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DGR-1 Doppleganger
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Kraken
Federated Suns
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PostPosted: 11-Mar-2014 01:46    Post subject: DGR-1 Doppleganger Reply to topic Reply with quote

          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Doppleganger DGR-1
Tech:          Inner Sphere / 3075
Config:        Tracked Vehicle
Rules:         Level 3, Standard design

Mass:          50 tons
Power Plant:   250 Magna XL Fusion
Cruise Speed:  54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type:    Ferro-Fibrous
Armament:      
  2 Autocannon/2s
  2 ER Medium Lasers
  1 Angel ECM Suite 
  1 LRM 5 
  2 Machine Guns
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
Designed by the AFNN and brought to fruition by the Northwind Highlanders, the
Doppleganger is, for all intents and purposes, a battlemech with tracks
instead of legs.

Or, at least, that's what everyone wants people to believe. 

The turret section of the vehicle is done up to look like the upper half of a
battlemech. The gunner's perch is in the "head" assembly on the turret, and
the seat can raise or lower so that the gunner can be inside of the hull (the
"canopy" glass does open like a proper hatch, however). The twin autocannons
and twin lasers are mounted in rotating "arms", while the LRM 5 launcher is
mounted in the machine's "torso" in such a fashion as to not obstruct the
seat. By all appearances, this is a mech meant for long-range combat. 

The mech sports a fusion engine so that a "proper" fusion signature will be
read by enemy sensors, sensors that will be jammed by an Angel ECM unit. 

In the event that the unit is spotted by infantry before the trap can be set,
machine guns cover the front and rear firing arcs to help ensure that the
infantry do not have a chance to report their findings. 

The idea is to trick enemy units by making them think that mechs are present
in an area where they are not, thus forcing the enemy to change plans. It is
hoped that by the time the enemy realizes what has happened, the long-range
weapons of the Doppleganger will have done damage to whatever unit was sent
out in response. 

==Capabilities:==
[Game notes:

Upon encountering a Doppleganger unit, an enemy must make a Perception skill
check,  the target being "1 + (distance in Battletech hexes / 3) - the
Doppleganger's movement modifier for that round." 

If the enemy fails, they believe the Doppleganger to be a real mech and react
accordingly. 

If the enemy succeeds, they realize that they have seen a clever forgery and
so are unaffected by the con.]

[notes - .04 tons underweight; presume this weight to represent interior cargo
space]

--------------------------------------------------------
Type/Model:    Doppleganger DGR-1
Mass:          50 tons
Construction Options:  Fractional Accounting

Equipment:                                 Items    Mass
Int. Struct.:  25 pts Standard               0      5.00
Engine:        250 XL Fusion                 2      6.25
Shielding & Transmission Equipment:          0      3.13
    Cruise MP:   5
     Flank MP:   8
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      2.50
Crew: 4 Members                              0       .00
Turret Equipment:                            0      1.60
Armor Factor:  125 pts Ferro-Fibrous         2      6.98

                          Internal    Armor
                          Structure   Value
   Front:                     5         30 
   Left / Right Sides:        5      23/23 
   Rear:                      5         19 
   Turret:                    5         30 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/2s          Turret   0  180     3     16.00
2 ER Medium Lasers       Turret  10          2      2.00
1 Angel ECM Suite        Body     0          1      2.00
1 LRM 5                  Turret   0   24     2      3.00
1 Machine Gun            Front    0  100     2      1.00
1 Machine Gun            Rear     0          1       .50
--------------------------------------------------------
TOTALS:                          10         15     49.96
Items & Tons Left:                           0       .04

Calculated Factors:
Total Cost:        7,035,650 C-Bills
Battle Value:      626
Cost per BV:       11,239.06
Weapon Value:      402 / 402 (Ratio = .64 / .64)
Damage Factors:    SRDmg = 14;  MRDmg = 9;  LRDmg = 3
BattleForce2:      MP: 5T,  Armor/Structure: 0 / 5
                   Damage PB/M/L: 2/2/1,  Overheat: 0
                   Class: GM;  Point Value: 6
                   Specials: ecm



Got the idea from Kickers Inc. #2 (Marvel Comics 1986); the team is up against what is supposed to be a combat robot, but it's actually a one-man mini-tank that has been disguised to look like a robot.
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Vagabond
Mercenary
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PostPosted: 11-Mar-2014 03:14    Post subject: DGR-1 Doppleganger Reply to topic Reply with quote

interesting concept. i probably would have required/dedicated some cargo space as misc tonnage for the modified turret assembly. Cause your adding enough height to attempt to fool a unit into thinking its a Mech, even a hull down one.

if i had more free time, i'd have made a slew of deception units like the ones used in WW2.
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Jade_Dragon
8th Sword of Light
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Joined: 05-Feb-2002 00:00
Posts: 1323
Location: United States
PostPosted: 27-Mar-2014 14:41    Post subject: DGR-1 Doppleganger Reply to topic Reply with quote

With the cost of the XL engine I would rather spend my money on an actual Mech, now if it was a standard Fusion, I might consider it worth the effort.

Kool game text, just not worth the $$$ IMHO.
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