Courser C
Base Tech Level: Experimental Mixed (Base IS)
Level Era
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Experimental 3057+ (Clan Invasion -)
Advanced -
Standard 3148+
Tech Rating: F/X-X-X-F
Weight: 75 tons
BV: 1,670
Cost: 18,868,281 C-bills
Role: Brawler
Movement: 4/6 (Tracked)
Engine: 300 XL
Internal: 40
Armor: 267 (Heavy Ferro-Fibrous)
Internal Armor
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Front 8 58
Right 8 57
Left 8 57
Rear 8 49
Turret 8 46
Weapons Loc Heat Omni
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iNarc TU 0 Pod
Improved Heavy Medium Laser (Clan) TU 7 Pod
Medium Pulse Laser (Clan) TU 4 Pod
SRM 6 (Clan) TU 4 Pod
SRM 6 (Clan) TU 4 Pod
SRM 6 (Clan) TU 4 Pod
SRM 6 (Clan) TU 4 Pod
SRM 6 (Clan) TU 4 Pod
Ammo Loc Shots Omni
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SRM 6 (Clan) Narc-capable Ammo BD 75 Pod
iNarc Pods BD 16 Pod
Equipment Loc Omni
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Trailer Hitch FR Pod
Trailer Hitch RR Pod
Laser Insulator TU Pod
Armored Motive System (Clan) BD Fixed
CASE (Clan) BD Pod
ECM Suite (Clan) BD Pod
Carrying Capacity
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One battle armor squad
Quirks
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Power Reverse
Oversized
Non-Standard Parts
#Courser C
1 messages · Page 1 of 1 (latest)
With apologies to the Taurian Light SRM Carrier
I genuinely think the iNarc is really good on this
i see claaaaaaan is cheating!
lol
but yeah iNarc can be really good.
heck i could even add/swap a narc on the other cause boosting your own shots is never a bad idea
And Artemis would be wholly impractical due to the number of launchers
ye
I mean I wouldn't ever run artemis anyways
V is like, passable but IV is imo one of the worst techs in the game, solely by adding a full ton to launchers and removing alternate ammo which is the lifeblood of missile launchers
Exception here being the NARC but I'd honestly run at least one ton of smoke ammo and the rest NARC, maybe if there's enough pods run haywire or explosive iNARC too
Artemis is most useful when you don't intend to use utility ammo: it displaces standard, by and large
Though it's still useful to fit a bin of standard if you can for when you're jammed or otherwise unable to take advantage of Artemis: that stuff's pricey
I consider haywire excellent, though explosive's mostly an also-ran: you take it because you might as well have something to shoot once you land homing, haywire, and possibly nemesis
I'm not sure nemesis is good, but it is hilarious
ECM/ECCM pods are utter trash, though. They'd be more tolerable if they were as powerful as Angel (and downright interesting if superior), but they aren't, so they're very hard to justify over standard suites
Seriously, imagine if ECM/ECCM pods could defeat Angel. That'd be really fun
Granted, ECCM pods would still be a fun quirk rather than something you'd ever want to use, since having just the enemy's hex clear of hostile ECM is only really useful for sensors, and the odds of landing an iNarc pod and subsequently losing track of their location seem incredibly slim.
By the way, iNarc homing pods are basically Artemis V in Narc form
@viscid dome you can run alternate ammo with Artemis. You just don't get the bonuses.
I.e. you can have inferno, smoke, and Art. IV for an SRM launcher
Only art gets the cluster boost though
I always include some method of shredding woods cover if I can. Inferno for Combat Vehicles with SRMs, obviously
This means the fire-control systems are dead weight, which isn't ideal
But yeah, that's one of the main advantages of Artemis over Streak
Which otherwise renders both largely obsolete
Yeah, spending a ton and a crit slot on something you're not always using is kinda sucky
A lot of Artemis-enhanced LRMs get swapped out for Streak LRMs, and for good reason
Yeah since an art LRM is a direct fire LRM
Yeah i just wanted to point out you still can which i didn't know for a while.
Makes double sense for LRM though if going for raw damage.
And it's no more wasted space than a weapons loadout you can't always alpha on
BattleMechs are pretty terrible for indirect-fire, so they often use LRMs as long-range direct-fire weapons anyway
And their volume constraints make them less suited to carrying vast quantities of utility ammo
No argument but if you are doing mass utility then no sense in art.
But a ton of inferno, frag, or smoke? I see no issues here.
Same mass as a flamer lol
Yeah, arguably the most powerful thing about utility ammo is that you don't need much to swing a game if the conditions are right
.5 ton utility ammo when? 😆
Whenever MegaMek implements Fractional Accounting
But for in-person games? Whenever you want
How do those interact with crits or spaces?
Is a half ton of ammo a half space or half crit?
Full space
The rule is that each full ton of ammunition or fraction thereof occupies one critical slot.
Though note that superheavy 'Mechs double up on critical slots, and can therefore fit two bins in "one" slot
Fractional Accounting doesn't really supersede any rules except rounding: all the details are the natural result of normal rules
For instance, half-ton bins of machine gun ammo already follow that rule
I've asked on the rules forum, and there's a non-binding verdict that you don't need a refit to adjust how many slots are occupied by ammo so long as there are empty slots in the relevant location already