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Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Witch IV
(5 Configurations)
Tech/Era: Inner Sphere / 3067 / CBT Rules
Chassis Type: Humanoid, Witch Series Mk. IV
Weight Class: Medium Battle Armor (751 - 1,000 kg)
Rules: Level 2, Custom design
Ground Speed: 10.8 km/h
Jump Capacity: 90 meters
Armor Type: Improved Stealth
Manufacturer: ComStar / Word of Blake
Location: Tukayyid / Terra
==Overview:==
The Old Star League saw advances in science and technology
unparalleled at any other time in human history. One of these
advances was the development of the Mk. XXI Nighthawk combat
exoskeleton. Although commercial exoskeletons had been in use
since the development of myomer technology, they had never been
successful in a combat role do to limit in the technology at the
time. It took some of the best engineers in the Hegemony with
generous funding fifteen torturous years to perfect the technology
need to create an operationally viable combat exoskeleton. After
totally reworking their prototype twenty times, the SLDF High
Command was presented with the Mk. XXI Nighthawk in 2718.
Tests proved that a Nighthawk-equipped trooper possessed
mobility and protection that would remain unparalleled until the
advent of battle armor. However, with the outbreak of the
Succession Wars the Nighthawk was all but lost. Only ComStar
retained a few Mk. XXIs, and their attempts to duplicate the
design produced the Tornado PA(L)., which was one of a series of
PA(L) suits developed in the late 29th Century as part of
ComStar's efforts to maintain their military edge.
The Tornado unlike the Nighthawk utilizes an optical
camouflage system in addition to IR and ECM suppression equipment,
which gave the Tornado a better stealth profile then the
Nighthawk. In addition, the built-in HUD system provides the
wearer with information on the suit's status and the battlefield
(including magnification and low-light enhancement gear) that
normal infantry and special operation units would not normally
have without extra equipment. All of these advantages were not
without their back draws, however.
One of the limitations of the Nighthawk and Tornado is that
each suit is custom-fitted to its wearer, fitting like a second
skin and complementing their physical actions, allowing them to
strike harder and faster than un-augmented troops while avoiding
the encumbrance of full battle armor. However, the custom-made
nature of the suits make them almost unusable by any bar the
designated wearer without major adjustment and even the assigned
troopers must work hard to maintain their physical condition so as
to gain the full benefit of the G12 system. In addition, the
Nighthawk and Tornado as PA(L) and not true Battle Armor were not
equipped with integrated weaponry or heavy armor plating. This
limited these suits abilities if their cover was blown, and they
started taking heavy fire. In an effort to correct this, Comstar
began the development of the Witch Special Operations Battle Armor
in 3052 shortly after the Battle of Tukayyid.
==Capabilities:==
The Witch would go through four versions before the Precentor
Martial approved the design. The design was required to be
stealthy, mobile, and sturdy. In order to achieve this, the
design was upgraded from an Exoskeleton to a full grade Battle
Armor and employed the latest technologies. As a Battle Armor,
The Witch IV unlike the Tornado does not require the suit to be
form fitting to be effective and the armor plating was able to be
increased to a level that would stop anything up to a medium class
laser and keep the pilot alive. In addition, the armor integrates
the latest in IR and Sensor foiling systems that are capable of
foiling even Clan grade sensor suites. Further more, the Comstar
Designers utilized the same optical camouflage system found on the
Tornado to further baffle detection equipment. All of this
equipment serves to make the Witch IV the most advanced
infiltration unit in the Inner Sphere.
However, all of these systems do come at cost though. Not
only is this equipment expensive to assemble and maintain but also
takes up great amounts of space and weight on the design. This
has the effect of limiting the armor plating at its present level
and limiting the designs integral weapons to no more then 115kg on
the single right arm modular mount. Despite these limitations,
the Witch IV is still capable of carrying an impressive array of
anti-infantry and anti-armor weaponry. In addition, the Witch IV
like the Nighthawk has very impressive maneuverability do to the
integral jump jets as these jets allow the operator to cover
distances of 90 meters with little or no effort.
In order to further aid the Witch IV in its special operation
actions, the designs left arm was equipped with a Vibro-Battle
Claw and the locomotive systems were optimized. The Vibro-Battle
Claw replaces the left hand and can at the operators will acts as
a built-in vibroblade that can be used to devastating effect on
infantry during melee or on BattleMechs during anti-mech attacks.
This feature enhances the Witch IVs offensive capabilities while
the locomotive optimization enhances the users operation of the
suit. Most Battle Armor is designed to augment certain physical
abilities the operators at the expense of others. The Witch IV,
on the other hand, was carefully designed in order to nullify any
possible back draws at the expense of any benefits, which allows
the operator to function unimpeded.
Overall, all of these features and functions combine to
create a Special Operation Suit that is unparalleled by any other.
However, the design of the Witch IV was to not be of use to our
Blessed Order when our misguided brethren forcibly took Terra from
use. We had just received final authorization and had begun full
scale production at our primary facility on Terra when the
facility and the planet were conquered. We, fortunately, had
broadcast the designs specs to our secondary facility had have
since that time refitted the facility and begun full scale
production, albeit at half capacity then was initially projected.
Our ROM forces should see initial deployment by 3060 with wide
deployment no later then 3062. We can only assume that our
brethren have by this time reversed engineered those suits left on
Terra that were not destroyed when our primary facility was
destroyed by our agents before their capture. Their capability of
production and total number of units remains unknown.
CBT: RPG GAME RULES
Witch IV battle armor mounts a 200-shot machine gun as the
original variant, while the newest variant typically use a 40-shot
David Lt. Gauss Rifle. The suit uses a standard manipulator with
vibro-claw adaptor on one hand and an armored glove on the other,
and so may employ conventional infantry weapons without penalty in
the right hand. In addition, each Witch IV features integral jump
jets for a maximum leap of 90 meters per turn. Its stealth
capabilities and adaptive camouflage system provide the following
modifiers: [ECM:6, IR:6, Camo: 4].
BATTLETECH RULES
Witch IV deploy in squads of 4, have 1 MP of ground movement
(3 MP jumping movement), may travel aboard OmniMechs per the
Mechanized Battle Armor rules, and may make anti-BattleMech leg
and swarm attacks (note that the vibroclaws enable Witch IV Points
to deliver 1 extra points of damage during anti-'Mech attacks per
trooper).. Each suit has an Armor Value of 5, plus 1 additional
point representing the trooper inside, and includes stealth
abilities that increase the to-hit modifier against Witch IV units
by +1 at short range, +2 at medium range, and +3 at long range.
Adaptive camouflage adds a +2 to the to-hit roll if the Witch IV
squad remains stationary (reduced to +1 if the Witch IV squad
moves). Beagle active probes and their Clan equivalents cannot
locate hidden Witch IV units.
Witch IV battle armor features a modular weapon adapter mount
in the right arm. The original variant usually occupies this with
a 200-shot machine gun, while the newest variant typically use a
40-shot David Lt. Gauss Rifle, though other configurations are
possible per the Battle Armor Construction Rules (see p. 151,
CBTComp).
==================================================================
Configuration: [Base]
Equipment: Slots Mass
Chassis Type: Medium Class Humanoid 0 175
Motive System: Ground Movement (1 MP) 0 0
Jump Jets (3 MP) 0 150
Armor Type: 5 Points Improved Stealth 5 300
Manipulators:
Left Arm: Battle Vibro-Claw 0 50
Right Arm: Armored Glove 0 0
Fixed Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Camo System Body 2 200
Modular Weapon Mount RA 1 10
------------------------------------------------------------------
TOTALS: 8 885
Slots & Mass Available for Configurations: 2 115
==================================================================
Configuration: Gauss
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
David Lt Gauss Rifle RA/MWM 40 2 115
------------------------------------------------------------------
TOTALS: 10 1,000
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 816,500 C-Bills, Including Trooper
Training Costs of 150,000 C-bills
Battle Value: 31 (124 for 4) Weapon Value: 9 (Ratio=.29)
Cost per BV: 21,500.0 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1 MRDmg = 0 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, car4
CBT:RPG Data: Armor Value (M/B/E/X): 7/7/6/6 Coverage: Full
IR: +6, ECM: +6, Camo: +4
Melee AP: 2, Target Size Modifier: -2
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: 0, DEX: 0, RFL: 0
Equipment Rating: E/E/E
==================================================================
Configuration: Machine Gun
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Machine Gun RA/MWM 200 2 115
------------------------------------------------------------------
TOTALS: 10 1,000
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 802,500 C-Bills, Including Trooper
Training Costs of 150,000 C-bills
Battle Value: 28 (112 for 4) Weapon Value: 8 (Ratio=.29)
Cost per BV: 23,303.57 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1 MRDmg = 0 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: 1/-/- Overheat: 0
Point Value: 1 Specials: mec, car4
CBT:RPG Data: Armor Value (M/B/E/X): 7/7/6/6 Coverage: Full
IR: +6, ECM: +6, Camo: +4
Melee AP: 2, Target Size Modifier: -2
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: 0, DEX: 0, RFL: 0
Equipment Rating: E/E/E
==================================================================
Configuration: Grenade Launcher
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Grenade Launcher RA/MWM 40 2 115
(with High-Explosive Ammo)
------------------------------------------------------------------
TOTALS: 10 1,000
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 797,300 C-Bills, Including Trooper
Training Costs of 150,000 C-bills
Battle Value: 23 (92 for 4) Weapon Value: 5 (Ratio=.22)
Cost per BV: 28,143.48 (w/o Trooper Training costs)
Damage Factors: SRDmg = 0 MRDmg = 0 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, car4
CBT:RPG Data: Armor Value (M/B/E/X): 7/7/6/6 Coverage: Full
IR: +6, ECM: +6, Camo: +4
Melee AP: 2, Target Size Modifier: -2
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: 0, DEX: 0, RFL: 0
Equipment Rating: E/E/E
==================================================================
Configuration: Mini-GL
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Micro Grenade Launcher RA/MWM 100 2 115
(with High-Explosive Ammo)
------------------------------------------------------------------
TOTALS: 10 1,000
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 796,000 C-Bills, Including Trooper
Training Costs of 150,000 C-bills
Battle Value: 22 (88 for 4) Weapon Value: 5 (Ratio=.23)
Cost per BV: 29,363.64 (w/o Trooper Training costs)
Damage Factors: SRDmg = 0 MRDmg = 0 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, car4
CBT:RPG Data: Armor Value (M/B/E/X): 7/7/6/6 Coverage: Full
IR: +6, ECM: +6, Camo: +4
Melee AP: 2, Target Size Modifier: -2
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: 0, DEX: 0, RFL: 0
Equipment Rating: E/E/E
==================================================================
Configuration: Firedrake
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Firedrake Support Needler RA/MWM 420 2 115
------------------------------------------------------------------
TOTALS: 10 1,000
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 796,400 C-Bills, Including Trooper
Training Costs of 150,000 C-bills
Battle Value: 23 (92 for 4) Weapon Value: 5 (Ratio=.22)
Cost per BV: 28,104.35 (w/o Trooper Training costs)
Damage Factors: SRDmg = 0 MRDmg = 0 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, car4
CBT:RPG Data: Armor Value (M/B/E/X): 7/7/6/6 Coverage: Full
IR: +6, ECM: +6, Camo: +4
Melee AP: 2, Target Size Modifier: -2
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: 0, DEX: 0, RFL: 0
Equipment Rating: E/E/E
Created by HeavyMetal Battle Armor
[ This Message was edited by: Vagabond on 2006-01-18 23:45 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
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