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Ogre
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Warhammer: 3025
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PostPosted: 23-Mar-2005 03:22    Post subject: Ogre Reply to topic Reply with quote

A lotta love went into this one.
Scary enough?

If you wish to represent the 'mechs resistance to critical hits, you might want to use this modified Critical Hit table.

Roll 2-8: No Critical Hit
Roll 9-10: Roll One Critical Hit Location
Roll 11: Roll Two Critical Hit Locations
Roll 12: Head Destroyed/Limb Blown Off/Roll Three Critical Hit Locations*

*Roll three locations if the location hit is a torso


EDIT: Slight changes.
Type/Model:    Ogre 1X
Tech:          Inner Sphere / 3058
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          100 tons
Chassis:       Colossus A1 Standard
Power Plant:   300 GM Superload Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ogreskin Standard
Armament:      
  2 Cyclops XII ER Large Lasers
  4 Hellion Spitfire Medium Lasers
  3 Raker-IV Medium Pulse Lasers
  1 Valiant Arbalest LRM 15 w/ Artemis IV
  2 Federated SuperStreak Streak SRM 2s
Manufacturer:  Achernar BattleMechs
  Location:    New Avalon
Communications System:  Cyclops 20
Targeting & Tracking System:  Cyclops Multi-Tasker 10

------------------------------------------------------------------------------
==Overview:==
The Ogre is, quite literally, the scariest 'mech ever devised. When originally
designed in 3046, the Ogre was just another assault 'mech designed around
recovered technology, namely the extended-range and pulse laser systems.
However, as the project continued, the Ogre's design team grew increasingly
dissatisfied with how the Ogre was turning out. They wanted to create
something memorable, something that had never been done before. In 3049, they
completely scrapped their work, and started from scratch. What evolved during
the next few years was remarkable. 

Standing an unheard of 15 meters tall, the Ogre dwarfs other 'mechs, even the
mighty Atlas, in its' stature. This giant frame gives the 'mech a truly
stunning amount of room to use inside, allowing components to be carried with
space left over, and thereby reducing the chance of a critical hit on
sensitive systems. 

To augment the fear caused by the 'mechs sheer size, part of the design team
was tasked with creating a visage for the 'mech, one that was "nightmare
inducing" in its fearsomeness. To do this, the design team looked to the
quintessential "scary face", the Atlas. The Ogre has a much more pronounced
recession of the "eyes", along with more exaggerated "teeth". The sensor
package was relocated from the side of the head to a pair of pods on the
forehead, giving the look of vestigial "horns". As an extra touch, the
designers placed a button inside the cockpit, allowing the pilot to activate
or deactivate several red lights placed around the "eyes", giving the Ogre a
truly demonic appearance when seen at night.

==Capabilities:==
The Ogre is just as capable of spreading death and destruction as its'
appearance suggests. The impressive long-range firepower, provided by a pair
of Cyclops XII Large Lasers and a Valiant Arbalest LRM system, pales in
comparison to the close-in weaponry. Seven Medium Lasers, three of which are
Pulse lasers, allow the Ogre to savage any 'mech unlucky enough to get close.
Adding injury to injury, is a pair of Federated Super-Streak missile
launchers. This almost-ungodly firepower is all the more deadly, thanks to one
of the new NAIS Targeting Computers.

==Deployment==
Currently, only one Ogre exists, the prototype undergoing field trials on New
Avalon. With the growing tensions manifesting on that planet, it is unknown
how long this 'mech will be able to continue simple field tests, before it
might be conscripted into one army or another.

--------------------------------------------------------
Type/Model:    Ogre 1X
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 Fusion                    6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     16 Double [32]              12      6.00
 (Heat Sink Loc: 1 LA, 2 RA, 1 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  307 pts Standard              0     19.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         43      
   Center Torso (Rear):                 19      
   L/R Side Torso:           21      29/29      
   L/R Side Torso (Rear):            13/13      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      42/42      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER Large Laser         RA     12           2      5.00
1 ER Large Laser         LA     12           2      5.00
2 Medium Lasers          RT      6           2      2.00
1 Medium Pulse Laser     RT      4           1      2.00
1 LRM 15 w/ Artemis IV   RT      5   16      6     10.00
  (Ammo Locations: 2 LT)
2 Medium Lasers          LT      6           2      2.00
1 Medium Pulse Laser     LT      4           1      2.00
1 Medium Pulse Laser     CT(R)   4           1      2.00
1 Streak SRM 2           LL      2   50      2      2.50
  (Ammo Locations: 1 LT)
1 Streak SRM 2           RL      2           1      1.50
1 Targeting Computer     RT                  5      5.00
CASE Equipment:          LT                  1       .50
--------------------------------------------------------
TOTALS:                         57          69    100.00
Crits & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        10,632,000 C-Bills
Battle Value:      1,820
Cost per BV:       5,841.76
Weapon Value:      3,117 / 2,995 (Ratio = 1.71 / 1.65)
Damage Factors:    SRDmg = 36;  MRDmg = 23;  LRDmg = 11
BattleForce2:      MP: 3,  Armor/Structure: 8/8
                   Damage PB/M/L: 6/5/2,  Overheat: 3
                   Class: MA;  Point Value: 18



[ This Message was edited by: Warhammer: 3025 on 2005-03-23 14:28 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Karagin
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PostPosted: 23-Mar-2005 08:43    Post subject: RE: Ogre Reply to topic Reply with quote

It's a good one, but it has several weaknesses. The LRMs are one of them, but that can also be a strentgh as long as the players remain aware of it.

ECM will play havoc with the ArtIV, and if Angel ECM is being used, then the TC is also at risk of being messed with.

Still it would be interesting to see how this one faces off against other assault and heavies as well as against the lighter fare of mechs out there.

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Vagabond
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PostPosted: 23-Mar-2005 13:33    Post subject: RE: Ogre Reply to topic Reply with quote

I have only 1 issue with this machine, it is using cross tech. You have a DCMS Missile launcher on a FC Mech. Fluff wise this is no good.

that is all.

to find out all the nice little back story stuff on mech equipment go here:

http://pri.mgonetwork.com/pryderockindustries/industries/3067/ORFrame.html

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Warhammer: 3025
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PostPosted: 23-Mar-2005 13:56    Post subject: RE: Ogre Reply to topic Reply with quote

Problem solved. The Guided Technologies Streak-4 has been replaced with twin Federated Superstreak 2-packs, mounted in the legs (Crusader-Style )


[ This Message was edited by: Warhammer: 3025 on 2005-03-23 13:59 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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StarRaven
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PostPosted: 23-Mar-2005 15:01    Post subject: RE: Ogre Reply to topic Reply with quote

Quote:

On 2005-03-23 13:56, Warhammer: 3025 wrote:
Problem solved. The Guided Technologies Streak-4 has been replaced with twin Federated Superstreak 2-packs, mounted in the legs (Crusader-Style )


I had the some concern as Vagabond, although I think this a rather less than ideal way to solve the problem. Although the leg mounted weapons might give it style, they're also one of the complaints about the Crusader.

The Harpoon 4-S and Harpoon 6-S (Streak 4 and Streak 6, respectively) are built on New Avalon; they're what I use for my Davion Streaks. Although they might be 3060 time period; I don't have that much detail.

The IS Atlas has a number of weapons companies which the Heavy Metal Programs lack. I even had to create a whole new catagory for RACs in HMVee - there were no entries for them at all.

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PostPosted: 23-Mar-2005 15:07    Post subject: RE: Ogre Reply to topic Reply with quote

What's wrong with having them leg-mounted? Leg crits have got to be good for more than jump jets, right?

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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ralgith
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PostPosted: 23-Mar-2005 15:19    Post subject: RE: Ogre Reply to topic Reply with quote

Quote:

On 2005-03-23 15:07, Warhammer: 3025 wrote:
What's wrong with having them leg-mounted? Leg crits have got to be good for more than jump jets, right?



*Hint* Stand behind a level 1 hill.

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PostPosted: 23-Mar-2005 15:21    Post subject: RE: Ogre Reply to topic Reply with quote

Of course, that. But who wants to have a 'mech that's flawless? I had a mental picture (after removing the Streak-4), and leg-mounted launchers were part of it.

Besides, I decided I needed something to offset the munchiness of the pulse/TC combo.


[ This Message was edited by: Warhammer: 3025 on 2005-03-24 19:08 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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Karagin
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PostPosted: 23-Mar-2005 15:30    Post subject: RE: Ogre Reply to topic Reply with quote

Guys, first off the fluff is just that fluff. The who and where of certain weapon being made has NO bearing on the mech's in game preformance, and unless you are playing a campaign it still really doesn't matter.

The leg mounted weapons are interesting and adds more difficulity for tactics with the mech using them.

And I have to agree with Warhammer, why does everyone one want a perfect mech? We have had the original mechs for years that had numerous flaws and folks kept right on playing the game with them. And having the leg mounted weapons does take away from the Pulse/Targ munch that is there on the mech.

Overall it's good to see someone who is trying hard to keep from making munchy and trying to use some thinking in their designs. I think we can all agree that there is enough munch out there then there needs to be so anything that tries to stay away from it is very good.

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Only the dead have seen the end of war. - Plato

"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Warhammer: 3025
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PostPosted: 24-Mar-2005 18:47    Post subject: RE: Ogre Reply to topic Reply with quote

Fun fact: I started out trying to recreate the Ogre-class Herc from Earthsiege 2. The end result was...quite different, eh?


[ This Message was edited by: Warhammer: 3025 on 2005-03-24 18:59 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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StarRaven
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PostPosted: 24-Mar-2005 19:16    Post subject: RE: Ogre Reply to topic Reply with quote

Quote:

On 2005-03-23 03:22, Warhammer: 3025 wrote:
As an extra touch, the designers placed a button inside the cockpit, allowing the pilot to activate or deactivate several red lights placed around the "eyes", giving the Ogre a truly demonic appearance when seen at night.


Here's an idea. When at zero heat, Clan laser heat sinks make the 'Mech glow brightly, making the 'Mech easier to target. How about something similar for this?

At some point in the turn (the very end, I should think), the player can activate or deactivate the lights. At night, these "glowing eyes" give some sort of bonus to initiative (or penalty on the enemy, more likely), while making the 'Mech easier to hit. (And perhaps allowing an enemy with a TC to hit the head? Don't like that one, but it sort of makes sense.) This reflects its demonic appearance and ability to frighten other pilots. And perhaps we could further restrict it - we don't get the bonus if the enemy pilot has a piloting or gunnery skill of three or better, because a more skilled/experienced pilot is less likely to be scared of a few lights. And perhaps restricting it again to close range - six hexes, maybe? Less?

And going back to whether or not a pilot would truly be scared. Perhaps we could roll, to see if the enemy gets scared or not. Perhaps a 50/50 chance?

What do you think of this?

_________________
"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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PostPosted: 24-Mar-2005 19:33    Post subject: RE: Ogre Reply to topic Reply with quote

Hmm...I don't think I have enough field experience to make a judgement of that kind of rule. I'm gonna have to defer to a veteran on that.

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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Warhammer: 3025
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PostPosted: 24-Mar-2005 20:08    Post subject: RE: Ogre Reply to topic Reply with quote

I made a few more alterations. Varied the weapons a little more, and changed the component names.

Type/Model:    Ogre 2X
Tech:          Inner Sphere / 3058
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          100 tons
Chassis:       Colossus A1 Standard
Power Plant:   300 GM Superload Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ogreskin Standard
Armament:      
  1 Chaulk Model 25 PPC
  1 Hellion-a III ER Large Laser
  1 Valiant Arbalest LRM 15 w/ Artemis IV
  4 Randall Hellbitch Medium Lasers
  2 Valiant Ruby Dart Medium Pulse Lasers
  2 Valiant Javelin Streak SRM 2s
Manufacturer:  Achernar BattleMechs
  Location:    New Avalon
Communications System:  OgreEars w.BansheeScreamer
Targeting & Tracking System:  Daemon Mk VII

------------------------------------------------------------------------------
==Overview:==
The Ogre is, quite literally, the scariest 'mech ever devised. When originally
designed in 3046, the Ogre was just another assault 'mech designed around
recovered technology, namely the extended-range and pulse laser systems.
However, as the project continued, the Ogre's design team grew increasingly
dissatisfied with how the Ogre was turning out. They wanted to create
something memorable, something that had never been done before. In 3049, they
completely scrapped their work, and started from scratch. What evolved during
the next few years was remarkable. 

Standing an unheard of 15 meters tall, the Ogre dwarfs other 'mechs, even the
mighty Atlas, in its' stature. This giant frame gives the 'mech a truly
stunning amount of room to use inside, allowing components to be carried with
space left over, and thereby reducing the chance of a critical hit on
sensitive systems. 

To augment the fear caused by the 'mechs sheer size, part of the design team
was tasked with creating a visage for the 'mech, one that was "nightmare
inducing" in its fearsomeness. To do this, the design team looked to the
quintessential "scary face", the Atlas. The Ogre has a much more pronounced
recession of the "eyes", along with more exaggerated "teeth". The sensor
package was relocated from the side of the head to a pair of pods on the
forehead, giving the look of vestigial "horns". As an extra touch, the
designers placed a button inside the cockpit, allowing the pilot to activate
or deactivate several red lights placed around the "eyes", giving the Ogre a
truly demonic appearance when seen at night.

==Capabilities:==
The Ogre is just as capable of spreading death and destruction as its'
appearance suggests. The impressive long-range firepower, provided by a
Hellion-a III Large Laser, a Chaulk Model 25 PPC, and a Valiant Arbalest LRM
system, pales in comparison to the close-in weaponry. Six Medium Lasers, two
of which are Pulse lasers, allow the Ogre to savage any 'mech unlucky enough
to get close. Adding injury to injury, is a pair of Valiant Javelin missile
launchers. This almost-ungodly firepower is all the more deadly, thanks to one
of the new NAIS Targeting Computers.

==Deployment==
Currently, only one Ogre exists, the prototype undergoing field trials on New
Avalon. With the growing tensions manifesting on that planet, it is unknown
how long this 'mech will be able to continue simple field tests, before it
might be conscripted into one army or another.

--------------------------------------------------------
Type/Model:    Ogre 2X
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 Fusion                    6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     16 Double [32]              12      6.00
 (Heat Sink Loc: 1 LA, 1 RA, 2 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
Armor Factor:  307 pts Standard              0     19.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         43      
   Center Torso (Rear):                 19      
   L/R Side Torso:           21      29/29      
   L/R Side Torso (Rear):            13/13      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      42/42      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 PPC                    RA     10           3      7.00
1 ER Large Laser         LA     12           2      5.00
1 LRM 15 w/ Artemis IV   RT      5   16      6     10.00
  (Ammo Locations: 2 LT)
1 Medium Laser           RT      3           1      1.00
1 Medium Pulse Laser     RT      4           1      2.00
1 Medium Laser           LT      3           1      1.00
1 Medium Pulse Laser     LT      4           1      2.00
1 Medium Laser           CT(R)   3           1      1.00
1 Medium Laser           CT      3           1      1.00
1 Streak SRM 2           LL      2   50      2      2.50
  (Ammo Locations: 1 LT)
1 Streak SRM 2           RL      2           1      1.50
1 Targeting Computer     RT                  5      5.00
CASE Equipment:          LT                  1       .50
--------------------------------------------------------
TOTALS:                         51          68    100.00
Crits & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        10,496,000 C-Bills
Battle Value:      1,848
Cost per BV:       5,679.65
Weapon Value:      3,253 / 3,116 (Ratio = 1.76 / 1.69)
Damage Factors:    SRDmg = 35;  MRDmg = 24;  LRDmg = 11
BattleForce2:      MP: 3,  Armor/Structure: 8/8
                   Damage PB/M/L: 6/5/2,  Overheat: 2
                   Class: MA;  Point Value: 18



[ This Message was edited by: Warhammer: 3025 on 2005-03-24 20:12 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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StarRaven
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PostPosted: 24-Mar-2005 20:23    Post subject: RE: Ogre Reply to topic Reply with quote

I like this one even better. The PPC packs slightly more punch, but with nearly the same range; it even runs cooler. Certainly worth the loss of a pulse laser.

_________________
"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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PostPosted: 25-Mar-2005 00:14    Post subject: RE: Ogre Reply to topic Reply with quote

Is there anyone here who can draw 'mechs? I'd like to see an artist's rendering of what this thing looks like (in the style of the old TROs, of course).

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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