Author Topic: Mechwarrior RPG - Tech Head  (Read 1520 times)

Chimera

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Mechwarrior RPG - Tech Head
« on: 13 February, 2013, 19:32:32 »
This post contains information regarding technology, mechs and equipment particular to my campaign.

Index
Reply 1: Active coolant heatsinks (AC heatsinks)
Reply 2: Peregrine Ultra-Light Battlemech
Reply 3: Marauder MAD-4X-2 "Jörmungandr"
Reply 4: Nyundo Hammer
Reply 5: Hunchback HBK-5H-S
Reply 6: New Mech Quirks
Reply 7: Light Mech Quirks
Reply 8: Medium Mech Quirks
Reply 9: Heavy & Assult Mech Quirks
Reply 10: Centurion CNT-AL-F
Reply 11: Garuda PXH-5G
« Last Edit: 15 November, 2013, 18:49:01 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #1 on: 18 March, 2013, 16:54:02 »
Active coolant heatsinks (AC heatsinks)
Designed by tech wizards corporation.

While technically having the knowledge and capability to build IS grade double heat sinks, the tech wizards often find themselves lacking the resources and equipment to build and maintain them. AC heatsinks are a low tech solution to this problem. The overall design flips current heat sink technology on its head, rather than focusing on cooling like the NIAS freezer technology, they instead focus on chemical dissipation. In many way these are closer to coolant pods in nature, but more sustainable.

The heatsinks are a dual function system. A light wieght but bulky heat sink forms the first part of the system and a coolant reservoir forms the second. The heat sink itself functions as a normal heat sink in every way. It is the coolant reservoir in combination that allows the heat sink to vent heat comperable with standard double heat sinks.

AC Heastsink: 1 ton, 3 criticals, 1 heat dissipation, can use 3 units of coolant. Each point of coolant used reduces heat by 1. Cannot be engine mounted.
Coolant Reservoir: 30 coolant units per ton, may be mounted in half tons. Is explosive at 1 damage per remaining point.
Cloud creation: Use of more than 10 units of coolant in a single turn creates a smoke cloud in the mechs current hex. This cloud follows all standard smoke movement and dissipation rules.

Notes: Overall in a single turn these heat sinks can be more efficient than double heat sinks. But the effect fades fast. Additionally they cannot be engine mounted like standard and double heat sinks so they lack the free double effect of doubles.
 

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #2 on: 18 March, 2013, 16:56:15 »
Peregrine Ultra-Light Battlemech

Overview
The design of the peregrine is difficult to trace. Some attribute it to a university project gone horrible right, and many just curse it as the construct of a madman who hated MechWarrior's. An ultralight design, the Peregrine has a familial resemblance to the Flee battlemech. What the design does do right it hit almost every breakpoint in terms of efficiency cost in cheap parts.

The name itself is based off a Terran bird of prey. Jokingly it is referred to as the Peregrinus within the Marion Hegemony. A term used during the early Roman empire, from 30 BC to 212 AD, to denote a free provincial subject of the empire who was not a Roman citizen. So somewhat less that a pleb but not a slave, either way a position or relatively laughable unimportance.

Its cockpit is cramped, hot and uncomfortable literally placing the driver on top of it small and overtaxed fusion engine. This makes duty within such a vehicle very unpleasant and extremely undesirable to most. The most precious part of the design is the gyro costing almost a third of the entire unit.

Capabilities
What the mech gets right in terms of cost efficiency it gets close to suicidal in terms of combat capability. But what many fail to consider is that the mech brings a shotgun to a knife fight. With just enough speed to get into range, the mech carries twice the firepower of many of its bigger light mech counterparts. If this little mech gets in range it brings the hurt with it, also with its moderate speed an low profile they can be difficult to hit so long as they don't stop.

Overall though everything else about it is an accountants dream. Off the shelf electronics that are barely able to recognise on-board weapons let alone an enemy. Life support the should carry a cancer warning and minimised myomer bundling resulting in an absence of arms.

Deployment
The design itself is incredibly easy to build. Small cheaply available fusion engines with near civilian grade gyro means the design can literally be a hobby kit built unit. As such it is prolific with periphery pirates and militia.

Type: Peregrine
Technology Base: Inner Sphere
Tonnage: 30
Battle Value: 421
Cost: 963,125 C-bills

   Equipment (Mass)
Internal Structure: Standard (1.5)
Engine: 90 (3)
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 10 (0)
Gyro: Standard (1)
Cockpit: Small (2) [+1 to piloting skill rolls]
Armor Factor: 56 (3.5)
   Head: 3/8
   Center Torso: 10/8
   Center Torso (rear): 2
   R/L Torso: 7/6
   R/L Torso (rear): 2
   R/L Arm: 5/5
   R/L Leg: 7/6
Weapons and Ammo (Loc./Crit/tons):
   Medium Laser (LT/1/1)
   Machine Gun (LT/1/0.5)
   Small Laser (CT/1/0.5)
   Ammo (MG) (CT/1/0.5)
   Machine Gun (RT/1/0.5)
   Medium Laser (RT/1/1)
Quirks:
   Narrow/Low Profile (+3 Points)
   No/Minimal Arms (-2 Points)
   Unbalanced (-1 Point)
« Last Edit: 18 June, 2013, 22:48:39 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #3 on: 18 March, 2013, 20:37:42 »
Jörmungandr
Marauder MAD-4X-2
Formed from abandoned prototype discarded in the vacinity of Solaris, Jörmungandr is the pride and joy of its master Robert Scogin.

Equipment (Mass)
Internal Structure: Endo-steel (3.5)
Engine: 300 (19)
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 16 (12 engine mounted) (4 AC heatsinks) (6)
Gyro: Standard (3)
Cockpit: Standard (3)
Armor Factor: 200 (12.5)
   Head: 3/8
   Center Torso: 23/35
   Center Torso (rear): 10
   R/L Torso: 16/23
   R/L Torso (rear): 8
   R/L Arm: 12/22
   R/L Leg: 16/20
Weapons and Ammo (Loc./Crit/tons):
   Binary Laser Cannon  (RA/4/9)
   SRM 6 (RT/2/3)
   Ammo (SRM) 15  (RT/1/1)
   2x AC Heatsinks (RT/3/*)
   Ammo (coolant) 30 (RT/1/1)
   SRM 6  (LT/2/3)
   Ammo (SRM) 15  (LT/1/1)
   2x AC Heatsinks (LT/3/*)
   Ammo (coolant) 30 (LT/1/1)
   Binary Laser Cannon  (LA/4/9)
*weight included above
Quirks:
   Improved Cooling Jackets (Binary Lasers) (+2)
   Combat Computer (+3)
   Cramped Cockpit (-2)
   Difficult to Maintain (-1)
« Last Edit: 20 March, 2013, 17:52:58 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #4 on: 13 April, 2013, 12:31:29 »
Nyundo Hammer

Reconfiguration of a standard hammer.

NOTES - need to finish

Strip out all the LRM systems.

Add
2 light ppc's = 6 tons
2 rocket launcher 10's. = 0.5 * 2 = 1
1 extra heat sink


Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #5 on: 13 April, 2013, 12:53:17 »
Hunchback

The Scogin refit

Reduce all rocket launchers to RL10's = save 1.5 tons

Add 1 AC HS and coolant 0.5 ton = 1.5 tons

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #6 on: 18 June, 2013, 22:48:06 »
New Mech Quirks

New Negative Quick: Articulated Weapon Cowlings (1 point)
Used primarily on the Crab battlemech, claw-like articulated weapon cowlings replace the hand actuators. These can be used as crude hands suffering a -1 penalty to any test in which hands would be used, including standing up; this is not cumulative with the advanced rules for attempting to stand (see p. 24, TO). The mech can make physical attacks with its arms, but risks jamming or rendering the protected weapon inoperable until repairs can be conducted after the battle. After making a punch or club attack roll 2D6, on a result of 10+ the protected weapon is jammed/inoperable and cannot be fired again in this battle.

New Positive Quirk: Communications Tracking System (1 point)
The unit is equipped with advanced automated communications monitoring systems that track enemy movements on planet. This has no in-combat effect, but if randomly rolling to determine starting locations adds +2 to the unit’s side when rolling. In roleplaying terms this systems may also add +2 to strategy rolls where enemy communications are detected.

New Positive Quirk: Advanced Targeting System (Variable Points)
The unit has advanced targeting capabilities granting it an overall bonus to hit. The quirk applies to all weapons mounted on a unit. The cost is 1 point per 5 points (or fraction thereof) of maximum damage of all weapons mounted on the unit. All ranged attack to-hit target numbers receive a -1 modifier. A unit with this quirk cannot take Improved Targeting or Variable Range Targeting.
Optional (Machine guns and small lasers count for half damage round up)

New Positive Quirk: Imbedded Weapon (1 point)
May only be taken for torso mounted weaponry. Select a single weapon type, these weapons may take 2 critical hits before going silent due to being deeply imbedded in the units torso for better protection. This quirk can be taken only once and only for a single weapon type, and affects all weapons of that type on the unit (for example, all AC/20s).

New Positive Quirk: Ancient DI computer (+1)
the mechs computer is very old.
Its experience allows for it to correct pilot errors and act in an overall superior manor.
Once per session the pilot has access to one extra edge point for use while piloting the machine.
The GM may burn the point to allow the battlemech to conduct a single action if the pilot is unable to act.
Is it subconscious control or interpretation???
A rare quirk, given most systems would be re-written as quirky OS's are not seen as a good thing.
Targeting systems of the mech cannot recognise modern units and miss-classify them.

New Positive Quirk: Heavy Battle Fists (Variable Points)
The unit is equipped with heavy battle fists designed to inflict maximum damage from a punch attack. Add three points of damage to the units punch attack. This cannot be taken for light mechs, the cost for medium mechs is 2 and heavy or assault mechs is 3.

New Positive Quirk: Cooling system override (1 point)
May be taken by a unit with the Cooling System Flaws quirk. When triggered, the negative quirk may be negated by shutting down the largest heat generating weapon. For example on a Panther this would be the PPC.
« Last Edit: 15 October, 2013, 22:17:16 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #7 on: 18 June, 2013, 22:55:51 »
Light Mech Quirks

LOCUST LCT-1V: Narrow/Low Profile 3 Points, No/Minimal Arms -2 Points, Exposed Actuators -1
LOCUST LCT-5V: Narrow/Low Profile 3 Points, No/Minimal Arms -2 Points, Exposed Actuators -1
LOCUST LCT-1V2: Narrow/Low Profile 3 Points, No/Minimal Arms -2 Points, Poor Workmanship -1

STINGER STG-3R: Easy to Pilot (2), Cramped Cockpit (-2)
STINGER STG-5R: Full-Head Ejection System (+0)

COMMANDO COM-2D: Accurate Weapon (Medium Laser; +1), Exposed Actuators (-1)

HAMMER HMR-3M: Improved Life Support (+1), Weak Legs (-1).
HAMMER HMR-3M2: Improved Life Support (+1), Weak Legs (-1).
HAMMER HMR-3SH: Fast Reload (+1), Weak Legs (-1).

PANTHER PNT-8Z: Improved Communications (+2), No Cooling Jacket (-2, Large Laser)
PANTHER PNT-9R: Easy to Maintain (1), Improved Cooling Jacket (PPC; +1), Cooling System Override (1), Cooling System Flaws (-3)
PANTHER PNT-9R (Refit 8Z): Improved Communications (+2), Cooling System Override (1), Cooling System Flaws (-3)

HOLLANDER BZK-F3: Easy to Maintain (+1), Unbalanced (-1).
« Last Edit: 15 October, 2013, 22:39:52 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #8 on: 18 June, 2013, 22:56:17 »
Medium Mech Quirks

CLINT CLNT-2-3T: Variable Range Targeting (3), Accurate Weapon (Autocannon/5) (1), Reinforced Legs (1) Difficult to Maintain (1), Exposed Actuators (1), Exposed Weapon Linkage (Autocannon/5) (2), Non-Standard Parts (1).
CLINT CLNT-3-3T: Accurate Weapon (Light Autocannon/5) (1), Reinforced Legs (1), Exposed Actuators (-1), Non-Standard Parts (-1).

PHOENIX HAWK PXH-1 (Tek Battlecom systems): Improved Communications (+2), Exposed Weapon Linkage (Large Laser) (-2).
PHOENIX HAWK PXH-1 (Tec Tru-Trak targeting system): Advanced targeting system (+4), Difficult To Maintain (-1), Non-Standard Parts (-1), Exposed Weapon Linkage (Large Laser) (-2). (Add Improved Communications for a 2 point design quirk)
PHOENIX HAWK PXH-1 (modern refit): None.

CRAB CRB-27: Communications Tracking System (+1), Articulated Weapon Cowlings (-1)
CRAB CRB-20: Easy to maintain (1), Articulated Weapon Cowlings (-1). (1143)

CENTURION CN9-A (Original Luxor): Accurate Weapon (AC 10) (+2), Ammunition Feed Problem (AC) (-1), Non-Standard Parts (-1)
CENTURION CN9-A (modern refit): None.

HUNCHBACK HBK-4G: Heavy Battle Fists +2, Poor Targeting (Long Range) -2
HUNCHBACK HBK-5H (Hegemony refit): Heavy Battle Fists +2, Poor Targeting (Long Range) -2
HUNCHBACK HBK-4P (Swayback): Heavy Battle Fists +2, Unbalanced -1, Difficult Ejection -1

DERVISH DV-6M: Imbedded Weapon (LRM10) (+1), Bad Reputation (-1)
« Last Edit: 15 October, 2013, 21:39:25 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #9 on: 18 June, 2013, 22:58:58 »
Heavy & Assault Mech Quirks

ANVIL: Extended Torso Twist +3, Poor Cooling Jacket (Medium Lasers) -2, Non-Standard Parts -1
« Last Edit: 15 October, 2013, 21:39:43 by Chimera »

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #10 on: 18 June, 2013, 23:01:09 »
Centurion
AL-F refit info placeholder

Chimera

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Re: Mechwarrior RPG - Tech Head
« Reply #11 on: 15 November, 2013, 18:45:29 »
Garuda PXH-5G

Produced by the Ironmougers on Baccalieu the Garuda is mixture of technology based off the Pheonix Hawk Battlemech. The design itself is closer in technology to an industrial mech due to the technological limitations of it production. It uses a fuel cell engine given the lack of rare earth metals available to its builders. Each mech is partly built via an automated assembly, and partly built using hand made craftsmanship. Unique to the design it takes the detachable rifle weapons of the original Pheonix Hawk full cycle with the mech mounting no on board weaponry at all. The cockpit is torso mounted to increase survivability of the pilot in the hostile environments on Baccalieu. To compensate for torso room the Ironmoungers have developed gyroscopes of a more compact nature. The final unique feature is a musculature override system that increases myomer output and strength.

Type: Garuda
Technology Base: Inner Sphere
Tonnage: 40

Equipment (mass)
Internal Structure: Industrial (8t)
Engine: fuel cell 200 (10.5)
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 1 (0)
Gyro: Semi-Compact (3)
Cockpit: Industrial, advanced fire control, torso mounted (4)
Armor Factor: 53 (5)
   Head: 3/3
   Center Torso: 12/10
   Center Torso (rear): 2
   R/L Torso: 10/6
   R/L Torso (rear): 2
   R/L Arm: 6/5
   R/L Leg: 10/6
Weapons and Ammo (Loc./Crit/tons):
   Searchlight (H/1/0.5)
   Actuator Control System (RA, LA, RL, LL/2x4/2)
   External cargo clamps (RT/1/3)
   External cargo clamps (LT/1/3)
Quirks:
   None

Handheld Weapon: battle rifle (4 Tons):
   Light rifle (3)
   9 shots (0.5, clip)
   5 armor (0.5, industrial)

Handheld Weapon: Heavy battle rifle (6 Tons):
   Medium rifle (5)
   5 shots (0.5, clip)
   8 armor (0.5, heavy industrial)

Handheld Weapon: Storm launcher (2 Tons):
   OS storm launcher (1.5, as Thunderbolt 10)
   8 armor (0.5, heavy industrial)

New technologies:
Rifle gyroslug rounds: This technology is compatible with the heavy rifle weapons listed in Tactical Operations p.338. These rounds operate similarly to normal infantry weapon gyro rounds, in that the projectile fired is effectively a small rocket. The rounds leave the rifle barrel with less energy than standard rifle rounds, but the internal propelant activates after exit propelling the round to velocities faster and more powerfull than standard rounds. The ammunition itself cost three times the normal amount making it very expensive to use, but alows the rifle to ignore the damage reduction rukes against modern armor.
Semi-Compact Gyro: Similar in nature to the inner sphere compact gyro, this version is a less advanced version, but still none the less moving along a similar development path. This gyro reduces the size of the gyro by only one slot (75%), but still costs half as much weight. Cost is the same as a compact gyro.
Actuator Control System (ACS): This system places a myomer override system in each limb. In addition to the normal musculature control systems inherant to mech musculature this system allows the mech to override normal muscle controls in controlled bursts to increase strength. The system can use pulsing bursts in addition to utilising muscles in alternate limbs to help increase overall output strength. The system increases lift capacity and melee damage by 50%. It costs two criticals in each limb and 0.5 tons per limb. Cost is 10,000 per module.