OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Takiro on February 25, 2018, 07:06:47 PM
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We now return you to our regularly scheduled Quicksilver Upgrade challenge this week with a newer design, the Huntsman aka the Nobori-Nin. Not appearing on the Operation Revival: Placement Trials (RATs) as it debuted a year (3049) after those conflicts. Built by Clan Nova Cat apparently with the help of the Cloud Cobras in response to Oathmaster Biccon Winters’ warning to danger during the invasion. It makes me wonder why the Clans took so long to replace the Nova (Black Hawk) especially given the fact it has been out of production so long. Not one of 17 Clans over one hundred and thirty years ever thought about creating a competitor?
But I digress. The Huntsman begins its battlefield existence on Luthien in early 3052 where it is identified as a Banner-bearer which translates into Nobori-Nin in Japanese. Now I was not aware of the Cloud Cobra help with the design until I just researched it out but I am ok with it. Even though I believe Brim Ironworks was a Nova Cat facility up till the Abjuration. Quicksilver preferences would in some cases follow canon as Diamond Shark, close associates of the Nova Cats, make a ton of sense as users of this new OmniMech. Their merchants could acquire it easily enough for the right deal. However, Star Adder changed into one of the users of the Crimson Langur in this timeline even though I could see them being able to get these from either the Nova Cats or the Cloud Cobras.
Smoke Jaguar on the other hand is my decision after Quicksilver for them to take their enemies Mech and put it to good use. Something that might have been happening through salvage already the Jaguars might try to gain a piece of the production. The Wolves are another Quicksilver change given the ilKhan’s ruling to ditch the Nova (Black Hawk) they would have to make a choice between the Crimson Langur and Huntsmen. Given Jade Falcon’s involvement with the Langur I though this Mech would be the better choice. So that gives us five Clans (Nova Cat, Cloud Cobra, Smoke Jaguar, Diamond Shark, and Wolf) who prefer the Huntsman after the Quicksilver Trials. These five would be the ones interested in upgrading its performance the most in spite of its young age.
Please discuss what you like about the existing configurations (would you keep them as is Quicksilver fluff will give you half a point now) 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 point to the new Quicksilver fluff!
Criteria
Design: Huntsman (Nobori-Nin) Medium OmniMech
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Mass: 50 tons
Internal Structure: EndoSteel (2.5 ton)
Engine: 250 XL (6.5 tons)
Movement: 5/8/5
Heat Sinks: 10 (20)
Gyro: (3 tons)
Cockpit: (3 tons)
Armor: Ferro-Fibrous (9 tons – 169 armor factor)
Armament: 23.5 tons available for pod space
Please have your entries in by Friday March 2nd, 2018 at 11:59 PM Eastern Standard Time, good luck!!
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Oooh this thing, i'll give it a shot later :)
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Huntsman
Despite its relative newness the Huntsman had seen some combat in the Inner Sphere and whilst quickly gaining acclaim and popularity with Clan Smoke Jaguar and Wolf amongst the Invading Clans, the initial battles did show up some potential issues with an otherwise superb chassis.
For a Clan Medium class Mech the Huntsman is quite slow ‘only’ capable of hitting 86kph but this is still fast enough to keep pace with Inner Sphere Mech’s of equal weight and outrun most Heavy Mechs in service with the Inner Sphere. Unlike many of the Mechs involved in REVIVAL however, the Huntsman did not feature any fixed items, which gave it a considerable amount of pod space in which weapons and equipment could be installed.
Whilst generally successful the changes that were put forwards by Warriors who had tested them in the field were able to contribute to the Quicksilver Program and allow for the quick implementation of the changes to the Configs with next to no disruption in construction.
Prime – Whilst effective, Smoke Jaguar Warriors found the amount of tonnage dedicated to scouting and anti-infantry work to be excessive. Poor sighting of weapons also caused maintenance issues, mainly in the right arm and right torso due to the placement of the LRM-10.
With the EW fit being rather more expensive and time consuming to construct this raised the resource cost of the Mech and as the Jaguars were already facing resource shortages in their frantic efforts to rebuilt their Shattered Tourman removing this was only logical.
For anti-personnel work the flamer was retained whilst the A-Pods were removed. The biggest change was to replace the Ultra-2 with an LB-5X and 2 tons of ammunition. This increased the Mech’s already much touted versatility, allowing it to engage aircraft and cripple vehicles, which were a common opponent on the Combine front. Initially the plan was to simply replace the cannon with a large pulse laser or ER PPC but the heat burden of these weapons would add to an already stressed heat system and so the cooler running autocannon was selected.
Nobori-nin (Huntsman) Prime
Clan TW
50 tons
BV: 2,145
Cost: 12,067,188 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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
----------------------------------------
ER Medium Laser RA 5
ER Medium Laser RA 5
Streak SRM 6 LT 4
ER Medium Laser RA 5
ER Medium Laser RA 5
AMS HD 1
Flamer CT 3
LRM 10 RT 4
LB 5-X AC LA 1
Ammo Loc Shots
----------------------------------------
Streak SRM 6 Ammo LT 15
AMS Ammo RT 24
LRM 10 (Clan) Artemis-capable Ammo RT 12
LB 5-X AC Ammo LA 20
LB 5-X Cluster Ammo LA 20
Equipment Loc
----------------------------------
Artemis IV FCS RT
!MechView.CarringCapacity!One battle armor squad
A – The Clan Wolf Warriors who had the most experience with the A config found it to be somewhat scatter brained. The pulse lasers made it lethal at ranges that the Clans would consider medium range but the LRM and autocannon are best used at long range. To turn the Mech into a more ‘normal’ combatant the autocannon was stripped out whilst another LRM-10 was installed as was Artemis IV for both launchers. Two additional tons of heatsinks were installed to help keep the Mech cool whilst an ER small laser rounded out the armament. The result was a simple but brutally effective Mech. The A also recived fully functional arms and hands which added to the versatility in the field.
Nobori-nin (Huntsman) A
Clan TW
50 tons
BV: 2,184
Cost: 11,633,594 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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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Large Pulse Laser LA 10
Large Pulse Laser RA 10
LRM 10 LT 4
LRM 10 RT 4
ER Small Laser HD 2
Ammo Loc Shots
----------------------------------------
LRM 10 (Clan) Artemis-capable Ammo LT 12
LRM 10 (Clan) Artemis-capable Ammo RT 12
Equipment Loc
----------------------------------
Artemis IV FCS LT
Artemis IV FCS RT
!MechView.CarringCapacity!One battle armor squad
B - In the brutal fighting on Tukkayid the Clans found their long range firepower advantage was only useful when they could control the engagement. In the huge brawls that erupted as Clan and Comstar Mechs engaged, often at point blank range, the long range of Clan guns counted for little. Recognising this the B was re-designed with Smoke Jaguar influence to be a close quarters killer.
However the Clans experience with swarms of vehicles also tempered this and the initial pick of an Ultra-20 class autocannon saw it get replaced by a LB-20 type weapon. Three tons of ammunition supported the cannon, giving it adequate endurance whilst a trio of medium pulse lasers gave it formidable saturation firepower. And at the shortest of ranges and for anti-infantry work, a pair of small pulse lasers and flamer could be brought to bare.
Nobori-nin (Huntsman) B
Clan TW
50 tons
BV: 2,042
Cost: 11,621,875 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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 20-X AC LA/LT 6
Medium Pulse Laser RA 4
Medium Pulse Laser RA 4
Medium Pulse Laser RA 4
Small Pulse Laser HD 2
Small Pulse Laser CT 2
Flamer RA 3
Ammo Loc Shots
----------------------------------------
LB 20-X AC Ammo LA 5
LB 20-X AC Ammo LT 5
LB 20-X Cluster Ammo LT 5
!MechView.CarringCapacity!One battle armor squad
C – Clan Wolf’s experience on Tukkayid also tempered another version of the Huntsman that would become the C config. Taking a leaf from the Falcons, the Wolves had found that their biggest foe was logistics, or a lack of it. The Clans had not fought a battle on the scale of Tukkayid in centuries and their system of short, sharp battles failed them during the multi-day long slog with the Comguard forces.
This was reflected in the weapons choices for the C which featured a pair of ER Large lasers as its primary armament and a quartet of ER Mediums supporting them. A Streak SRM-6 was also installed as was an ER Small laser. The cooling system was also greatly enhanced, with another 7 tons of cooling systems installed. With the Streaks endurance guaranteed by its firing systems and the large energy battery the C was far better suited to long engagements whilst still having a heavy punch.
Nobori-nin (Huntsman) C
Clan TW
50 tons
BV: 2,496
Cost: 11,710,469 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 17 [34]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
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Center Torso 16 25
Center Torso (rear) 7
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 LA 12
ER Medium Laser RA 5
ER Medium Laser RA 5
ER Medium Laser RA 5
ER Medium Laser RA 5
Streak SRM 6 LT 4
ER Small Laser HD 2
Ammo Loc Shots
----------------------------------------
Streak SRM 6 Ammo LT 15
!MechView.CarringCapacity!One battle armor squad
D – Hailing from Clan Nova Cat the D was designed in a similar vein to the Wolf machine, although it had greatly enhanced electronics compared to the Wolf design, which included a targeting computer which was tied into the ER PPC and ER Large laser that provided the Mech’s main punch. A pair if ER Medium lasers provided mid-range firepower whilst a pair of machine guns would let the D chew through infantry forces.
Unfortunately the weight of the targeting computer and ECM meant that the cooling system could only be increased by 6 tons, this still left it able to fire its main battery and run at full speed and the D could give accurate long ranged firepower from a mobile and agile platform.
Nobori-nin (Huntsman) D
Clan TW
50 tons
BV: 2,817
Cost: 11,691,250 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 16 [32]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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 PPC LA 15
ER Large Laser RA 12
ER Medium Laser RA 5
ER Medium Laser LA 5
Machine Gun RA 0
Machine Gun RA 0
Ammo Loc Shots
----------------------------------------
Machine Gun Ammo RA 200
Equipment Loc
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Targeting Computer LT
ECM Suite HD
!MechView.CarringCapacity!One battle armor squad
E – Designed by Clan Diamond Shark Warriors the E also is a bit of a sales driven design. With its huge batteries of missiles, it needs constant resupply, which of course Clan Diamond Shark is willing to provide in Trade.
The E’s main punch comes from a pair of Artemis enhanced LRM-20’s, each with their own 2-ton ammo bin, a pair of LRM-10’s also add to the barrage letting the Mech act as an answer to artillery used by Inner Sphere forces and allow it to drown hostile Mechs in missile fire.
Nobori-nin (Huntsman) E
Clan TW
50 tons
BV: 2,243
Cost: 12,317,969 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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
----------------------------------------
ER Small Laser HD 2
LRM 20 LA 6
LRM 20 RA 6
LRM 10 RT 4
LRM 10 LT 4
Ammo Loc Shots
----------------------------------------
LRM 20 (Clan) Artemis-capable Ammo LA 6
LRM 20 (Clan) Artemis-capable Ammo LA 6
LRM 20 (Clan) Artemis-capable Ammo RA 6
LRM 20 (Clan) Artemis-capable Ammo RA 6
LRM 10 (Clan) Artemis-capable Ammo LT 12
LRM 10 (Clan) Artemis-capable Ammo RT 12
Equipment Loc
----------------------------------
Artemis IV FCS LA
Artemis IV FCS RA
!MechView.CarringCapacity!One battle armor squad
F – Another lesson from Tukkayid was the growing threat of Inner Sphere Battle Armour which was encountered shortly before, during and immediately after the battle and to this end a counter was needed when friendly Elementals were not available. The F answered this whilst also being a potent if hot running combatant.
Armed with a large pulse laser and Ulta-10 pattern weapon with 2 tons of ammo, the F features 6 ER small lasers and a flamer as well as an ECM and active probe to let it hunt for hostile forces and jam any C3 systems. Although hot running it’s aggressive nature found favour in Clan Smoke Jaguar Warriors who preferred to go for the enemy’s throat.
Nobori-nin (Huntsman) F
Clan TW
50 tons
BV: 2,064
Cost: 11,798,125 C-bills
Movement: 5/8/5
Engine: 250 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83 (Endo-Steel)
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 16 25
Center Torso (rear) 7
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
----------------------------------------
Large Pulse Laser RA 10
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser RA 2
ER Small Laser RA 2
ER Small Laser RA 2
Ultra AC/10 LA 3
Flamer HD 3
Ammo Loc Shots
----------------------------------------
Ultra AC/10 Ammo LA 10
Ultra AC/10 Ammo LA 10
Equipment Loc
----------------------------------
Active Probe RA
ECM Suite CT
!MechView.CarringCapacity!One battle armor squad
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Our first entry is away! Very nice marauder648, hopefully some competition will show up soon. ;)
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Huntsman (Nobori-nin)
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: 3049
Cost: 9,934,375 C-Bills
Battle Value: 791
Chassis: Mynx Type Medium Endo-Steel
Power Plant: Consolidated 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Northrup Starlifters M50s Standard
Jump Capacity: 150 meters
Armor: Alpha Compound Ferro-Fibrous
Armament:
23.5 tons of pod space.
Manufacturer: Brim Ironworks
Primary Factory: Brim
Communications System: JNE Integrated
Targeting and Tracking System: Build 3 CAT TTS
Overview:
As a new and promising design, the Huntsman was felt to have untapped potential
and thus the IlKhan opened the possibility of new configurations to those Clans
which make use of the design. Five different Clans have all submitted
configurations that are either improvements of existing options or entirely new.
Capabilities:
Having seen the worth of the Huntsman in action in the Inner Sphere, Clan
Diamond Shark decided to tweak the primary configuration to appeal more to the
Home Clans. With the much more limited use of unarmoured infantry they removed
the A-pods, replacing them with a second flamer, moving these weapons to the
arms in order to give them a wide arc of fire. The autocannon was also removed
with a second LRM launcher, letting the Huntsman Prime soften up a target from
a distance before closing in to use to the medium lasers and Streak SRMs for
decisive engagement. Even using bracket fire the Huntsman Prime can run very
warm so Mechwarriors have to be careful to select the right weapons for the
situation they're faced with.
While Clan Wolf appreciated the twin pulse lasers of the Huntsman A, they felt
that the autocannon lacked punch. Still wanting the advantage of cluster
ammunition against the vehicles of insurgents and Inner Sphere troops they
removed the missile launcher in order to upgrade the autocannon. Additional
heatsinks allow the Huntsman to jump and use its lasers without any heat-build
up and even a jumping alpha strike is quite manageable.
Not wishing to be left behind in the development of configurations for their
own new OmniMech the Nova Cats have refined the Huntsman B by replacing the
machineguns with small pulse lasers and the medium pulse lasers with an LRM
launcher. By relocating the ammunition to the arms they've limited the damage
that an ammunition explosion can cause. While the Huntsman can run warm in this
configuration, it's by no means unmanageable. A small number of Huntsman 'Mechs
have found their way in to the hands of Jade Falcons, who use this
configuration as a substitute for Summoners lost on Tukkayid.
Jumping on the parallel to Summoners, the Cloud Cobras removed the autocannon
from the Huntsman C and expanded the missile armament to approximate the
armament of the Summoner B: a pair of LRM-20s and a pair of SRM-4s. Rather than
fit NARC and anti-missile systems they instead used Streak SRMs and augmented
them with medium lasers and flamers for close range engagements once the,
admittedly limited, LRM payload has been emptied.
For their own use Clan Diamond Shark developed the Huntsman D as a long range
trooper configuration that was with good heat management. Firing from a
standstill the configuration is heat neutral and in motion the heat can be
managed by alternating the use of the missiles and gauss rifle. The design is
favored by 'headhunter' stars who seek out enemy commanders since the Gauss
Rifle and ER PPC can destroy a cockpit with a single hit to the head of a 'Mech.
In keeping with their aggressive tactics, the Smoke Jaguars paired a powerful
autocannon with four lasers, tying them all into a targeting computer. Using
the beagle probe to move through dense terrain and an anti-missile system to
defend against infantry with SRMs, an increasingly common insurgent tactic in
their Occupation Zone the Jaguars use the Huntsman E for bunker busting and for
tank hunting in the maze of Draconian cities.
The Huntsman F is a Nova Cat design optimised for sniping from long distances.
Inner Sphere Mechwarriors faced with it describe the configuration as 'An
Awesome On Amphetamines' with the three lasers delivering equivalent punch over
long range while the Nova Cats use the speed and - judiciously - the jumpjets
to prevent their opponents from closing in.
The Could Cobras decided to double-down on Streak SRMs, more or less reversing
the balance of the Huntsman C for their G configuration. While a single LRM
launcher provides token ranged fire, each arm can fire sixteen SRMs, a barrage
that can cripple a Mech with a single salvo although securing a lock with all
eight launchers is quite challenging for Mechwarriors.
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 1 CT, 1 LT, 1 RT, 2 LA, 2 RA
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 169 9.00
Armor Locations: 1 HD, 3 LT, 2 RT, 1 LA
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 25
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 24
================================================================================
Loadout Name: Prime Cost: 12,521,875
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,409
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Active Probe RT 0 1 1.00
LRM-10 RT 4 1 2.50
Artemis IV FCS RT - 1 1.00
LRM-10 LT 4 1 2.50
Artemis IV FCS LT - 1 1.00
Anti-Missile System LT 1 1 0.50
2 ER Medium Lasers RA 10 2 2.00
Streak SRM-6 RA 4 2 3.00
Flamer RA 3 1 0.50
2 ER Medium Lasers LA 10 2 2.00
Streak SRM-6 LA 4 2 3.00
Flamer LA 3 1 0.50
@Streak SRM-6 (15) RT - 1 1.00
@LRM-10 (Artemis) (12) RT - 1 1.00
@LRM-10 (Artemis) (12) LT - 1 1.00
@Anti-Missile System (24) LT - 1 1.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 24
5j 4 3 1 0 2 4 Structure: 3
Special Abilities: OMNI, PRB, RCN, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: A Cost: 11,207,969
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,963
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 LT, 1 RT, 1 RA
CASE Locations: LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Pulse Laser RA 10 2 6.00
ER Small Laser RA 2 1 0.50
Large Pulse Laser LA 10 2 6.00
LB 5-X AC LA 1 4 7.00
@LB 5-X (Cluster) (20) LA - 1 1.00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 20
5j 3 3 3 0 2 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: B Cost: 11,681,875
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,102
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Small Pulse Lasers RT 4 2 2.00
ER PPC RA 15 2 6.00
LRM-10 RA 4 1 2.50
LB 10-X AC LA 2 5 10.00
@LRM-10 (12) RA - 1 1.00
@LB 10-X (Cluster) (10) LA - 1 1.00
@LB 10-X (Slug) (10) LA - 1 1.00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 21
5j 3 3 3 0 2 1 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
================================================================================
Loadout Name: C Cost: 11,945,313
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,407
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LA, 1 RA
CASE Locations: LT, RT, LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-20 RT 6 4 5.00
LRM-20 LT 6 4 5.00
ER Medium Laser RA 5 1 1.00
Flamer RA 3 1 0.50
Streak SRM-4 RA 3 1 2.00
Streak SRM-4 LA 3 1 2.00
ER Medium Laser LA 5 1 1.00
@LRM-20 (12) RT - 2 2.00
@LRM-20 (6) LT - 1 1.00
@Streak SRM-4 (25) RA - 1 1.00
@Streak SRM-4 (25) LA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 24
5j 4 4 2 0 2 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
================================================================================
Loadout Name: D Cost: 11,446,563
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,437
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
CASE Locations: LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RT 15 2 6.00
Gauss Rifle RA 1 6 12.00
LRM-10 LA 4 1 2.50
@Gauss Rifle (16) RT - 2 2.00
@LRM-10 (12) LA - 1 1.00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 24
5j 4 4 4 0 2 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: E Cost: 12,231,250
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,116
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 RT
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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LB 20-X AC RT/RA 6 1/8 12.00
Active Probe RT 0 1 1.00
Anti-Missile System LT 1 1 0.50
Targeting Computer LT - 3 3.00
2 ER Medium Lasers LA 10 2 2.00
2 ER Small Lasers LA 4 2 1.00
@LB 20-X (Cluster) (5) RT - 1 1.00
@LB 20-X (Slug) (5) RT - 1 1.00
@Anti-Missile System (24) LT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 21
5j 4 4 0 0 2 0 Structure: 3
Special Abilities: OMNI, PRB, RCN, AMS, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
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Loadout Name: F Cost: 11,226,719
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,496
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 1 LT, 1 RT, 3 LA, 3 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Large Laser RT 12 1 4.00
ER Small Laser RT 2 1 0.50
Targeting Computer LT - 3 3.00
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 25
5j 4 4 4 0 2 0 Structure: 3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: G Cost: 11,871,250
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,190
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 0.00
CASE Locations: LT, RT, LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-10 RT 4 1 2.50
4 Streak SRM-4s RA 12 4 8.00
4 Streak SRM-4s LA 12 4 8.00
@LRM-10 (12) RT - 1 1.00
@Streak SRM-4 (25) LT - 1 1.00
@Streak SRM-4 (50) RA - 2 2.00
@Streak SRM-4 (25) LA - 1 1.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 22
5j 5 5 1 0 2 2 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Very nice drakensis, challenger number two is accepted. Do i hear a third?
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Perhaps. We finally have some tonnage to work with
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Awesome bud, can't wait to see what you can come up with!
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...No...
I'd like to, but there's so much to do and it looks like in mid-march, I'll start a tertiary treatment program for my knee injury that means a 12-week course of 4-hr days with me possibly going back to work in June - ten months after the accident. Which means MWO takes a backseat to the fluff work I promised.
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Ouch, sorry to hear that Pins. Feel better!
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I do! The end of this dang tunnel is coming into sight, I just made the assessment appointment for the 6th! :D
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Final 15 hours approaching folks, get those entries in!!
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I’d like to thank the two contestants this time around for working on one of the newer OmniMechs in Clan service. Both marauder648 and drakensis did a great job in filling out this young design with solid configurations and fluff. The bonus point for fluff goes to marauder648 this time around as I liked his presentation better than drakensis. Now on to the configurations.
Primary Configuration from canon is just about as all over the place making for a good generalist especially against the InnerSphere but what about the Clans? Doubling up on the missiles and flamer of the canon version drakensis drops the Ultra AC/2, A-Pods, and TAG for an interesting first submission. I liked marauder648 version that drops the A-Pods and electronic gear for a bigger LB 5-X AC a little better. It feels more capable to me and keeps the spirit of the original design so point to marauder648!
Alternate A from canon also features another popgun LB 2-X AC with tremendous range but little firepower. I just can’t picture this slower Clan design as an effective harasser with those small caliber ACs so when marauder648 eliminated them altogether from his design I thought not bad. He then doubles the LRM battery and attaches Artemis IV FCS to both for a pretty hard hitting long range variant. However, I liked drakensis A which drops the missiles for a larger LB 5-X AC and extra heat sinks which is more heat friendly in my opinion. Plus, it can deal with aerospace threats well which could be a focus of the configuration. Point to drakensis!
Alternate B pairs an ER PPC with an LB 10-X AC for a pretty solid combination. I thought this would be the canon configuration which could make it across the finish line but didn’t figure on drakensis coming up with a better choice of secondary weapons. Dropping the Medium Pulse Lasers and Machine Guns for an LRM-10 and two Small Pulses gives this model better range while keeping something for close in protection. Don’t worry marauder648 I didn’t forget your LB 20-X entry I just moved it down the line to face off against another configuration. Point two to drakensis!!
Alternate C uses a strange combination of LRMs with minimal ammunition that I wasn’t fond of and man did I get two good options. Both marauder648 and drakensis came up with winning configurations here but ultimately, I went with drakensis C for this spot. His Crusader like twin LRM-20s supported by dual Streak SRM-4s, two ER Mediums, and a Flamer was closer to the original. Feels like it belongs here so point three to drakensis!!!
Alternate D had no canon challenger but it seems like this one is always the long-range fire support configuration so I went with marauder648 E. Two LRM-20s with two dozen rounds of ammo linked to Artemis IV FCS and supported by two more LRM-10s with two dozen rounds of ammo is a good fire support option. While it only has an ER Small for backup I like it here delivering missiles from down range. Point two for marauder648!!
Alternate E goes to drakensis F with three ER Large Lasers and an ER Small linked to a three ton Targeting Computer. Eight additional Double Heat Sinks help cool the configuration well even if movement puts the Mechwarrior slightly overheat. Very Nova Cat and I feel that this variant suits the Huntsman well. Point four for drakensis!!!!
Alternate F goes to marauder648 F which pairs a Large Pulse Laser with an Ultra AC/10 supplied by twenty shots. Six ER Smalls provide excellent short-range support in addition to a Flamer that helps hunt infantry I would think. An Active Probe and an ECM Suite makes for a solid hunter killer in almost any urban environment. Point three for marauder648!!!
Alternate G has gotta go to the Gauss configuration from drakensis which pairs it with an ER PPC and a LRM-10 with a dozen rounds. This creates a configuration that can hit hard from range and is relatively heat efficient as well. Point five for drakensis!!!!!
Alternate H sees two LB 20-X AC configurations square off as marauder648 B faces down drakensis E. For pure combat I think marauder648 is slightly better with its three Medium Pulses and two Small Pulses. But I liked how drak used a three ton Targeting Computer in addition to two ER Mediums and two ER Smalls for solid short and medium range accuracy. An Anti-Missile System helps knock down incoming missiles while another Double Heat Sink cools the design. Finally an Active Probe detects hidden enemies. Close contest but point six for drakensis!!!!!!
Alternate I is a winner for marauder648 C which uses two ER Larges, four ER Mediums, an ER Small and a Streak SRM-6 to deal with any opponent. Seven Double Heat Sinks help deal with some of the heat generated by this arsenal but a pilot has to watch his thermometer as it can easily get to warm. It is very effective and edged out drakensis G with its massed Streak SRM-4s for the win. Point four for marauder648!!!!
The win goes to drakensis with six more design points with marauder648 nipping at his heels with five overall points. You both managed to shutout canon once again as you racked up more points. This is pretty solid accomplishment as the Nobori-nin is a relatively new canon design which usually makes it tougher on you guys to replace something. Another very close contest gang, look forward to next week. See you then!
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Hurrah for the exclamation marks
Hurrah for burying canon!
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*dofts cap* A well fought race good Sir! Hurrah indeed! :D