program (designated as Project Clanbuster) centered around advanced Star League Defense Force BattleMechs that ComStar had stockpiled, it also included upgrades for more (relatively) common BattleMechs.
One of which was the much maligned BNC-3E Banshee.
With more than five thousand of these 95-ton BattleMechs produced by the Terran Hegemony, it is not surprising that ComStar retained almost two hundred in their warehouses on Terra. Viewed by many as a "White Elephant", the Banshee was exceptionally swift for an assault-weight BattleMech (especially one massing 95 tons!) and possessed good armor protection . . . but had a weapons array more appropriate for a medium-weight 'Mech!
Consigned to storage (as the ComGuard did not view the Banshee in any better light than the rest of the inner Sphere), these 'Mechs were not initially intended for the Clanbuster Program.
But, in 3049, archivists on Terra discovered several files that included a proposed "Royal" upgrade of the ancient Banshee. This proposal never took shape due to the actions of Stefan Amaris and the subsequent civil war. However, now ComStar needed new and improved assault-weight war machines, and the files contained full schematics of what promised to be a very effective BattleMech.
The centerpiece of the upgrade was the replacement of the very heavy and bulky GM 380 fusion engine with an extra-light GM 380 fusion engine. This replacement freed up a massive amount of weight allowing for a complete overhaul of the weapon systems. In addition, the BNC-3E-CB would replace the existing 16 standard heat sinks with 17 double-strength freezers. Furthermore, the already impressive heavy armor was increased by 3.5 tons, giving the BNC-3E-CB even greater endurance on the battlefield.
The original armament of a Magna Hellstar PPC, an Imperator-A AC-5, and a Magna Mark I Small Laser was removed.
In their place was mounted a Magna Firestar Extended Range PPC, an Imperator Code Red LB-10X Autocannon (with three tons of ammunition!), and a Magna Mark II Medium Laser. With still more space and tonnage available, the Star League era research team also added four more Magna Mark II Medium Lasers (right arm, left arm, and two in the center torso), as well as a Holly SRM-6 Short Range Missile launcher (with a ton of ammunition, both in the right torso). Finally, a Guardian ECM Suite was fitted (also in the right torso).
Although the armament has been increased, detractors note that it is still well short of what most assault weight BattleMechs mount. But while the critics heaped scorn on the new variant, the MechWarriors of the ComGuards were highly impressed by the armament and armor increases . . . all while retaining the same relatively high speed of the original.
Twenty of the two hundred available Banshees were selected for the overhaul and entered service with the ComGuards for field testing in early 3052.
Combat action against the Clans on Tukkayid only proved proponents of the design right. Believing that they were facing standard BNC-3E BattleMechs, many Clan Warriors ignored this Clanbuster design until it got into range to open fire with a devastating first strike. And for the Banshees that managed to close to physical attack range, the BNC-3E-CB proved again and again that few other BattleMechs (or OmniMechs) could stand for long against the punches and kicks of a 95-ton Assault 'Mech!
Proven in battle, the ComGuards authorized a full upgrade of all remaining Banshees stockpiled on Terra. And the Great Houses who do not have access to the BNC-3S and -5S of the Federated Commonwealth have also expressed a great deal of interest in acquiring the design for themselves.
Banshee BNC-3E-CB
Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3051
Dry Cost: 25,685,140 C-Bills
Total Cost: 25,783,140 C-Bills
Battle Value: 2,005
Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
1 LB 10-X AC
1 SRM-6 w/ Artemis IV FCS
5 Medium Lasers
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 293 18.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 45
Center Torso (rear) 15
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 32
L/R Leg 20 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
ER PPC RT 15 3 7.00
SRM-6 RT 4 2 3.00
Artemis IV FCS RT - 1 1.00
Guardian ECM Suite RT 0 2 1.50
LB 10-X AC LT 2 6 11.00
2 Medium Lasers CT 6 2 2.00
Medium Laser HD 3 1 1.00
@SRM-6 (Artemis) (15) RT - 1 1.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 20
4 6 6 2 0 4 0 Structure: 4
Special Abilities: ECM, SRCH, ES, SEAL, SOA, FLK 1/1/1
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Certainly a good refit but could it be a little too much for this challenge?
One of my favorite variants from Technical Readout 3050 is the BNC-5S which was not used by the ComGuards on Tukayyid (see page 12 of that Sourcebook) so there is definitely room for it. ComStar would likely have many of these ancient BattleMechs its possession as again the Sourcebook (see page 27) has the BNC-3E available to them.
This Banshee reminds me of the Battlemaster or the Albatross. Walking Alpha Strikes calculate to heat neutral so running will force you to go one overheat. Not bad at all.
But where would the 380 XL Engines come from to make this all work? The original Clanbusters all had that 300 XL stockpile well established as a tie in. Was it found on some sort of Star League Mech previously and mothballed? Did they purchase or steal some from House Steiner?
I'd probably have less than twenty appear on Tukayyid and make them rarer or can you think of a reason they weren't publicized like the others? Secret unit? Or did ROM steal the XL Engines from Edasich Motors and not want to talk about it??