Okay. On the thread about the Savage Coyote, I made the claim that the Executioner, if it had been designed right, would have been one of the scariest and most effective Clan Assault-weight OmniMech designs around.
Well, words offer no proof . . . so here is what I've got. This is my Executioner AISHB. Which stands for As It Should Have Been. At least in my humble opinion.
The MASC is gone. Yeah, a 95-tonner able to sprint at 8 MPs is pretty darn impressive . . . but it eats up four valuable tons and four critical slots. And this sucker already moves at 4/6/4 with four fixed jump jets. Fifteen DHS will fit inside the engine, so we fix 15, leaving internal space open for weapons and more heat sinks (if we need them . . . and we will! We will!).
Armor is boosted to 15 full tons of ferro-fibrous, for better than 98% coverage. 30 points on the forward side torsos and arms, 40 on the legs, 45 on the chest, 10 on each rear side torso, and 14 on the back. Plus 9 on the head. Pretty hefty stuff.
Next we add Endo-Steel. Eats up seven critical slots (but we saved four by deleting MASC!), but we have 29 open slots remaining. And 34.5 tons to work with.
I say again, 34.5 tons to work with and we already have jump jets and 15 fixed DHS!
Can I get an amen, my brothers?
Oh, glory hallelujah!
Executioner (AISHB)
Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3048
Cost: 30,196,156 C-Bills
Battle Value: 1,247
Chassis: Unknown Endo-Steel
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
34.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 145 points 5.00
Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 8.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 288 15.00
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 45
Center Torso (rear) 14
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 30
L/R Leg 20 40
Configurations.
Okay. We do these right as well. Getting rid of all the useless junk the original designers added onto our beautiful assault-weight Omni!
The Prime features a Gauss Rifle and twin ER Large Lasers, just like the original. But this GR has three tons of ammo for 24 shots and all three weapons systems are linked into a four-ton Targeting Computer! Plus, instead of just a pair of MGs as backup weapons, we add an LRM-15 with Artemis IV and three tons of ammunition. Max damage is rather slim at just 50 points . . . but we can deal that 50 points consistently all the way out to a range of 21 hexes! This configuration does overheat slightly (34 max heat on a jumping Alpha vs 30 sinked), but it is manageable. And our three non-missile weapons all have enhanced accuracy.
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Loadout Name: Prime Cost: 32,944,072
Tech Rating/Era Availability: F/X-X-E BV2: 3,165
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
CASE Locations: RT, LA 0.00
Actuators: L: SH+UA R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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2 ER Large Lasers RA 24 2 8.00
Gauss Rifle LA 1 6 12.00
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
Targeting Computer LT - 4 4.00
@Gauss Rifle (16) LA - 2 2.00
@LRM-15 (Artemis) (24) RT - 3 3.00
@Gauss Rifle (8) LT - 1 1.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 32
4j 5 6 6 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
Configuration A has even less damage . . . but is more accurate! The main guns are three Large Pulse Lasers, supported by an LB-10X autocannon with three tons of ammunition (30 shots!). What's more, the design has 18 DHS, so it can jump and fire all four big guns. Giving us 40 points of damage out to range 18 and 30 points at 19 and 20 hexes. To round things out, an ER Small Laser has been mounted. More of a pop-gun than anything, it does add to damage at point-blank range.
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Loadout Name: A Cost: 32,826,097
Tech Rating/Era Availability: F/X-X-E BV2: 2,659
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
Heat Sinks: Double Heat Sink 18(36) 3.00
Heat Sink Locations: 1 LT, 1 LA, 1 RA
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Large Pulse Laser RA 10 2 6.00
Large Pulse Laser LA 10 2 6.00
LB 10-X AC RT 2 5 10.00
Large Pulse Laser LT 10 2 6.00
ER Small Laser HD 2 1 0.50
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 27
4j 5 5 4 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Configuration B features an ER PPC as the primary long-range weapon, supported at medium range by an ER Medium Laser. But it is in close that this configuration is so rightly feared. The main gun is a massive UAC-20, fed by four tons of ammunition. Supporting it in close is a Streak SRM-6 and a Medium Pulse Laser. With an Anti-missile System for added defense. Nineteen DHS keeps this war machine heat-neutral on a running Alpha Strike (with a single tap from the Ultra AC-20, that is!). A jump (or double-tap) will generate excess overheat, but if timed for when the Streak doesn't lock, it should be well within the margins a skilled Warrior can handle. Max damage is a hefty 81 (!!) at ranges 12 and below . . . but only 22 at 13-15 and just 15 out to 23 hexes.
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Loadout Name: B Cost: 33,277,156
Tech Rating/Era Availability: F/X-X-E BV2: 3,047
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
Heat Sinks: Double Heat Sink 19(38) 4.00
Heat Sink Locations: 1 RT, 3 RA
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER PPC RA 15 2 6.00
Ultra AC/20 LA 7 8 12.00
ER Medium Laser RT 5 1 1.00
Streak SRM-6 RT 4 2 3.00
Anti-Missile System LT 1 1 0.50
Medium Pulse Laser HD 4 1 2.00
@Streak SRM-6 (15) RT - 1 1.00
@Ultra AC/20 (20) LT - 4 4.00
@Anti-Missile System (24) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 30
4j 7 7 2 0 4 0 Structure: 5
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA
Configuration C has an ER PPC and a Medium Pulse Laser, but this time they are supporting a slight lighter (but longer-ranged) UAC-10 with three tons of ammo. This saved enough tonnage that we could also add an LRM-20 launcher with Artemis IV Fire-Control Systems and three tons of ammo AND a four-ton Targeting Computer! Just for giggles, we added an ER Small Laser as well. Max damage is 67 out to range 6, 62 from 7-12, 55 from 13-18, dropping to 35 from 19-21, and then just 15 at ranges of 22 and 23 hexes!
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Loadout Name: C Cost: 33,197,328
Tech Rating/Era Availability: F/X-X-E BV2: 3,135
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
CASE Locations: LT, RT, LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER PPC RA 15 2 6.00
Medium Pulse Laser RA 4 1 2.00
Ultra AC/10 LA 3 4 10.00
LRM-20 RT 6 4 5.00
Artemis IV FCS RT - 1 1.00
Targeting Computer LT - 4 4.00
ER Small Laser HD 2 1 0.50
@Ultra AC/10 (30) LA - 3 3.00
@LRM-20 (Artemis) (6) RT - 1 1.00
@LRM-20 (Artemis) (12) LT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 31
4j 6 6 5 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
Configuration D is the weakest . . . in terms of sheer damage output, anyway! But this configuration owes it's origin to the Grasshopper. And like the Grasshopper of old, the design features one Large and four Medium Lasers. But on the Executioner D, these are all Clan Pulse Lasers! And instead of the small LRM-5 of the antiquated SLDF design, our configuration instead features an LB-10X autocannon with two tons of ammunition (for 20 shots). Furthermore, to make everything more accurate (Yes. Even the pulse lasers, Virgina!), we included a five-ton Targeting Computer. Hooo-rah! An Anti-missile System with a ton of ammo provides additional defense and an Active Probe means we can see the enemy long before they can see us! Well, supposedly, anyways. But max heat is 33 on a jumping Alpha Strike with the AMS engaged and we can dissipate 32, so . . . yeah, I'll take that.
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Loadout Name: D Cost: 33,324,322
Tech Rating/Era Availability: F/X-X-E BV2: 2,846
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
Heat Sinks: Double Heat Sink 16(32) 1.00
Heat Sink Locations: 1 RT
CASE Locations: RT, LA 0.00
Actuators: L: SH+UA R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Large Pulse Laser RA 10 2 6.00
Medium Pulse Laser RA 4 1 2.00
Medium Pulse Laser LA 4 1 2.00
LB 10-X AC LA 2 5 10.00
2 Medium Pulse Lasers RT 8 2 4.00
Anti-Missile System RT 1 1 0.50
Targeting Computer LT - 5 5.00
Active Probe HD 0 1 1.00
@LB 10-X (Cluster) (10) LA - 1 1.00
@LB 10-X (Slug) (10) LA - 1 1.00
@Anti-Missile System (24) RT - 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 28
4j 6 6 2 0 4 0 Structure: 5
Special Abilities: OMNI, PRB, RCN, AMS, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
And from the Cult of the Holy Gauss Rifle, we have Configuration E. Two Gauss Rifles, each with two tons of ammo (16 twin shots). Backstopped by an ER Large Laser, two ER Medium Lasers, and an ER Small Laser. Best of all? Heat is 30 for 30, even when jumping. And damage is pretty solid, if not spectacular.
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Loadout Name: E Cost: 32,807,328
Tech Rating/Era Availability: F/X-X-E BV2: 3,021
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Gauss Rifle RA 1 6 12.00
Gauss Rifle LA 1 6 12.00
ER Large Laser RT 12 1 4.00
2 ER Medium Lasers LT 10 2 2.00
ER Small Laser HD 2 1 0.50
@Gauss Rifle (16) RA - 2 2.00
@Gauss Rifle (16) LA - 2 2.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 30
4j 6 6 4 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Last, but not least, is the Executioner F, designed in honor of the SLDF Devastator. Two Clan ER Large Lasers are the longest ranged weapons, supported in closer by a pair of Ultra AC-10s (each with two tons of ammo) and an ER Small Laser. 17 DHS doesn't alleviate all excess overheat (especially on the double-double-tap!), but the design can put some hurt down-range.
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Loadout Name: F Cost: 33,091,784
Tech Rating/Era Availability: F/X-X-E BV2: 2,666
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 0.00
Heat Sinks: Double Heat Sink 17(34) 2.00
Heat Sink Locations: 1 LA, 1 RA
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
Ultra AC/10 RT 3 4 10.00
Ultra AC/10 LT 3 4 10.00
ER Small Laser HD 2 1 0.50
@Ultra AC/10 (20) RT - 2 2.00
@Ultra AC/10 (20) LT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 27
4j 5 5 5 0 4 1 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Anyway, like I said, I'd take this Omni up against anything--including a Dire Wolf anytime, any place. Might not have as many guns and be able to inflict as much raw damage, but . . . but it can do more than enough. And dance rings around it's opponent while doing so.