OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Highland Ranger on February 07, 2010, 06:46:00 PM
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I'm playing in a slightly altered Shattered Dawn universe where the Light Fusion Engine pre-dates the Extra-Light Fusion Engine. It just makes more sense to me that way, so I am invoking Herb's rule #1
After seeing the new Zeus-X mini from the Wolf and Blake set and reading the Rampage TRO from ISP-2, I came up with the Mayhem. Inspired by both, it does not have the vunerable XL of the Rampage, nor the same number of SL toys, but it is still quite a decent mech, having done well in a couple of games to date.
Actually the Mayhem MAY-2G came first, hence why the design is 85t instead of 80t where it could have been a Zeus variant. I needed the crits from the 1 extra double heatsink that goes to the engine. This also lets it use a large percentage of Rampage parts for repairs/replacements.
In our campaign, I use it as a very late introduction, 2nd generation evolution of the Rampage.
BattleMech Technical Readout
Type/Model: Mayhem MAY-1G
Tech: Inner Sphere / 2767
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 85 tons
Chassis: Endo Steel
Power Plant: 340 Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 ER PPC
1 Gauss Rifle
3 Medium Lasers
1 Medium Pulse Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
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Type/Model: Mayhem MAY-1G
Mass: 85 tons
Equipment: Crits Mass
Int. Struct.: 130 pts Endo Steel 14 4.50
(Endo Steel Loc: 2 LA, 2 RA, 2 LT, 3 RT, 1 CT, 2 LL, 2 RL)
Engine: 340 Light Fusion 10 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 16 Double [32] 9 6.00
(Heat Sink Loc: 1 RA, 1 LT, 1 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA+H 15 .00
Armor Factor: 263 pts Standard 0 16.50
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
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1 ER PPC RA 15 3 7.00
1 Gauss Rifle LA 1 24 10 18.00
(Ammo Locations: 3 LT)
1 Medium Laser RT 3 1 1.00
1 Medium Laser LT 3 1 1.00
1 Medium Pulse Laser CT 4 1 2.00
1 Medium Laser HD 3 1 1.00
CASE Equipment: LT 1 .50
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TOTALS: 29 75 85.00
Crits & Tons Left: 3 .00
Calculated Factors:
Total Cost: 16,555,280 C-Bills
Battle Value 2: 2,068 (old BV = 1,866)
Cost per BV2: 8,005.45
Weapon Value: 3,090 / 3,090 (Ratio = 1.49 / 1.49)
Damage Factors: SRDmg = 38; MRDmg = 20; LRDmg = 11
BattleForce2: MP: 4, Armor/Structure: 7/5
Damage PB/M/L: 6/5/3, Overheat: 0
Class: MA; Point Value: 21
BattleMech Technical Readout
Type/Model: Mayhem MAY-2G
Tech: Inner Sphere / 2767
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 85 tons
Chassis: Endo Steel
Power Plant: 340 Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
1 ER PPC
1 LB 10-X AC
3 Medium Lasers
1 Medium Pulse Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Mayhem MAY-2G
Mass: 85 tons
Equipment: Crits Mass
Int. Struct.: 130 pts Endo Steel 14 4.50
(Endo Steel Loc: 3 LA, 2 RA, 4 RT, 1 CT, 2 LL, 2 RL)
Engine: 340 Light Fusion 10 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 16 Double [32] 9 6.00
(Heat Sink Loc: 1 RA, 1 LT, 1 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA+H 15 .00
Armor Factor: 263 pts Standard 0 16.50
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
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1 ER PPC RA 15 3 7.00
1 LB 10-X AC LA 2 30 9 14.00
(Ammo Locations: 3 LT)
1 Medium Laser RT 3 1 1.00
1 Medium Laser LT 3 1 1.00
1 Medium Pulse Laser CT 4 1 2.00
1 Medium Laser HD 3 1 1.00
CASE Equipment: LT 1 .50
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS: 30 78 85.00
Crits & Tons Left: 0 .00
Calculated Factors:
Total Cost: 17,199,080 C-Bills
Battle Value 2: 1,981 (old BV = 1,878)
Cost per BV2: 8,682.02
Weapon Value: 2,840 / 2,840 (Ratio = 1.43 / 1.43)
Damage Factors: SRDmg = 34; MRDmg = 15; LRDmg = 7
BattleForce2: MP: 4J, Armor/Structure: 7/5
Damage PB/M/L: 6/4/2, Overheat: 0
Class: MA; Point Value: 20
feedback, thoughts, criticism, unseen minis always accepted.
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I like them both, you have 2 powerful line 'mechs,
do you have a 'level 1' version (besides the Rampage that is) or are these 'level 2' mechs the 'standard' for your alt uni. ? either way Well done & keep them coming.
Dave.
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Thanks for the compliments, I know they are a bit plain but sticking to era specific tech sets limits.
I tried to convert them back to level 1 tech with a 3/5 profile but I just didn't get a design I liked. The Endo and LFE gives me about the same payload as a 3/5 SFE would and doesn't really compensate for the other advantage losses like the DHS. Following that experiment in HMPro, I fluffed the MAY-1G to be the Standard design, designed after the Rampage 5G. Less tech so meant to be easier and cheaper to produce in large numbers. The Rampage was generally only assigned to the elite Republican Guards ( ISP-2), the Mayhem was meant to go to the lesser units as a means of placating them.
I've been playing with some of the newer 3060 + toys like Heavy PPCs and RAC autocannons, might advance their development a bit so we can play with them in the campaign. ;)
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Understood, & well thought out.
Dave.
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I tried to convert them back to level 1 tech with a 3/5 profile but I just didn't get a design I liked. The Endo and LFE gives me about the same payload as a 3/5 SFE would and doesn't really compensate for the other advantage losses like the DHS.
I think it would work if you stop trying to alphastrike.
PPC+AC/10 for long-middle ranges and Medium Laser for short range.
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actually just had a quick go in HMPro. 3/5/3 is quite do-able and I still have 6 tons to play with. In retrospect I was probably attempting to keep the 4/6/x movement profile as I'm not fond of 3/5/x movers. I prefer to have cavalry / striker units and see 4/6/x as the slowest acceptable speed and then only for heavy or assault class mechs ( pill boxes ).
I've tried 3/5/x several times and some designs only work with this profile but I'm loath to use it if I have a choice. That said, they can be a handy addtion to a unit sometimes. ;)
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actually just had a quick go in HMPro. 3/5/3 is quite do-able and I still have 6 tons to play with. In retrospect I was probably attempting to keep the 4/6/x movement profile as I'm not fond of 3/5/x movers. I prefer to have cavalry / striker units and see 4/6/x as the slowest acceptable speed and then only for heavy or assault class mechs ( pill boxes ).
Assault 'Mechs are Assault 'Mechs, not fast ones.