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Dire Wolf (Daishi) Z
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Kraken
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PostPosted: 10-Jan-2013 22:33    Post subject: Dire Wolf (Daishi) Z Reply to topic Reply with quote

              BattleMech Technical Readout

Type/Model:    Dire Wolf (Daishi) Z
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Standard design

Mass:          100 tons
Chassis:       Standard
Power Plant:   300 XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  6 ER Medium Lasers
  4 Machine Guns
  4 Ultra AC/2s
  1 Anti-Missile System
  1 LRM 10
  1 ER PPC
  1 ER Small Laser
  1 Active Probe
  2 Anti-Personnel Pods
  1 ECM Suite
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

---------------------------------------------------------------------------
==Capabilities:==
[note: mech is one ton underweight; allows for possibility of cargo being
hauled on back of mech]

--------------------------------------------------------
Type/Model:    Dire Wolf (Daishi) Z
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 XL Fusion                10      9.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     18 Double [36]              12      8.00
 (Heat Sink Loc: 2 LA, 2 RA, 1 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         47      
   Center Torso (Rear):                 14      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      41/41      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
3 ER Medium Lasers       RA     15           3      3.00
2 Machine Guns           RA      0  200      4      1.50
  (Ammo Locations: 1 LA, 1 RA)
3 ER Medium Lasers       LA     15           3      3.00
2 Machine Guns           LA      0           2       .50
2 Ultra AC/2s            RT      2  180      8     14.00
  (Ammo Locations: 2 LT, 2 RT)
1 Anti-Missile System    RT      1   24      2      1.50
  (Ammo Locations: 1 RT)
2 Ultra AC/2s            LT      2           4     10.00
1 LRM 10                 LT      4   12      2      3.50
  (Ammo Locations: 1 LT)
1 ER PPC                 CT     15           2      6.00
1 ER Small Laser         HD      2           1       .50
1 Active Probe           LL      0           1      1.00
1 Anti-Personnel Pod     LL      0           1       .50
1 ECM Suite              RL      0           1      1.00
1 Anti-Personnel Pod     RL      0           1       .50
--------------------------------------------------------
TOTALS:                         60          78     99.00
Crits & Tons Left:                           0      1.00

Calculated Factors:
Total Cost:        30,273,124 C-Bills
Battle Value:      2,282
Cost per BV:       13,266.05
Weapon Value:      4,126 / 4,126 (Ratio = 1.81 / 1.81)
Damage Factors:    SRDmg = 46;  MRDmg = 30;  LRDmg = 16
BattleForce2:      MP: 3,  Armor/Structure: 8/6
                   Damage PB/M/L: 8/5/2,  Overheat: 4
                   Class: MA;  Point Value: 23
                   Specials: omni, ecm, prb



My original idea was to do under the normal rules a mech design I whipped up in the MW4 computer game.

In the game, the ability to just keep on spamming people with the UAC/2s meant that I could just chainsaw on through everything I encountered. The PPC was back-up punch in case I ran out of ammo, the lasers were in case I found something that didn't warrant my using the UAC/2s, and the game handles LRMs like Streak missiles.

The machine guns, ELINT gear, and A-Pods were tacked on after I realized that I was still under-weight.
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ICER
Clan Hell's Horses
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PostPosted: 10-Jan-2013 23:11    Post subject: Dire Wolf (Daishi) Z Reply to topic Reply with quote

Yeah, in the X-Box version of Mechwarrior. The deadliest mech was the Thor due to it's 8 machine guns that just ripped through any opponents armor like it was paper, So I definitely get the concept. But would 4 AC 2s really do all that much damage? It's like what 8 points?

I do like the cargo space though. my toads always caught a ride on my Daishi to get them to their LZ quickly. Never even occurred to me to add cargo space. ingenious.
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PostPosted: 10-Jan-2013 23:53    Post subject: Dire Wolf (Daishi) Z Reply to topic Reply with quote

I have had similar experience with ACs in MW2. I could pass all missions with AC/10 and 'Mech filled with ammo. MW games kind of tend to keep the damage ratio, but drastically shorten the reload time for balistics, so single gun can rip through Dire Wolf in no time Rolling Eyes

MW3 had a few caveeats of it's own. There was maximum heat you could produce for example with an alpha-strike, so when you had enough heatsinks, you could fire six or eight LLs and just slow down a little. Gauss rifles reloaded way faster than UACs, so you could empty one ton worth of ammo in about one round.
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PostPosted: 11-Jan-2013 19:49    Post subject: Re: Dire Wolf (Daishi) Z Reply to topic Reply with quote

Sleeping Dragon wrote:
could empty one ton worth of ammo in about one round.


Yeah, that's what the X-Box did with the machine guns. They had a insane fire rate that no other weapon could match.
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PostPosted: 11-Jan-2013 23:01    Post subject: Re: Dire Wolf (Daishi) Z Reply to topic Reply with quote

ICER wrote:
Yeah, in the X-Box version of Mechwarrior. The deadliest mech was the Thor due to it's 8 machine guns that just ripped through any opponents armor like it was paper, So I definitely get the concept. But would 4 AC 2s really do all that much damage? It's like what 8 points?

I do like the cargo space though. my toads always caught a ride on my Daishi to get them to their LZ quickly. Never even occurred to me to add cargo space. ingenious.


In MW4, the UAC/2 has a rate of fire that's just behind the machine guns and small pulse lasers.

Put four together, and that's 16 points of damage (4 * 2 * 2) several times a second. All aircraft in the game that you can target will die from even a single volley, most vehicles only need two or three, and all but the sturdiest fixed emplacements give away after just a few seconds' firing. If it's not a mech or a reinforced building, it's dog chow. And even then, it's just a matter of time.


As far as the cargo goes, I suppose that there could be a small, essentially weightless (or, at least, light enough to be negligible given the rounding) hoist system in the back that could carry something tied up in cargo netting. Could be supplies, could be extra ammo, could be prisoners, could be a civilian vehicle, could be anything. Might even rule that there's a special cargo pod whose weight is also negligible, thereby allowing it to carry something like infantry, wounded, or ELINT gear.
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PostPosted: 12-Jan-2013 00:15    Post subject: Dire Wolf (Daishi) Z Reply to topic Reply with quote

OUCH! talk about clearing the field. Yeesh!
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PostPosted: 12-Jan-2013 01:40    Post subject: Re: Dire Wolf (Daishi) Z Reply to topic Reply with quote

ICER wrote:
OUCH! talk about clearing the field. Yeesh!


Yeah; you're looking at firing a minimum of a volley per second with the Clan UAC/2 in MW4. Plus, since it's an AC, there's very little heat to have to worry about, making it a good all-environment weapon. And as a 2, it's got reasonably decent range. You just need some sort of energy weapon as a backup for whenever the ammo finally runs out.

And of the various aircraft units in the game, they all die if you hit them. I can see the Peregrines going down like that since even in the real game they have virtually no armor. But the Nightshades and Shilones actually have some meat on their bones so to speak. It's ridiculous.


For the Daishi Z, I figure that the fluff text could be something to the effect of it being created as a direct response to the more aggressive tactics and more aggressive technological designs filtering through the Inner Sphere. The LRM, UAC/2 array, and ER PPC allow the pilot to blast anything heavy at range, while the laser arrays, machine guns, and A-pods help deal with the plethora of new IS conventional vehicles and battle armor types.

Alternatively, it could be that the Nova Cats, Ghost Bears, or Wolf-in-Exile cooked it up as a sort of "secret weapon" in case someone tried to invade their turf. In this case, the cargo capacity would be a lot more logical, as it would allow for the mech to either get reinforcements to a trouble spot more quickly (such as infantry taking a ride instead of going on foot) or help out with any evacuations.



Anyway, thanks for the good comments here.
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PostPosted: 13-Jan-2013 11:51    Post subject: Dire Wolf (Daishi) Z Reply to topic Reply with quote

my only change would be date dependent: drop the MGs and ammo for 4 CmiPL. The things are fraking energy machines guns (same dmg vs inf) but at -2 to-hit.
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