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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 16-Apr-2024 01:26 Post subject: Doom Bee 1 |
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TRO: Doom Bee 1 | Combat Vehicle Technical Readout
Name/Model: Doom Bee 1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 5
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 177,189 C-Bills
Battle Value: 25
Movement Type: VTOL
Power Plant: 85 Fuel Cell
Cruising Speed: 291.6 kph
Maximum Speed: 442.8 kph
Armor: Standard
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
There are some weapons too horrifying to face, and yet too terrible to use. That describes
the Doom Bee rather well. Extraordinarily difficult to stop, and capable of inflicting
significant damage if it does get within range, the only thing stopping such a weapon from
upsetting the balance of power is the cost to man it. Only an absolutely ruthless and
fanatical regime could hope to even make limited use of such a machine. And while I'm sure
many of you will look at the Capellans, or the Clans, or the Manei Domini as examples of
such societies, the truth is that it still takes at least over a decade to produce a pilot.
Or alternativly, the options for drones exists. But that system has bottlenecks and flaws
as well. The equipment is expensive and prone to interference.
The Gigerhost doesn't have those problems, and it gives us fits.
Capabilities:
The cornerstone of the Gigerhost's success is the ability to print organic constructs. This
neatly lets it bypass the limiting factor of childhood experienced by even the most
progressive societies with their Iron Wombs and clone soilders. There is a rather hefty
upfront cost to produce the facility and the cell farms required, but once set up the unit
cost per construct is much lower then traditional humanity. Costs are further reduced by
producing only what is needed. A simplified brain, eyes and ears, just enough manipulators
to control the craft, and a life support thorax just sufficient to keep the assembly going.
It weights about 20 kilos. Mostly to give it the power needed to physically control the
craft it inhabits.
The craft itself is as basic as you can get. A surprisingly advanced fuel cell provides
power to the engine and doubles as the payload. Energy on detonation has been shown to
ablate around 5 tons of standard armor. The footprint is over a hundred meters in radius
effectively making this craft a "low speed" cruise missile.
Deployment:
Given their effectiveness the Gigerhost loves to use these. There are thousands at a
minimum on fully infested planets, and hundreds will be sent along with a colony fleet.
And they cause chaos out of proportion to even their nasty capabilities. One of the systems
at least capable of intercepting these is aerospace. But they're evasive enough that it can
take multiple passes just to nail one. Extreme curtain barages from artillery parks can
also intercede with the holy wall of flak, but it's a losing economic battle. The cost of
ammo expended is greater then the cost of the target. Even orbital assets get tied up
attempting to swat these before they can reach the combat line. More importantly, if your
air cover, artillery, and ortillery are all tied up keeping these pests suppressed, they're
not available to support tge actual battle line.
Variants:
Of course we have a drone controlled knock off version. Considerably more expensive, slower
and less powerful, the Combat Bee can still have a devastating effect when used in the right
circumstances. (Alpha strike. I originally designed it for alpha strike. Because Booby
traps are just kinda wrong.)
Notable MechWarriors:
The Doom Bee is a fortunately extinct experiment in biological pest control. Combining the
hypergolic defence of a bombardier beetle with bee stingers to create effectively shaped
charge harpoons. While the experiment succeeded in creating the things, they never
stabilized. Once a colony started producing adults they would inevitably have one bee
detonate in the colony causing a massive sympathetic detonation.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 0.50
Engine: 85 Fuel Cell 3.00
Cruising MP: 27
Flanking MP: 41
Heat Sinks (Single): 1 0.00
Control Equipment: 0.50
Lift Equipment: 0.50
Power Amplifier: 0.00
Turret: 0.00
Armor Factor: 0 0.00
Type: Standard
Armor
Value
Front: 0
R/L Side: 0
Rear: 0
Rotor: 0
================================================================================================
Weapons and Ammo Location Tonnage
------------------------------------------------------------------------------------------------
Booby Trap Body 0.50
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 36
TP: CV, SZ: 1, TMM: 5, MV: 54"v
Damage: (S) 0 / (M) 0 / (L) 0
Armor (A): 0, Structure (S): 1
Specials: ATMO, BT, FC, SRCH
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5788 Location: United States
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Posted: 16-Apr-2024 23:21 Post subject: Doom Bee 1 |
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I messed around with a 10t drone version. Charge any enemy at 30 mp then trigger the booby trap (13-100 dmg). The armor allows it to survive the charge long enough to detonate.
Code: |
Combat Vehicle Technical Readout
Name/Model: Doom Bee II
Designer: Vagabond
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 10
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 1,611,153 C-Bills
Battle Value: 55
Movement Type: VTOL
Power Plant: 100 Fuel Cell
Cruising Speed: 162 kph
Maximum Speed: 248.4 kph [324 kph]
Armor: Standard
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
========================================================================================
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 1.00
Engine: 100 Fuel Cell 4.00
Cruising MP: 15
Flanking MP: 23 [30]
Heat Sinks (Single): 1 0.00
Control Equipment: 0.50
Lift Equipment: 1.00
Power Amplifier: 0.00
Turret: 0.00
Armor Factor: 8 0.50
Type: Standard
Armor
Value
Front: 2
R/L Side: 2
Rear: 1
Rotor: 1
================================================================================================
Weapons and Ammo Location Tonnage
------------------------------------------------------------------------------------------------
Booby Trap Body 1.00
Drone Operating System Body 1.50
VTOL Jet Booster Body 0.50
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 26
TP: CV, SZ: 1, TMM: 5, MV: 38"v
Damage: (S) 0 / (M) 0 / (L) 0
Armor (A): 0, Structure (S): 1
Specials: ATMO, BT, DRO, FC, SRCH |
if you reduce speed to 12 you can mount an ECM suit for ECCM duties to avoid loss of control. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 18-Apr-2024 01:39 Post subject: Doom Bee 1 |
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Stats given doesn't have that problem. It's using a pilot, even if the fluff I'm using is not battletech kosher.
The variant version doesn't actually need the drone gear. I just add it for flavor. Your plan also has several other negative side effects. On the classic battletech side, dropping the movement also drops the engine rating. It goes from a 40 point of damage bomb to a 10 point of damage bomb. On the alpha strike side you lose a point of TMM and can no longer one shot an atlas. Otherwise perfectly workable solution.
Might be more effective to build an escort craft dedicated to ECCM. Then again, not. This is not a design conductive to a good game. Unless the game is table tossing.
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