[1m[4m[36mAlpha King Mek[0m[37m
[1mWeight[0m[37m: [33m100[37m tons
[1mBV[0m[37m: [33m3[37m,[33m801[37m
[1mCost[0m[37m: [33m18[37m,[33m591[37m,[33m000[37m C-bills
[1mSource[0m[37m: (Unknown)
[1mRole[0m[37m: Brawler
[1mMovement[0m[37m: [33m3[37m/[33m5[37m
[1mEngine[0m[37m: [33m300[37m Compact
[1mDouble Heat Sinks[0m[37m: [33m18[37m [[33m36[37m]
[1mCockpit[0m[37m: Interface Cockpit
[1mGyro[0m[37m: Standard Gyro
[1mInternal[0m[37m: [33m152[37m
[1mArmor[0m[37m: [33m203[37m/[33m307[37m (Ferro-Lamellor)
[4m[40m Internal Armor [0m[37m
Head [33m3[37m [33m9[37m [0m[37m
[40mCenter Torso [33m31[37m [33m30[37m [0m[37m
Center Torso (rear) [33m10[37m [0m[37m
[40mRight Torso [33m21[37m [33m22[37m [0m[37m
Right Torso (rear) [33m6[37m [0m[37m
[40mLeft Torso [33m21[37m [33m22[37m [0m[37m
Left Torso (rear) [33m6[37m [0m[37m
[40mRight Arm [33m17[37m [33m22[37m [0m[37m
Left Arm [33m17[37m [33m22[37m [0m[37m
[40mRight Leg [33m21[37m [33m27[37m [0m[37m
Left Leg [33m21[37m [33m27[37m [0m[37m
[4m[40mWeapons Loc Heat [0m[37m
RISC Hyper Laser (Q) RA [33m24[37m [0m[37m
[40mRISC Hyper Laser (Q) LA [33m24[37m [0m[37m
RISC Hyper Laser (Q) LT [33m24[37m [0m[37m
[40mRISC Hyper Laser (Q) RT [33m24[37m [0m[37m
#just somethin dumb
1 messages · Page 1 of 1 (latest)
looks like the kinda design you give to a disliked subordinate in an attempt to get them killed, at first glance
what kinda quirks did you put on the lasers?
Ah the classic "Nova Prime but worse" build that is always hilarious
improved cooling jackets and battle Comp
its funny because i like the Supernova, this was just built as kinda just me being silly
its got oversized and Obsolete and prototype
couple others too
and enough heat generation to go from 0 to explosion in one go, I'm pretty sure
most likely
...reminds me of the Direstar
is it really XD
April Fools TRO has a Malice with 4 RISC Hyper Lasers yeha
Its canon
The tro was published on April 1st, but is fully canon
But yes it's a 105t superheavy (barely) with quad hyper laser
Is the general consensus that LAMS is inferior to AMS? The 7 heat/activation seems... a lot unless you're running very, very cool
Followup, is there any noteworthy benefits to having 2 or more AMS on a single mech?
They seem to be a really uncommon thing on battlemechs, when i feel like the fairly ubiquitous presence of missile would indicate to me that they'd be at least useful if not common
LAMS iirc has the advantage of, if the opponent rolls poorly, fully negating a volley, while standard AMS cannot. Also in extended campaigns or engagements, not needing to worry about AMS ammo can be nice, albeit for single battles it isn’t much of a worry unless you are playing with the option to let AMS engage every missile fired at you
Makes sense. They "only" shoot at one volley/ combat phase, right? Unless as mentioned
Correct
I like it for Capital scale
No ammo limits
It's not illegal afaik ?
Ah yeahg forgot about that bit
It's a bit silly that the 5 tons make the SCM unworkable
It's weird
But it also kinda get it?
Probably something something Superheavies need weird different stuff to normal 'mechs
One would assume yeah
Ofc the fact that every tech works on every mech from 20 to 100 tons is already straining plausibility
Irl there'd be edge case like "yeah TSM doesn't work on anything above 76 tons"
If you read the blurb, it actually works fine on the mech.
It just has a slightly higher failure rate
I imagine that, without also reinforcement of the chassis, TSM would tear the chassis, the way that human muscles can break the bones they're anchored to.
It'd be interesting to have a kind of limit releaser, the way that, in extreme cases, the human body is capable of unbelievably profound physical exertion which often comes with severe problems after.
Something like "when activated, the mech exceeds physical tolerances normally imposed by responsible use. Declare use at the start of turn, before any other action. While this system is active, generate 10 heat +2 additional for each turn after the first (eg: first turn 10h second turn 12, third 14). Additionally, at the beginning of the the next turn after the system has been active, take 2 points of internal structure damage to RA LA RL LL RT LT, increasing by 1 on each turn the system is active. Walking and running generate double heat. structure damage from this system does not destroy components or ammunition, though ammunition is still subject to heat rules.
Benefit: while active, the mech's walking and running speeds double, as does physical attack damage. Physical and Ranged weapon attacks made by the mech receive an additional -2 to hit. Ranged weapon attacks suffer an additional +2 malus, and advanced missile targeting systems (Arrow iv, v, streak) automatically fail to target lock on the first active turn. On Successive turns, these systems are subject to the same +2 malus.
If used with MASC or TSM, apply these bonuses and penalties in addition. (TSM physical attacks receive only an additional 50% damage, for a total of 1.5x) If MASC or Supercharger are used whole this system is active, MASC and Supercharger automatically fail after one turn until a Difficult Repair can be made.
Internal structure damage scales every turn, though the heat generated reduces by 2 to a minimum of 10. (Ex: turn one 10h, turn two 12h, turn three 14, turn four deactivate. If waiting 3 more turns, it becomes 10h again. But the structure damage continues to climb, 2+1/turn, so if you've used it for a total of 5 turns, you'd have taken 6pt Internal structure damage to each of the arms, legs and each side torso