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WaterBaby
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Vagabond
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PostPosted: 30-Mar-2015 22:43    Post subject: WaterBaby Reply to topic Reply with quote

WaterBaby 

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 2750
Cost: 17,900,400 C-Bills
Battle Value: 1,407

Chassis: Unknown Composite Structure
Power Plant: Unknown 160 Compact Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
    Jump Capacity: 60 meters
Armor: Unknown Standard Armor
Armament:
    1  LRT-20
    1  Large Pulse Laser
    1  SRT-6
    7  HarJels
    1  M.A.S.S.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Composite Structure          130 points                4.00
Engine:             (A) Compact Fusion Engine    160                      10.50
    Walking MP: 2
    Running MP: 3
    Jumping MP: 2 UMU
    Jump Jet Locations: 1 LT, 1 RT                                         3.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 2 CT, 2 RT
Gyro:               (A) Compact                                            4.00
Cockpit:            (A) Small w/ Full Head Ejection System                 3.50
    (A) Life Support    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Standard Armor               AV - 256                 16.00
    CASE II Locations: 1 RT                                                1.00

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     25           39        
                                 Center Torso (rear)                  10        
                                           L/R Torso     17           25        
                                    L/R Torso (rear)                  9         
                                       L/R Front Leg     17           31        
                                        L/R Rear Leg     17           34        

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
(A) HarJel                                   FRL       0         1         1.50
(A) HarJel                                   FLL       0         1         1.50
(A) HarJel                                   RT        0         1         1.50
(T) LRT-20                                   LT        6         5        10.00
(T) SRT-6                                    LT        4         2         3.00
(T) Large Pulse Laser                        LT        10        2         7.00
(A) HarJel                                   LT        0         1         1.50
(A) HarJel                                   CT        0         1         1.50
(A) M.A.S.S.                                 HD        0         1         2.00
(A) HarJel                                   RRL       0         1         1.50
(A) HarJel                                   RLL       0         1         1.50
@LRT-20 (12)                                 RT        -         2         2.00
@SRT-6 (15)                                  RT        -         1         1.00
(A) Quad Mech Turret                         LT        -         1         2.50
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 14
2u         3       3       2       0      4     0   Structure:  4
Special Abilities: UMU, BHJ, CASEII, SRCH, ES, SEAL, SOA, TOR 1/2/1


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PostPosted: 31-Mar-2015 09:18    Post subject: WaterBaby Reply to topic Reply with quote

This reminds me that I still have to implement Torpedoes in my design program. Though I still think designing a 'Mech for the sole purpose of underwater combat is the stupidest thing ever!!

Do you remember the PBeM game I ran that was a full-water map? Thing lasted about 4 turns! 'Mechs just aren't designed for water combat, regardless of how much advanced technology they create to make you want to try it.
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5798
Location: United States
PostPosted: 31-Mar-2015 18:41    Post subject: WaterBaby Reply to topic Reply with quote

Harjel nullifies the breach check as long as their is armor in the location so the combat is more like above water if units have it. And the MASS unit protects the life support and cockpit from flooding. So combined, you have a mech that is relatively hard to fully knock out just by a lucky breach roll.

And the fullhead ejection acts like a life boat... so if you do get a lethal breach you just punch out and if your head does get breached use the UMU to get to the surface or wait for recovery.

wrote:
When operating underwater (see p. 121, TW) or in a vacuum (see Vacuum, p. 54) a unit equipped with the HarJel system is not required to check for
hull breaches for any location that features a BattleMech HarJel slot and has any armor remaining in that location. In addition, the HarJel system provides a –1
modifier to any roll checking for hull breach from extreme depths (see p. 42). Hull breach is still automatic, however, once all armor is destroyed, whether
or not the unit mounts a HarJel system in that location. HarJel does not protect any body section that does not have a HarJel slot. - TacOps pg.288


wrote:
A submerged ’Mech equipped with a MASS that suffers an armor breach to the location in which the cockpit is placed must make a 2D6
roll each turn for up to 180 turns (30 minutes) thereafter that the cockpit area remains (or becomes) submerged. On any result of 11 or less, the unit’s
cockpit and life support systems ignore the full effects of a cockpit breach and the ’Mech may operate at a +1 penalty to Piloting only—though its
sensors will be flooded and disabled. If the roll result is 12, or the unit spends more than 180 total turns underwater, the MASS will fail and the cockpit
area will completely flood, forcing the MechWarrior to bail out or die. - TacOps pg.325


wrote:
Only BattleMechs and IndustrialMechs with head-mounted cockpits may mount a full-head ejection system. Unlike the vehicular model,
this system is integrated with the head assembly’s design, and so occupies no additional critical slots. However, any critical hits to the ’Mech’s Life
Support slots also disable this system, rendering it impossible to eject in the event of disaster.
If the ’Mech is submerged (and the head location has suffered no armor breach), an ejected full-head pod automatically rockets to the water’s surface
and floats there as an immobile displacement hull vessel with the armor and structure values of whatever remained on the ’Mech’s head location. A
’Mech with a submerged head that has suffered a breach cannot employ a full-head ejection system. - TacOps pg.310

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PostPosted: 31-Mar-2015 21:01    Post subject: Re: WaterBaby Reply to topic Reply with quote

Vagabond wrote:
Harjel nullifies the breach check as long as their is armor in the location so the combat is more like above water if units have it. And the MASS unit protects the life support and cockpit from flooding. So combined, you have a mech that is relatively hard to fully knock out just by a lucky breach roll.

And the fullhead ejection acts like a life boat... so if you do get a lethal breach you just punch out and if your head does get breached use the UMU to get to the surface or wait for recovery.


Yep, I learned all that when I was putting those pieces of equipment into my design tool. The issue I really have is, all you've got is armor. After that you've got nothing but a dead 'Mech. Maneuverability for a 'Mech, even with UMUs is far reduced from what you'd get with a submarine or some other "built-for-the-water" unit.

Don't get me wrong, it's a neat concept and would likely make for a fun game. Just not if there were mixed unit types.
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5798
Location: United States
PostPosted: 01-Apr-2015 04:16    Post subject: Re: WaterBaby Reply to topic Reply with quote

Mordel wrote:
Vagabond wrote:
Harjel nullifies the breach check as long as their is armor in the location so the combat is more like above water if units have it. And the MASS unit protects the life support and cockpit from flooding. So combined, you have a mech that is relatively hard to fully knock out just by a lucky breach roll.

And the fullhead ejection acts like a life boat... so if you do get a lethal breach you just punch out and if your head does get breached use the UMU to get to the surface or wait for recovery.


Yep, I learned all that when I was putting those pieces of equipment into my design tool. The issue I really have is, all you've got is armor. After that you've got nothing but a dead 'Mech. Maneuverability for a 'Mech, even with UMUs is far reduced from what you'd get with a submarine or some other "built-for-the-water" unit.

Don't get me wrong, it's a neat concept and would likely make for a fun game. Just not if there were mixed unit types.


I fully agree. A sub can with 4 tons (5 if turret) negate breach checks and run over an other submerged units.
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