#just somethin dumb

1 messages · Page 1 of 1 (latest)

dawn solar
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Alpha King Mek
Weight: 100 tons
BV: 3,801
Cost: 18,591,000 C-bills
Source: (Unknown)
Role: Brawler

Movement: 3/5
Engine: 300 Compact
Double Heat Sinks: 18 [36]
Cockpit: Interface Cockpit
Gyro: Standard Gyro

Internal: 152
Armor: 203/307 (Ferro-Lamellor)
                     Internal  Armor    
Head                     3       9      
Center Torso            31       30     
Center Torso (rear)              10     
Right Torso             21       22     
Right Torso (rear)               6      
Left Torso              21       22     
Left Torso (rear)                6      
Right Arm               17       22     
Left Arm                17       22     
Right Leg               21       27     
Left Leg                21       27     

Weapons                 Loc      Heat    
RISC Hyper Laser (Q)     RA       24     
RISC Hyper Laser (Q)     LA       24     
RISC Hyper Laser (Q)     LT       24     
RISC Hyper Laser (Q)     RT       24     
short storm
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looks like the kinda design you give to a disliked subordinate in an attempt to get them killed, at first glance

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what kinda quirks did you put on the lasers?

drowsy ingot
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Ah the classic "Nova Prime but worse" build that is always hilarious

dawn solar
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its funny because i like the Supernova, this was just built as kinda just me being silly

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its got oversized and Obsolete and prototype

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couple others too

short storm
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and enough heat generation to go from 0 to explosion in one go, I'm pretty sure

dawn solar
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most likely

short storm
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...reminds me of the Direstar

dawn solar
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alpha in this thing I dare you

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almost gave it full head ejection

cunning bone
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It's literally a Malice?

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This is already a canon mech lol

dawn solar
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is it really XD

drowsy ingot
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April Fools TRO has a Malice with 4 RISC Hyper Lasers yeha

dawn solar
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oh OOp

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so not cannon but allready built

white thunder
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Its canon

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The tro was published on April 1st, but is fully canon

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But yes it's a 105t superheavy (barely) with quad hyper laser

warm cradle
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An ILLEGAL 105t Superheavy, at that

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Hilarious, but also silly

wintry echo
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Is the general consensus that LAMS is inferior to AMS? The 7 heat/activation seems... a lot unless you're running very, very cool

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Followup, is there any noteworthy benefits to having 2 or more AMS on a single mech?

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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

drowsy ingot
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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

wintry echo
cunning bone
lusty dirge
warm cradle
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From the XTRO specifically!

lusty dirge
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Ah yeahg forgot about that bit

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It's a bit silly that the 5 tons make the SCM unworkable

warm cradle
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It's weird

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But it also kinda get it?

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Probably something something Superheavies need weird different stuff to normal 'mechs

lusty dirge
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One would assume yeah

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Ofc the fact that every tech works on every mech from 20 to 100 tons is already straining plausibility

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Irl there'd be edge case like "yeah TSM doesn't work on anything above 76 tons"

cunning bone
wintry echo
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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.

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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