A simplistic system based on Lyran "tradition", the Squire is designed to take the fight to the little guy with a shower of SRMs, similar in vein to the Lyran Commando (see the outline in the background).
This was requested (and later commissioned) by
warmock for his BattleTech Chimera project. Check it out, it's fun stuff. :)
Artwork is © PDF but the concept and design are © WarMocK.
This was requested (and later commissioned) by
warmock for his BattleTech Chimera project. Check it out, it's fun stuff. :)Artwork is © PDF but the concept and design are © WarMocK.
Category Artwork (Traditional) / Miscellaneous
Species Unspecified / Any
Size 750 x 941px
File Size 198 kB
To my knowledge, the bulk of IS weapons systems is not the issue (seeing as a number of weapons that can fit on Clan protomechs can be just as bulky). The actual issues, covered in the Battletech Technical Manual were the inability to make comparable internal structure, armor, and heat sinks to those used by the clan protomechs (Engines are not a problem because the Clanners simply used standard engines). Using what the IS had available of the time of that canon study, there wouldn't have been any room for any weapons, be they Clan or IS in origin. Granted, since then the IS has researched such things as Light Ferro Fibrous and Advanced BA Armor, Composite and Endo-Composite Structures, Compact Heat Sinks and many other technologies that shrink that gap. It's simply a matter of time before some enterprising company (or two) found a way to make something that, if not as good as the clan versions, were still capable of filling that niche roll that protomechs fill. An even more frightening thought beyond that is how long until those same companies start applying such things as Stealth or Mimetic armors to these once they do start walking out of factory doors to help even more evade that painful gap between IS and Clan capabilities?
Heh, I see you got the TechManual as well ...
I used the conversation they had as my starting point, among with the audit about how a BattleMech is constructed. Additionally, I used the cannon description about artificial limbs for the Mechwarrior RPG, and the fact that there was an important breakthrough shortly after the breifing took place, namely the compact gyroscope. The result that solved the issues isTHIS:
http://www.furaffinity.net/view/2637050/
Basically, the whole trick is that I left quite a few things out that are included in a ProtoMech: Chimeras have no cooling system (which is why they cannot mount energy weapons), they have no advanced targeting and fire control system (which is why they use BA weapons, who were specifically optimized to be fired on iron sight) the weight and rating of the engine they mount islimited (maximum 2 tons, rating is 75), and the free space they gained because of the much simpler computer equipment (when compared to the computers for the EI implants) is filled up by a specialized compact gyro suite.
On the other hand Chimeras follow more less para-militaric standards, which means they may mount stuff you wouldn't find on true military units because it would be considered too inefficient. Chimeras have three engine types (Fusion, Fuel Cell and Battery), can choose between heavy ferro-fibrous (without a cooling system, they have more than enough room for the additional support framework they need for the smaller armor plates) and commercial armor, they may use enhanced motive systems like VTOL and UMU backpacks (and jump packs, of course), and they have a larger arsenal to chose from when compared like ProtoMechs. You know, stuff like bomb racks, limpet mines, sensor dispensers, grenade launchers, mortars, almost half-a-dozen types of gauss rifles .... ;3
If you want, I can send you the link to my WIP rules set as well, I wouldn't mind getting some more feedback. =D
I used the conversation they had as my starting point, among with the audit about how a BattleMech is constructed. Additionally, I used the cannon description about artificial limbs for the Mechwarrior RPG, and the fact that there was an important breakthrough shortly after the breifing took place, namely the compact gyroscope. The result that solved the issues isTHIS:
http://www.furaffinity.net/view/2637050/
Basically, the whole trick is that I left quite a few things out that are included in a ProtoMech: Chimeras have no cooling system (which is why they cannot mount energy weapons), they have no advanced targeting and fire control system (which is why they use BA weapons, who were specifically optimized to be fired on iron sight) the weight and rating of the engine they mount islimited (maximum 2 tons, rating is 75), and the free space they gained because of the much simpler computer equipment (when compared to the computers for the EI implants) is filled up by a specialized compact gyro suite.
On the other hand Chimeras follow more less para-militaric standards, which means they may mount stuff you wouldn't find on true military units because it would be considered too inefficient. Chimeras have three engine types (Fusion, Fuel Cell and Battery), can choose between heavy ferro-fibrous (without a cooling system, they have more than enough room for the additional support framework they need for the smaller armor plates) and commercial armor, they may use enhanced motive systems like VTOL and UMU backpacks (and jump packs, of course), and they have a larger arsenal to chose from when compared like ProtoMechs. You know, stuff like bomb racks, limpet mines, sensor dispensers, grenade launchers, mortars, almost half-a-dozen types of gauss rifles .... ;3
If you want, I can send you the link to my WIP rules set as well, I wouldn't mind getting some more feedback. =D
Tempting ...
But since gauss slugs need to be iron-nickel alloys (and you need lots of thst stuff to make the gauss effect work at all), the slugs wouldn't be a lot lighter than standard ones. Of course, 12 shots per ton instead of just 8 might be an interesting benefit ...
But since gauss slugs need to be iron-nickel alloys (and you need lots of thst stuff to make the gauss effect work at all), the slugs wouldn't be a lot lighter than standard ones. Of course, 12 shots per ton instead of just 8 might be an interesting benefit ...
They don't need to be, since it's an electromagnetic effect. The scramjet has no moving parts, so would just be shaped differently and wouldn't need much fuel. The advantage would be lighter ammunition with more shots per ton, and as the projectile would be under its own power, the further away the target, the more powerful the impact.
Not to mention that with some deploying fins or thrust vectoring, you could even steer it in the manner of a TOW missile....Hehehehehe. Bye-Bye Aerospace fighters!
Not to mention that with some deploying fins or thrust vectoring, you could even steer it in the manner of a TOW missile....Hehehehehe. Bye-Bye Aerospace fighters!
I already used that trick for my VRMs (Variable Range Missiles: http://www.furaffinity.net/view/1836313/), it'd be a small step from there.
Well, as opposed to contemporary armor that is built into the chassis of armored vehicles, most BT seems to be ablative armor. I guess it's preference, but I like to punch through armor and hit something vital. Not only does it tend to end a fight faster, it tends to leave more salvage.
Unless you hit the reactor.
Unless you hit the reactor.
I'd love to see the WIP rules set, and love to provide feedback, though that would probably make two of us appreciating a little feedback: http://www.solaris7.com/TRO/Protome.....Info.asp?ID=62
I have to admit, I find that our answers to the problem of EI implants and the design of the cockpit being similar to be entertaining, though you go into a little more detail then I do. Beyond that, we both attacked the remaining problems in completely different ways that lead to mine being more fragile but capable of mounting Energy weapons and more advanced stealth systems (Stealth Armor, anyone?) while more closely mirroring Clan counterparts, where as yours via description sounds to be far less fragile (at least in terms of Protomechs, if that's a fair comparison at all anymore) though more difficult to give 'big guns' to while going its own path. I really like the Chimeras, though. Their unique solution and style entertain me, and I wish you luck in their further progression.
I have to admit, I find that our answers to the problem of EI implants and the design of the cockpit being similar to be entertaining, though you go into a little more detail then I do. Beyond that, we both attacked the remaining problems in completely different ways that lead to mine being more fragile but capable of mounting Energy weapons and more advanced stealth systems (Stealth Armor, anyone?) while more closely mirroring Clan counterparts, where as yours via description sounds to be far less fragile (at least in terms of Protomechs, if that's a fair comparison at all anymore) though more difficult to give 'big guns' to while going its own path. I really like the Chimeras, though. Their unique solution and style entertain me, and I wish you luck in their further progression.
Heh ... who said that I didn't go for other armor types as well? ;A
The "official" rules set I made so far offers standard and commercial armor, but my extended rules set (which still needs some tweakng) offers a few more ...
Stealth armor: 1 point = 50 kg, BAR = 9; provides the same effect as BA basic stealth armor
Fire resistant: 1 point = 50 kg, BAR = 8; unit is immune to fire, Infernos, Flamers, and plasma heat effects
Lamellar armor: 1 point = 75 kg, BAR = 8; one armor point can absorb up to 2 damage points, AP rules do not apply
Glazed Composite: 1 point = 50 kg, BAR = 5; reduce all damage inflicted by lasers by half (rounded down)
Faraday armor: 1 point = 50 kg, BAR = 8; unit is immune to taser fire. If the unit is hit by PPC fire and wasn't hit by PPC fire during the last turn, all damage done to the unit by PPC weapons that inflict 15 or less damage is reduced to 0. During the following turn after the unit was hit hit by a PPC, it may not spend running MP and loses all benefits from any TAU modules installed. All attacks suffer a +1 penalty for that turn. If the unit is hit by PPC fire in that turn, damage applies normally.
The "official" rules set I made so far offers standard and commercial armor, but my extended rules set (which still needs some tweakng) offers a few more ...
Stealth armor: 1 point = 50 kg, BAR = 9; provides the same effect as BA basic stealth armor
Fire resistant: 1 point = 50 kg, BAR = 8; unit is immune to fire, Infernos, Flamers, and plasma heat effects
Lamellar armor: 1 point = 75 kg, BAR = 8; one armor point can absorb up to 2 damage points, AP rules do not apply
Glazed Composite: 1 point = 50 kg, BAR = 5; reduce all damage inflicted by lasers by half (rounded down)
Faraday armor: 1 point = 50 kg, BAR = 8; unit is immune to taser fire. If the unit is hit by PPC fire and wasn't hit by PPC fire during the last turn, all damage done to the unit by PPC weapons that inflict 15 or less damage is reduced to 0. During the following turn after the unit was hit hit by a PPC, it may not spend running MP and loses all benefits from any TAU modules installed. All attacks suffer a +1 penalty for that turn. If the unit is hit by PPC fire in that turn, damage applies normally.
I'm not sure how I feel about a unit who is incapable of using a cooling system to use stealth armor seeing as that normally holds in heat as one of its forms of baffling the unit's signature. It works for BAs because they don't exactly produce a lot of engine heat that needs baffling (Mostly because they don't have an engine). However, the Chimeras running Fusion Engines would be producing as much heat as any other unit with a fusion engine that size (which is to say enough to be a problem when held). An alternative you may want to consider is BA Mimetic since it masks with the machine's actual visual appearance with the background rather then trying to hide any signatures coming out of it. Seeing as most Protomechs are described as still being much closer to BAs in size then they are to 'Mechs, this seems much more feasible.
Just found my analysis about what armor types I could use, and guess what armor type I listed as a potential canidate as well: mimetic armor! xD
Mimetic armor: 1 point = 50 kg, BAR = 8; to-hit modifier is +2 when the unit is moving 0-1 hexes, +1 for moving 2-3 hexes
That'll make 6 additional armor types potentially available for Chimeras now. And I think I'll add a clause to stealth armor which prohibits it's use in conjunction with a fusion reactor. That should keep the whole thing pretty balanced imho. Thanks for pointing that out:3
Mimetic armor: 1 point = 50 kg, BAR = 8; to-hit modifier is +2 when the unit is moving 0-1 hexes, +1 for moving 2-3 hexes
That'll make 6 additional armor types potentially available for Chimeras now. And I think I'll add a clause to stealth armor which prohibits it's use in conjunction with a fusion reactor. That should keep the whole thing pretty balanced imho. Thanks for pointing that out:3
Chimeras may mount up to two reloadable launcher packs (in the shoulder slots), while each arm may mount a number of one-shot tubes up to the number of reloadable tubes a torso side may mount (4 SRMs, 5 LRMs, 6 MRMs, or 10 rocketlauncher tubes). That's more than enough for a 9-tonner to kick some 'Mech butts before running away. ;3
The rules for inferno missiles and flamers say nothing on the subject, though flamers would still inflict their normal damage. I would, however, be extremely wary of anything using Plasma weapons, as those induce their extra damage on everything that isn't a 'Mech, Aerospace Fighter, or Small Craft. That's 10+2d6 for IS Plasma Rifles and 3D6 for Clan Plasma Cannons. Those would tear up any protomech (or Chimera) in extremely short order.
You kidding? xD
It's AWESOME! It's exactly how I imagine them: little knights and warriors fighting off the hell creatures the Clans throw at you. And my little friend here definitely can fell down a few rabid proto dogs and metallic wardhogs and keep their heads for it's trophy gallery.
It's AWESOME! It's exactly how I imagine them: little knights and warriors fighting off the hell creatures the Clans throw at you. And my little friend here definitely can fell down a few rabid proto dogs and metallic wardhogs and keep their heads for it's trophy gallery.
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