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Master Sergeant
Posts: 266
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These are a set of refits that I intend for the universe of my A Victorian Age fanfiction. The V-series are intended as refit packages that can be applied relatively easily to 'Mechs even in field bases. The core concepts involves pulling out the fusion reactor and replacing it with a new reactor that includes double heatsinks. Some weapons, typically AC/5s are replaced and some additional weapons or armour fitted using tonnage saved by removing standard heatsinks (if any). The variety of Level 2 equipment is deliberately minimised: only Double Heatsinks, ER Large Lasers, Medium Pulse Lasers are common with limited use of Gauss Rifles, LB 10-X AC, Streak SRMs and Artemis IV FCS. While XL engines, endo steel and other weapons were considered, they are reserved for new Mechs being built rather than refits of existing chassis. Mechs selected for the V-series are picked because they are relatively common in the AFFC circa 3050 and for having reactors rated 250 or higher (with one exception, the Awesome, which has a larger reactor fitted to reach this level). This allows only 8 reactor types to be used upgrading 18 different designs. Type/Model: AS7-DV Atlas Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 100 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 10.00 1 ER Large Laser RA 2 5.00 Engine: 300 Fusion 19.00 1 AC/20 RT 10 14.00 Walking MP: 3 Ammo (AC) 10 RT 2 2.00 Running MP: 5 2 Medium Lasers CT(R) 2 2.00 Jumping MP: 0 1 LRM 20 LT 5 10.00 Heat Sinks: 12 Double [24] 0.00 Ammo (LRM) 12 LT 2 2.00 Gyro: 3.00 1 SRM 6 LT 1 1.00 Cockpit, Life Supt., Sensors: 3.00 Ammo (SRM) 15 LT 2 3.00 Armor Factor: 304 pts Standard 19.00 1 ER Large Laser LA 2 5.00
Internal Armor Structure Value Head: 3 9 Center Torso: 31 47 Rear: 14 L/R Side Torso: 21 32/32 Rear: 10/10 L/R Arm: 17 34/34 L/R Leg: 21 41/41 Type/Model: BNC-3EV Banshee Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 95 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 9.00 1 PPC RT 3 7.00 Engine: 380 Fusion 41.00 1 Small Laser H 1 0.50 Walking MP: 4 2 ER Large Lasers LT 4 10.00 Running MP: 6 Jumping MP: 0 Heat Sinks: 15 Double [30] 5.00 Gyro: 4.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 240 pts Standard 15.00
Internal Armor Structure Value Head: 3 9 Center Torso: 30 40 Rear: 17 L/R Side Torso: 20 30/30 Rear: 10/10 L/R Arm: 16 21/21 L/R Leg: 20 26/26 Type/Model: ZEU-6SV Zeus Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 80 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 8.00 1 LRM 15 RA 3 7.00 Engine: 320 Fusion 22.50 Ammo (LRM) 8 RT 1 1.00 Walking MP: 4 1 Medium Pulse Laser CT 1 2.00 Running MP: 6 Ammo (LRM) 8 RT 1 1.00 Jumping MP: 0 1 Medium Pulse Laser LT(R) 1 2.00 Heat Sinks: 13 Double [26] 3.00 1 ER Large Laser LT 2 5.00 Gyro: 4.00 1 PPC LA 3 7.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 232 pts Standard 14.50
Internal Armor Structure Value Head: 3 9 Center Torso: 25 40 Rear: 9 L/R Side Torso: 17 28/28 Rear: 6/6 L/R Arm: 13 26/26 L/R Leg: 17 27/27 Type/Model: VTR-9BV Victor Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 80 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 8.00 1 Gauss Rifle RA 7 15.00 Engine: 320 Fusion 22.50 Ammo (Gauss) 24 RT 3 3.00 Walking MP: 4 1 SRM 4 LT 1 2.00 Running MP: 6 Ammo (SRM) 25 LT 1 1.00 Jumping MP: 4 2 ER Large Lasers LA 4 10.00 Heat Sinks: 12 Double [24] 2.00 2 Jump Jets CT 2 2.00 Gyro: 4.00 1 Jump Jet RL 1 1.00 Cockpit, Life Supt., Sensors: 3.00 1 Jumpe Jet LL 1 1.00 Armor Factor: 184 pts Standard 11.50
Internal Armor Structure Value Head: 3 9 Center Torso: 25 30 Rear: 15 L/R Side Torso: 17 20/20 Rear: 10/10 L/R Arm: 13 15/15 L/R Leg: 17 20/20 Type/Model: AWS-8QV Awesome Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 80 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 8.00 1 PPC RA 3 7.00 Engine: 320 Fusion 22.50 1 PPC RT 3 7.00 Walking MP: 4 1 Medium Laser H 1 1.00 Running MP: 6 1 PPC LT 3 7.00 Jumping MP: 0 1 Medium Laser LA 1 1.00 Heat Sinks: 16 Double [32] 6.00 Gyro: 4.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 240 pts Standard 15.00
Internal Armor Structure Value Head: 3 9 Center Torso: 25 30 Rear: 19 L/R Side Torso: 17 24/24 Rear: 10/10 L/R Arm: 13 24/24 L/R Leg: 17 33/33
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Master Sergeant
Posts: 266
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Type/Model: MAD-3RV Marauder Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 75 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 7.50 1 PPC RA 3 7.00 Engine: 300 Fusion 19.00 1 Medium Laser RA 1 1.00 Walking MP: 4 1 LB 10-X AC RT 6 11.00 Running MP: 6 Ammo (LB-X) 20 LT 2 2.00 Jumping MP: 0 1 PPC LA 3 7.00 Heat Sinks: 12 Double [24] 2.00 1 Medium Laser LA 1 1.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 184 pts Standard 11.50
Internal Armor Structure Value Head: 3 9 Center Torso: 23 35 Rear: 10 L/R Side Torso: 16 17/17 Rear: 8/8 L/R Arm: 12 22/22 L/R Leg: 16 18/18 Type/Model: WHM-6RV Warhammer Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 70 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 7.00 1 PPC RA 3 7.00 Engine: 280 Fusion 16.00 2 SRM 4 RT 2 4.00 Walking MP: 4 Ammo (SRM) 25 RT 1 1.00 Running MP: 6 3 Medium Lasers RT 3 3.00 Jumping MP: 0 3 Medium Lasers LT 3 3.00 Heat Sinks: 13 Double [26] 3.00 1 PPC LA 3 7.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 208 pts Standard 13.00
Internal Armor Structure Value Head: 3 9 Center Torso: 22 34 Rear: 9 L/R Side Torso: 15 22/22 Rear: 8/8 L/R Arm: 11 21/21 L/R Leg: 15 27/27 Type/Model: ARC-2RV Archer Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 70 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 7.00 1 Medium Laser RA 1 1.00 Engine: 280 Fusion 16.00 1 LRM 20 RT 5 10.00 Walking MP: 4 Ammo (LRM) 12 RT 2 2.00 Running MP: 6 1 Medium Laser CT(R) 1 1.00 Jumping MP: 0 1 LRM 20 RT 5 10.00 Heat Sinks: 11 Double [22] 1.00 Ammo (LRM) 12 RT 2 2.00 Gyro: 3.00 1 Medium Laser RA 1 1.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 208 pts Standard 13.00
Internal Armor Structure Value Head: 3 9 Center Torso: 22 33 Rear: 10 L/R Side Torso: 15 24/24 Rear: 6/6 L/R Arm: 11 22/22 L/R Leg: 15 26/26 Type/Model: TDR-5SV Thunderbolt Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 65 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 6.50 1 ER Large Laser RA 2 5.00 Engine: 260 Fusion 13.50 1 LRM 15 RT 3 7.00 Walking MP: 4 1 SRM 4 RT 1 2.00 Running MP: 6 Ammo (SRM) 25 RT 1 1.00 Jumping MP: 0 Ammo (LRM) 16 CT 2 2.00 Heat Sinks: 11 Double [22] 1.00 3 Medium Pulse Lasers LT 3 6.00 Gyro: 3.00 3 Machine Guns LA 3 1.50 Cockpit, Life Supt., Sensors: 3.00 Ammo (MG) 100 LA 1 0.50 Armor Factor: 208 pts Standard 13.00
Internal Armor Structure Value Head: 3 9 Center Torso: 21 30 Rear: 11 L/R Side Torso: 15 24/24 Rear: 6/6 L/R Arm: 10 20/20 L/R Leg: 15 29/29 Type/Model: JM6-SV JagerMech Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 65 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 6.50 1 ER Large Laser RA 2 5.00 Engine: 260 Fusion 13.50 1 AC/5 RA 4 8.00 Walking MP: 4 Ammo (AC) 20 RT 1 1.00 Running MP: 6 1 Medium Laser RT 1 1.00 Jumping MP: 0 1 Medium Laser CT 1 1.00 Heat Sinks: 12 Double [24] 2.00 Ammo (AC) 20 LT 1 1.00 Gyro: 3.00 1 Medium Laser LT 1 1.00 Cockpit, Life Supt., Sensors: 3.00 1 ER Large Laser LA 2 5.00 Armor Factor: 96 pts Standard 6.00 AC/5 LA 4 8.00
Internal Armor Structure Value Head: 3 9 Center Torso: 21 16 Rear: 5 L/R Side Torso: 15 13/24 Rear: 3/3 L/R Arm: 10 6/ 6 L/R Leg: 15 11/11 Type/Model: CRD-3RV Crusader Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 65 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 6.50 1 LRM 15 RA 3 7.00 Engine: 260 Fusion 13.50 1 Medium Laser RA 1 1.00 Walking MP: 4 1 Machine Gun RA 1 0.50 Running MP: 6 Ammo (LRM) 8 RT 1 1.00 Jumping MP: 0 Ammo (MG) 200 CT 1 1.00 Heat Sinks: 10 Double [20] 1.00 Ammo (Streak) 50 CT 1 1.00 Gyro: 3.00 Ammo (LRM) 8 LT 1 1.00 Cockpit, Life Supt., Sensors: 3.00 1 LRM 15 LA 3 7.00 Armor Factor: 192 pts Standard 12.00 1 Medium Laser LA 1 1.00 1 Machine Gun LA 1 0.50 Internal Armor 2 Streak SRM 2 RL 3 2.00 Structure Value 2 Streak SRM 2 LL 3 2.00 Head: 3 9 Center Torso: 21 33 Rear: 8 L/R Side Torso: 15 24/24 Rear: 6/6 L/R Arm: 10 20/20 L/R Leg: 15 21/21
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Major
Posts: 4080
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On the Zeus why not revert the AC/5 to a PPC? Make the Large Laser an ER, the medium Pulses, and add a second ton of LRM-15 ammo? If you don't want to squeeze it into the arm there is a CT area hollowed out by the removal of the SHS there.
Also your data for the Banshee is all off, and why not base it off the Steiner -3S?
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Master Sergeant
Posts: 266
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Type/Model: WVR-6RV Wolverine Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 55 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.50 1 ER Large Laser RA 2 5.00 Engine: 275 Fusion 15.50 2 Streak SRM 2 RA 2 3.00 Walking MP: 5 Ammo (Streak) 50 RA 1 1.00 Running MP: 8 1 Medium Laser H 1 1.00 Jumping MP: 5 1 Jump Jet CT 1 0.50 Heat Sinks: 11 Double [22] 1.00 2 Streak SRM 2 LT 2 3.00 Gyro: 3.00 Ammo (Streak) 50 LT 1 1.00 Cockpit, Life Supt., Sensors: 3.00 1 Medium Laser H 1 1.00 Armor Factor: 152 pts Standard 9.50 2 Jump Jets RL 2 1.00 2 Jump Jets LL 2 1.00 Internal Armor Structure Value Head: 3 9 Center Torso: 18 20 Rear: 8 L/R Side Torso: 13 20/20 Rear: 6/6 L/R Arm: 9 16/16 L/R Leg: 13 16/16 Type/Model: SHD-2HV Shadow Hawk Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 55 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.50 1 Medium Laser RA 1 1.00 Engine: 275 Fusion 15.50 1 LRM 5 RT 1 2.00 Walking MP: 5 2 Jump Jet RT 2 1.00 Running MP: 8 1 LRM 5 H 1 2.00 Jumping MP: 5 Ammo (LRM) 24 CT 1 1.00 Heat Sinks: 11 Double [22] 1.00 1 Jump Jet CT 1 0.50 Gyro: 3.00 1 ER Large Laser LT 2 5.00 Cockpit, Life Supt., Sensors: 3.00 2 Jump Jets LT 2 1.00 Armor Factor: 152 pts Standard 9.50 2 LRM 5 LT 4 2.00
Internal Armor Structure Value Head: 3 9 Center Torso: 18 23 Rear: 8 L/R Side Torso: 13 18/18 Rear: 6/6 L/R Arm: 9 16/16 L/R Leg: 13 16/16 Type/Model: DV-6MV Dervish Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 55 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.50 2 Medium Lasers RA 2 2.00 Engine: 275 Fusion 15.50 1 LRM 10 RT 2 5.00 Walking MP: 5 Ammo (LRM) 12 RT 1 1.00 Running MP: 8 1 Jump Jet CT 1 0.50 Jumping MP: 5 1 LRM 10 LT 2 5.00 Heat Sinks: 11 Double [22] 1.00 Ammo (LRM) 12 LT 1 1.00 Gyro: 3.00 1 Medium Lasers LA 2 2.00 Cockpit, Life Supt., Sensors: 3.00 2 Jump Jets RL 2 1.00 Armor Factor: 136 pts Standard 8.50 2 Jump Jets LL 2 1.00
Internal Armor Structure Value Head: 3 9 Center Torso: 18 21 Rear: 4 L/R Side Torso: 13 20/20 Rear: 5/5 L/R Arm: 9 11/11 L/R Leg: 13 16/16
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Master Sergeant
Posts: 266
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On the Zeus why not revert the AC/5 to a PPC? Make the Large Laser an ER, the medium Pulses, and add a second ton of LRM-15 ammo? If you don't want to squeeze it into the arm there is a CT area hollowed out by the removal of the SHS there. Nice one. I'll edit and use that instead. Also your data for the Banshee is all off, and why not base it off the Steiner -3S? I'm not sure what's 'off' about my data on the Banshee other than the armour factor, the engine... the internal structure... damn you cut and paste. Sorry, my bad. should be okay now. The reason for not using the -3S as a basis is that it has a smaller reactor and can only manage 3/5, which is suboptimal in the 3050s. Possibly I should include a seperate upgrade package for that variant?
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Master Sergeant
Posts: 266
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Type/Model: TBT-5NV Trebuchet Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 50 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.00 2 Medium Lasers RA 2 2.00 Engine: 250 Fusion 12.50 1 LRM 15 RT 3 7.00 Walking MP: 5 Ammo (LRM) 8 RT 1 1.00 Running MP: 8 Ammo (LRM) 8 LT 1 1.00 Jumping MP: 0 1 LRM 15 LA 3 7.00 Heat Sinks: 10 Double [20] 0.00 1 Medium Laser LA 1 1.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 120 pts Standard 7.50
Internal Armor Structure Value Head: 3 9 Center Torso: 16 22 Rear: 7 L/R Side Torso: 12 11/11 Rear: 5/5 L/R Arm: 8 10/10 L/R Leg: 12 15/15 Type/Model: PXH-1V Phoenix Hawk Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 45 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.50 1 ER Large Laser RA 2 5.00 Engine: 270 Fusion 14.50 1 Medium Pulse Laser RA 1 2.00 Walking MP: 6 3 Jump Jets RT 3 1.50 Running MP: 9 3 Jump Jets LT 3 1.50 Jumping MP: 6 1 Medium Pulse Laser LA 1 2.00 Heat Sinks: 10 Double [20] 0.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 128 pts Standard 8.00 Internal Armor Structure Value Head: 3 6 Center Torso: 14 23 Rear: 5 L/R Side Torso: 11 18/18 Rear: 4/4 L/R Arm: 7 10/10 L/R Leg: 11 15/15 Type/Model: CDA-2AV Cicada Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 40 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.00 3 Medium Lasers RA 3 3.00 Engine: 280 Fusion 16.00 1 Medium Laser RT 1 1.00 Walking MP: 7 1 Small Laser CT 1 0.50 Running MP: 11 1 Medium Laser LT 1 1.00 Jumping MP: 0 2 Medium Lasers LA 2 2.00 Heat Sinks: 11 Double [22] 1.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 72 pts Standard 4.50
Internal Armor Structure Value Head: 3 9 Center Torso: 12 11 Rear: 6 L/R Side Torso: 10 7/7 Rear: 4/4 L/R Arm: 6 5/5 L/R Leg: 10 7/7 Type/Model: ASN-21V Assassin Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 40 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.00 1 ER Large Laser RA 2 5.00 Engine: 280 Fusion 16.00 3 Jump Jets RT 3 1.50 Walking MP: 7 1 Jump Jet CT 1 0.50 Running MP: 11 3 Jump Jets LT 3 1.50 Jumping MP: 7 Heat Sinks: 11 Double [22] 1.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 72 pts Standard 4.50
Internal Armor Structure Value Head: 3 8 Center Torso: 12 12 Rear: 4 L/R Side Torso: 10 10/10 Rear: 2/2 L/R Arm: 6 6/6 L/R Leg: 10 6/6
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Master Sergeant
Posts: 266
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On request from Nikas Type/Model: BNC-3SV Banshee Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 95 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 9.00 1 PPC RT 3 7.00 Engine: 285 Fusion 16.50 2 Streak SRM 2 RT 2 3.00 Walking MP: 3 Ammo (Streak) 50 RT 1 1.00 Running MP: 5 4 Medium Pulse Lasers RT 8 4.00 Jumping MP: 0 1 Medium Pulse Laser H 2 1.00 Heat Sinks: 11 Double [22] 1.00 1 Medium Pulse Laser CT 2 1.00 Gyro: 3.00 1 Gauss Rifle LT 7 15.00 Cockpit, Life Supt., Sensors: 3.00 Ammo (Gauss) 16 LT 2 2.00 Armor Factor: 248 pts Standard 15.50 1 PPC LA 3 7.00
Internal Armor Structure Value Head: 3 9 Center Torso: 30 40 Rear: 17 L/R Side Torso: 20 30/30 Rear: 10/10 L/R Arm: 16 25/25 L/R Leg: 20 26/26
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Lieutenant
Posts: 1465
Avatar by Dragoons of Thebes
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Nice variants, any chance of you posting the Zeus variant with the AC/5 again Please ?, as I missed that before you edited it.
Many Thanks. Dave.
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Master Sergeant
Posts: 266
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It doesn't actually have a AC/5, it actually replaced it with something other than a PPC. Type/Model: ZEU-6SV Zeus Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 80 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 8.00 1 LRM 15 RA 3 7.00 Engine: 320 Fusion 22.50 Ammo (LRM) 8 RT 1 1.00 Walking MP: 4 1 Medium Laser CT 1 1.00 Running MP: 6 1 Medium Laser LT(R) 1 1.00 Jumping MP: 0 1 Large Laser LT 2 5.00 Heat Sinks: 13 Double [26] 3.00 2 ER Large Lasers LA 2 10.00 Gyro: 4.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 232 pts Standard 14.50
Internal Armor Structure Value Head: 3 9 Center Torso: 25 40 Rear: 9 L/R Side Torso: 17 28/28 Rear: 6/6 L/R Arm: 13 26/26 L/R Leg: 17 27/27
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Lieutenant
Posts: 1465
Avatar by Dragoons of Thebes
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OH that's nice  , thanks for reposting that variant for me to view.  Dave.
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Captain
Posts: 2853
For the Last Cameron!
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Not bad, simple and efficient swaps that give FedCom troops a better chance against the Clans. How fast can such upgrades be conducted? I would assume frontline units on worlds worlds soon to be targeted by Clan invasion would be first up. Or you could equip potential counter attack forces with such refits and make for a nasty surprise.
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Master Sergeant
Posts: 266
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With orders placed around mid-3050, the first refit packages wouldn't be available until 3051 at best. First priority would go to units in the Tamar March, then to units being redeployed there, then to units in Skye March. Probably units expecting to get the refits would try to swap Mechs that don't have refit packages to lower priority units for Mechs that do have refit packs, so March Militias might get quite a number of Enforcers, Centurions and Blackjacks in exchange for their Shadow Hawks, Cicadas and Trebuchets.
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Captain
Posts: 2853
For the Last Cameron!
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Still the priority given to the systems mentioned below make this refit very doable. Really the biggest thing you need is double heat sinks as that is the core of your program. The variety of Level 2 equipment is deliberately minimised: only Double Heatsinks, ER Large Lasers, Medium Pulse Lasers are common with limited use of Gauss Rifles, LB 10-X AC, Streak SRMs and Artemis IV FCS. While XL engines, endo steel and other weapons were considered, they are reserved for new Mechs being built rather than refits of existing chassis.
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Warrant Officer
Posts: 483
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Nice upgrades.
Your Warhammer ends up looking like a downsized Battlemaster. Not sure I care for it as much, I guess. Trading the excess of mediums out for some pulses to target Elementals would be in line with the mission briefs and within the tech specs.
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Sergeant
Posts: 134
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I haven't seen any upgrades for the Enforcer which is the most common workhorse next to the Centurion. For that matter, I don't see any Centurion refits... You can take the stock ENF-4R, swap out the AC & lasers for an LBX10, ERLL, SPL & 10 DHS, leaving you with some tonnage for armor & ammo. I know this is a maximized design, but it seems to be within your parameters.
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Private
Posts: 25
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First off, I truly enjoyed four fanfic A Victorian age.
I get, that your are trying to keep your redesigns as simple as possible, even so must of your designs are screaming for CASE. Surely, adding it would be worth some extra work.
I also can't imagine why you don't have a Griffin upgrade. It's about as Lyran as you can get. It even uses the same size engine as the Shadow Hawk and Wolverine. You almost can't avoid making an upgrade kit for the Griffin since it probably uses a lot of the same parts as the Shadow Hawk and Wolverine.
You can create similar upgrade kits for a lot of the less popular mechs as well. I'd suggest making an upgrade kit for the Chameleon. Simply swapping a 300 engine with single heat sinks for a 300 engine with double heat sinks would transform the design even without changing any weapons. Since it is supposed to be a training mech, they are probably all at military academies with competent techs at hand.
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Master Sergeant
Posts: 266
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The selection of the Battlemechs for these refits was based off two factors: 1. Do they have engines large enough for at least the standard 10 to all be internal? 2. How common are they in AFFC service? The Enforcer and the Centurion failed on 1 - 200 rated reactors mean that space would have to be found inside the torso for double heatsinks, which are central to these refits. There is certainly no shortage of either Mech in the AFFC so a second wave of refits looking at other types of upgrade will be very likely to update them. The source I used for working out how common a Mech is was the random Mech selection table in Mechwarrior 2nd Edition. According to that table, the Griffin is actually quite rare even for the Lyrans and almost never seen in the FedSuns. It's more common in the DCMS and Kungsarme though. (For comparison, the single most common Mech in the AFFC is the Phoenix Hawk, which is actually more common than any one of the 20ton insects. The ratio of PHawks/SHawks/Wolverines/Griffins is 15/5/4/1). I agree that it's a bit odd, given the use of Griffins in the Lyran throneroom, but there you go. Again, once less common designs get their upgrades, the commonality of parts to the other 55tonners will make the Griffin an obvious candidate. The result would probably look like this: Type/Model: GRF-1NV Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 55 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.50 1 ER PPC RA 3 7.00 Engine: 275 Fusion 15.50 1 LRM 10 RT 2 5.00 Walking MP: 5 Artemis IV FCS RT 1 1.00 Running MP: 8 Ammo (LRM) 12 RT 1 1.00 Jumping MP: 5 Ammo (LRM) 12 CT 1 1.00 Heat Sinks: 11 Double [22] 1.00 1 Jump Jet CT 1 0.50 Gyro: 3.00 2 Jump Jets RL 2 1.00 Cockpit, Life Supt., Sensors: 3.00 2 Jump Jets LL 2 1.00 Armor Factor: 152 pts Standard 9.50
Internal Armor Structure Value Head: 3 9 Center Torso: 18 20 Rear: 7 L/R Side Torso: 13 20/20 Rear: 6/6 L/R Arm: 9 14/14 L/R Leg: 13 18/18 CASE was not used in these refits, because retrofitting it would mean significant rebuilding of the torso.
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Captain
Posts: 2009
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CASE was not used in these refits, because retrofitting it would mean significant rebuilding of the torso.
Just to back that up with a rules quote, as per SO refit rules (p188) engine rating & heatsink refits are class D and thus can be performed in a standard Mech bay or similar maintenance facility, but CASE is a class E refit and thus requires factory time. Installing heat sinks where previously there were none would also be a class D, so Enforcer and Centurion refits would be viable within the same facilities and timescale.
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Captain
Posts: 2825
What can I sell you today?
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I think he's taking about doing the refits in waves though. This is the first wave out of <insert your number> waves.
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Warrant Officer
Posts: 483
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Wheres this fanfic at?  It'd be cool to link it in your first post (and maybe crosslink in the fanfic?) so that the continuity between the designs and the fic are at a reader's fingertips (mine included).
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Captain
Posts: 2853
For the Last Cameron!
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Master Sergeant
Posts: 281
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As I said on the other forum, the choice that has to be made with the Rifleman is simple. Is it a line-of-battle unit, or an AA specialist? You can customize a refit package for either.
A main battle unit might go for PPC's, double heat sinks, and the like... an AA unit wants to go with LB-X autocannons. Which in this timeframe means LB-10X's.
AA unit: Delete Large Lasers and AC/5's. Add 2 LB-10X's, 4 tons ammunition, 2 additional Medium Lasers, 1 ton armor.
For a main battle unit... the canonical RFL-5D still runs ridiculously hot. And it uses an XL engine, which you've said isn't going to happen in this generation of upgrades. I just can't see a paired PPC/Laser combo that actually works without going to an XL engine in order to stuff in enough heat sinks.
Proposal: One arm carries 2 ER Large Lasers, the other carries an AC/10 or LB-10X with 2 tons of ammo. Upgrade the heat sinks to doubles, add 2 if using an LB-1 (only 1 if a regular AC/10, due to weight), and add 2 tons of armor.
Alt proposal: Replace the AC/5's with additional large lasers, go to 16 double heat sinks, add 1 ton armor.
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Master Sergeant
Posts: 266
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Complementary to the V-series refits above, the W-series was intended to cover upgrades to designs not suited to the philosophy of the V-refits. As such they are more diverse in method and in some cases required a more substantial refit - the Blackjack and Enforcer refits were particularly intensive since extra-light engines were fitted. Type/Model: RFL-3NW Rifleman Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 60 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 6.00 1 LB 10-X AC RA 6 11.00 Engine: 240 Fusion 11.50 Ammo (LB-X) 20 RA 2 2.00 Walking MP: 4 1 Medium Laser RT 1 1.00 Running MP: 6 1 Medium Laser LT 1 1.00 Jumping MP: 0 1 LB 10-X AC LA 6 11.00 Heat Sinks: 10 Single 0.00 Ammo (LB-X) 20 LA 2 2.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 136 pts Standard 8.50
Internal Armor Structure Value Head: 3 9 Center Torso: 20 22 Rear: 4 L/R Side Torso: 14 17/17 Rear: 4/4 L/R Arm: 10 17/17 L/R Leg: 14 14/14 Type/Model: ENF-4RW Enforcer Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 50 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.00 1 LB 10-X AC RA 6 11.00 Engine: 300 XL 9.50 Ammo (LB-X) 20 RT 2 2.00 Walking MP: 6 1 ER Large Laser LA 2 5.00 Running MP: 9 2 Jump Jets RL 2 1.00 Jumping MP: 4 2 Jump Jets LL 2 1.00 Heat Sinks: 10 Double [20] 0.00 Gyro: 3.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 152 pts Standard 9.50
Internal Armor Structure Value Head: 3 9 Center Torso: 16 23 Rear: 4 L/R Side Torso: 12 19/19 Rear: 3/3 L/R Arm: 8 16/16 L/R Leg: 12 20/20 Type/Model: CN9-AW Centurion Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 50 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 5.00 1 LB 10-X AC RA 6 11.00 Engine: 200 Fusion 8.50 Ammo (LB-X) 20 RA 2 2.00 Walking MP: 4 1 Medium Laser CT 1 1.00 Running MP: 6 1 Medium Laser CT(R) 1 1.00 Jumping MP: 0 1 LRM 10 LT 2 5.00 Heat Sinks: 10 Single 2.00 Artemis IV FCS LT 1 1.00 Gyro: 2.00 Ammo (LRM) 24 LT 2 2.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 136 pts Standard 8.50
Internal Armor Structure Value Head: 3 9 Center Torso: 16 16 Rear: 7 L/R Side Torso: 12 12/12 Rear: 6/6 L/R Arm: 8 16/16 L/R Leg: 12 16/16 Type/Model: HCT-3FW Hatchetman Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 45 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.50 1 Hatchet RA 4 4.00 Engine: 180 Fusion 7.00 1 Medium Pulse Laser RT 1 2.00 Walking MP: 4 1 LB 10-X AC RT 6 11.00 Running MP: 6 Ammo (LB-X) 20 CT 2 2.00 Jumping MP: 4 1 Medium Laser LA 1 1.00 Heat Sinks: 11 Single 1.00 2 Jump Jets RL 2 1.00 Gyro: 2.00 2 Jump Jets LL 2 1.00 Cockpit, Life Supt., Sensors: 3.00 Armor Factor: 104 pts Standard 6.50
Internal Armor Structure Value Head: 3 9 Center Torso: 14 14 Rear: 4 L/R Side Torso: 11 14/14 Rear: 4/4 L/R Arm: 7 11/11 L/R Leg: 11 11/11 Type/Model: BJ-1DBW Blackjack Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 45 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.50 1 PPC RA 3 7.00 Engine: 225 XL 5.00 1 Medium Laser RA 1 1.00 Walking MP: 5 1 Medium Laser RT 1 1.00 Running MP: 8 1 Jump Jet CT 1 0.50 Jumping MP: 5 1 Medium Laser LT 1 1.00 Heat Sinks: 11 Double [22] 1.00 1 PPC LA 3 7.00 Gyro: 2.00 1 Medium Laser LA 1 1.00 Cockpit, Life Supt., Sensors: 3.00 2 Jump Jets RL 2 1.00 Armor Factor: 144 pts Standard 9.00 2 Jump Jets LL 2 1.00
Internal Armor Structure Value Head: 3 9 Center Torso: 14 18 Rear: 9 L/R Side Torso: 11 16/16 Rear: 6/6 L/R Arm: 7 14/14 L/R Leg: 11 18/18 Type/Model: WTH-1W Whitworth Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 40 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.00 1 Medium Pulse Laser RA 1 2.00 Engine: 160 Fusion 6.00 1 Medium Laser RA 1 1.00 Walking MP: 4 1 LRM 5 RT 1 2.00 Running MP: 6 Artemis IV FCS RT 1 1.00 Jumping MP: 4 Ammo (LRM) 24 RT 1 1.00 Heat Sinks: 10 Single 0.00 1 Medium Laser H 1 1.00 Gyro: 2.00 1 LRM 5 LT 1 2.00 Cockpit, Life Supt., Sensors: 3.00 Artemis IV FCS LT 1 1.00 Armor Factor: 128 pts Standard 8.00 Ammo (LRM) 24 LT 1 1.00 1 Medium Pulse Laser LA 1 2.00 Internal Armor 1 Medium Laser LA 1 1.00 Structure Value Head: 3 9 Center Torso: 12 16 Rear: 7 L/R Side Torso: 10 12/12 Rear: 6/6 L/R Arm: 6 12/12 L/R Leg: 10 18/18
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Master Sergeant
Posts: 281
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Hm, not bad. The Rifleman: About what I figured, altho you went for extra ammo instead of armor. Not bad overall, and the ammo will probably be useful. Enforcer.... yeah. It's an ENF.  Centurion and Hatchetman are logical and good for the quick-and-dirty field-upgrades you're proposing. Thumbs up. The Blackjack... it's a logical upgrade, but it depends on what you see its role as. If it's a RFL replacement, it's not going to be as good in the AA role as the new RFL. If it's a line mech, it's a decent medium. It seems a little fragile, but it'll make a good sniper. The Whitworth... that one I have qualms with. Halving the long-range firepower in exchange for increasing the up-close power... mm. It all depends on how you use it, but as it stands now, it's going to run very hot. What you've got here is a bit schizophrenic. The speed, jump jets, and med/medpulse battery I'd expect on a dedicated infighter. The LRM's are a little odd for that kind of unit. (I recall the canonical build actually dropped lasers, instead of adding them, in order to keep pilots from closing with the enemy so that they'd use the mech as a harasser platform, rather than a brawler...) OTOH, keeping the 5-racks does give you some ranged plinking capability. This is the kind of loadout that makes me long for MML's. 
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Captain
Posts: 3024
A little of this and a little of that.
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Nice work and thanks for sharing. These have the proper feel for a mass field refit. My favorites are (in no particular order) the Awesome, Thunderbolt, Warhammer, and the Phoenix Hawk.
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Warrant Officer
Posts: 483
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I like this as a 3050 upgrade for the Thunderbolt. Drops the SRMs (sad face!) but ugrades the longer ranged firepower and adds JJs. I run this as a 3050 upgrade in a merc unit I MM with. TDR-5WV ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 104 points 3.50 Internal Locations: 1 HD, 2 CT, 2 LT, 3 LA, 2 RA, 2 LL, 2 RL Engine: Fusion Engine 260 13.50 Walking MP: 4 Running MP: 6 Jumping MP: 4 (Standard) Jump Jet Locations: 2 LT, 2 RT 4.00 Heat Sinks: Double 12(24) 2.00 Heat Sink Locations: 1 LT, 1 RT Gyro: Standard Gyro 3.00 Cockpit: Standard Cockpit 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard AV - 208 13.00 CASE Locations: 1 RT 0.50
Internal Armor Structure Factor Head 3 9 Center Torso 21 32 Center Torso (rear) 9 L/R Torso 15 22 L/R Torso (rear) 8 L/R Arm 10 20 L/R Leg 15 29
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- LRM-15 RT 5 3 7.00 Artemis IV FCS RT - 1 1.00 3 Medium Pulse Lasers LT 12 3 6.00 ER Large Laser RA 12 2 5.00 2 Machine Guns LA 0 2 1.00 @LRM-15 (16) RT - 2 2.00 @MG (1/2) (100) LA - 1 0.50
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Captain
Posts: 2167
Hello.
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solid design, and i'd say the pulses help make up for the loss of the SRMs. the fact that you didn't replace the MGs with a small pulse is also something i personally like, since i'm quite tired of seeing that swap happening every single time. 
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Warrant Officer
Posts: 483
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solid design, and i'd say the pulses help make up for the loss of the SRMs. the fact that you didn't replace the MGs with a small pulse is also something i personally like, since i'm quite tired of seeing that swap happening every single time.  I am too and my merc unit has run afoul of the Snakes. They get most of their equipment through the Feddies. Thus low on the small pulse.
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Master Sergeant
Posts: 266
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The Whitworth... that one I have qualms with. Halving the long-range firepower in exchange for increasing the up-close power... mm. It all depends on how you use it, but as it stands now, it's going to run very hot. What you've got here is a bit schizophrenic. The speed, jump jets, and med/medpulse battery I'd expect on a dedicated infighter. The LRM's are a little odd for that kind of unit. (I recall the canonical build actually dropped lasers, instead of adding them, in order to keep pilots from closing with the enemy so that they'd use the mech as a harasser platform, rather than a brawler...) OTOH, keeping the 5-racks does give you some ranged plinking capability. This is the kind of loadout that makes me long for MML's.  The Whitworth's a pain. It's one of those designs where there's not a lot of room to do anything within the constraints of a refit. The Blackjack and Enforcer at least have the torso crits in use that I can strip for an XL engine to break open the options, but doing that on the Whitworth removes the primary weapons: far too much of a change. Even the canon upgrade requires using crits in the torso that aren't currently in use which is something I want to avoid. The only alternative I can see would be to pull all the arm lasers and fit each arm with another artemised LRM5. How does that sound.
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Master Sergeant
Posts: 281
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It all depends on what you view the proper battlefield role of the Whitworth to be. It's supposedly intended to provide missile cover to recon lances... but it's far too slow to actually keep up with them. The thing to ask with any refit is, how well does this complement the unit's actual battlefield role, and how much retraining will my pilots need when it's done.
The mech you've posted is better able to defend itself if something gets up close - it'd be a good infighter in tough terrain, especially if you replaced the LRMs with SRMs like the WTH-1S - but it's a very different role from the missile-support role it's supposedly designed for.
Also, with four lasers - two of them pulsers - you're going to run a lot hotter than you used to. With only ten single heat sinks that's going to become a problem, too.
So ask yourself... what role does this mech serve on the battlefield? (My own personal answer is 'none', as I find the original Whitworth design to be, well, "Whit-worthless", but, it's your story...)
Hrm. Maybe if you drop the pulse lasers back to standards, drop one of them (keep the original triple laser battery, basically), and that gives you enough room to add a third LRM-5 and Artemis sensor pack to one of the torsos. You're giving up only a quarter of your tube count, then, and adding the benefit of better average hit count with what you've got... but then you're not getting any more real likelyhood of missiles-on-target.
I just honestly can't think of a way to refit the mech and improve its performance at its stated battlefield role within the constraints you've specified. Best suggestion is just give the base model NARC-compatible LRM ammo and put it in a lance with somebody who's got a NARC launcher.
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Master Sergeant
Posts: 266
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The criticals are the major issue - making the Whitworth a light firesupport 'Mech is the only thing that seems plausible since it's just too slow to support recon lances in the 3050s. The limited number of torso criticals is also a problem - the limit of three (five if I start playing with heatsinks) in each side torso is a real issue. I could probably go back to the original loadout and swap the head laser for a LRM-5, then both LRM 10 for a pair of 5s - less endurance but slightly better firepower. Alternatively, strip the torso and use those crits for an XL engine and rebuild the arms to support the LRMs. A 240XL would slot in easily, use the heatslot for the excess single heatsink and have 14 tons spare for... I have an idea. Type/Model: WTH-1W Whitworth Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 40 tons
Equipment: Mass Weapons and Equipment Loc Crits Mass Int. Struct.: Standard 4.00 1 NARC RA 2 3.00 Engine: 240 XL 6.00 Ammo (NARC) 6 RA 1 1.00 Walking MP: 6 1 SRM 4 RT 1 2.00 Running MP: 9 Ammo (SRM) 25 RT 1 1.00 Jumping MP: 4 1 SRM 4 LT 1 2.00 Heat Sinks: 10 Single 0.00 Ammo (SRM) 25 LT 1 1.00 Gyro: 3.00 1 NARC LA 2 3.00 Cockpit, Life Supt., Sensors: 3.00 Ammo (NARC) 6 RA 1 1.00 Armor Factor: 128 pts Standard 8.00 2 Jump Jets RL 2 1.00 2 Jump Jets LL 2 1.00 Internal Armor Structure Value Head: 3 9 Center Torso: 12 16 Rear: 7 L/R Side Torso: 10 12/12 Rear: 6/6 L/R Arm: 6 12/12 L/R Leg: 10 18/18
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Captain
Posts: 2825
What can I sell you today?
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Have you considered a more moderate refit on the Whitworth? Like this, I thing it would be a V refit. Type/Model: Whitworth WTH-1b Mass: 40 tons
Equipment: Crits Mass Int. Struct.: 67 pts Standard 0 4.00 Engine: 160 Fusion 6 6.00 Walking MP: 4 Running MP: 6 Jumping MP: 4 Heat Sinks: 10 Single 4 .00 (Heat Sink Loc: 2 LT, 2 RT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00 Armor Factor: 128 pts Standard 0 8.00
Internal Armor Structure Value Head: 3 9 Center Torso: 12 16 Center Torso (Rear): 7 L/R Side Torso: 10 12/12 L/R Side Torso (Rear): 6/6 L/R Arm: 6 12/12 L/R Leg: 10 18/18
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Medium Laser RA 3 1 1.00 1 Medium Laser LA 3 1 1.00 2 LRM 5s RT 4 48 4 6.00 (Ammo Locations: 1 LT, 1 RT) 1 LRM 5 LT 2 1 2.00 1 Narc Missile Beacon CT 0 6 3 4.00 (Ammo Locations: 1 LT) 1 Small Pulse Laser HD 2 1 1.00 4 Standard Jump Jets: 4 2.00 (Jump Jet Loc: 2 LL, 2 RL) -------------------------------------------------------- TOTALS: 14 48 40.00 Crits & Tons Left: 30 .00
Calculated Factors: Total Cost: 2,873,734 C-Bills Battle Value 2: 906 (old BV = 712) Cost per BV2: 3,171.89 Weapon Value: 446 / 446 (Ratio = .49 / .49) Damage Factors: SRDmg = 12; MRDmg = 8; LRDmg = 4 BattleForce2: MP: 4J, Armor/Structure: 3/3 Damage PB/M/L: 2/1/1, Overheat: 1 Class: MM; Point Value: 9 Specials: if
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