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Tactical Armor [new unit type] v0.1
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Vagabond
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PostPosted: 18-Mar-2002 22:46    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

fluff-
designed by Aldiss Industry, the tactical armor could be called the iptomy of light mechs. designed as a police or garrisons urban support units. the TA as its called, can carry weapon systems similar to that of battlemechs but at half the cost and production time. using the latest in omni technologies each TA is designed to be quickly repaired by replacing peices instead of repairing them. highly mobile and at half the size TA's prove twice as capible in urban conditions then the tracked partners, tanks. the TA can fit into most levels of building allowing them to move up n down building levels. the only limit being the weight capabilities of the building floors.

to supplement this ability, some TA's come equiped with Assecion Cables. which are fired by compressed air up and into the top of building or cliffs. as soon as the cable is succure they use power winches to tow themselves up the side. allowing the TA to attack in area's and conditions conventional tanks could not. a standard tactic of TA's is to accend to the top of roofs, then fire down on advancing enemies like human snipers.

one advancement of TA's over mechs also turns into its backdraw. because of there size, TA's cannot opperate using standard control and stability systems used by mechs. the main componet is the gyro, the large control and compinsation componet of mechs control system. this is replaced by the state of the art CCC computer, or CONTROL COMPINSATION CORDINATION computer. this feeds directly to the pilot via a suit, similar to that of battle armors, this feed is link mostly to the brain. this reads the pilots brain and balance centers. this nearul feed is inturperted by the CCC computer into electronic feed that controls the TA's muscles and accuators.

the advantage is unsurpased control and stability. the back draw is the amount of data being feed into and out of the pilots brain tends to cause a burn out in pilots. this has been slightly buffered, but still proves to much. that is why each pilot is limited to his opperation time. thou after an hour most pilots feel fatigued and exhausted. during times of combat where fatigue is not an option, motitors inside the life support alert the TA's controller to the pilots staues. at this time hq can remote inject stabalizing chemicals into the pilots blood stream via a chemical pack in the pilots suit.

with the limited piloting time of TA pilot, it was decided that a fusion engine was excessive. instead a large battery core is used, providing enough time for the TA to opperate in the feild. usually the controller provides a mobile recharge station while 2 support trucks provide the flatbeds to transport the TA's into battle. at this time 4 TA's are used in a unit at one time.

TA's are belived the next step in police units. while not as powerfull as the kings of the battlefield, they provid a cheep mech alternative.

TACTICAL ARMOR
tech innersphere
height: 6meters or less.
weight:
5000kg - 18000kg

crits-
12000kg-18000kg
head-1
torso- 6
arms- 2
legs- 1
main gun- 12
5000kg-11000kg
head-1
torso- 5
arms- 1
legs- 0
main gun- 10

internal-
weight head torso arms legs main weapon
5000 2 1 1 1 2
6000 2 2 1 2 2
7000 2 3 1 2 2
8000 2 4 1 3 3
9000 2 5 1 3 3
10000 2 6 2 4 3
11000 2 7 2 4 4
12000 3 8 2 5 4
13000 3 9 2 5 4
14000 3 10 2 6 5
15000 3 11 3 6 5
16000 3 12 3 7 5
17000 3 13 3 7 6
18000 3 14 3 8 6
internal weight= weight/10

cockpit-
1750kg

engine-
engine rating= running * weight in tons
engine weight= engine rating * rating weight
rating rating weight
1-50 20kg
51-100 25kg
101-150 30kg
151-200 35kg
201-225 40kg
226-250 45kg
251-275 50kg

assecion/repelling lines-
15000-18000: weight= 150kg
10000-14000: weight= 100kg
5000-9000: weight= 50kg

cooling systems-
weight= 385kg per heat sink
free heat sinks= engine rating / 25

armor=-
1pt armor= 55kg

rules-
use all rules for battlemechs, but with these changes.

1] face changes: face changes cost 1mp per 2 hex sides.
2] water depth 0: 2mp per hex; requires piloting skill roll.
3] water depth 1+: 4mp per hex; requires piloting skill roll.
4] level changes: 2mp per level; max of 2 levels per hex [like mechs].
5] standing up: 1mp per attempt.
6] staking: as per ground units.
7] piloting skill modifier: -1 to all piloting skill rolls.
8] piloting skill modifier: +2 to piloting skills while in water.
9] elevation: TA's only stand 1lvl high, unlike Mechs.
10] damage location: new table see bellow
11] punch location table: there is none.
12] kick location table: there is none.

heat: unlike protomechs TA's build up heat like battlemechs. but there heat table has one differences. at 15 heat points the pilot suffers 1pt of damage, avoid on 4+. at 30 heat points the pilot suffers 1pt of damage, avoid 8+. this is do to the nearul compression feedback that occures during opperations, normally limited duration and computer buffering can prevent this. as the internal tempuraturer rises the internal computers start loosing efficency, thus allowing nearul feedback to harm the pilot. game note- this is usually not leathel. only after the pilot suffer 6dmg [bt only] roll 2d6 on 4+, pilot is mentaly burnt an will need treatment. if less then 4, pilot suffers extensive brain damage and dies.

to-hit table:
roll left front right
2 critical critical critical
3 legs r arm legs
4 l arm r arm r arm
5 l arm legs r arm
6 legs torso legs
7 torso m gun torso
8 m gun torso m gun
9 torso legs torso
10 r arm l arm l arm
11 legs l arm legs
12 head head head

critical's-
head- sensors*2; 1 open slot
torso- engine*5; cockpit; life support*2; CCC computer; coolent pack*2; 5-6 open slots
arms- shoulder; uaa; laa; ha; 1-2 open slots
legs- hips*2;ula*2;lla*2;fa*2; 0-1 open slots

critical hit table-
head- 1d6: 1-3 sensors; 4-6 open crit
torso- 2d6: 2 cockpit; 3-4 life support; 5 engine; 6-8 open crit; 9 engine; 10-11 coolent pack; 12 CCC computer
arms- 1d6: 1 shoulder; 2 uaa; 3 laa; 4 ha; 5-6 open crit
legs- 1d6: 1 hips; 2 ula; 3 lla; 4 fa; 5-6 open crit
m gun- 1d6: 1-3 first group; 4-6 second group; 1d6: 1-6 open crit

critical effects-
sensor- as per mechs.
cocpit- as per mechs.
life support- as per mechs.
coolant pack- remove all free heat sinks.
CCC computer- TA destroyed.
engine- first hit increases all gunnery n piloting rolls by +1. second by +2. third TA destroyed.
shoulder- as per mech.
hip- as per mech.
actuators- as per mech.
open crit- hits one of the units extra systems. head: only 1 open; torso: 1d6: see corisponding slot; arm: 1d6: 1-3 first open crit; 4-6 second open crit; legs: only 1 open

using Accesion Cable-
use as per jump jets, but may only be used to cover 1 hex forward movement. cable mp is max levels you may accend/repel this turn. you may cable over multiple turns.

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[ This Message was edited by: Vagabond on 2002-03-18 22:46 ]

[ This Message was edited by: Vagabond on 2002-03-20 20:31 ]
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PostPosted: 18-Mar-2002 22:52    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

I never was a real fan of ProtoMechs. But this is something I could work with. Let me think on it...

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pinkfloyd214
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PostPosted: 18-Mar-2002 23:51    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

protomechs can be usful. i used a star of centuars to destroy a panther in a free for all. as far as the TA go it looks to be an IS version of protomech which are not in the IS grasp of knowledge

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Karagin
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PostPosted: 19-Mar-2002 01:00    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

Uhmm...did you miss the attack and sack of the Jaguar's home world Huntress by the Inner Sphere?

Did you miss the hints dropped of all the major IS players soldiers making sure that something of what they found made it's way back to their Houses for further study?

So the idea that the IS can't come up with a version of their of the protomechs is like saying that Omnimechs and battlearmor are not with in the grasp...

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PostPosted: 19-Mar-2002 11:40    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

I don't know. I never liked the whole Protomech idea. I can see this as a way to give the IS something similar though.



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Vagabond
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PostPosted: 19-Mar-2002 15:59    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

as far as the TA go it looks to be an IS version of protomech which are not in the IS grasp of knowledge
----------------------------
I don't know. I never liked the whole Protomech idea. I can see this as a way to give the IS something similar though.
----------------------------

well TA's are an attempt to remove the protomechs poor creation into something with use and beliveability. i remove the Enhanced Imaging [bullsh@@], removed the advanced composites [having done the numbers, they were standard anyway], removed the mini fusion egines [while i belive doable, comon distain made this revamp], and removed the pilots urber connection to the mech.

this is not ment to replace mechs, its made to challenge standard armor units. if you can buy 5 of these for 1 medium mech. then you get a better option for a garrison or policing unit. thus allowing 4 man crewed tanks and better mechs to be deployed in combat. not babysitting a planet.

we all agree that proto's wear badly fluffed, poorly ruled, n fit almost no wear. but TA's do. they are truly the mix of ba and mech.

so, i ask, no implore you. dont think proto. i'll design some up. and you test them. lets see if the rules work better.

oh ps- this was originally and still possibly be based off of a proto type[s] dated back to before mechs. otherwise, the step between no mechs, and battlemechs. part of the reason i chose Aldiss, the japanese earth based production factory. as the plans for TA's have just been dusted off, and given a looksy by WoB or Comstar [ie: control system] as they still have the edge on technology.




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PostPosted: 19-Mar-2002 16:13    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

Sounds good to me. I am looking forward to seeing what you come up with.

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PostPosted: 19-Mar-2002 18:40    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

no i did not miss the whole huntress thing. the protomeches require the EI because you couldn't fit the sensors and the pilot in the cockpit. i quote from the TR3060:
the machines were too small for a proper cockpit, and the genetic engineering experimentation proved unable to produce a viable new breed suitable for piloting the protomechs.
THE BREAKTHROUGH
The technological advance that finally made the protomech viable the the advent of enchanced imaging (EI). page 188
the IS cant get past the bulky nuerohelmets much less EI, unless you count the lighter helmets that comstar and word of blake have. so in conclusion your TA's are technologically impossible for the IS right now

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PostPosted: 19-Mar-2002 19:16    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

I don't place much faith in what the Inner Sphere is/is not able to build.

The fluff says that only those huge neuro helmets are able to be built...unless you're a mamber of ELH (a mere merc unit). And between the ComStar/WoB info getting out to the IS states and the battlefield salvage of the Clans, I'm sure smaller, lighter helmets are on the way.

Even so, say that it is right that only bulky neuro helmets exist...why can they only make old helmets when they used to only be able to have jruy-rigged mech factories and now have a new mech line a week? It just makes no sense.

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PostPosted: 19-Mar-2002 20:11    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

ELH mere?

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PostPosted: 19-Mar-2002 20:58    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

I think sarcasm is in use here....

Sir Henry

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PostPosted: 19-Mar-2002 21:01    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

Quote:

On 2002-03-19 18:40, pinkfloyd214 wrote:
no i did not miss the whole huntress thing. the protomeches require the EI because you couldn't fit the sensors and the pilot in the cockpit. i quote from the TR3060:
the machines were too small for a proper cockpit, and the genetic engineering experimentation proved unable to produce a viable new breed suitable for piloting the protomechs.
THE BREAKTHROUGH
The technological advance that finally made the protomech viable the the advent of enchanced imaging (EI). page 188
the IS cant get past the bulky nuerohelmets much less EI, unless you count the lighter helmets that comstar and word of blake have. so in conclusion your TA's are technologically impossible for the IS right now





Get the Unbound Mechwarrior scenario pack...the Inner Sphere has EI and has know about for a long time, so protomechs are not beyond their abilty make and use.

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PostPosted: 19-Mar-2002 21:36    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

ok dude i'll check it out and if you are right i will strike my colors on the whole matter

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Vagabond
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PostPosted: 20-Mar-2002 02:09    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

Quote:

the protomeches require the EI because you couldn't fit the sensors and the pilot in the cockpit. TR3060:the machines were too small for a proper cockpit


ok, the key word here is PROTOMECH. as stated before, there not protomechs. not ment to be is protomechs. so, please stop comparing them.

i used a construction system SIMILAR to protomechs, because i developed it off of the protomechs 1000kg system.

rules are based on mechs. i used protomech rules to avoid repeating old mistakes. history 101.

Quote:

unless you count the lighter helmets that comstar and word of blake have. so in conclusion your TA's are technologically impossible for the IS right now



did you happen to check out the production center? if not its based on terra. on the japanese island. Aldiss. which in 3064 to my memory is based on WoB territory.

so, Comstar class tech went into this. the neural links are placed in the helmet AND suit. with the suit n helmet providing 0 protection from weapons fire. thats what the TA's for.

also. as for space. the smaller cockpit 3x larger then PROTO'S is not cramped by an oversized fusion engine and gyro.

so. see, there is room, and there is the avalible technologies. you just need to add 2+2 and minus the PROTOMECHS.
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Karagin
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PostPosted: 20-Mar-2002 16:09    Post subject: Tactical Armor [new unit type] v0.1 Reply to topic Reply with quote

I like you idea and think you are on the right track. So could you post some of designs and then that should clear up folks comparing them to PMs.

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