Base Tech Level: Advanced Mixed (Base Clan)
Level Era
---------------------------------------------------------------
Experimental 3060-3119 (Clan Invasion to Late Republic)
Advanced 3120+ (Late Republic -)
Standard -
Tech Rating: F/X-X-F-E
Weight: 20 tons
BV: 1,047
Cost: 8,019,440 C-bills
Source: TRO: 3050
Role: Scout
Movement: 8/12/7
Engine: 160 XXL
Double Heat Sinks: 10 [20]
Cockpit: Standard Cockpit
Gyro: XL Gyro
Internal: 33 (Endo Steel)
Armor: 56/69 (Standard)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 6 7
Center Torso (rear) 2
Right Torso 5 8
Right Torso (rear) 1
Left Torso 5 8
Left Torso (rear) 1
Right Arm 3 4
Left Arm 3 4
Right Leg 4 6
Left Leg 4 6
Weapons Loc Heat
--------------------------------------
ER Medium Laser RT 5
Micro Pulse Laser LT 1
Micro Pulse Laser LT 1
Micro Pulse Laser RT 1
Micro Pulse Laser RT 1
ER Medium Laser LT 5
Equipment Loc
-----------------------------------
Triple Strength Myomer (IS) RT
Triple Strength Myomer (IS) LT
Triple Strength Myomer (IS) LA
Triple Strength Myomer (IS) LA
Triple Strength Myomer (IS) RA
Triple Strength Myomer (IS) RA
Bloodhound Active Probe (IS) RT
Quirks
------
Hard to Pilot
Compact Mek
Difficult to Maintain
Narrow/Low Profile
Non-Standard Parts```
#Mercury 'Wanderer', A very small Anti Infantry Mek
1 messages · Page 1 of 1 (latest)
Probably closer to a Mercury III, tbh, give the Mercury II was a Clan Wolverine design
Edited to have Micro Pulse Lasers
Why TSM?
And the XXL throws the cost effectiveness completely out the window
That being said, are you familiar with the Scarecrow or Piranha?
The Scarecrow in particular seems rather similar
The Scarecrow is too late, too heavy, and doesn't come with Low/Narrow Profile
It's one of the earliest production designs using IS-made ClanTech
Honestly? The Piranha is also too tall-seeming, as well
And it looks like this: https://cfw.sarna.net/wiki/images/9/98/Scarecrow.jpg?timestamp=20130816220541
I wanted a low-slung sort of chassis
I did try a flea design earlier
It's almost impossible to make ultralight BattleMechs work well without Fractional Accounting, which MegaMekLab doesn't support. The rounding eats all the tonnage
Base Tech Level: Advanced Mixed (Base Clan)
Level Era
---------------------------------------------------------------
Experimental 3060-3119 (Clan Invasion to Late Republic)
Advanced 3120+ (Late Republic -)
Standard -
Tech Rating: F/X-X-F-E
Weight: 15 tons
BV: 375
Cost: 4,041,675 C-bills
Source: XTR: Succession Wars
Role: Scout
Movement: 7/11/7
Engine: 105 XXL
Double Heat Sinks: 10 [20]
Cockpit: Standard Cockpit
Gyro: XL Gyro
Internal: 26 (Endo Steel)
Armor: 55/55 (Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 5 8
Center Torso (rear) 2
Right Torso 4 6
Right Torso (rear) 2
Left Torso 4 6
Left Torso (rear) 2
Right Arm 2 4
Left Arm 2 4
Right Leg 3 6
Left Leg 3 6
Weapons Loc Heat
--------------------------------------
Micro Pulse Laser RA 1
Micro Pulse Laser LA 1
Micro Pulse Laser LA 1
Micro Pulse Laser RA 1
Quirks
------
Hard to Pilot
Compact Mek
No/Minimal Arms
Narrow/Low Profile
Improved Sensors```
the Flea Idea I had earlier-
But it loses out on the Bloodhound
I wouldn't use a 'Mech for anti-infantry work anyway
Not really considering Cost, either
Building-breaking, mostly
Probably not the best for it, given it's a 20 tonner
It's what, 4 damage when punching with TSM?
You want plasma for that, it gets double damage against buildings
Also, it's almost impossible for this thing to use TSM
You'd have to turn off all the heat sinks
It's massively oversinked even if you moved it to singles
Have you looked at some of the Fire Moth's configurations?
A Fire Moth with no guns would still be a catastrophic threat simply by carrying battle armor, but some of them are just mean
I'd go with plasma, not least because it allows you to outrange most CI
Base Tech Level: Advanced Mixed (Base Clan)
Level Era
-------------------------------------------------------
Experimental 3070-3119 (Jihad to Late Republic)
Advanced 3120+ (Late Republic -)
Standard -
Tech Rating: F/X-X-F-E
Weight: 20 tons
BV: 738
Cost: 7,635,440 C-bills
Source: TRO: 3050
Role: Scout
Movement: 8/12/7
Engine: 160 XXL
Double Heat Sinks: 10 [20]
Cockpit: Standard Cockpit
Gyro: XL Gyro
Internal: 33 (Endo Steel)
Armor: 67/69 (Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 6 10
Center Torso (rear) 2
Right Torso 5 8
Right Torso (rear) 2
Left Torso 5 8
Left Torso (rear) 2
Right Arm 3 5
Left Arm 3 5
Right Leg 4 8
Left Leg 4 8
Weapons Loc Heat
--------------------------------------
ER Medium Laser HD 5
Micro Pulse Laser LT 1
Micro Pulse Laser RT 1
ER Flamer RT 4
ER Flamer LT 4
Equipment Loc
-----------------------------------
Bloodhound Active Probe (IS) RT
Quirks
------
Hard to Pilot
Compact Mek
Difficult to Maintain
Narrow/Low Profile
Non-Standard Parts```
ER Flamers and no TSM, an extremely silly version
Plasma has a bit of an Ammo issue, which is awkward, but 2 tons lasts a while
Base Tech Level: Advanced Mixed (Base Clan)
Level Era
-------------------------------------------------------
Experimental 3070-3119 (Jihad to Late Republic)
Advanced 3120+ (Late Republic -)
Standard -
Tech Rating: F/X-X-F-E
Weight: 20 tons
BV: 858
Cost: 7,575,440 C-bills
Source: TRO: 3050
Role: Scout
Movement: 8/12/7
Engine: 160 XXL
Double Heat Sinks: 10 [20]
Cockpit: Standard Cockpit
Gyro: XL Gyro
Internal: 33 (Endo Steel)
Armor: 48/69 (Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 6 6
Center Torso (rear) 1
Right Torso 5 7
Right Torso (rear) 1
Left Torso 5 7
Left Torso (rear) 1
Right Arm 3 3
Left Arm 3 3
Right Leg 4 5
Left Leg 4 5
Weapons Loc Heat
--------------------------------------
Plasma Cannon RT 7
Micro Pulse Laser LT 1
Micro Pulse Laser LT 1
Ammo Loc Shots
--------------------------------
Plasma Cannon Ammo RT 10
Plasma Cannon Ammo RT 10
Equipment Loc
-------------------
Active Probe HD
Quirks
------
Hard to Pilot
Compact Mek
Difficult to Maintain
Narrow/Low Profile
Non-Standard Parts```
Most fights last no longer than around a dozen rounds, so twenty shots is plenty
ER flamers are mainly good for starting fires, as they deal reduced anti-infantry damage due to the more focused spray
Fun fact: at the AToW scale, the randomness is removed in favor of figuring out whether anti-infantry weapons actually hit people:
Each AI weapon attack covers a number of adjacent 1-meter spaces (or hexes) equal to twice the maximum dice roll possible for the weapon’s prescribed anti-infantry “burst fire” damage
24
Oh my god so that makes normal flamers cover 24 meters?
No, 48
HAH
Oh wow
Still
INSANE
So with AToW there's less point in having ER Flamers
Especially with the added weight
ER flamers are great for setting fires, and their increased range can help avoid massed return fire from the infantry
Of course, MegaMek doesn't use AToW: I just like using it to guide designs for added verisimilitude
BA anti-infantry weapons aren't quite as oppressive, though they are still extremely lethal