OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Takiro on January 12, 2020, 10:35:44 PM
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I almost skipped this entry just like Technical Readout 3025 but don’t worry no 60-ton Ost mix up here folks. The Ostscout is meant to be the premier InnerSphere recon ‘Mech with seemingly every Successor State possessing one for vital regiments. Not many to go around with numbers like that which I’d guess at 50 or 60 per Great House but don’t forget the ComGuards which may have the most. In another note that is sort of funny to me as a New York with the Ostscout slowing down and waving its hands to effectively use its sensors it makes me think of some locals who speak with their hands. Anyway, couldn’t find the MotW Article: Ostscout on the main boards so there is only the link from BattleTechwiki below to inspire you.
https://www.sarna.net/wiki/Ostscout
Optimal Design Thoughts on the Ostscout
Role. It’s a scout with little weaponry to go with speed that rivaled the Locust and Spider in 3025 which were the fastest game in town at the time.
Factories. 0 [2]
[DESTROYED] Ostmann Industries (Terra)
The original designer of the Ostscout who began production of this popular recon asset in 2600. The Light BattleMech was such a hit with the militaries of the InnerSphere that demand outstripped production forcing them to either impact production of their other products (most notably the Ostroc) or license it to another manufacturer. Recognizing their facility’s limitations, they choose the later course of action and in 2700 Kong Interstellar took over. Production perhaps ended altogether here, but in any case, this facility was destroyed in 2777 presumably during Operation Liberation.
[DAMAGED] Kong Interstellar Corporation (Connaught)
Kong built this popular Scout Mech for the next one hundred years after the conclusion of their licensing agreement in 2700. This major defense contractor during the Star League era was nearly wiped out by the First Succession War. With extensive damage leaving it unable to manufacture any new Ostscouts this facility limping through the remaining Succession Wars by concentrating on repair work and replacement part fabrication. Only recently has this facility begun to restore some of its manufacturing abilities but this appears to be a slow process.
Internal Structure. The three and a half ton Kell/S chassis is the bones of this Light BattleMech and since both of its factories were long destroyed there are no possibilities of new ones being built. So we gotta work with what we have this time around at least until the Krupp 255 EndoSteel model is introduced in 3064. It is possible to speed things up I suppose but we'd need one hell of a story to back it up.
Engine. The massive sixteen ton 280 VOX Fusion powerplant allows the Ostscout to move at nearly 130 kilometers per hour. This is certainly an area we can improve upon thanks to the four 280 Extra Light (XL) Engines currently in production. I feel that is an easy way to get eight tons and while it is more fragile, I don't feel it is out of character at all for the Ostscout. Especially if you can get a little weaponry, some electronic devices, and more armor would be great.
Jump Jets. Eight Ostmann Sct-A jump packs mounted in the side torsos allowed this BattleMech to match the maneuverability of the Spider. Able to leap 240 meters at a time this movement is responsible for a large part of the Ostscout’s heat scale. This large degree of mobility allows the recon machine to do its job effectively and should really be retained unless some other movement enhancement (Larger Power Plant, MASC, Triple Strength Myomer, etc.) can be substituted.
Heat Sinks. Single Heat Sinks just may be enough especially if you are not including any weapon systems or like the OTT-7J featuring a single Medium Laser. This could keep cost down but for such a specialized and highly prized BattleMech I would doubt this is a priority. Double Heat Sinks have the advantage of being incorporated wholesale into the 280 Fusion Engine plus one could be added without any critical effect. However, you’d need a reason to double them in the first place.
Cockpit & Gyro. Nothing much can be done with the standard three-ton cockpit at this time but the gyroscope will depend on the size of your engine. The base 280 Fusion Engine requires a three-ton balancer to operate effectively and if anything thing I see folks sticking with that or going higher for a larger engine.
Armor. Once again, the thirty-five-ton chassis has a max armor factor of 119 and seven tons of armor would offer a near max 112-armor factor. Six and half tons of Ferro-Fibrous would be even better at a 116 armor factor which could be a winner thanks to the difficulty of producing an EndoSteel chassis here. Both the OTT-7J and the 7K featured only four and a half tons of armor for a total factor of 72 which barely matches internal structure. My preference here would be to go with the maximum amount of armor if possible as the Ostscout is a pretty valuable asset to the militaries of the InnerSphere now more than ever.
Weapons & Equipment. The OTT-7J featured just one Medium Laser while the lostech upgrade 7K went completely weaponless serving as a spotter with only a TAG and friendly artillery fire able to defend it. The rarity and limited weapon systems of the Ostscout often resulted in its Mechwarriors refusing to engage in combat. More often than not this BattleMech will run when confronted by an opponent preferring to evade and scout. Eluding pursuit was easy back in 3025 but now on the modern battlefield possibly against Clan Invaders some more teeth may be necessary in order to survive.
Design Criteria
Design: Ostscout Light BattleMech
Era: 3052, just following the Truce of Tukayyid
Tech: InnerSphere Level 2
Mass: 35 tons
Tech Base
The tech base for this enterprise will be InnerSphere Level 2, also known as Star League lostech, circa 3053. Remember some Level 1 standards which Bradshaw and myself think still have value like Large Lasers and PPCs which feature the same damage factor as their higher tech brethren with less range and perhaps most significantly less heat. I've also become a fan of massed LRM-5s over the larger batteries (Free Worlds League in particular has gone in this direction) which could provide closer equivalents to Clan LRMs. Here is a list for your design reference. Let me know if there is anything I missed!
Star League LosTech
Anti-Missile System
Arrow IV Artillery Missile System
Extended Range Large Laser (ER Large Laser)
Extended Range Particle Projection Cannon (ER PPC)
Gauss Rifle
Ultra Autocannon/5
LB 10-X Autocannon
One-Shot Missile Packs
Pulse Lasers (Small, Medium, & Large)
Streak SRM-2
Swarm LRMs
Thunder LRMs
Artemis IV FCS
Beagle Active Probe
Guardian ECM Suite
Myomer Accelerator Signal Circuitry (MASC)
Narc Missile Beacon
TAG
Cellular Ammunition Storage Equipment (CASE)
Double Heat Sinks
Endo Steel Internal Structure
Ferro-Fibrous Armor
Extra Light (XL) Engine
InnerSphere Low Tech
Blazer Cannon (or Binary Laser)
Recon Camera
Remote Sensor Dispenser
New Innovations
Triple Strength Myomer
Hatchet
C3 Computer
The Ostscout can be found in every Great House and in the service of ComStar at about the rate of one per regiment. Not sure about mercenaries and Periphery powers but the ratio is probably less than even that. Please do your research (think Objective Raids) for available components as this will be another factor in rapid production. I love fluff and your winning designs will be featured in my BattleTech Salient Horizon alternate setting. I'd like to go beyond the refits bought to you by Technical Readout 3050 and delve into extensive redesigns of your BattleTech favorites. Sharpen up your favorite war machines perhaps drawing on past or current variants while remembering the spirit or role of these Mechs. Don't forget to justify the expense of your project and multiple winners are possible. Figure that all entries have to be completed and posted on these forums by Friday January 24, 2019 by 11:59 PM which should give you all a full two weeks for this contest, good luck!!
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Never a common design, the Ostscout was designed to be the premier reconnaissance mech for the Star League. Long out of production, the mech was valued for it's advanced sensors. As a result many of these mechs avoided combat, since any damage to the sensor system rendered the mech nearly worthless. Following the reintroduction of advanced Star League technologies, many of the surviving Ostscouts removed their only weapon, a medium laser, and replaced it with a TAG system, allowing them to spot for long range artillery. Having seen the success of this upgrade, the FWLM contracted with Kong Interstellar to perform further upgrades on the Ostscout. While their factory on Connaught could no longer build new mechs it has continued to produce parts for the FWL's Ost series mechs. Following in the footsteps of the Ostsol, Kong Interstellar began rebuilding the Ostscouts for the FWL, creating a much improved version.
The biggest change was the removal of the older Vox 280 engine and replacing it with a Hermes 315 XL engine. The Hermes 315 is an uprated version of the Hermes 300 XL used on the Ostsol. As there are only a handful of Ostscouts in the FWL, the Hermes 315XL have been individually modified from the 300XL, rather then modify the production line to build the engine. In an effort to improve the mechs mobility the jump jets have been replaced with Chilton 360 models and now have a jump range of 270 meters.
The new engine not only improves the speed of the Ostscout, but it also frees up room for other modifications.
These modifications mostly center around the mechs electronics. To improve it's already impressive scouting capabilities, the Ostscout mounts a Beagle Active Probe. Given the mech's ability to cover large areas, due to it's high speed it was felt that a remote sensor dispenser would be valuable, allowing the mech to leave sensors behind, expanding it's scanning range. In an effort to hide the valuable mech from the enemy, a Guardian ECM keeps the mech hidden from detection.
The final change to the mech is an upgrade to the armor. The old Durallex Light armor has been removed and replaced with Jolassa 328 Ferro Fibrous armor. While weight half a ton less then the original armor, it provides nearly identical protection.
OTT-9J
Mass: 35 tons
Chassis: Kell/S
Power Plant: Hermes 315XL
Cruising Speed 92.5 kph
Maximum Speed: 151.1 kph
Jump Jets: Chilton 360
Jump Distance: 270 M
Armor: Jollassa-328 Ferro Fibrous Armor
Armament:
None
Manufacturer: Kong Interstellar Corp (Connaught) (Refit)
Communications System: Barret 4000 and Guardian ECM
Targeting & Tracking System: TRSS.2L3 With Garret Mole Target Acquistion Gear and Active Probe
Tonnage 35 tons
Internal Structure 3.5
Engine: 315XL 11
Walking MPs: 9
Running MPs: 14
Jumping MPs: 9
Heatsinks 10
Gyro 4
Cockpit 3
Armor 71 4
IS Armor
Head 3 6
CT 11 11/4
RT/LT 8 9/2
RA/LA 6 6
RL/LL 8 8
Weapons
TAG CT 1 1
Guardian ECM RT 2 1.5
Beagle Active Probe LT 2 1.5
Remote Sensor Dispenser RT 1 0.5
Sensors(30) RT 1 0.5
Jump Jets RT 4 2
Jump Jets LT 4 2
Jump Jet CT 1 0.5
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The OTT-9Q was designed by the Federated Commonwealth to take advantage of Ostscouts which had lost their advanced sensor arrays. Without the advanced sensors, the Ostscout was considered a liability on the battlefield. Poorly armed it could not be used in front lime combat. Instead these mechs were often assigned to scout lances where they performed adequately, but well below the performance of the standard Ostscout. The AFFC came up with the idea of turning these mechs into Q mechs, based on ideas going back as far as the 20th Century on Terra. The Ostscouts would be converted from a fast scout mech to a heavily armed and armored design, one that would be able to surprise enemy units that attacked it.
General Motors on Kathil was put in charge of these upgrades. The design team started by replacing the standard engine with a GM 280 XL engine, this freed up significant space for more weapons and armor, while not sacrificing speed. This allowed the Ostscout to keep up the deception that it was a standard model. They also removed the jump jets from the design. This was controversial decision, but it was felt the mass could be better used for more weapons.
The weapons array is built around lasers. The reason for choosing lasers weapons was twofold. First lasers do not require ammunition, allowing the mech to operate in the field for longer periods of time. Second lasers do not require barrels, this allows them to nothing more then slits in the mech, hiding the modifications from enemy sensors. The weapons array is built around an BlazeFire Sweetshot Extended Range Large Laser and 5 Intek medium lasers. The provides the mech with a heavy punch for it's size, making more then capable of quickly killing enemy scout hunters. With all of the high heat weapons, the cooling system adds a heatsinks and switches to double strength models.
The new Ostscout also improves it's armor protection, carrying 6.5 tons of ferro-fibrous armor. The heavier armor allows the Ostscout to shrug off damage that would have crippled the original model.
With so fewer Ostscouts in existence, and even fewer with damaged sensor arrays it seems unlikely that more then a handful of Ostscouts will be converted to the 9Q model. Even so, the mere existence of this model will make mechwarriors wary about whether they are fighting the original model or this one.
OTT-9Q
Mass: 35 tons
Chassis: Kell/S
Power Plant: GM 280XL
Cruising Speed 86.4kph
Maximum Speed: 129.6 kph
Jump Jets: None
Jump Distance: 0
Armor: StarGuard Ferro-Fibrous Armor
Armament:
1 BlazeFire Sweetshot Extended Range Large Laser
5 Intek Medium Lasers
Manufacturer: General Motors (Kathil) (Refit)
Communications System: Garret T10B
Targeting & Tracking System: Dalban HiRez II
Tonnage 35 tons
Internal Structure 3.5
Engine: 280XL 8
Walking MPs: 8
Running MPs: 12
Jumping MPs: 0
Heatsinks 11 (22) 1
Gyro 3
Cockpit 3
Armor 116 6.5
IS Armor
Head 3 9
CT 11 17/4
RT/LT 8 13/2
RA/LA 6 12
RL/LL 8 16
Weapons
ER Large Laser CT 2 5
Medium Laser LA 1 1
Medium Laser RA 1 1
Medium Laser LT 1 1
Medium Laser RT 1 1
Medium Laser LT(R) 1 1
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Two good ones and a very nice start by Irose!
Gonna be working on some optimal design thoughts as we go folks when I get a chance.
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Utilizing their remaining repair and parts fabrication facilities on Connaught, Kong Interstellar is taking a massive gamble on the upgrading of the remaining Ostscout recon BattleMechs. Senior Leadership of the company is hoping that the revenue from upgrading this existing design will generate the necessary funds for the rebuilding of some of their crumbled industries still on planet. With the rights to some of the more venerable designs from the Star League still under control they are hoping to take advantage of the resurgence of LosTech spreading throughout the Inner Sphere and the massive rebuilding and refitting being undertaken by the Great Houses in the wake of the invasion by the Clans. Contracting with Irian BattleMechs Unlimited for the necessary VOX 280 XL engines the remaining parts and equipment are created on planet in the hopes of keeping costs down and additional funds from selling excess products to other companies.
Boosting the existing impressive Comm and Targeting/Sensors systems is the centerpiece of the redesign. Removing the unnecessary Medium Laser as the pilots of these designs should not begin to even think of engaging, if engaged the design is meant to retreat and the removal of the singular weapon ensures no pilot does engage. With huge savings in tonnage for the design with the incorporation of the XL Engine. The most advanced electronics currently in the Free Worlds League have been installed. Including the Guardian ECM and Beagle Active Probe. The incorporation of the Beagle had the added benefit of removing the issues the older designs had with requiring the design to slowly travel through an area of interest, waving its arms seemingly at random to record data. Twin Anti-Missile systems have been added for additional defense. One facing the front arc and the other the rear ensuring whether engaged from either the Mech may shoot down enemy missiles ensuring additional survival odds for the design. Remote Sensors have added to ensure the widest possible sensor range for the scout. Lastly added is the Targeting Acquisition Gear allowing the Mech to call in Artillery strikes from kilometers away while the Mech scouts deep behind enemy lines.
If Kong has the success they believe they will have with the refurbishing of House Ostscouts they hope to build additional Ostscouts as well as possibly Black Knights and Ostols.
Variant:
The Draconis Combine has removed the TAG from some of their designs refurbished by Kong and have instead incorporated the C3 system in its stead.
Ostscout OTT-K1
Mass: 35 tons
Chassis: Kell/S
Power Plant: VOX 280 XL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Valiant Lamellor
Armament:
1 TAG
2 Anti-Missile System
Manufacturer: Kong Interstellar
Primary Factory: Connaught
Communication System: Barret 4000
Targeting & Tracking System: TRSS.2L3
Cost: 7,157,610 C-bills
Battle Value: 601
Equipment Mass
Internal Structure 3.5
Engine 280 XL 8
Walking MP: 8
Running MP: 12
Jumping MP: 8
Heat Sink 10 0
Gyro 3
Cockpit 3
Armor Factor (Ferro) 89 5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 12
Center Torso (rear) 4
R/L Torso 8 11
R/L Torso (rear) 2
R/L Arm 6 8
R/L Leg 8 11
Weapons Location Critical Heat Tonnage
TAG HD 1 0 1.0
Active Probe LT 2 - 1.5
ECM Suite RT 2 - 1.5
Remote Sensors/Dispenser RT 1 - 0.5
Remote Sensors/Dispenser LT 1 - 0.5
Anti-Missile System CT(R) 1 1 0.5
Anti-Missile System CT 1 1 0.5
Anti-Missile System Ammo (24) RT 2 - 2.0
CASE RT 1 - 0.5
2 Jump Jets RL 2 - 1.0
2 Jump Jets LL 2 - 1.0
2 Jump Jets RT 2 - 1.0
2 Jump Jets LT 2 - 1.0
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This ComGuards designed Ostscout is meant to fill the losses that hey suffered on Tukayyid and other actions. Utilizing an endo-steel chassis and a 280 XL powerplant, space was made for a vast array of electronic warfare equipment and advanced sensors. Weaponry is still short-ranged and features a trio of standard medium laser and a pair of small pulse lasers. Armor protection has been increased 33% without using ferro-fibrous armor
Ostscout OTT-8CS
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 6,979,410 C-Bills
Total Cost: 6,979,410 C-Bills
Battle Value: 1,001
Chassis: Kell/S Endo-Steel
Power Plant: VOX 280 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Durallex Light Standard Armor
Armament:
3 Medium Lasers
2 Small Pulse Lasers
1 Beagle Active Probe
1 Guardian ECM Suite
1 TAG
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught (destryoed 2802)
Communications System: Barrett 4000
Targeting and Tracking System: TRSS.2L3
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 1 CT, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 280 8.00
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 96 6.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 14
Center Torso (rear) 5
L/R Torso 8 11
L/R Torso (rear) 4
L/R Arm 6 8
L/R Leg 8 11
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Equipment Location Heat Critical Mass
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TAG HD 0 1 1.00
Medium Laser CT 3 1 1.00
Beagle Active Probe RT 0 2 1.50
Medium Laser RT 3 1 1.00
Guardian ECM Suite LT 0 2 1.50
Medium Laser LT 3 1 1.00
Small Pulse Laser RA 2 1 1.00
Small Pulse Laser LA 2 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
8j 3 2 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, ECM, TAG, ENE, SRCH, ES, SEAL, SOA
While developed separately from ComGuards version, the OTT-8K trades a medium laser for a C3 slave unit and then replaces the two small pulse laser with standard medium lasers.
Ostscout OTT-8K
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 7,327,710 C-Bills
Total Cost: 7,327,710 C-Bills
Battle Value: 1,055
Chassis: Kell/S Endo-Steel
Power Plant: VOX 280 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Durallex Light Standard Armor
Armament:
4 Medium Lasers
1 Beagle Active Probe
1 Guardian ECM Suite
1 C3 Computer (Slave)
1 TAG
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught (destryoed 2802)
Communications System: Barrett 4000
Targeting and Tracking System: TRSS.2L3
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 1 CT, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 280 8.00
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 96 6.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 14
Center Torso (rear) 5
L/R Torso 8 11
L/R Torso (rear) 4
L/R Arm 6 8
L/R Leg 8 11
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Equipment Location Heat Critical Mass
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C3 Computer (Slave) HD 0 1 1.00
TAG CT 0 1 1.00
Beagle Active Probe RT 0 2 1.50
Medium Laser RT 3 1 1.00
Guardian ECM Suite LT 0 2 1.50
Medium Laser LT 3 1 1.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 11
8j 2 2 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, ECM, C3S, TAG, ENE, MHQ1, SRCH, ES, SEAL, SOA
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Supervisor Arturo Brankovic serves as a lance commander in the Avellar Guards and pilots the only Ostscout in the AMC. While recovering from wounds suffered in combat against a band of pirates, he used some of his family's vast wealth to repair and upgrade his Battlemech. Through various resources, both legal and extra-legal, he was able to source a GM 350XL powerplant from somewhere deep in the Draconis Combine and install it in his battlemech. All of the jump jets have been removed in order to add more weapons to the OTT-7J chassis. Two medium lasers are carried and are supplemented by a flamer and a machinegun for anti-infantry work. Ferro-fibrous armor was also acquired and due to it's odd dimensions it altered the appearance of the 'Mech giving it a more angular aesthetic.
Ostscout OTT-8OA-X
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 7,361,235 C-Bills
Total Cost: 7,361,235 C-Bills
Battle Value: 759
Chassis: Kell/S Endo-Steel
Power Plant: VOX 350 Fusion XL Engine
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 180 meters
Armor: Durallex Light Ferro-Fibrous
Armament:
2 Medium Lasers
1 Flamer
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught (destryoed 2802)
Communications System: Barrett 4000
Targeting and Tracking System: TRSS.2L3
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 1 HD, 3 LT, 3 RT, 3 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 350 15.00
Walking MP: 10
Running MP: 15
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 89 5.00
Armor Locations: 1 CT, 2 LT, 2 RT, 3 LA, 4 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 12
Center Torso (rear) 4
L/R Torso 8 11
L/R Torso (rear) 3
L/R Arm 6 8
L/R Leg 8 10
================================================================================
Equipment Location Heat Critical Mass
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Flamer CT 3 1 1.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
10/4j 2 1 0 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA
And thus endeth my contribution to this contest (aside from possible editing)
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A limited variant created by order of Fleet Admiral William "Wet Willy" Kossacks of the Second Davion Guards for his RCTs lance of Ostscouts. Involving an extensive refurbishing of the Mechs internal parts with the inclusion of the MASC and bolstering of its already impressive top speeds to unheralded heights with its new Magna 350 XL acquired from Kali Yama Weapons Industries. Kali Yama had begun production of the new engines in lieu of a new design that has yet to finish its test runs for the corporation. Topping out at 162 kph, 216 kph when it engages its MASC, this 2nd Davion Guards Mech is able to zip around the battlefield and call in the massive amount of artillery at the disposal of the Guards. A Guardian ECM unit has been added to ensure the Mech is not detected and LOS is required to discover the Mech which with its new top end speed is even more difficult. The inclusion of the ECM has forced the Mech to lose some of its Jump Jets allowing for the Mech to still jump an impressive 120 meters to avoid difficult terrain or leap over foes. An additional half ton of armor with a replacement of Ferro Fibrous is the last change of the design.
Ostscout OTT-2DG
Cost: 8,234,550 C-bills
Battle Value: 598
Equipment Mass
Internal Structure Endo Steel 2
Engine 350 XL 15
Walking MP: 10
Running MP: 15(20)
Jumping MP: 4
Heat Sink 10 0
Gyro 4
Cockpit 3
Armor Factor (Ferro) 80 4.5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 12
Center Torso (rear) 3
R/L Torso 8 10
R/L Torso (rear) 2
R/L Arm 6 5
R/L Leg 8 11
Weapons Location Critical Heat Tonnage
TAG HD 1 0 1.0
ECM Suite CT 2 - 1.5
MASC RL 2 - 2.0
2 Jump Jets RT 2 - 1.0
2 Jump Jets LT 2 - 1.0
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Very nice, two for Bradshaw and three for Abele!
Keep them coming guys.
I have finished my optimal designs thoughts for the Ostscout which have been included in the original post above. Good luck everyone!
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Thought about designing one thats designed to be a mimic appearing as a normal Ostscout but when engaged by scout hunters it drops its facade and kills the hunters itself but couldn't come up with who would do so and with what type of layout to have.
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Thought about designing one thats designed to be a mimic appearing as a normal Ostscout but when engaged by scout hunters it drops its facade and kills the hunters itself but couldn't come up with who would do so and with what type of layout to have.
I know who could :P
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Well you'd have to drop the engine to an Extra Light variety (+8 tons) and boost your armor to max (6.5 tons of ferro-fibrous would do that is -2 tons) in such a case. That way you could drop weight (plus 6 tons available in this case for greater weaponry) for a greater arsenal. So far Irose has attempt to do this with his Q variant here which is interesting although he should check some of the stats which are out of whack.
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Well you'd have to drop the engine to an Extra Light variety (+8 tons) and boost your armor to max (6.5 tons of ferro-fibrous would do that is -2 tons) in such a case. That way you could drop weight (plus 6 tons available in this case for greater weaponry) for a greater arsenal. So far Irose has attempt to do this with his Q variant here which is interesting although he should check some of the stats which are out of whack.
Great minds and all that jazz. I usually don't read other contestants entries until I'm done with brainstorming so didn't see he had same thoughts
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Takiro, a small question for one of my ideas, are Communication Equipments allowed?
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Do you have a citation for this equipment?
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Do you have a citation for this equipment?
The different rules for it as they are just the same systems carried by the BattleMechs in their cockpit.
It is not to make a winner but to make a concept I had in mind.
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Overview
Having to rebuild after the huge destruction brought upon it by the Clans, the KungsArmé began working on a two steps plan: the first part was rebuilding its forces to be able to fight should the need arise, the second one was to create the new tools of war needed to deal with the reconquest that would come.
However, this plan would have been for nothing hadn’t ComStar decided to help the remains of the Free Rasalhague Republic in modernising, upgrading and expanding its military.
This win-win option, where ComStar increased the strength of its allies, which would allow it to on one hand build back its Com Guards units while on the other hand, allowing ComStar to redeploy its units once the KungsArmé was strong enough to hold some sectors, produced different designs.
This upgraded ‘Mech owns everything to the CEO of Odin Manufacturing. This company, one of the Republic biggest company, intended to increase its profitability and diversification and saw the opportunity provided the rebuilding of the KungsArmé. Never one to shy, the CEO of Odin Manufacturing went boldly to meet ComStar representatives to request their help and he found out they were more than wiling to help.
And with an agreement between them, they went on to design the Ostscout OTT-8OM, which should be the perfect scout ‘Mech, an area where competition was not too heavy and where the results of a successful design could easily be turned out into a real golden mine.
Capabilities
Using the data gathered by both Com Guards and the KungsArmé, the design team was quick to find out that no scout would be able to deal with the ‘Mechs of the Clans head to head. As such, speed and armour were essential to allow it to survive.
Taking a look at the different existing ‘Mechs, they found out that the Ostscout was the fastest recon ‘Mech available, faster than the Raven or any other similar design and that with the right “pressure†by ComStar, they could improve it by receiving XL Engine produced for the Venom by Nimakachi Fusion Products Limited (which had just expanded its factory), which gave it the same speed but with a lighter engine.
Providing enough EndoSteel to Odin Manufacturing, Krupp Armaments Works allowed for a brand new chassis to be used, one lighter than the original internal structure.
All these weight-saving items allowed the use of a MASC to increase the Ostscout ground speed and allow it to escape most Clan ‘Mechs thanks to extra burst of speed.
The ‘Mech was also given a full electronical warfare package with a Guardian ECM, a Beagle Active Probe, a TAG and a Remote Sensor Dispenser. All of these top quality products were obtained through ComStar or its contacts in the Free Worlds League and went with a complete upgrade of the Communication and Targeting/Tracking systems to allow the Ostscout to process data without having to slow down.
For defensive measures, the original Medium Laser was kept and the armour increased to its maximum level.
Battle History
As with the original Ostscout most of the missions of the OTT-8OM are classified. However, in recent training exercises between the KungsArmé and the 12th Army, the new Ostscout was able to get well within the Com Guards positions and to both call for artillery strikes and help the KungsArmé units to map their opponent positions.
It remains to be seen if these tactics will work against the Clans.
Variants
For those willing to go head to head against the Clans, Odin Manufacturing has created a variant that drops the MASC for 2 more Medium Lasers. This variant, the OTT-8aOM has gained increased popularity among the KungsArmé as “it allows them to fight backâ€. This move has left the higher ranking officers worried that the scouting units will try to go and hunt enemies, a mood they don’t approve of.
Deployment
In spite of the resistance of the Quartermaster, about 2/3rd of the Ostscout produced by Odin Manufacturing are of the 8aOM variant as they are more popular than the OTT-8OM and if the company could increase the number of lines producing the new Ostscout, it could become one of the favoured Light ‘Mech designs of the KungsArmé.
Notable ‘MechWarriors
Haakon Blackwing prefers to be left alone and the long scouting missions without speaking or seeing anyone in his OTT-8OM don’t seem to bother him. He is quite knowledgeable in old mythology, having gone as far as writing a thesis on the Norse one before the invasion of the Clans. Now in his ‘Mech Hlidskjalf, he gathers as much intel as he can to allow his fellow ‘MechWarriors to strike back where they are the most deadly.
Ostscout OTT-8OM
Mass: 35 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: 3052
Dry Cost: 7 644 960 C-Bills
Total Cost: 7 644 960 C-Bills
Battle Value: 844
Chassis: Krupp 255 Endo Steel Endo-Steel
Power Plant: Vox 280 Fusion XL Engine
Walking Speed: 86,4 km/h
Maximum Speed: 129,6 km/h (172,8 km/h)
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Durallex Light Standard Armor
Armament:
1 Tronell/Tronnel II Medium Laser
1 Clear Sight Inc./All Seeing Eye Beagle Active Probe
1 Garret SatComm/Garret-Guardian Interface 2B Guardian ECM Suite
1 Gattett SatComm/Garret Mole TAG
1 Garret SatComm/Sensors Remote Sensor Dispenser
Manufacturer: Odin Manufacturing
Primary Factory: Orestes
Communications System: Barret 4000
Targeting and Tracking System: TRSS 3L3
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2,00
Internal Locations: 1 HD, 1 CT, 1 LT, 3 RT, 4 LA, 4 RA
Engine: XL Fusion Engine 280 8,00
Walking MP: 8
Running MP: 12 (16)
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4,00
Heat Sinks: Double Heat Sink 10(20) 0,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 119 7,50
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1,00
Guardian ECM Suite RT 0 2 1,50
Beagle Active Probe LT 0 2 1,50
MASC LT - 2 2,00
TAG RA 0 1 1,00
Remote Sensor Dispenser LA 0 1 0,50
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 8
10/8j 1 1 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, ECM, TAG, ENE, SRCH, ES, SEAL, SOA
Ostscout OTT-8aOM
Mass: 35 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: 3052
Dry Cost: 6 996 960 C-Bills
Total Cost: 6 996 960 C-Bills
Battle Value: 1 023
Chassis: Krupp 255 Endo Steel Endo-Steel
Power Plant: Vox 280 Fusion XL Engine
Walking Speed: 86,4 km/h
Maximum Speed: 129,6 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Durallex Light Standard Armor
Armament:
3 Tronell/Tronnel II Medium Lasers
1 Clear Sight Inc./All Seeing Eye Beagle Active Probe
1 Garret SatComm/Garret-Guardian Interface 2B Guardian ECM Suite
1 Gattett SatComm/Garret Mole TAG
1 Garret SatComm/Sensors Remote Sensor Dispenser
Manufacturer: Odin Manufacturing
Primary Factory: Orestes
Communications System: Barret 4000
Targeting and Tracking System: TRSS 3L3
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2,00
Internal Locations: 1 HD, 1 CT, 1 LT, 3 RT, 4 LA, 4 RA
Engine: XL Fusion Engine 280 8,00
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4,00
Heat Sinks: Double Heat Sink 10(20) 0,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 119 7,50
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1,00
Guardian ECM Suite RT 0 2 1,50
Beagle Active Probe LT 0 2 1,50
TAG RA 0 1 1,00
Medium Laser RA 3 1 1,00
Remote Sensor Dispenser LA 0 1 0,50
Medium Laser LA 3 1 1,00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
8j 2 2 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, ECM, TAG, ENE, SRCH, ES, SEAL, SOA
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Nice Ostscout!
I suppose it is possible Ice. I don't see any date of introduction or reintroduction but I suppose someone taking apart a Mobile HQ could. You would have to have a good fluff justification. ;)
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I suppose it is possible Ice. I don't see any date of introduction or reintroduction but I suppose someone taking apart a Mobile HQ could. You would have to have a good fluff justification. ;)
I have a good idea for it 8)
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Heavy lights and a big screen displaying « Top ‘Mech » with a lot of music coming out of loud speakers.
A man in his late 40s with bright clothes comes on the screen, shooting Welcome to...
Top ‘Mech screams the crowd.
And yes. Welcome to Top ‘Mech, the only show where you learn everything about your favourite gears of war, the BattleMech.
He turns to a screen.
Tell me Charles what we will see today?
Another man with a ‘MechWarrior suit appears on the screen with a lot of ‘Mechs behind him.
Well Jacob, today, we will see one of the most unloved ‘Mech ever… The Ostscout.
No way Charles, we are used to have gears of war and not pieces of BEEP.
Turning to the public behind him.
I am not sure if our friends here will approve of your choice.
The crowd begins to shout at the screen.
But Jacob, I didn’t say I wanted to tell you about the regular Ostscout. I wanted to show you two unique models: the Minski and the Imp.
Now Charles, this sounds way better. Why these two models?
Because they share the same background. They are both survivors of the first waves of the Clan Invasion and they were both rebuilt from the ground through the use of a lighter engine, from a destroyed Jenner in both cases.
Wait. Doesn’t it slow them?
You are right Jacob but for the Minski, the rebuilt of his father ‘Mech.
You mean Igor Minski, the one that left the Davion Guards for Hendrik III?
Yes but his son rebuilt and now works after probably some great stories to be told for the New Belt Pirates. He seems to have gone from Hendrik III to the Greater Valkyrate before following One-Eye to Star’s End and after having fought the Clans and knowing that he shouldn’t fight directly against them, he built his damaged Ostscout into a custom variant of the classical OTT-7J, replacing all the electronical package and advanced sensors with lower technologies that could be found in the Periphery: a Recon Camera and a Remote Sensor Dispenser. Not the best tech but good enough when you are in the middle of nowhere.
But it won’t do him any good on a modern battlefield.
True but he must be some kind of tech wizard as he recreated some kind of ECM field although he is unlikely to have any Guardian ECM Suite as this piece of equipment is way too fragile to be left like this.
So no fight? This is getting boooooring.
I knew you would go that way and this is why my second choice for today is the OTT-7J Imp piloted by Kavallerister Lukas Dixon.
Cavalrywhat?
Kavallerister, Jacob. The title for the ‘MechWarriors in the KungsArmé.
Assigned to the 2nd Freemen, he fought along his unit and after the battle of Carse, he decided to be able to fight back his opponents and making the best of his damaged Ostscout
Let me guess, it had lost its precious sensors.
Exactly. How did you know?
Simple Charles. These BEEP sensors are always the first things to be damaged.
But let’s get back to the main topic, if you don’t mind. Thanks to the lighter smaller engine, he managed to put 5 Medium Lasers while improving his protection with Ferro-Fibrous armour taken on a Steiner Valkyrie from the 23rd Arcturan Guards that didn’t need it any longer. And he pushed perfection so far as to mimic the appearance of the original armour while concealing the 5 Medium Lasers to surprise anyone closing for an easy kill.
This seems to be a really hot design.
I see that you are as usual keen on choosing badly your words Jacob and once more you are wrong. Thanks to Double Heat Sinks, it barely overheats.
What a waste of time. Only perfectly fine-tuned ‘Mechs… What remains for us to complain about?
Nothing Jacob and let’s come back next week for another...
TOP ‘MECH show screams the crowd.
The screens go black.
Ostscout OTT-7J-Minski
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-D-A
Production Year: 3052
Dry Cost: 3 258 450 C-Bills
Total Cost: 3 258 450 C-Bills
Battle Value: 613
Chassis: Kell/S Standard
Power Plant: Magna 245 Fusion Engine
Walking Speed: 75,6 km/h
Maximum Speed: 118,8 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 210 meters
Armor: Durallex Light Standard Armor
Armament:
1 Tronel/Tronel II Medium Laser
1 Remote Sensor Dispenser
1 Recon Camera
3 Communications Equipment (1.0 tons) (1.0 tons)s
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught
Communications System: Barrett 4000
Targeting and Tracking System: TRSS.2L3
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 58 points 3,50
Engine: Fusion Engine 245 12,00
Walking MP: 7
Running MP: 11
Jumping MP: 7 Standard
Jump Jet Locations: 3 LT, 4 RT 3,50
Heat Sinks: Single Heat Sink 10 0,00
Heat Sink Locations: 1 LT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 80 5,00
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 13
Center Torso (rear) 4
L/R Torso 8 10
L/R Torso (rear) 3
L/R Arm 6 6
L/R Leg 8 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Communications Equipment (1.0 tons) (1.0 tons) HD 0 1 1,00
Medium Laser CT 3 1 1,00
Communications Equipment (1.0 tons) (1.0 tons) CT 0 1 1,00
Communications Equipment (1.0 tons) (1.0 tons) RT 0 1 1,00
Remote Sensor Dispenser RA 0 1 0,50
Recon Camera LA 0 1 0,50
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
7j 1 1 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Ostscout OTT-7J-Imp
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3052
Dry Cost: 3 528 450 C-Bills
Total Cost: 3 528 450 C-Bills
Battle Value: 1 067
Chassis: Kell/S Standard
Power Plant: Magna 245 Fusion Engine
Walking Speed: 75,6 km/h
Maximum Speed: 118,8 km/h
Jump Jets: Ostmann Sct-A
Jump Capacity: 210 meters
Armor: StarGuard CIV Ferro-Fibrous
Armament:
5 Tronel/Tronel II Medium Lasers
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught
Communications System: Barrett 4000
Targeting and Tracking System: TRSS.2L3
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 58 points 3,50
Engine: Fusion Engine 245 12,00
Walking MP: 7
Running MP: 11
Jumping MP: 7 Standard
Jump Jet Locations: 3 LT, 4 RT 3,50
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 1 LT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 89 5,00
Armor Locations: 6 LT, 8 RT
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 14
Center Torso (rear) 4
L/R Torso 8 11
L/R Torso (rear) 3
L/R Arm 6 8
L/R Leg 8 9
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1,00
2 Medium Lasers CT 6 2 2,00
Medium Laser RA 3 1 1,00
Medium Laser LA 3 1 1,00
Free Critical Slots: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 11
7j 3 3 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA
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Deja vu..... :)
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Deja vu..... :)
Where? :P
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Deja vu..... :)
Where? :P
(https://www.aveleyman.com/Gallery/2017/C/2820-19826-0.jpg)
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Top Secret! :D
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Top Secret! :D
You are wrong. It is Top 'Mech! :P
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Not sure if allowed under tech restrictions but.
Designed as a one off for the Gunji-no-Kanrei's command lance the RyÅshu no migite or "Lords Right Hand" is a customized Ostscout. Utilizing the Command Console of the Kanrei's old Battlemaster. The DCMS engineers have stripped out the old VOX 280 engine and instead replaced it with the newer VOX 280 XL model. Installing the new command console required a fine touch but the biggest addition is the satellite uplink and massive communications equipment upgrade. Weighing in at a full 7 tons the system is able to monitor regiments in the field and interface with HPG systems on planet. After the Battle of Luthien engineers have attempted to improve upon the design by attempting to integrate the system now into the new C3 systems being streamlined to most newer variants appearing throughtout the DCMS. Able to interface with remote sensors with its bolstered systems the design is able to also place them itself.
Ostscout Migite
Mass: 35 tons
Chassis: Standard Biped
Power Plant: 280 XL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3049
Tech Rating/Availability: E/X-X-E-D
Cost: 6,838,200 C-bills
Type: Ostscout
Technology Base: Inner Sphere (Advanced)
Tonnage: 35
Battle Value: 351
Equipment Mass
Internal Structure 3.5
Engine 280 XL 8
Walking MP: 8
Running MP: 12
Jumping MP: 6
Heat Sink 10 0
Gyro 3
Command Console 6
Armor Factor (Ferro) 53 3
Internal Armor
Structure Value
Head 3 9
Center Torso 11 6
Center Torso (rear) 2
R/L Torso 8 7
R/L Torso (rear) 1
R/L Arm 6 4
R/L Leg 8 6
Weapons Location Critical Heat Tonnage
Communications Equipment RT 7 - 7.0
C3 Computer CT 1 - 1.0
Remote Sensors/Dispenser CT 1 - 0.5
Jump Jet RT 1 - 0.5
Jump Jet LT 1 - 0.5
2 Jump Jets RL 2 - 1.0
2 Jump Jets LL 2 - 1.0
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Not sure when the Command Console was introduced but it is an interesting concept. Might fit better with an Explorer Corps unit.
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Gives initiative modifiers to forces in games rules and communication gear is pretty cool look it up ghost people's sensors acts as ecm also initiative modifiers. Always wondered what its purpose was on megamek
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Not sure when the Command Console was introduced
According to Tactical Operations:
Introduced: 2631 (Terran Hegemony)
Extinct: circa 2850
Recovered: circa 3030
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Than it would qualify.
Ice does Tactical have the same info about Communications Equipment?
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I'll leave this but realize you meant years afterwards. No it doesn't mention years for it
pg 102
Communications Equipment: Communications equipment (see p. 212, TechManual) can be used to generate an ECCM field with the same area of effect as an Inner Sphere Guardian ECM Suite. Any unit that mounts 3 to 6 tons of communications equipment equals half of an ECM suite when generating an ECCM field. If the unit mounts 7 or more tons of communications equipment, it equals 1 ECM suite when generating an ECCM. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
pg 104
Equipment: Communications equipment (see p. 212, TechManual) can be used to generate ghost targets with the same area of effect as an Inner Sphere Guardian ECM suite. However, to do so, the unit must mount 7 or more tons of communications equipment. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
Ghost Targets
An ECM suite can be tuned to generate “ghost targets†that may affect the ability of enemy units to properly target friendly units. The ECM loses its normal functions when used in this way. The player must announce the switch to ghost target generation in the End Phase of any turn, or may set the suite for ghost target generation at the start of the scenario. In either case, note the change on the record sheet of the unit in question. At the start of every Weapon Attack Phase when an ECM is tuned to generating ghost targets, the controlling player makes a Piloting Skill Roll with a +2 modifier; no other modifiers are applied to this roll. If the roll fails, he did not tune the ECM correctly and no effects are applied for that turn. On a successful roll result, he attuned the ECM properly; the player should note the result’s Margin of Success.
During a turn’s Weapon Attack Phase, if a weapon attack passes through the ECM bubble of an enemy ECM tuned to generating ghost targets and the controlling player made a successful Piloting Skill Roll that turn, the attacking player must also make a Piloting Skill Roll before making a to-hit roll for the weapon attack in question; the only modifier added to this Piloting Skill Roll is the MoS of the enemy ECM unit. If the roll is a success, the to-hit roll is made as normal; the attacker’s targeting and tracking system is able to differentiate between all the ghost targets. If the roll fails, for every 2 MoF (round down), apply a +1 to-hit modifier to all weapon attacks that pass through the ECM bubble for that turn by that attacker.
Note that an attacking player only makes a single roll, regardless of how many weapons are firing, applying any modifiers to all weapon attacks equally.
If an attack passes through multiple ghost target-generating ECM fields, only a single roll is made. Determine the highest Margin of Success from those multiple enemy ECM fields, applying an additional +1 for each additional field, and then applying the total modifier to the Piloting Skill Roll. A +4 to-hit modifier is the maximum that can be applied to a weapon attack through the use of ghost target ECM fields. For example, if an attack passed through three ghost target-generating ECM fields and the highest Margin of Success of those fields was a 3, the modifier applied to the Piloting Skill Roll would be 4 [+3 (highest MoS of the three ECM fields) +2 (2 additional ECM fields) = 5, but only a maximum +4 can be applied].
pg 196
Cockpit Command Console: A BattleMech mounting a cockpit command console (see p. 300) may determine if a Satellite is available or attempt to establish a Satellite uplink with a friendly or neutral Satellite, but can do so and still move and fire normally in the subsequent turn, provided the second warrior does not need to take any actions to do so. For the turn following the turn in which the player announced that the BattleMech will determine if a Satellite is available, or establish a connection to a friendly or neutral Satellite, the +2 Initiative for the cockpit command console is lost. A cockpit command console cannot be used to hack into a hostile Satellite.
pg 226
Communications Equipment: If a unit on a side mounts 3 to 6 tons of communications equipment (see p. 212, TM) or a cockpit command console (see p. 360), once the player has rolled the dice to use a sensor, the player then rolls 1D6. On a result of 1–3, the numerical value below the original dice roll result is added to it; on a result of 4–6, the numerical value above the original dice roll result is added. For example, a player with a Beagle Active Probe rolls 2D6 for sensor detection and gets a result of 6, meaning he detects any enemy units in medium range. Because his side has communications equipment, he immediately rolls 1D6 and gets a result of 3. This means that that a 5 is added to the original 6 (5 is one numerical value less than 6). Such a result doesn’t change anything in this example; however, if the player had rolled a 4, then 7 would have been added to the 6, meaning the player would detect any units in the medium and short range brackets.
If a unit on a side mounts 7 or more tons of communications equipment, once the player has rolled the dice to use a sensor, the numerical values above and below the original dice roll result are also added. For example, on a result of 5, the values of 4 and 6 are added.
These benefits apply to all units on a side, but the units mounting the equipment must be on the playing area; if they leave the playing area for any reason (to retreat, due to off-map movement (see p. 192) and so on), these benefits are lost. Additionally, if the communications equipment or cockpit command console loses its Initiative bonuses for any reason (see Communications Equipment and Cockpit Command Console, p. 212, TM, and 300, respectively), the benefits of these items for double-blind play are lost as well (if the Initiative bonuses are recovered, these benefits also resume). Only a single communications equipment or cockpit command console bonus can be applied in this fashion.
Note that the 67-hex range for monitoring a remote sensor is not changed, regardless of the communications equipment available to a side (see below).
Remote Sensors: As noted in the Remote Sensor rules (see p. 375), if a unit mounts any of the following equipment and is within 67 hexes of a friendly remote sensor, it can monitor that friendly remote sensor: active probe, C3 master computer, improved C3 computer, cockpit command console or communications equipment. In place of rolling for its sensors, the controlling player of the unit in question can instead roll for one remote sensor (regardless of how many it can monitor), with all the same results applied as noted above.
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Very nice Bradshaw!
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I'll leave this but realize you meant years afterwards. No it doesn't mention years for it
There is no year because it is just more equipment like those in the cockpit of any 'Mech, Aerospace Fighter, Tank... (as a proof, the rules state that such cockpit is seen as 1 ton of communication equipment). For me, once you can build them, you have access to communication equipment.
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I'd tend to agree Ice and there is alot of options there too. I've got a few ideas but not a lot of experience when using this equipment during game play.
Working on finishing the Jenner review still which I know is running long gang.
Remember that this contest runs out tomorrow - so get those designs in while you can! ;)
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Just about 8 hours remaining!
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Well that's all folks, we are official closed for this competition although there may be another special one appearing soon. ;)
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Working on this one already folks, hope to have it done before the end of the week!
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Quality over quantity is something I am keen to with these challenges and despite not having all our usual participants which is a negative I am happy to say we still got nearly a dozen entries by four designers. I am very happy to say no one was disqualified for lack of fluff or illegal modifications which I don’t like to do during these contests. I put a lot of work into judging these competitions and I know you all put work into your submissions so I hate to see it wasted. None of that here which was awesome. We touched on most themes here from ComGuard, AFFC, DCMS, FWLM, the Kungsarme, and even a couple of Periphery entrants. Unfortunately, we really didn’t get a Capellan Ostscout which would have been interesting especially in tandem which the Raven. Perhaps if I can better outline the events of the Salient Horizon setting it will grant you more insight into backstories. I will work on it. Been very busy as of late though and having real trouble getting stuff done. Hope to change this soon. For now, let me talk about our contest here. In addition to no disqualifications there were also no deficient designs. I grouped every entry into three groups. The uniques were personalized or customized Mechs rather than true variants which this competition is really looking for but they can often be inspirational. These highly specialized designs were placed at the bottom here around with contenders for the top spots coming next. Finally, a top three winners circle was established this time around to showcase the very best entries. Without further ado here they all are for my complete review, thanks again everyone!
UNIQUES
11. OTT-80A-X (Abele)
A singular personal model created for Supervisor Arturo Brankovic of the Outworlds Alliance who used every legal and extralegal mean to upgrade his Mech to combat the scourge of piracy. While I liked the story and find it believable out in the poorly defended Periphery the amount of high tech is a bit overboard and could be difficult to just maintain out beyond the InnerSphere’s supply lines. An EndoSteel chassis and 350 XL Engine (10/15/6) highlight that as any maintenance problem could disable this asset for months or even a year as replacement parts are found. Double Heat Sinks and five tons of Ferro-Fibrous (89 factor) are a bit more reasonable to me as are the two Medium Lasers and Flamer added for offensive firepower. Don’t get me wrong I like the story and the design is good but just a bit too far fetched when I think about it critically
10. OTT-7J-Minski (Ice Hellion)
The custom ride of Igor Minski who is currently in the service of Hendrick III or perhaps better be described as possibly still alive but we really don’t know. Thanks Clans, for obliterating those Bandit Scum out there on the Periphery Rim! Slowed down by a 245 Fusion Engine (7/11/7) probably found on a Jenner this design was pretty low tech with a standard chassis, ten Single Heat Sinks, five tons of standard armor plating (80 factor), and a Medium Laser. About the most advanced things going were the Recon Camera, Remote Sensor Dispenser, and three tons of Communications Equipment. Innovative for sure this approach has inspired me to possible Ost-pansion but unfortunately it finished second to last here. Not a bad design for a stand alone custom just might be much for a Bandit King to keep operational – although not impossible.
9. Migite (Bradshaw)
Another highly customized job for a member of the Gunji-no-Kanrei personal lance equipped with all sorts of high-tech communications gear. Using a 280 XL Engine to get a bunch of tons works especially after keeping the standard chassis. Armor protection is low (53 factor) for such a high value target but better with Ferro-Fibrous than standard plating. Unmatched in electronic goodies like seven tons of Communications Gear, a Command Console, and Remote Sensor Dispenser this thing can run a war. Which is sort of my main problem with it as it feels like more of a Command Mech than a Scout Mech. An interesting concept certainly but a bit misguided I feel.
8. OTT-7J-Imp (Ice Hellion)
More of a custom Q Mech in the service of Rasalhague Mechwarrior who fought the Clans and I like it. The Standard chassis and 245 Fusion Engine (7/11/7) likely from a Jenner is a good basis especially when added to ten Double Heat Sinks. These coolers help the pilot control waste heat generated by five Medium Lasers which allow it to pack quite a punch. Five tons of Ferro-Fibrous armor (89 factor) is pretty solid protection but I could see even more for such a fighting Ostscout. The Recon Camera and Remote Sensor Dispenser are good additions and three tons of Communications Equipment might just be the right size for the Ostscout in my opinion. It gives it solid capabilities. This was the finest unique in my opinion and may just spur the growth of a whole new concept. Well done!
CONTENDERS
7. OTT-2DG (Bradshaw)
This Ostscout created for the 2nd Davion Guards would require an extensive renovation in order to work and that more than anything kept it from being place higher. Don’t get me wrong using EndoSteel structure, 350 XL Engine (10/15/4), and a MASC (20) would all dramatically enhance performance but make refits difficult at best. Armed with only a TAG and a Guardian ECM Suite this was another no weapon Ostscout which was a negative too in my opinion. However, Single Heat Sinks do work because of that even though they feel decided low tech compared to the rest of the design. Four and a half tons of Ferro-Fibrous (80 factor) armor are a welcomed increase in protection as well. In the end I liked the idea of the 2nd Davion Guard being outfitted with special Ostscouts but the amount of work on such a limited basis probably makes it too costly at least in my opinion.
6. OTT-8CS (Abele)
This ComGuard designed Ostscout was built to replace losses on Tukayyid and features new EndoSteel structure presumably built on Earth along with a 280 XL Engine (8/12/8). Not opposed to Terran factories being utilized here to spur rapid production as it certainly fits. Three Medium Lasers, two Small Pulses, Double Heat Sinks, Beagle Active Probe, Guardian ECM Suite, and TAG all create a nice functionality which I really like. Six tons of standard armor (96 factor) which dramatically improved field endurance topped it all off. Too bad other designs beat you out Abele cause this one had solid potential, good try!
5. OTT-9J (Irose)
This FWLM upgrade uses a standard chassis and is about the only way to go with the Ostscout as it has been out of production since the early Succession Wars thanks to factory damage. Creation of the 315XL Engine (9/14/9) which would boost productivity maybe difficult even though I like it being derived from the Hermes 300 XL. If the Hermes brand was a subcontractor say then its products and a partnership with Kong makes sense. The Guardian ECM, Beagle Active Probe, TAG, and Remote Sensor System all make great sense here as a great electronics package. Four tons of Jollassa-328 Ferro-Fibrous (71 factor) armor is a nice addition and improves overall protection somewhat. I am not a fan of the no weapon BattleMech because it feels limited somehow with little in the way to actually defend itself but it is not entirely unwarranted when it comes to the Ostscout. Not bad Irose unfortunately you just got beat out by better competition this time around.
4. OTT-8K (Abele)
Presumably a Draconis Combine variant this design uses an EndoSteel chassis as well a 280 XL Engine (8/12/8). The EndoSteel chassis might be the biggest challenge to overcome in production and it is tough to say where that could have come from I like that it is more offensively minded with four Medium Lasers added to an impressive electronics package that includes a Beagle Active Probe, Guardian ECM Suite, TAG, and C3 Slave. Double Heat Sinks are a must with jump movement and those four Laser adding up to twenty heat every Alpha Strike. Six tons of standard armor (96 factor) is a nice improvement in protection and this variant nearly made it across as the official Kurita version. Unfortunately other entries just beat you out but very close here Abele, almost a winner.
WINNERS
3. OTT-K1 (Bradshaw)
I liked this Kong Interstellar gamble to expand which gets its VOX 280 XL Engine from nearby Irian BattleMechs Unlimited. While this component doesn’t appear to be in production currently the business alliance does make a certain amount of sense even given the 3rd Marik Civil War going on at the time. The Standard Chassis and Single Heat Sinks are good building blocks which can work from the original design. Five tons of ferro-fibrous (89 factor) armor for enhanced protection works as do the two Anti-Missile Systems which are supplied by two tons of ammo and further protected by a CASE. While I was not a fan of the unarmed Ostscout it was these defensive systems which won me over eventually as the FWLM is becoming more missile reliant at the time and such a BattleMech would benefit from their addition. Two Sensor Dispensers is a bit of overkill in my opinion but works in the case of the Ostscout as does the Beagle Active Probe and Guardian ECM Suite. Lastly the TAG works for spotting duties and can be swapped for a C3 Slave on the Draconis version which is a nice touch. A couple of flaws but the best unarmed Ostscout in my opinion which is good enough for the bronze, nice stuff Bradshaw!
2. OTT-8OM (Ice Hellion)
This ComStar reconstruction effort in the Rasalhague rump state by Odin Manufacturing is a simple speed up of actual canon events. The OTT-9CS wasn’t introduced for another decade in the base BattleTech timeline but might be feasibly hastened here. While the Krupp 255 EndoSteel would still have to be built from the ground up and probably be the toughest challenge for this project to overcome the motivators are all there. ComStar and its Republic protectorate is trying to strengthen themselves in the event of a Clan advance as in canon but I haven’t shared with everyone the Martial Accords. So named for the Precentor Martial who halted the Clan invasion at Tukayyid and was the result of a successful negotiations of 3053 in the Salient Horizons setting thanks to the Third Marik Civil War. More on this later but if these talks were successful and resulted in a formal alliance of the InnerSphere powers (save the Free Worlds League and the Capellan Confederation) such a focused project may have indeed paid off here so I will allow it. The rest falls into place with the VOX 280 XL Engine (8/12/8) coming from the Venom and even a MASC (16) being introduced here. Double Heat Sinks fir easily in the engine even if they are only cooling off a Medium Laser. The Beagle Active Probe, Guardian ECM Suite, TAG, and Remote Sensor Dispenser all work as high-tech surveillance equipment that would aid the Ostscout in its mission. Love the seven and half tons of standard armor (119 factor) even if it is a slight overage which protects the BattleMech effectively. The armed OTT-8aOM variant is effective but I am wondering if the MASC is what would be dropped here? The TAG for starters is easily replaced by a Medium Laser if no artillery is available. And I have a level three mind to include a cutting-edge model featuring the Exterminators stealth systems here too. In any event the fluff is excellent and the concept is a winner in my opinion. Congratulations Ice on second prize this time around!!
1. OTT-9Q (Irose)
Really liked this variant which eludes to battle damage and simple entropy plausibly creating an Ostscout with teeth. This concept is just something I can see the Fox ordering up for the AFFC at this difficult time in its history. Your expecting to find a poorly or entirely unarmed Ostscout and surprise this ER Large wielding beast with five Medium Lasers in support opens up on ya. No problem I’ll just hit it a few times and it will go down thanks to its tissue paper armor. Wrong again, as it has six and half tons of ferro-fibrous (116 factor) providing near full protection for this thirty-five-ton BattleMech. It does sacrifice jump jets for these enhanced abilities which is perhaps a way of distinguishing Q from its weaker but mobile brethren. Granted the cost is more thanks to the 280 XL Engine (8/12) but I think it is worth it just to put the fear of god into some poor buggers mind that this could be a 9Q your screwing with. First prize and the Ost-gold medal winner here to Irose, well done!!!
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Nice
In regards to overkill the 60 sensors it can deploy is equivalent to a 120 km sensor net. Which would give roughly one hour advanced notice for most scout mech speed.
In regards to engine Owen's uses in 3056 but one would assume trials are already underway and would have to have engines being produced for that and because production isn't in full yet for it spares could be sold to Kong
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In regards to overkill the 60 sensors it can deploy is equivalent to a 120 km sensor net. Which would give roughly one hour advanced notice for most scout mech speed.
Good to know!
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Congratulations Irose.
The Ostscout has a difficult place in militaries as it is a Scout 'Mech, which in the modern era against the Clans is a difficult one.
The real question is would the Successor States really waste resources to produce them?
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I think when stealth armor becomes available it would make more sense for production for refits I couldn't see the harm in seeing their effectiveness
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When I designed the -9J I went with a larger engine because I wanted an Ostscout with all the electronic bells and whistles but no armament - I thought the rational for removing the medium laser made a lot of sense. The problem was the 280XL would leave too much weight that I did not know what to do with. I never thought of putting on AMS. Then I saw Bradshaw's design and was jealous about how much better it was then mine.
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When I designed the -9J I went with a larger engine because I wanted an Ostscout with all the electronic bells and whistles but no armament - I thought the rational for removing the medium laser made a lot of sense. The problem was the 280XL would leave too much weight that I did not know what to do with. I never thought of putting on AMS. Then I saw Bradshaw's design and was jealous about how much better it was then mine.
High praise to hear that. I saw yours first and was like damn that's almost what I want but with 310 engine I lose a ton because of gyro rules. What can I do to make something with no weaponry better with tons I was thinking armor at first and then remembered the new anti missile system rules and said why not one for front and one from rear to double down on defense.
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remembered the new anti missile system rules
It seems I didn't take a look at them.
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Instead of rolling dice to see how many missiles shot down it's a minus 4 to the number of missile hits anyth less than 2 none hit. They only use 1 ammo per shot as well
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Instead of rolling dice to see how many missiles shot down it's a minus 4 to the number of missile hits anyth less than 2 none hit. They only use 1 ammo per shot as well
Much more efficient. i will take it into account.
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We have utilized this 'new rule' either but it does make some degree of sense.