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Author Topic: ComStar Advanced Concepts #000: Other Clanbusters  (Read 6192 times)

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Red Pins

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #15 on: March 01, 2020, 12:26:20 AM »

I note that although the old trope of, "Quantity beats quality", came up none of the SL vehicles were updated.

Just from a glance, nothing in 2750 catches my eye, but there are tons of 3026 vehicles.  Most of them are very common, so there would be no trouble with Focht being able to find them and despite the Lyran prejudice toward assault mechs, the ComGuards are a combined-arms force with morale concerns like any force.

I'd pick 10-12 fees that fit the 'spare parts' excuse to upgrade and say they were done to raise morale among the armored regiments.
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Takiro

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #16 on: March 01, 2020, 08:17:20 AM »

A Vehicle Upgrade is an interesting idea Red Pins and one that may have been overlooked.

In broad strokes what do you have in mind? Are we taking about fusion engine replacements for ICE Vehicles?

The ComGuard Vehicle Acquisition Table can be found on page 28 of the Tukayyid Scenario Book and it lists the following

Gabriel (5 tons)
Ripper (10 tons)
Hover, Wheeled, Tracked APC (10 tons)
Beagle (15 tons)
Rotunda (20 tons)
J. Edgar (25 tons)
Nightshade (25 tons)
Galleon (30 tons)
Cyrano (30 tons)
Karnov (30 tons)
Lightning (35 tons)
Zephyr (40 tons)
Goblin (45 tons)
Kanga (50 tons)
Chaparral (50 tons)
Vedette (50 tons)
Demon (60 tons)
LRM Carrier (60 tons)
SRM Carrier (60 tons)
Pike (60 tons)
Magi (70 tons)
Burke (75 tons)
Von Luckner (75 tons)
Fury (80 tons)
Rhino (80 tons)
Puma (95 tons)
Ontos (95 tons)


Mentioning the Kanga brings to my mind the Special Forces idea I voiced earlier with a small unit being equipped with cutting edge Star League tech that the ComGuards had scrapped together for this climatic battle. Equipped with Spectors, Exterminators, Stinger LAMs, Wasp LAMs, Phoenix Hawk LAMs, Nighthawk Mk. XXI Light Powered Armor, Kanga Jump/Hover Tanks, etc... (please include ideas) this at large Level 3 (Battalion) could have played an important covert role. Thoughts??
« Last Edit: March 01, 2020, 08:34:22 AM by Takiro »
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Red Pins

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #17 on: March 01, 2020, 10:37:30 AM »

No - the ICE/Fusion thing would be a nightmare, tying up a HUGE number of techs, at a time you really, really, don't want that to happen.  Besides, what practical purpose would be served?  Adding energy weapons?  Easier repair?  No, it limits you to 3ML/1Lgl, and the choice of repairing a mech engine or a tank engine.

I'd suggest one of three options.  First, additional stores of missile launchers or ACs found along with those 300 XLs.  I'd add an Arrow-IV launcher or artillery cannon to everything I could, but that's me.  Take your pick of what to add.  Second, take the trailer idea I've mentioned before, it affects everything with wheels or treads.  Finally, invent something you can add instead.  I'd suggest something like the iAC idea - its at the end of this post.

The intelligence battalion is interesting and all, but none of those units are useful fighters, the best they could do is open the hole.  I note from my own copy of Tukayyid the underwater city was evac'ed, but don't remember if it was the site of any conflict; I'd say a hidden and fully staffed repair depot, possibly behind enemy lines would be the lynchpin you might be looking for, delivered to the battlefield by cargo sub.

For special ops, I'd say Nighthawks, with limited backups considering you're underwater.  Limit it to an infantry battle, nothing bigger than a light vehicle, and call it quits.  The Clans didn't acknowledge it, which leads me to believe it wasn't 'legal' or dishonorable to the Clans as a whole, and that maybe an observer Clan did it - probably the Scorpions, given their use of the Undine, and knowledge of the old SL-special ops roles and style.  The whole 'contract bid' concept is something to consider, probably in service to Clan Wolf.


The iAC;
Quote
Improved Autocannon (I-AC)
   Despite the heat efficiency of Autocannons, advances in heatsinks and energy weapons have diminished their presence on the battlefield.   Looking for weapons systems adaptable to modern warfare, the Civil Government has successfully combined the 21st century Metalstorm system with the modern Autocannon, providing compact, heat efficient weapons capable of flexibility unmatched by current designs.
   I-ACs take advantage of several centuries of development in ballistic weapons to provide cutting edge weight-to-damage ratios; the Metalstorm concept, used in large caliber grenade launchers before being abandoned by 2050, takes advantage of these developments to provide a rate of fire similar to Rotary Autocannons.

Game Rules
   I-ACs are useless after firing their pre-loaded ammo until the barrel is exchanged, but offer an increased rate of fire at a growing cost in accuracy.  I-AC/2 and /5s fire Bursts of six rounds per Turn, I-AC/10s fire Bursts of four, and I-AC/20s Bursts of two.

                           Heat                Dam                    Range             Ammo     Wt                   Space             Tech
Weapon             Std(Aero)          Std (Aero)       M/S/M/L (Aero)    (barrel)  (tons)   M  E  CV  SV  F  SC  DS Rating
I-AC/2                 0*(0*)              2(2)            4/6/12/18 (Long)     45          3       1   2    1     1    1   1     1      F
I-AC/5                 0*(0*)              5(5)         3/5/10/15 (Medium)    20          4       1   3    1     2    1   1     1      F
I-AC/10                1(1)              10(10)        0/4/8/12 (Medium)      10          6       1   4    1     4    1   1     1      F
I-AC/20                3(3)              20(20)           0/3/6/9 (Short)         5           7       2    -    1     8    1   1     1      F
* - See Notes

Notes:
•   I-ACs are able to use special- and mixed ammo, in any order and any type except Caseless because it would be redundant.  Players must record the type of ammo in order of firing.
•   I-ACs may fire single rounds or in Bursts.  Players must specify the number of rounds to be fired before the weapon is fired.
•   Heat is cumulative with each shell fired.  I-AC/2s and /5s do not generate heat for single shots; for each multiple of 2 rounds fired, one heat is generated.  Note, vehicles are unaffected.
•   Damage is allocated by shell, in order of rounds fired, following the rules for specialty ammo.
•   I-ACs roll on the Cluster Hits table to determine the number of rounds that hit the target.
•   I-ACs may fire a single round or Bursts.  When firing a single Burst, I-ACs do not receive a to-hit penalty and roll on the Cluster Hits table normally.
•   I-ACs may fire up to four Bursts in a single Turn, but players must make a to-hit roll for each Burst with a cumulative to-hit penalty.  Each Burst after the first requires its own to-hit roll (with a cumulative +2 to-hit penalty) and Cluster Hit table roll.
Ex.  An I-AC/2 needs a 3 to hit.  Because the to-hit number is low, the owner decides to risk the maximum number of Bursts in an attempt to kill his target.  The first Burst, without a to-hit penalty, requires a 3 (3+0), which the Player makes easily.  Rolling on the Cluster Hits table, he sees five have hit the target.  Checking the list of ammunition, he sees that all are standard rounds, and rolls hit locations for all five before proceeding.
The second Burst suffers from the first cumulative penalty, requiring a 5 (3+0+2).  Rolling on the Cluster Hits table, he finds that five more standard rounds have hit the target, and rolls hit locations for all five before proceeding.
The third Burst requires a 7 (3+0+2+2), which he makes narrowly.  Checking against the Cluster Hits table he finds 3 rounds hit the target and rolls locations for all three.
The fourth Burst brings him to his first specialty ammunition, a six-round Burst of Precision ammo.  (Note the added mass of the specialty ammo has no effect on the I-AC/2.)  The ammunition provides a –2 to-hit modifier, giving him a to-hit number of 7 (3+0+2+2+2-2) for the second time.  If the fourth Burst had been standard ammo, it would have been a 9 (3+0+2+2+2).
•   If a Burst contains mixed ammunition types each round must be individually rolled in the order of firing and a hit location determined before going on to the next Burst.
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fabulousorcboy

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #18 on: March 01, 2020, 07:39:46 PM »

I'm completely in agreement with Red Pins about what makes for a good "Clan Buster" set of upgrades.

The clans discount vehicles, and so there are all sorts of shenanigans you could pull with mixed-arms forces, and the whole artillery piece on a trailer attached to a trailer hitch thing is exactly the sort of thing that Busts you some overconfident Clanners.  Install a trailer hitch on every conventional vehicle and have it pull at least a Thumper.

If there was more time available, I think simply in terms of weight and cost, that Fuel Cell upgrades are superior to Fusion Engines.  The shielding that conventional vehicles need on fusion engines means that the only advantage of standard fusion over fuel cell is the free heat sinks.  But like Red Pins says, all those upgrades would be a massive waste of techs, right at the moment you can't afford to be tying them down.  That said, if you were actually doing it, then just use the free weight to slap on more armor and more missile tubes.  At least armor and missile tubes are cheap as chips and easy to bolt on, plus they're some of the better equipment the Inner Sphere has by comparison to the Clans -- if you have the weight to handle it.  LRMs with TAG spotters that don't care about zell can really put a hurt on Clanners.  Artillery with TAG spotters, oh boy oh boy.

Similarly, the "Special Forces" idea sounds really cool in concept, but how many ComGuard pilots and special forces guys actually have the skill to compete with a Clan warrior?  As I recall from the Tukayyid sourcebooks, the Clans are all one step *better* than an Inner Sphere Mechwarrior of similar experience and rank, and the ComGuard are bog-standard Inner Sphere or one step *worse* from lack of practical combat experience.  Dirty tricks with artillery trailers and gaming the bid system is the better way to go here.
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Takiro

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #19 on: March 02, 2020, 06:23:45 AM »

Thank you Red Pins and fabulousorcboy for the recommendations.

Red Pins, the Autocannon thing is a neat idea and I'd love to talk possible new tech elsewhere but it is a little bit outside the bounds of Tukayyid Clanbusters for me.

Going to a different venue for a 'Tukayyid' side show is an idea. Either sea or space combat with an observer Clan that didn't technically count is possible I suppose. Perhaps the ComGuard Special Unit was kept in reserve for a worst case scenario? Like a contingency by the Primus to make certain a Clan victory wasn't possible. Nukes present on a nearby moon?? In such case a Snow Raven unit could be possible. Although that may be a bit much.
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masterarminas

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #20 on: March 10, 2020, 11:12:51 PM »

BNC-3E-CB Banshee

When ComStar first learned of the existence of the Clans (and their superior military technology), several crash programs were initiated to overhaul and upgrade existing ComGuard BattleMechs for potential future conflict with these invaders from the Periphery. While much of this program (designated as Project Clanbuster) centered around advanced Star League Defense Force BattleMechs that ComStar had stockpiled, it also included upgrades for more (relatively) common BattleMechs.

One of which was the much maligned BNC-3E Banshee.

With more than five thousand of these 95-ton BattleMechs produced by the Terran Hegemony, it is not surprising that ComStar retained almost two hundred in their warehouses on Terra.  Viewed by many as a "White Elephant", the Banshee was exceptionally swift for an assault-weight BattleMech (especially one massing 95 tons!) and possessed good armor protection . . . but had a weapons array more appropriate for a medium-weight 'Mech!

Consigned to storage (as the ComGuard did not view the Banshee in any better light than the rest of the inner Sphere), these 'Mechs were not initially intended for the Clanbuster Program.

But, in 3049, archivists on Terra discovered several files that included a proposed "Royal" upgrade of the ancient Banshee.  This proposal never took shape due to the actions of Stefan Amaris and the subsequent civil war.  However, now ComStar needed new and improved assault-weight war machines, and the files contained full schematics of what promised to be a very effective BattleMech.

The centerpiece of the upgrade was the replacement of the very heavy and bulky GM 380 fusion engine with an extra-light GM 380 fusion engine.  This replacement freed up a massive amount of weight allowing for a complete overhaul of the weapon systems.  In addition, the BNC-3E-CB would replace the existing 16 standard heat sinks with 17 double-strength freezers.  Furthermore, the already impressive heavy armor was increased by 3.5 tons, giving the BNC-3E-CB even greater endurance on the battlefield.

The original armament of a Magna Hellstar PPC, an Imperator-A AC-5, and a Magna Mark I Small Laser was removed. 

In their place was mounted a Magna Firestar Extended Range PPC, an Imperator Code Red LB-10X Autocannon (with three tons of ammunition!), and a Magna Mark II Medium Laser.  With still more space and tonnage available, the Star League era research team also added four more Magna Mark II Medium Lasers (right arm, left arm, and two in the center torso), as well as a Holly SRM-6 Short Range Missile launcher (with a ton of ammunition, both in the right torso).  Finally, a Guardian ECM Suite was fitted (also in the right torso).

Although the armament has been increased, detractors note that it is still well short of what most assault weight BattleMechs mount.  But while the critics heaped scorn on the new variant, the MechWarriors of the ComGuards were highly impressed by the armament and armor increases . . . all while retaining the same relatively high speed of the original.

Twenty of the two hundred available Banshees were selected for the overhaul and entered service with the ComGuards for field testing in early 3052.

Combat action against the Clans on Tukkayid only proved proponents of the design right.  Believing that they were facing standard BNC-3E BattleMechs, many Clan Warriors ignored this Clanbuster design until it got into range to open fire with a devastating first strike.  And for the Banshees that managed to close to physical attack range, the BNC-3E-CB proved again and again that few other BattleMechs (or OmniMechs) could stand for long against the punches and kicks of a 95-ton Assault 'Mech!

Proven in battle, the ComGuards authorized a full upgrade of all remaining Banshees stockpiled on Terra.  And the Great Houses who do not have access to the BNC-3S and -5S of the Federated Commonwealth have also expressed a great deal of interest in acquiring the design for themselves.

Code: [Select]
Banshee BNC-3E-CB

Mass: 95 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: 3051
Dry Cost: 25,685,140 C-Bills
Total Cost: 25,783,140 C-Bills
Battle Value: 2,005

Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    1  ER PPC
    1  LB 10-X AC
    1  SRM-6 w/ Artemis IV FCS
    5  Medium Lasers
    1  Guardian ECM Suite
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     145 points                9.50
Engine:             XL Fusion Engine             380                      20.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             17(34)                    7.00
    Heat Sink Locations: 1 LA, 1 RA
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 293                 18.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     30           45       
                                 Center Torso (rear)                  15       
                                           L/R Torso     20           30       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     16           32       
                                             L/R Leg     20           40       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
ER PPC                                       RT        15        3         7.00
SRM-6                                        RT        4         2         3.00
    Artemis IV FCS                           RT        -         1         1.00
Guardian ECM Suite                           RT        0         2         1.50
LB 10-X AC                                   LT        2         6        11.00
2 Medium Lasers                              CT        6         2         2.00
Medium Laser                                 HD        3         1         1.00
@SRM-6 (Artemis) (15)                        RT        -         1         1.00
@LB 10-X (Cluster) (10)                      LT        -         1         1.00
@LB 10-X (Slug) (20)                         LT        -         2         2.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 20
4          6       6       2       0      4     0   Structure:  4
Special Abilities: ECM, SRCH, ES, SEAL, SOA, FLK 1/1/1
« Last Edit: March 10, 2020, 11:15:07 PM by masterarminas »
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Takiro

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Re: ComStar Advanced Concepts #000: Other Clanbusters
« Reply #21 on: March 11, 2020, 04:24:55 PM »

Certainly a good refit but could it be a little too much for this challenge?

One of my favorite variants from Technical Readout 3050 is the BNC-5S which was not used by the ComGuards on Tukayyid (see page 12 of that Sourcebook) so there is definitely room for it. ComStar would likely have many of these ancient BattleMechs its possession as again the Sourcebook (see page 27) has the BNC-3E available to them.

This Banshee reminds me of the Battlemaster or the Albatross. Walking Alpha Strikes calculate to heat neutral so running will force you to go one overheat. Not bad at all.

But where would the 380 XL Engines come from to make this all work? The original Clanbusters all had that 300 XL stockpile well established as a tie in. Was it found on some sort of Star League Mech previously and mothballed? Did they purchase or steal some from House Steiner?

I'd probably have less than twenty appear on Tukayyid and make them rarer or can you think of a reason they weren't publicized like the others? Secret unit? Or did ROM steal the XL Engines from Edasich Motors and not want to talk about it??
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