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Author Topic: Optimizing the Catapult  (Read 14295 times)

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Takiro

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Re: Optimizing the Catapult
« Reply #15 on: April 05, 2021, 05:26:39 AM »

Very nice fabulousorcboy and drakensis!!
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #16 on: April 05, 2021, 12:08:50 PM »

Takiro-san

Looking over the Level 2 rules, with only 3053 or earlier tech, I'm feeling that all the 65-ton, 4/6 movement 'Mechs are going to be very, very samey.  Same with all the 70-ton 4/6, and then all the 75-ton 4/6...you get the idea.  I'm struggling to think of ways to distinguish Catapults from Crusaders from Archers from Warhammers -- all 4/6 support fire designs with mirrored arm-mounted weapons.

Can we use more pre-3053 tech that is not technically Level 2?  For example, Binary Lasers and Remote Sensors (listed as "Lowtech" in your contest rules) aren't Level 2, but are contest-legal.  So are Command Consoles and additional Comms gear. 

I'm thinking specifically of Rocket Launchers, and Artillery Cannons, as well as prototype gear like (for example) Silver Bullet Gauss, which has an early prototype date.  Also any/all "Primitive" gear, as well as IndustrialMech gear -- such as Cargo Bays and Lifters and Industrial Tools --  which would also let us design some really off-beat (and super low-cost) retro-tech with super-early introduction of Age of War-style 'Mechs being churned out from IndustrialMech facilities.  ICE-powered 'Mechs?  Fuel-cell power?  Sweeeeeeeet

And also pre-Star League technology, I could really have fun with things like Mech Mortars, Vehicular Grenade Launcher, and Light/Med/Heavy Rifles.
« Last Edit: April 05, 2021, 12:12:32 PM by fabulousorcboy »
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Takiro

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Re: Optimizing the Catapult
« Reply #17 on: April 05, 2021, 12:29:48 PM »

Take a look at my initial post on this thread for available tech which does include Blazers.

I never understood Mech Mortars. Not sure if they are available? I am open to discussing that subject matter though.
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #18 on: April 05, 2021, 02:38:11 PM »

Takiro-san

Yes, exactly my point re: Blazers.  They are not Level 2 tech, but you have ruled they are legal for this contest.  Same with Command Consoles, remote sensors, and additional comms gear.  So why not expand the available list of technologies?  Again, looking forward, I'm seeing a lot of 4/6 speed fire support heavies with mirrored arm weapons, and with just the existing Level 2 tech, they're all going to look more or less the same.

(Side-note: Mech Mortars are just indirect-fire LRMs that can only fire indirectly -- but they can't be affected by anti-missile systems, and have a variety of alternate shell types.  They are much cheaper than LRMs of comparable weight, including the ammunition, so a huge benefit for procurement and logistics.  The trade-off for that slight increase in versatility and the lower costs are: less ammo per ton)

All the following are from Tech Manual or Tac Ops, and would dramatically increase the design space:


Prototype or Star League Era Tech (pre-3053) -- all firmly established in canon, even if as prototypes.  Post-Succession War prototypes marked with asterisk.  Some SpecOps House 'Mechs with Chameleon + Null Sig?  Yum!
Chameleon LPS
Ground-Mobile HPG
**Hardened Armor
**Laser Heat Sinks
Laser Insulator
**Light TAG
Null Signature System
**Prototype Improved Jumpjets
**Silver Bullet Gauss
**Spikes


All the following is Primitive Tech (either Succession War inventions, or listed prior to Star League, as PS/ES intro date).  None of this stuff is ground-breaking (except Superchargers, which are cheese.  Insanely pricey, though).  All these weapons types are niche, and not as useful as the standard Level 2 stuff, but the niche is what makes them interesting if you specialize the design.
Artillery Cannons
Battlemech Shoulder/Quad turrets
Drone Carrier/Operating Systems
Energy Storage Batteries
Engine Types: Fission, Fuel-Cell, ICE
Fluid Gun
Light/Med/Heavy Rifles
Mech Mortars
Mine Dispensors
Primitive Armor, Cockpit, Engines, Jumpjets
Rocket Launchers
Supercharger
Vehicle Grenade Launchers



Plus all this basic Industrial Equipment, writ large -- none of this makes for a good BattleMech, but they make for very interesting hopped up IndustrialMechs thrown into combat situations.  Like, say, during a massive Clan Invasion when everyone's desperate for militia 'Mechs.
Advanced Fire Control
Anti-Infantry Weapon Attachments
Backhoes
Bridgelayers
Bulldozers
Chainsaws
Combines
Dual Saws
Dumpers
Ejection Seats
Environmental Sealing
Extended Fuel Tanks
External Store Hardpoints
Fluid Suction System
Fire Control
Heavy Duty Pile Driver
Industrial Triple-Strength Myomer
Ladder
Lift Hoist
Manipulator
MASH
Mining Drill
Nail/Rivet Gun
Paramedic Equipment
Rock Cutter
Salvage Arm
Searchlight
Spot Welder
Sprayer
Transport/Cargo
Wrecking Ball
« Last Edit: April 05, 2021, 02:54:36 PM by fabulousorcboy »
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Takiro

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Re: Optimizing the Catapult
« Reply #19 on: April 05, 2021, 03:54:21 PM »

Well I can't make such a massive change now with thirty six contests already in the books. The list I have given is fairly comprehensive and exists because of component availability. However, if you can make Mech Mortars work including the reason why they are now being reintroduced on the Catapult I will listen.
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #20 on: April 05, 2021, 04:25:02 PM »

Massive?   :o  You asked for a list, so what's there is the comprehensive list of primitive and pre-3053 gear.  With the exception of the first list (which is Star League or prototype stuff), it's all -- as per canon -- easily available and readily manufactured by any of the completely unlisted IndustrialMech facilities throughout the Inner Sphere.  You don't even have to type it all out -- just say "IndustrialMech components on pp344-345 of Techmanual are all legal but unlikely to be adopted as mainstream by House militaries without good reason", so -- they'd be design legal (and fun to throw together!) but you wouldn't be committing to them winning any of the contests.

Plus, the Dark Age use of Industrial gear starts with some Mediums, but really picks up with Heavies.  There's very few lights with Industrialmech gear, per canon (either Dark Age or TR Vehicle Annex).  So right now is the perfect time to retcon the equipment availability.

But if you prefer to go this way, I'm also happy to keep ad-hoc asking for contest inclusion of gear as it comes up.  Yay, Mech Mortars are design legal! 

(1) So -- what about Rocket Launchers?  I got some great Crusader ideas involving Rocket Launchers and the Marian Hegemony  8) 8)

(2) What about Artillery Cannons?  I've got some amazing T-Bolt and Warhammer ideas with Artillery cannons!

(3) And what about Silver Bullet Gauss?  It's a Solaris-prototyped NAIS weapon in 3051.

(4) And now that I think about it, I've got a couple insane ideas involving a Marauder body and some Dozer or Chainsaw IndustrialMech parts. 
« Last Edit: April 05, 2021, 04:37:18 PM by fabulousorcboy »
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Takiro

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Re: Optimizing the Catapult
« Reply #21 on: April 05, 2021, 05:08:30 PM »

I never really loved Rocket Launchers and they really aren't introduced until FM Periphery circa 3060 for widespread canon use. Did you see the Primitive Mech thread??

And I am not saying Mech Mortars or Artillery Cannons are legal but I won't reject them out of hand. Better be one hell of a concept and some awesome fluff to break the ice on them! ;)
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #22 on: April 05, 2021, 06:14:13 PM »

Woot!

If you're not rejecting them, then they're contest-legal for design purposes.  Happy happy!

As for Rocket Launchers, they (a) are supposed to suck, because they're a really dirt-cheap alternative to LRMs -- 20K per ton of reloads adds up real fast for a skint Periphery minor and LRMs are 250/missile, compared to 100/rocket -- and (b) they're a signature Periphery weapon.  Yes, they were introduced in FM Periphery, but the Techmanual errata (I'm looking at v3.02-2014-01-09) changes the intro date to 3050.  So the intro date on Sarna is correct in this case :)

Yes, once the Combine develops MRMs, those are just vastly superior to Rocket Launchers in almost every way, but still.  Flavor.

So pretty pretty please can I use some sucky but flavorful Rocket Launchers on my Marian Hegemony builds?  ;D ;D
« Last Edit: April 05, 2021, 06:22:20 PM by fabulousorcboy »
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Takiro

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Re: Optimizing the Catapult
« Reply #23 on: April 05, 2021, 06:30:54 PM »

So pretty pretty please can I use some sucky but flavorful Rocket Launchers on my Marian Hegemony builds?  ;D ;D

I'm sorry no Rocket Launchers but please check out this thread for something Marian flavored and cheap...

Project Hercules - BattleMech Proliferation in the Marian Hegemony
https://www.ourbattletech.com/forum/index.php?topic=3919.0

Ice Project (ICE Mechs)
https://www.ourbattletech.com/forum/index.php?topic=618.0

Fuel Cell Mechs
https://www.ourbattletech.com/forum/index.php?topic=3927.0
« Last Edit: April 05, 2021, 06:37:18 PM by Takiro »
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #24 on: April 05, 2021, 06:53:05 PM »

Ah, well, that's half my Crusader and JagerMech concepts dashed.  I think I'll generate the Mech Mortar concept with the Crusader, then.  Fits the silhouette better anyway, with the two big mortars arched up over the shoulders of the Crusader.

But I think that the Capellans would lurve themselves an Artillery Cannon concept for the Catapult.  It's really quite nasty against infantry, terrain, and battle-armor, even if it's wildly underwhelming against other 'Mechs.  I'll see what I can throw together the next few days.
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Takiro

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Re: Optimizing the Catapult
« Reply #25 on: April 05, 2021, 07:01:09 PM »

Look forward to it!
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fabulousorcboy

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Re: Optimizing the Catapult
« Reply #26 on: April 06, 2021, 12:33:18 PM »

If used in conjunction with TAG and Copperhead rounds, the Sniper Artillery Piece is much more versatile than the Arrow IV system, especially for Inner Sphere units (for whom it's a very manageable 5-ton weight 'tax') -- it has much greater range, more ammunition types as options, and is cheaper to purchase, maintain, and resupply with ammunition.  As a direct-fire weapon, it's basically a (very) inaccurate AC-20 with effectively infinite range, but the threat is there at least if someone gets within tactical (battle map) range.

As for direct-fire support, the Thumper Cannon is decent, with range comparable to a standard Large Laser (-1 hex, for long range of 14 hexes), and does AOE 5 burst, which will mess up infantry formations that cluster up too much.  As AOE weapons, they can clear woods hexes, wipe out infantry units trying to hide in buildings or terrain, and even catch multiple heavier units that have clumped up too much.  With 20 shots per Cannon and arms that flip, it's worth throwing a few rounds at fast lights that wander too close, because Artillery Cannons target hexes, so effectively ignore TMM  :o  They also will absolutely SHRED battle-armor.  Both Thumpers on target will wipe out an entire Inner Sphere battle-armor unit in a single volley, and badly damage even Clan armor.  Can you tell that I love Artillery Cannons?  I'm really not sure why they haven't taken off in-universe (of course in RL, it's because game designers didn't design a lot of canon 'Mech variants with artillery cannons).

A Snake by comparison is pretty darn weedy at the same "anti-Battle Armor" mission.  I hate losing the jumpjets, but my optimal Artillery Catapult would use Endosteel to get the weight savings to keep the jumpjets -- and I can't justify here that given that only the Combine is making new Catapults in the 3050s.

Type: CPLT-C1T  and CPLT-C3S Catapult
Production: Capellan Confederation (Bithinia Refits)
Combat Value: 1208 BV (C1T), 1213 (C3S)
Total Cost: 5,647,401 C-Bills (C1T), 5,482,401 C-Bills (C3S)

Tonnage: 65t
Internal Structure: 6.5t
Engine (Magna 260): 13.5t
  Walking: 4            
  Running: 6
Heat Sinks: 10(20): 0t
Gyro/Cockpit (Std): 6t
Armor (Standard): 12.5t

Head 3/9
Center Torso 21/30/9
R/L Torso 15/20/8
R/L Arm 10/20
R/L Leg 15/28

Quirks: Arms Flip (C1T only), No/Minimal Arms (both)

WEAPONS (Catapult C1T)
2x Thumper Cannon (14cr, 20t) RA/LA
2x Ammo (Thumper) (2cr, 2t) LT
1x CASE (1cr, 0.5t) LT
4x Medium Lasers   (4cr, 4t) RT/2CT/LT

WEAPONS (Catapult C3S)
1x Sniper Artillery Piece (20cr, 20t) RA/RT
2x Ammo (Thumper) (2cr, 2t) LT
1x CASE (1cr, 0.5t) LT
4x Medium Lasers   (4cr, 4t) RT/2CT/LT

The Catapult is a second-line fire-support BattleMech produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. When the Star League fell, many of the remaining Catapults joined Aleksandr Kerensky on his Exodus. The Capellan Confederation collected most of the Catapults that remained in the Inner Sphere, and the Hollis factory on Corey briefly produced new models and spare parts. This renewed production ended when the Corey factory was destroyed at the onset of the First Succession War, ensuring the rarity of the Catapult outside of the Confederation during the rest of that bloody era.

With so many Catapults in service, and without the ability to repair and refit them with OEM parts, the CCAF ended up producing dozens of different variants, many of them unique or nearly so, but some designs gained sufficient popularity – and most importantly, could be repaired and maintained with the Confederation’s limited logistics capability.  The Catapult-C1T is one such refit, originally created to provide close-range anti-infantry fire support for House Ma-Tsu Kai forces, stationed on Bithnia for many decades in the early 31st century.  As one of the youngest Warrior Houses, Ma-Tsu Kai was relatively low on the CCAF priority list for resupply and procurement, so their techs got quite creative at utilizing local suppliers – in particular, long-time Capellan armaments firm Bithinian Ballistics, the primary reason the Warrior House was garrisoned in system.

With access to most of Bithinian’s wide range of autocannons, House Ma-Tsu Kai initially was hoping to fit “recovered tech” Mydron Excel LB10-X autocannons on their Catapults, but not only were the giant cannons a bit too large to pair up on a ‘stock’ Catapult without extensive structural modifications, but the LB10-X systems were in heavy demand, without much spare supply available to Ma-Tsu Kai.  Instead, the Warrior House began testing the combat utility of the firm’s artillery weapons lines.  The Warrior House fields a single modified C3 equipped with a Sniper Artillery Piece in place of the expensive (and logistically problematic) Arrow IV launcher, but has three others that use paired Thumper Artillery Cannons – a bit under-powered compared to other heavy ‘Mechs when used against ‘Mechs or conventional vehicles, but devastating against infantry formations – and quite effective, as it turns out, against battle-armor, particularly Inner Sphere battle-armor forces.

Both the C1T (with paired Thumper Cannons) and the C3S (equipped with Sniper Artillery Piece) are “stock” Catapults with the problematic Anderson 21 jumpjets removed, and the original heat sinks all removed and replaced solely with engine-mounted double heat sinks.  The design retains the four Martell Medium Lasers of the original, retaining a credible short to mid-ranged bite, while relying on either a single Artillery piece, or paired Artillery Cannons for long-range firepower.  A two-ton ammunition bin (designed to allow two separate types of ammunition, only really useful for the C3S) in the left torso is protected by CASE – produced in-system by Bithinian Ballistics and designed to be compatible with all popular armor brands in the Confederation.

Although fairly modest upgrades, the design has become quite popular with other CCAF units, particularly Periphery commands that regularly face large concentrations of infantry forces.  Although the Vindicator-based Snake (produced by influential and politically connected Ceres Metals) has become the official anti-battle armor ‘Mech of the CCAF, the Catapult C1T has demonstrated it can be a cheaper and more durable alternative.  Since the 3050s, Bithinian Ballistics has fielded dozens of requests for field refits, and it now has created a modestly profitable side business producing Artillery Pieces and Cannons for after-market modifications of various common Battlemechs.
« Last Edit: April 06, 2021, 12:50:54 PM by fabulousorcboy »
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Takiro

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Re: Optimizing the Catapult
« Reply #27 on: April 06, 2021, 10:22:48 PM »

Interesting fabulousorcboy!
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Takiro

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Re: Optimizing the Catapult
« Reply #28 on: April 09, 2021, 05:58:55 AM »

Figure that all entries have to be completed and posted on these forums by Friday April 9th 2021 by 11:59 PM which should give you all a full two weeks for this contest, good luck!!

Final day folks for entries. Make sure you've got your fluff done and designs complete!


Ice Hellion has emailed his entry to me which I'll post tonight if he can't. He's trying to reset his connection and get on before then.
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Abele

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Re: Optimizing the Catapult
« Reply #29 on: April 09, 2021, 08:08:31 PM »

At the Hollis Incorporated, a team of engineers was assigned the development of new Catapult variants built around  the new Hermes 260 XL fusion engine with no limit on what weapons that were to be used or how they would be employed. Eventually, they chose three designs to submit to the CCAF Central Planning Office for further review and testing. All three share the new engine and twelve tons of standard armor. They also share the Apple-Churchill Golden Shield ECM site and pair of Martell medium pulse lasers.

The first variant, CPLT-2L, is based on the CPLT-K2 and feturesfeatures of binary laser cannons sourced from the Free Worlds League. These weapons replace the PPCs of the K2 and have a higher damage potential than the weapon it replaced or the ER versions. The downsides are the shorter range and the immense generated by the weapon. In order to handle the heat a total of sixteen double heat sinks have been installed. As mentioned earlier, two medium pulse lasers provide additional close range firepower.

Code: [Select]
Catapult CPLT-2L

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 11,789,525 C-Bills
Total Cost: 11,789,525 C-Bills
Battle Value: 1,578

Chassis: Hollis Mark II Standard
Power Plant: Hermes 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Anderson Propulsion 21
    Jump Capacity: 120 meters
Armor: Durallex Heavy Standard Armor
Armament:
    2 CBD Model 2e Binary Laser Cannons
    2 Martell Medium Pulse Lasers
    1 Apple-Churchill Golden Shield Guardian ECM Suite
Manufacturer: Hollis Incorporated
    Primary Factory: Corey
Communications System: O/P COM-211
Targeting and Tracking System: O/P 1078

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     104 points                6.50
Engine:             XL Fusion Engine             260                       7.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LT, 2 RT                                         4.00
Heat Sinks:         Double Heat Sink             16(32)                    6.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 192                 12.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           30       
                                 Center Torso (rear)                  11       
                                           L/R Torso     15           21       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     10           18       
                                             L/R Leg     15           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Guardian ECM Suite                           CT        0         2         1.50
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
Binary Laser Cannon                          RA        16        4         9.00
Binary Laser Cannon                          LA        16        4         9.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16
4j         3       3       0       0      3     1   Structure:  3
Special Abilities: ECM, ENE, SRCH, ES, SEAL, SOA


The second variant, the CPLT-L3, is a variation on the CPLT-L2 and replaces one of the binary laser cannons with a LRM-15 and two tons of
ammunition. CASE protects the ammo bin. As an added measure a small laser was also mounted. The ECM suite and medium pulse lasers carry over from the CPLT-L2. The changes were made to give the Mech increased long range firepower in keeping the Catapult's traditional role.


Code: [Select]
Catapult CPLT-3L

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 11,839,438 C-Bills
Total Cost: 11,899,438 C-Bills
Battle Value: 1,516

Chassis: Hollis Mark II Standard
Power Plant: Hermes 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Anderson Propulsion 21
    Jump Capacity: 120 meters
Armor: Durallex Heavy Standard Armor w/ CASE
Armament:
    1 CBD Model 2e Binary Laser Cannon
    1 Farfire LRM-15
    2 Martell Medium Pulse Lasers
    1 Firmir LaserLite Small Laser
    1 Apple-Churchill Golden Shield Guardian ECM Suite
Manufacturer: Hollis Incorporated
    Primary Factory: Corey
Communications System: O/P COM-211
Targeting and Tracking System: O/P 1078

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     104 points                6.50
Engine:             XL Fusion Engine             260                       7.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LT, 2 RT                                         4.00
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 192                 12.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           30       
                                 Center Torso (rear)                  11       
                                           L/R Torso     15           21       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     10           18       
                                             L/R Leg     15           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Laser                                  HD        1         1         0.50
Guardian ECM Suite                           CT        0         2         1.50
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
Binary Laser Cannon                          RA        16        4         9.00
LRM-15                                       LA        5         3         7.00
@LRM-15 (16)                                 LT        -         2         2.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 15
4j         4       4       1       0      3     0   Structure:  3
Special Abilities: ECM, CASE, SRCH, ES, SEAL, SOA, IF 1

The final variant is the biggest departure from the CPLT-C1's that still make up the bulk of Capellan heavy mechs in service. The CPLT-L4 strips away all of the heavey weaponry used by the previous two variants along with the jump jets and all the extra heat sinks. In their place the Luxor Mobile Battery I Arrow IV artillery system is mounted to provide heavy fire support for Capellan forces on the modern battlefield. The launcher is fed by a large three ton ammunition bin that features several different types of munition available for use, including the the newly developed Thunder rounds. To provide, security for this strategic weapon a pair of SRM-6 launchers are carried to support the two medium pulse lasers that carried over from the two earlier variants.


Code: [Select]
Catapult CPLT-4L

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 11,908,325 C-Bills
Total Cost: 11,997,325 C-Bills
Battle Value: 1,390

Chassis: Hollis Mark II Standard
Power Plant: Hermes 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Durallex Heavy Standard Armor w/ CASE
Armament:
    1 Kuxor Mobile Battery I Arrow IV Missile
    2 Harvester 20K SRM-6s
    2 Martell Medium Pulse Lasers
    1 Apple-Churchill Golden Shield Guardian ECM Suite
Manufacturer: Hollis Incorporated
    Primary Factory: Corey
Communications System: O/P COM-211
Targeting and Tracking System: O/P 1078

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     104 points                6.50
Engine:             XL Fusion Engine             260                       7.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 192                 12.00
    CASE Locations: 1 LT, 1 RT                                             1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           31       
                                 Center Torso (rear)                  10       
                                           L/R Torso     15           21       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     10           18       
                                             L/R Leg     15           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Medium Pulse Lasers                        CT        8         2         4.00
Arrow IV Missile                             RT/RA     10        5/10     15.00
Guardian ECM Suite                           LT        0         2         1.50
2 SRM-6s                                     LA        8         4         6.00
@Arrow IV (Homing) (5)                       RT        -         1         1.00
@Arrow IV (Non-Home) (10)                    RT        -         2         2.00
@SRM-6 (30)                                  LT        -         2         2.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 14
4          5       3       0       0      3     0   Structure:  3
Special Abilities: ARTAIS, ECM, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0







Note: Musical soundtrack provided by the 'Radiant A Live at O-East' album by Aldious
Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
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