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Karagin
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PostPosted: 09-Jun-2005 20:55    Post subject: AT-AT Reply to topic Reply with quote

Here is my take on the AT-AT, it's an older mech I added new tech to. It's not perfect but it has some advantages as well as few surprises for the enemy.

                BattleMech Technical Readout
                     Custom* Weapons

Type/Model:    AT-AT 
Tech:          Inner Sphere / 3025
Config:        Quad BattleMech
Rules:         Level 3, Standard design

Mass:          60 tons
Chassis:       Endo Steel
Power Plant:   300 Vlar XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  2 Large Pulse Lasers
  4 Infantry Bays*
  3 Medium Pulse Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    AT-AT 
Mass:          60 tons

Equipment:                                 Crits    Mass
Int. Struct.:  107 pts Endo Steel           14      3.00
 (Endo Steel Loc: 1 HD, 2 LFL, 2 RFL, 3 LT, 2 RT, 2 LRL, 2 RRL)
Engine:        300 XL Fusion                12      9.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  216 pts Standard              0     13.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             20         29      
   Center Torso (Rear):                 10      
   L/R Side Torso:           14      21/21      
   L/R Side Torso (Rear):              7/7      
   L/R Front Leg:            14      28/28      
   L/R Rear Leg:             14      28/28      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RT     10           2      7.00
2 Infantry Bays*         RT      0           4      4.00
1 Medium Pulse Laser     RT      4           1      2.00
1 Large Pulse Laser      LT     10           2      7.00
2 Infantry Bays*         LT      0           4      4.00
2 Medium Pulse Lasers    CT      8           2      4.00
--------------------------------------------------------
TOTALS:                         32          66     60.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        11,968,960 C-Bills
Battle Value:      1,069
Cost per BV:       11,196.41
Weapon Value:      1,232 / 1,232 (Ratio = 1.15 / 1.15)
Damage Factors:    SRDmg = 21;  MRDmg = 6;  LRDmg = 0
BattleForce2:      MP: 5,  Armor/Structure: 5/2
                   Damage PB/M/L: 3/3/-,  Overheat: 2
                   Class: MH;  Point Value: 11


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Vagabond
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PostPosted: 09-Jun-2005 21:27    Post subject: RE: AT-AT Reply to topic Reply with quote

I would decrease the speed to 4/6, switch to clan tech, drop the third MPL, add enough DHS to fire everything, and bump the cargo up to 6 or 8 tons for infantry and some space for 5 speeder bikes.

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Karagin
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PostPosted: 09-Jun-2005 21:30    Post subject: RE: AT-AT Reply to topic Reply with quote

I will play around with your suggestions, thanks for the ideas.

I think what you suggest will give it a tad more punch troop wise.

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Stinger
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PostPosted: 10-Jun-2005 00:49    Post subject: RE: AT-AT Reply to topic Reply with quote

This is my take on the AT-AT, I tried to make truly hard to kill as they were in the movies for the most part. I sacraficed firepower for armor, its speed and look (unless they added more weapons to it in ep3) I tried it with a torso mounted cockpit but didnt like it as it changed the design to much. Tried to get as much in the way of infanty and cargo bays in it as I could. I do see it as being in the assult catagory of mechs but /shrug that is me.


I added a new weapon. The Medium Plasma rifle. Here are the stats on it.

Medium Plasma Rifle
weighs 3.5 tons
1 crit
Range 5-10-15
heat is 7
damage 7


BattleMech Technical Readout
Custom* Weapons

Type/Model: AT-AT
Tech: Mixed Tech / 3025
Config: Quad BattleMech
Rules: Level 3, Standard design

Mass: 100 tons
Chassis: Endo Steel (C)
Power Plant: 400 XL Fusion (C)
Walking Speed: 43.2 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Hardened
Armament:
4 Infantry Bays*(C)
2 Speeder Bays*(C)
6 Mech Cargo Bays*(C)
2 Med Plasma Rifles*(C)
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: AT-AT
Mass: 100 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 160 pts Endo Steel (C) 7 5.00
(Endo Steel Loc: 2 LFL, 1 RFL, 1 LT, 1 RT, 1 LRL, 1 RRL)
Engine: 400 XL Fusion 10 26.25
Walking MP: 4
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Double (C) [20] 0 .00
Gyro: 4 4.00
Small Cockpit, Life Supt., Sensors: 4 2.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 322 (C) 0 40.25

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (Rear): 15
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Front Leg: 21 42/42
L/R Rear Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Infantry Bays* (C) RT 0 4 4.00
1 Speeder Bay* (C) RT 0 2 3.00
2 Mech Cargo Bays* (C) RT 0 2 .50
2 Infantry Bays* (C) LT 0 4 4.00
1 Speeder Bay* (C) LT 0 2 3.00
2 Mech Cargo Bays* (C) LT 0 2 .50
2 Mech Cargo Bays* (C) CT 0 2 .50
2 Med Plasma Rifles* (C) HD 14 2 7.00
--------------------------------------------------------
TOTALS: 14 61 100.00
Crits & Tons Left: 5 .00

Calculated Factors:
Total Cost: 27,862,834 C-Bills
Battle Value: 1,888
Cost per BV: 14,757.86
Weapon Value: 2,664 / 2,664 (Ratio = 1.41 / 1.41)
Damage Factors: SRDmg = 14; MRDmg = 8; LRDmg = 1
BattleForce2: MP: 4, Armor/Structure: 8/6
Damage PB/M/L: 3/1/-, Overheat: 0
Class: MA; Point Value: 19



[ This Message was edited by: Stinger on 2005-06-10 00:54 ]
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If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Oafman
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PostPosted: 10-Jun-2005 09:43    Post subject: RE: AT-AT Reply to topic Reply with quote

A little too big and not enough firepower.

I do like the cargo bays in both versions. That would make these things evil.

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Stinger
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PostPosted: 10-Jun-2005 12:07    Post subject: RE: AT-AT Reply to topic Reply with quote

Well that is the problem with BT quad designs. IF and ONLY IF you try to make it and arm it as it looks in the movies, you really only have 1 to 3 slots for weapons that go in the head. And since there is nothing that will go there with any fire power you either have to create it or you have to mount it on the body, which dosent work as it changes the look of the AT-AT. The AT-AT (as in the Esential guide to vehicles and vessels) has the AT-AT with 2 heavy and 2 medium laser cannons, all mounted in the head. So if you are going to make a custom weapon system for, it that is the only way to keep a bt AT-AT looking like the original.

I guess you could make something like this

Compact Turbo laser system
Weight: 7
Crits: 1
Damage: 20* (15 to one location - 5 to another)
Heat: 15
Range: 4-8-12
Notes: +2 to hit

The Compact Turbo Laser System (CTLS) is actually 2 compact laser systems that can act independently of each other. The CTLS has a very high damge yeild to very little room, due to its limited targeting gear though the CTLS is harder to aim and hit targets with. TC can improve the accuracy but to a limited degree.


Here it is with the CTLS it gets a bit better but lose alot of the cargo capacity.


BattleMech Technical Readout
Custom* Weapons

Type/Model: AT-AT
Tech: Mixed Tech / 3060
Config: Quad BattleMech
Rules: Level 3, Standard design

Mass: 100 tons
Chassis: Endo Steel (C)
Power Plant: 400 XL Fusion (C)
Walking Speed: 43.2 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Hardened
Armament:
4 Infantry Bays*(C)
2 Speeder Bays*(C)
2 Mech Cargo Bays*(C)
2 Compact Turbolasers*(C)
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: AT-AT
Mass: 100 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 160 pts Endo Steel (C) 7 5.00
(Endo Steel Loc: 2 LFL, 1 RFL, 1 LT, 1 RT, 1 LRL, 1 RRL)
Engine: 400 XL Fusion 10 26.25
Walking MP: 4
Running MP: 5
Jumping MP: 0
Heat Sinks: 15 Double (C) [30] 0 5.00
XL Gyro: 6 2.00
Small Cockpit, Life Supt., Sensors: 4 2.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 266 (C) 0 33.25

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 35
Center Torso (Rear): 12
L/R Side Torso: 21 26/26
L/R Side Torso (Rear): 9/9
L/R Front Leg: 21 35/35
L/R Rear Leg: 21 35/35

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Infantry Bays* (C) RT 0 4 4.00
1 Speeder Bay* (C) RT 0 2 2.00
1 Mech Cargo Bay* (C) RT 0 1 .25
2 Infantry Bays* (C) LT 0 4 4.00
1 Speeder Bay* (C) LT 0 2 2.00
1 Mech Cargo Bay* (C) LT 0 1 .25
2 Compact Turbolasers* (CHD 30 2 14.00
--------------------------------------------------------
TOTALS: 30 59 100.00
Crits & Tons Left: 7 .00

Calculated Factors:
Total Cost: 28,012,834 C-Bills
Battle Value: 1,866
Cost per BV: 15,012.24
Weapon Value: 3,476 / 3,476 (Ratio = 1.86 / 1.86)
Damage Factors: SRDmg = 26; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 7/6
Damage PB/M/L: 6/4/-, Overheat: 0
Class: MA; Point Value: 19



I had to make the speeder bike bays slightly smaller only because I wanted to keep very heavy hardened armor protection. The CTLS may be interesting to play around with.

_________________
Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Vagabond
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PostPosted: 10-Jun-2005 19:14    Post subject: RE: AT-AT Reply to topic Reply with quote

When it comes to weapon placement, i try to keep to the original as mech as possible; however, you can move objects about and say they are someplace else visually within reason. An example is the Thor M which mount a single Streak SRM 6 which is visually seen as Two 3 tube missile racks on the upper thighs of the mech. Another example is the venerable Atlas and it's LRM 20 rack.

Fit what you can in the head, but then place carry over items into fire arcs that match the heads.

Also, your original idea for the torso mounted cockpit could work nicely. Remember that this walker has a crew of atleast 3 while your Mech is still only gonna have one so some realism can be lost without effecting it to badly. Besides, the AT-AT crew cannot eject anyway lol.



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Sleeping Dragon
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PostPosted: 11-Jun-2005 06:02    Post subject: RE: AT-AT Reply to topic Reply with quote

My own AT-AT remake
clan heavy battlemech level 3 quad
Mass:                             60t
Internal structure:       ES       3t
Engine:        240 fusion       11.5t
MP:    4/5/0
Heat sinks:     double  11(22)     1t
Gyro:            standard          3t
Cockpit:       torso-mounted       4t
Armor: hardened/standard 104/112 13t/7t
H      3  9    hardened
T     20 30/9  hardened
R/LT  14 20/8  hardened
R/LFL 14 28    standard
R/LRL 14 28    standard
Weapon and ammo  location  crit.  mass
2 ER laser (L)      H       2      8t
2 pulse laser (Mi)  H       2      1t
Infantry bay        LT      3      3t
Infantry bay        RT      3      3t
targeting computer  RT      2      2t

Heat sinks LT, RT


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Karagin
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PostPosted: 11-Jun-2005 09:40    Post subject: RE: AT-AT Reply to topic Reply with quote

The idea here wasn't to add a lot of new weapons, it was to go with one new item, the infantry bay, and the rest was stuff that was already aviable to the IS or Clan depending what you chose to you.

I agree with Vagabond, stick to the original lay out. It works well enough and you only need minor adjustments.

So if you drop your level 4 Turbolasers and go with pulse then you have a decent attempt at a conversion.

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Stinger
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PostPosted: 11-Jun-2005 14:09    Post subject: RE: AT-AT Reply to topic Reply with quote

Agreed (the turbo lasers are interesting but need mucho work,Ill post a rewrite here a bit later, since I have been thinking about them)



BattleMech Technical Readout
Custom* Weapons

Type/Model: AT-AT Mk2
Tech: Mixed Tech / 3060
Config: Quad BattleMech
Rules: Level 3, Standard design

Mass: 100 tons
Chassis: Endo Steel (C)
Power Plant: 400 XL Fusion (C)
Walking Speed: 43.2 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Hardened
Armament:
2 Medium Pulse Lasers(C)
4 Infantry Bays*(C)
2 Speeder Bays*(C)
2 Mech Cargo Bays*(C)
2 Large Pulse Lasers(C)
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: AT-AT Mk2
Mass: 100 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 160 pts Endo Steel (C) 7 5.00
(Endo Steel Loc: 2 LFL, 1 RFL, 1 LT, 1 RT, 1 LRL, 1 RRL)
Engine: 400 XL Fusion 10 26.25
Walking MP: 4
Running MP: 5
Jumping MP: 0
Heat Sinks: 11 Double (C) [22] 0 1.00
Gyro: 4 4.00
Torso-Mounted Cockpit, Life Supt., Sensors: 6 4.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 243 (C) 0 30.38

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 36
Center Torso (Rear): 12
L/R Side Torso: 21 23/23
L/R Side Torso (Rear): 8/8
L/R Front Leg: 21 31/31
L/R Rear Leg: 21 31/31

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Pulse Laser (C) RT 4 1 2.00
2 Infantry Bays* (C) RT 0 4 4.00
1 Speeder Bay* (C) RT 0 2 2.00
1 Mech Cargo Bay* (C) RT 0 1 .25
1 Medium Pulse Laser (C) LT 4 1 2.00
2 Infantry Bays* (C) LT 0 4 4.00
1 Speeder Bay* (C) LT 0 2 2.00
1 Mech Cargo Bay* (C) LT 0 1 .25
2 Large Pulse Lasers (C) HD 20 4 12.00
--------------------------------------------------------
TOTALS: 28 63 99.13
Crits & Tons Left: 3 .87

Calculated Factors:
Total Cost: 28,668,734 C-Bills
Battle Value: 1,999
Cost per BV: 14,341.54
Weapon Value: 5,320 / 5,320 (Ratio = 2.66 / 2.66)
Damage Factors: SRDmg = 28; MRDmg = 22; LRDmg = 12
BattleForce2: MP: 4, Armor/Structure: 6/6
Damage PB/M/L: 5/3/2, Overheat: 1
Class: MA; Point Value: 20


Dropped the armor to 30 tons torso mounted the cockpit and a pair of med lasers (still want them head mounted, Im a bit anal that way) and head mounted lg pulse. Pretty interesting actually. I almost went with LG pulse I am pretty stuck on the hardened armor though as it really helps to add to the survivalbility.

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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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mud
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PostPosted: 11-Jun-2005 17:32    Post subject: RE: AT-AT Reply to topic Reply with quote

an important thing to remember with AT-ATs...

the armor is invulnerable to anything up to capital-scale weapons, unless the AT-AT somehow falls over...then anyone with a .22 can penetrate the armor, and the AT-AT promptly will explode.

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Karagin
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PostPosted: 11-Jun-2005 18:50    Post subject: RE: AT-AT Reply to topic Reply with quote

And using the harden armor gives it the next closest thing BT has to ability.

And every thing has some weakness...you just need to find it.

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Karagin
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Sleeping Dragon
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PostPosted: 12-Jun-2005 09:28    Post subject: RE: AT-AT Reply to topic Reply with quote

Maybe composite internal structure will produce desired vulnerability.

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bladewind
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PostPosted: 12-Jun-2005 21:16    Post subject: RE: AT-AT Reply to topic Reply with quote

or even XXL engines.
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Stinger
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PostPosted: 13-Jun-2005 00:50    Post subject: RE: AT-AT Reply to topic Reply with quote

Composit could help, may have to try somethign with that. As for XXL. Well the only problem with that is it takes up to much room in the torsos for anything useful.

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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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