OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Takiro on March 04, 2018, 10:23:56 PM
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Before we continue to the fifty-five-ton OmniMechs of the Clans I wanted to take the opportunity to flesh out the Crimson Langur with your help. One of four Clan designs on the drawing board along with the Nova Cat, Savage Coyote, and Blood Asp at the time of the Quicksilver Program which was expedited to production. It was judged by the ilKhan that initial research and development was far enough along to forego any wasteful design competition and award them a valued production spot. The fact that the Crimson Langur used the 350XL Engine already in production for the Summoner and two Clans (Blood Spirit and Fire Mandrill) were cooperating on the project undoubtedly played into this decision.
The alternate history of the Crimson Langur will begin after the Battle of Tukayyid as word of Operation Restoration begins to spread among the Clans. The hope of partaking in the invasion of the InnerSphere causes Khan Karianna Schmitt of Blood Spirits to approach her friends in the Fire Mandrill Clan to begin this project. By the time Quicksilver Trials officially begin they are far enough along with the Crimson Langur that they secure the 50-ton Werewolf (Speedster) production slot without competition. This endorsement bought more interested parties which included other Fire Mandrill Kindraa and new Clans as well. The Blood Spirits facilitated Jade Falcon finance efforts as well as Ice Hellion and Star Adder technical aid all in exchange for production share.
As the entire design effort was carried out by Crusader Clans it took on special meaning to their cause which pleased the Spirits. Unfortunately clashes with the Fire Mandrill Clan would cost production efforts valuable time. Kindraa Mick-Kreese had been badly mauled in an escalating conflict with the Simian Blazers which left them vulnerable to predation. Kindraa Mattila-Carrol wasted little time in absorbing the aerospace Kindraa giving birth to a new strong Kindraa just know as Carrol. They worked closely with their Blood Spirit allies to complete the Langur but it was the last Primary Facility to open after the Quicksilver Upgrades.
Please discuss what you like about the existing configurations (even if most are far too advanced as is) and introduce your alternatives. Please explain why yours is best, what role it plays with your modifications, etc. Remember I love fluff. Again you are not allowed to alter the base design itself but the configurations are opened game. Clan Level 2 is the tech level for this contest just after Tukayyid so no ATMs, AP Gauss, Heavy Lasers, or Light Active Probes! Teamwork is also very welcomed so if you have an idea it is acceptable to collaborate. Since multiple configurations can win whoever gets the most wins, wins! Bonus points for InnerSphere designation and overview story involving it!!
Please have your entries in by Friday March 9th at 11:59 PM Eastern Standard Time, good luck!!
CRIMSON LANGUR
Mass: 50 tons
Chassis: York XT EndoSteel
Power Plant: 350 XL Engine
Cruising Speed: 75 kph
Maximum Speed: 118 kph
Jump Jets: None
Jump Capacity: None
Armor: Beta J77
Armament:
15 tons of pod space available for weapons and equipment
Manufacturer: Kindraa Carrol Production Facility
Primary Factory: Shadow
Communications System: York Y2-Com
Targeting and Tracking System: York Y5-T&TS
Type: Crimson Langur
Technology Base: Clan Level 2
Tonnage: 50 tons
Equipment Mass
Internal Structure: EndoSteel 2.5
Engine: 250 XL 15
Walking MP: 7
Running MP: 11
Jumping MP: 0 0
Heat Sinks: 10 (20) 0
Gyro: 4
Cockpit: 3
Armor Factor: 168 10.5
Internal Structure Armor Value
Head 3 9
Center Torso 16 23 / 8
R/L Torso 12 18 / 6
R/L Arm 8 16
R/L Leg 12 24
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1 EndoSteel 0
Center Torso 2
Right Torso 2 XL Engine 9
1 EndoSteel
Left Torso 2 XL Engine 9
1 EndoSteel
Right Arm 8
Left Arm 8
Right Leg 2 EndoSteel 0
Left Leg 2 EndoSteel 0
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I just wanted to talk up this design challenge by stealing a wee bit of masterarminas thunder(hound)! Both the Langur and the Hound feature 15 tons of pod space so if you get in over there you could get in over here. Add in a bit of different fluff and bang two contests for one design effort, now that is a bargain!
https://www.ourbattletech.com/forum/index.php?topic=3503.0
Another bit of design similarity I have to point out as I review his Goliath Scorpion designs is the Sand Devil to the Crimson Langur. The Devil is almost identical stat wise save its ferro-fibrous armor which give it a 1.5 ton advantage in exchange for 7 criticals taken up. This probably gives masterarminas' design a more optimized feel than the Langur which lacks advanced armor protection. Take a look at the second link below and compare.
https://www.ourbattletech.com/forum/index.php?topic=3249.msg41517#msg41517
Finally for inspiration how about the Mech of the Week Article over on the main forum?!
http://bg.battletech.com/forums/index.php?topic=52939.0
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I may not be able to get in on this as I'm currently wrestling with computer problems (as in my existing desktop decided on Sunday to enter senility and as of yesterday morning had entered the gates of silicon heaven).
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I am travelling this weekend and may just give an extension here to pick up with the Stormcrow in two weeks. Best of luck on your computer problems bud.
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Managed to get things far enough that I have SSW running again. No time to do fluff but here are some configurations.
Crimson Langur
Mass: 50 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3050
Cost: 12,387,500 C-Bills
Battle Value: 842
Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
15.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 1 HD, 1 LT, 1 RT, 2 LL, 2 RL
Engine: XL Fusion Engine 350 15.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 168 10.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 23
Center Torso (rear) 8
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 24
================================================================================
Loadout Name: Prime Cost: 13,493,750
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,095
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser RT 5 1 1.00
ER Medium Laser LT 5 1 1.00
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
Free Critical Slots: 26
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 21
7 4 4 2 0 2 0 Structure: 3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: A Cost: 13,705,625
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,729
Equipment Type Rating Mass
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CASE Locations: RT, LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Streak SRM-4 RT 3 1 2.00
Streak SRM-4 LT 3 1 2.00
2 Streak SRM-4s RA 6 2 4.00
2 Streak SRM-4s LA 6 2 4.00
@Streak SRM-4 (25) RT - 1 1.00
@Streak SRM-4 (25) RA - 1 1.00
@Streak SRM-4 (25) LA - 1 1.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
7 5 5 0 0 2 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: B Cost: 14,589,219
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,146
Equipment Type Rating Mass
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Jumping MP: 7 (Standard)
Jump Jet Locations: 1 CT, 3 LT, 3 RT 3.50
CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Active Probe CT 0 1 1.00
LRM-20 RA 6 4 5.00
ER Small Laser LA 2 1 0.50
2 ER Medium Lasers LA 10 2 2.00
@LRM-20 (18) RA - 3 3.00
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 21
7j 3 3 2 0 2 0 Structure: 3
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
================================================================================
Loadout Name: C Cost: 13,546,250
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,292
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 3.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 23
7 3 3 3 0 2 0 Structure: 3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: D Cost: 13,305,313
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,172
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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Targeting Computer RT - 2 2.00
2 ER Large Lasers RA 24 2 8.00
4 ER Small Lasers LA 8 4 2.00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 22
7 4 4 2 0 2 1 Structure: 3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: E Cost: 13,693,438
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,739
Equipment Type Rating Mass
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CASE Locations: RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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LB 10-X AC RA 2 5 10.00
3 ER Medium Lasers LA 15 3 3.00
@LB 10-X (Cluster) (10) RA - 1 1.00
@LB 10-X (Slug) (10) RA - 1 1.00
Free Critical Slots: 28
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
7 3 3 1 0 2 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
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Very nice drak!
I am probably going to extend the deadline for this challenge in any case as things are crazy busy here in real life land.
So please keep those entries coming folks!
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Even though the original deadline has come and gone on this one entries can keep coming until next week for all those interested. Right now I am busy with the Coyote Khan election event of mine. ;)
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Is no one else going to submit a configuration?
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I'll have a fiddle a bit later! Wait that came out wrong, gimme a bit of time and I am sure I can put something together!
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Sorry I have been so busy gang. You have my word I will get back to this as soon as possible.
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Background and design
The brain child of Khan Karianna Schmitt the Mech that would become the Crimson Langur broke many of the more traditional Blood Spirit design ethos laid down by Khan Ceana Boques many years before. The huge 350 rated XL engine that formed the beating heart of the Mech was resource intensive to produce as was the endo-steel skeleton and it was only really due to their alliance with the Blood Mandrils that the Mech saw the light of day. But Kindraa Carroll were eager to work hand in glove with the Blood Spirits, fellow Crusader's who's zeal for retaking the Inner Sphere matched their own.
Whilst well armoured and blisteringly fast with a ground speed of over 110kph the great weight of the engine left little room for weapons but the Spirit and Mandril Scientists made the best they could with the available pod space and during the Quicksilver Trials and Operation Restoration, the Crimson Langur won a production spot, much to the surprise of some Khans, and the quiet anger of others, mainly the Diamond Sharks who were still pushing their Grendel for production.
This place in the Quicksilver program helped secure the Mech's future as other Clans sat up and took notice, but the Spirits and Mandrils only accepted assistance and Trade deals with those they viewed as Crusaders. This promtly nearly fell apart when the Falcons traded the design with the Star Adders much to the fury of the Spirits. Once tempers had calmed though and a rather one sided trade deal confirmed to ease the slight of the Spirits honour, the Mech would start entering production mere months after being accepted as part of the Quicksilver program. For their 'slight' the Falcons agreed to build an endo-steel forge above York which would then be given over to the Spirits. A large number of Summoner engines were also made available owing to the Falcons having an excess of the engines which eased production delays and helped the Mech start to quickly spread amongst the Tourmans of the Clans.
Variants
Prime - Showing its Mandril and Spirit heritage and wearing it proudly the Prime is built for the close quarters firefights and slashing attacks beloved by Kindraa Carroll whilst the Spirits favoured weapon, an ER large laser sits in pride of place as its main punch. For mid range a blistering array of paired Streak SRM-6's (drawing from a shared ton of ammunition) are backed up by a pair of ER Medium lasers. Able to run down many hostile Scouts, the Mech's huge speed let it quickly dart in range whilst also being able to joust at longer ranges with its ER large laser.
Crimson Langur Prime
Clan TW
50 tons
BV: 2,100
Cost: 16,895,000 C-bills
Movement: 7/11
Engine: 350 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 168/169
Internal Armor
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Center Torso 16 23
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapon Loc Heat
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ER Large Laser LA 12
ER Medium Laser RA 5
ER Medium Laser RA 5
Streak SRM 6 LT 4
Streak SRM 6 RT 4
Ammo Loc Shots
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Streak SRM 6 Ammo LT 15
!MechView.CarringCapacity!One battle armor squad
A - A pure Blood Spirit design but influenced by the glut of advanced technologies their alliance with Kindraa Carroll brought the A is a sniper who's performance quickly earned it a fearsome reputation and the admiration of the Blood Spirits and Hellions who favoured this design. Built with a pair of ER large lasers as its primary punch, these are linked into a targetting computer that is safely buried in the Mech's chest. For point defence an AMS and ER small laser can be used but the A's speed and range mean that the ER small laser is nearly useless and upon their introduction it was often replaced with a light active probe which would prove more useful as the A moved into position to engage.
Crimson Langur A
Clan TW
50 tons
BV: 2,077
Cost: 16,679,844 C-bills
Movement: 7/11
Engine: 350 XL
Heat Sinks: 13 [26]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 168/169
Internal Armor
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Center Torso 16 23
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapon Loc Heat
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ER Large Laser LA 12
ER Large Laser RA 12
AMS RT 1
ER Small Laser LT 2
Ammo Loc Shots
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AMS Ammo RT 24
Equipment Loc
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Targeting Computer CT
!MechView.CarringCapacity!One battle armor squad
B - With design influence from Mandrill Warriors the B is a brawler and skirmisher. Quite simply armed with a quartet of medium pulse lasers and a large pulse laser the B is a formidable skirmisher and can maul larger Mechs with its heavy and accurate weapons fire. Preferred by aggressive Warriors who liked to get close the B was also a bane of Inner Sphere Medium Mechs as few could out run it and those that could were outgunned.
Crimson Langur B
Clan TW
50 tons
BV: 2,175
Cost: 16,799,375 C-bills
Movement: 7/11
Engine: 350 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 168/169
Internal Armor
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Center Torso 16 23
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapon Loc Heat
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Medium Pulse Laser RA 4
Medium Pulse Laser RA 4
Medium Pulse Laser RT 4
Medium Pulse Laser LT 4
Large Pulse Laser LA 10
Equipment Loc
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ECM Suite CT
!MechView.CarringCapacity!One battle armor squad
C - Built for direct and indirect fire the C was initially armed with a pair of LRM-15s each with Artemis fire controls and a 2-ton ammunition locker. But this left the Mech woefully undergunned once its ammunition was expended. Other weapons were suggested but eventually the Scientists focused on an ER PPC from the Mandrils and the Spirits much loved LRM-15 augmented with artemis IV fire control and drawing from an unusually deep 3-ton ammunition bin to allow the Mech to engage in longer barrages than one might expect. Finally an ER small laser sits almost unnoticed in the chest.
Crimson Langur C
Clan TW
50 tons
BV: 2,079
Cost: 16,969,531 C-bills
Movement: 7/11
Engine: 350 XL
Heat Sinks: 11 [22]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 168/169
Internal Armor
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Center Torso 16 23
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapon Loc Heat
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LRM 15 LT 5
ER PPC RA 15
ER Small Laser CT 2
Ammo Loc Shots
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LRM 15 Ammo LT 8
LRM 15 Ammo LT 8
LRM 15 (Clan) Artemis-capable Ammo LT 8
Equipment Loc
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Artemis IV FCS LT
!MechView.CarringCapacity!One battle armor squad
D - Designed as a support unit in light of the large number of aerospace and ground vehicles fielded in the Inner Sphere and learning the cold hard truth that these vehicles were a threat to even the largest Mech as were regular infantry formations the D is built to engage and destroy such threats. An LB-10 autocannon drew from a 2-ton ammuniton bin formed the Mech's primary armament but the weight of the cannon limited its other weapon options. Indeed the other weapons are rather limited, a pair of flamers and a pair of machine guns, drawing from a shared half-ton ammunition bin form the Mech's other armament, whilst an Active probe lets it hunt for targets. Rarely seen outside of battles fought in close terrain the D is not popular despite its effectiveness against vehicles, aircraft and infantry.
Crimson Langur D
Clan TW
50 tons
BV: 1,225
Cost: 16,866,875 C-bills
Movement: 7/11
Engine: 350 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 168/169
Internal Armor
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Center Torso 16 23
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapon Loc Heat
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LB 10-X AC RA 2
Machine Gun RT 0
Machine Gun LT 0
Flamer LT 3
Flamer RT 3
Ammo Loc Shots
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LB 10-X AC Ammo RA 10
LB 10-X Cluster Ammo RA 10
Half Machine Gun Ammo LT 100
Equipment Loc
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Active Probe LA
!MechView.CarringCapacity!One battle armor squad
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I am burned out. The creative juices are tapped out. Between Takiro's and MA's threads I can't even begin to think about designs or fluff.
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Very nice marauder648!
You got some time Abele, I am still working on my Clan adventures including the Coyote Khan combat trials for my next RPG event. Hopefully I will get back to the design contest after Easter.
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Okay folks now that the Coyote Khan Mechs have been completed in large part I can get back to this. Gonna close this contest tonight at midnight. With the plan to have it judged by tomorrow. After that we should resume the contests with some 55 tonners. ;)
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First off I’d like to thank drakensis and marauder648 for participating in this little side contest which did run a bit long. My apologies as my real-life projects are increasing and the Coyote Khan storyline took up my time. Alright down to business, the fluff winner is obviously marauder648 who had the only fiction write up and it is a solid one. Now on to explain my reasoning behind the configurations.
Let me begin with a couple of configurations I wanted to be faithful to from canon. First off, the look and feel of the Primary Configuration was something I wanted to inspire to. Unfortunately, that damn Light Active Probe really screws things up even as the Heavy Medium Lasers are an easy swap out. What I did to retain the mobility and create an excellent scout especially one suited for independent operations I dropped the Targeting Computer increased the Active Probe to a full model and added a ECM Suite. Another Jump Jet was added for added mobility.
The only canon configuration that could be kept was just too Blood Spirit to get rid of in my opinion. An ER Large and two LRM-15s make ‘A’ the fast-mini Blood Kite which has its uses as a medium fire support. Take heart online competitors both your upgraded ‘A’ were good enough to earn a spot in the final ten configurations.
Configuration B goes to marauder648 whose Pulse entry here was unique and presented several advantages to the Crimson Langur. While a mid-ranged brawler the design’s speed and in combination with the Pulses’ inherent accuracy make it a deadly opponent especially in tight quarters. Add in an ECM Suite to hamper enemy operations in those same close confines and this is definitely a winner. I could even see another variant on this theme where a second Large Pulse and a three-ton targeting computer replaces the Mediums and ECM to create a deadly anti-aircraft variant. Nice job!
Both entries for Configuration C were solid and ultimately found a place here but the tie goes to drakensis whose twin ER PPC supplemented by three more Double Heat Sinks was the best. It reminds me a lot of the Stooping Hawk A so it has that Blood Spirit feel again. Plus I am always partial to the twin PPCs even if you don’t have enough heat sinks to fire continuously you can alternate every other turn with little effect on your operations. Very nice!
For Configuration D I went to the LB 10-X AC entries from drakensis and marauder648. Ultimately, I liked drak’s arsenal supplemented with three ER Mediums better as it still ran cool enough with better overall firepower. This is another good option against conventional forces and reminds of some of the InnerSphere’s TRO3055 anti-Elemental Mech responses to the Clan Invasion. Another good one!
The theme I wanted to go with for Configuration E was the twin ER Large Laser one I saw three times here. Primary drak had two ER Mediums and five Double Heat Sinks making up a high heat variant while his D was equipped with a two Targeting Computer and four ER Smalls. Compared to marauder648 A this latter entry was a close competitor but I awarded the win to 648 here. His single ER Small and Anti-Missile System was more heat friendly as well as capable of staying at distance with a little extra added defense. Close call, nice job marauder648!
Configuration F was a toss up to me between drak B and marauder648 C. Both featured a single large LRM launcher paired with an energy weapon(s). While drak’s configuration was more mobile and perhaps offered more possibilities marauder648’s provided powerful ranged damage which could pound away almost indefinitely. Another tight call that goes to marauder 648 in this split weaponry split decision.
The Gauss or Configuration G is a creation of mine I wanted to throw in here that reminds me of the InnerSphere Hollander. A fast-medium weight sniper with a deep three-ton ammo bin it could theoretically take down any opponent. This is the big gun variant for sure which could be swapped for an Ultra AC/20 or LB 20-X AC and one could argue that this ‘wastes’ or ‘squanders’ possibilities but I think it belongs as an option.
H goes to drakensis A whose six Streak SRM-4s supplied by three tons of ammunition provided a singular focus which was unique and deadly. This short-ranged killer is capable of 48 points of highly accurate damage which even if every launcher locks and fires remains heat neutral no matter the Mechs movement. Liked the approach here drak, very good sir!
Another one of my creations gets back to a canon variant, configuration C with its Ultra AC/10. Pairing that weapon with a lot of small lasers is still possible in this era and why not go with six Extended Range ones to fill out the design with a heavy hitting (50 points of damage) configuration which runs heat neutral. Still deadly against infantry and almost anyone unlucky enough to get into a close fight with it.
With a three-three configuration tie the winner by virtue of fluff for this contest is marauder648. Congrats bud and thank you both for the great competition once again. Your options were all very solid and helped fill out this Quicksilver fast (the fastest) track project nicely. I’ve already finished the write up for our next challenge which I am eager to jump back into. Looking forward to it. See you tomorrow night for that one. Till then be good everyone!
Weapons and Ammo: Location Criticals Mass
Primary Weapon Configuration
ER Large Laser Right Arm 1 4
ER Medium Laser Right Torso 1 1
ER Medium Laser Left Torso 1 1
ECM Suite Right Torso 1 1
Active Probe Left Torso 1 1
2 Double Heat Sinks Right Torso 4 2
2 Double Heat Sinks Left Torso 4 2
2 Jump Jets Right Torso 2 1
2 Jump Jets Left Torso 2 1
2 Jump Jets Center Torso 2 1
Alternate Configuration A
ER Large Laser Right Arm 1 4
2 LRM-15s Left Arm 4 7
Ammo (LRM) 32 Left Torso 4 4
Alternate Configuration B
Large Pulse Laser Right Arm 2 6
2 Medium Pulse Lasers Left Arm 2 4
Medium Pulse Lasers Right Torso 1 1
Medium Pulse Lasers Left Torso 1 1
ECM Suite Center Torso 1 1
Alternate Configuration C
ER PPC Right Arm 2 6
ER PPC Left Arm 2 6
Double Heat Sink Right Arm 2 1
Double Heat Sink Left Arm 2 1
Double Heat Sink Right Torso 2 1
Alternate Configuration D
LB 10-X AC Right Arm 5 10
Ammo (LB-X) 20 Right Arm 2 2
3 ER Medium Lasers Left Arm 3 3
Alternate Configuration E
ER Large Laser Right Arm 1 4
ER Large Laser Left Arm 1 4
ER Small Laser Left Torso 1 .5
Targeting Computer Center Torso 2 2
Anti-Missile System Right Torso 1 .5
Ammo (Anti-Missile) 24 Right Torso 1 1
Double Heat Sink Right Arm 2 1
Double Heat Sink Left Arm 2 1
Double Heat Sink Left Torso 2 1
Alternate Configuration F
ER PPC Right Arm 2 6
LRM-15 Left Torso 2 3.5
Artemis IV FCS Left Torso 1 1
Ammo (LRM) 24 Left Torso 3 3
ER Small Laser Center Torso 1 .5
Double Heat Sink Right Arm 2 1
Alternate Configuration G
Gauss Rifle Right Arm 6 12
Ammo (Gauss) 24 Right Torso 3 3
Alternate Configuration H
2 Streak SRM-4s Right Arm 2 4
2 Streak SRM-4s Left Arm 2 4
Streak SRM-4 Right Torso 1 2
Streak SRM-4 Left Torso 1 2
Ammo (Streak SRM) 25 Right Torso 1 1
Ammo (Streak SRM) 25 Right Arm 1 1
Ammo (Streak SRM) 25 Left Arm 1 1
Alternate Configuration I
Ultra AC/10 Right Arm 4 10
Ammo (Ultra AC) 20 Right Torso 2 2
2 ER Small Lasers Left Arm 2 1
2 ER Small Lasers Right Torso 2 1
2 ER Small Lasers Left Torso 2 1
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Well done Marauder648!
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And well done you, you'd have won it if not for my fluff, your configs were better :D