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 Post subject: Hellion Light BA
PostPosted: Sun Mar 29, 2009 9:16 pm 
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Major General
Major General

Joined: Wed May 28, 2003 11:50 pm
Posts: 891
Location: Hesperus II, Lyran Alliance
I just threw this together, a light Clan BA using the new Myomer Booster, let me know what you think
Code:
Type/Model:    Hellion 
Tech/Era:      Clan / 3067 / CBT Rules
Chassis Type:  Humanoid
Weight Class:  Light Battle Armor (401 - 750 kg)
Rules:         Level 3, Custom design

Ground Speed:  54.0 km/h
Armor Type:    Standard
R&D Start Date:  3065
Prototype Design and Production:  3066
Standard Production:  3072

------------------------------------------------------------------
Type/Model:    Hellion 
Equipment:                                          Slots    Mass
Chassis Type:  Light Class Humanoid with HarJel       0       150
Motive System: Ground Movement (5 MP)                 0        60
Armor Type:    4 Points Standard                      0       100

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   None                                   0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Modular Weapon Mount                 RA               1        10
 Micro Pulse Laser                   RA        17     1       160
Anti-Personnel Weapon Mount          LA               1         5
 (Anti-Personnel Weapon Space)       LA               0         0
Myomer Booster                       Body             3       250
------------------------------------------------------------------
TOTALS:                                               6       750
Slots & Mass Left:                                    2         0

Calculated Factors:
Total Cost:     529,000 C-Bills, Including Trooper
                Training Costs of 200,000 C-bills
Battle Value:   29 (145 for 5)  Weapon Value: 10 (Ratio=.34)
Cost per BV:    11,344.83 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, car5

CBT:RPG Data:   Armor Value (M/B/E/X): 7/6/6/6    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 1,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: +4,  Running: +8,  Sprinting: +12
                Attribute Modifiers:  STR: +2,  DEX: -1,  RFL: -1
                Equipment Rating:  F/D/E

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 Post subject: Re: Hellion Light BA
PostPosted: Sun Mar 29, 2009 10:02 pm 
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Test Pilot
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Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
What's the Booster do, again? :confused:

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 Post subject: Re: Hellion Light BA
PostPosted: Mon Mar 30, 2009 12:36 am 
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Major General
Major General

Joined: Wed May 28, 2003 11:50 pm
Posts: 891
Location: Hesperus II, Lyran Alliance
Adds +2 to movement for light and medium suits & +1 MP for heavy & assault suits, its similar to Mech MASC, except its constantly on, and generates a load of heat.......BA that use the Myomer Booster cannot be hidden...

From Tac-Ops
Quote:
Initially conceived as a spin-off from failed Ice Hellion efforts to create
an enhanced BattleMech MASC system, the battle armor-scaled myomer
booster offers to increase the speed and strength of a given battlesuit design.
However, the system’s greatest drawback is the tremendous amount
of heat generated—which not only makes it impossible to employ such
enhanced myomer suits in a stealth role, but requires the installation of
bulky cooling systems to avoid parboiling the trooper within.

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 Post subject: Re: Hellion Light BA
PostPosted: Mon Mar 30, 2009 6:16 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
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I'm not sold on the technology yet. Has anybody run the booster in a game yet? If your group doesn't use hidden units it is no big deal, but if you do....Does the booster give extra damage to physical/swarm attacks, or just add to speed?


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 Post subject: Re: Hellion Light BA
PostPosted: Mon Mar 30, 2009 6:33 pm 
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Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
being that hot the BA should apear as a MECH on IR.

maybe one should invent a czenario where IR-sensors are the only reliable, like at night, with a lot of magnetite rocks.

the BA´s could pretend to be mechs as a decoy or such

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 Post subject: Re: Hellion Light BA
PostPosted: Mon Mar 30, 2009 11:15 pm 
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Major General
Major General

Joined: Wed May 28, 2003 11:50 pm
Posts: 891
Location: Hesperus II, Lyran Alliance
Quote:
being that hot the BA should apear as a MECH on IR.

maybe one should invent a czenario where IR-sensors are the only reliable, like at night, with a lot of magnetite rocks.

the BA´s could pretend to be mechs as a decoy or such
Now, that would be a good idea

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 Post subject: Re: Hellion Light BA
PostPosted: Tue Mar 31, 2009 6:54 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
Now that would be evil.....I like it.


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 Post subject: Re: Hellion Light BA
PostPosted: Tue Mar 31, 2009 8:20 pm 
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Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
just don´t forget mechtransponders, and to obscure visual light somehow.

and of course seismic scanners .

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 Post subject: Re: Hellion Light BA
PostPosted: Wed Apr 01, 2009 2:45 pm 
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Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
Details, details......


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 Post subject: Re: Hellion Light BA
PostPosted: Wed Apr 01, 2009 5:27 pm 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
how to jam seismic scanners:
take a slope of a few hundred meters, a conveyor belt and a lot of boulders.
place the conveyor belt at the top of the slope, place the boulders on the conveyor belt.
when the CB is switched on the boulders roll down the slope one after the other creating a lot of activity on seismic scanners...

or you use the sort of devices they use in "DUNE" to call sandworms, a lot of them.

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 Post subject: Re: Hellion Light BA
PostPosted: Thu Apr 02, 2009 7:24 am 
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Antisocial General
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Joined: Mon Mar 17, 2003 8:35 am
Posts: 7883
Location: MLC, Lyran Alliance.
Quote:
how to jam seismic scanners:
take a slope of a few hundred meters, a conveyor belt and a lot of boulders.
place the conveyor belt at the top of the slope, place the boulders on the conveyor belt.
when the CB is switched on the boulders roll down the slope one after the other creating a lot of activity on seismic scanners...

or you use the sort of devices they use in "DUNE" to call sandworms, a lot of them.
You don't even need to get that creative. Simply blow your target to hell with airstrikes and/or artillery. Not only will you make a lot of seismic noise, but you just might solve the problem without needing the battle armor in the first place. :army:

Seriously, if you have Mechs stomping around anywhere, their seismic signature is going to drown out just about anything short of an actual earthquake in the general vicinity.

Alternatively, if you want some distracting heat sig cover, infernos and flamers are well suited to the task...start yourself a few strategic fires and use them as "cover"...

"Is that a Mech out there?"

"I can't tell. Too dark to see for sure. I sometimes THINK I see something moving, but it's just flashes between hot spots. Could just be an artifact in the IR..."

*CRACK-BOOM*

"Ummmm, that wasn't an artifact. That was a gauss rifle..."

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 Post subject: Re: Hellion Light BA
PostPosted: Thu Apr 02, 2009 7:54 am 
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Antisocial General
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Joined: Mon Mar 17, 2003 8:35 am
Posts: 7883
Location: MLC, Lyran Alliance.
Now, back on the subject of the battle armor. Here are my impressions of the Myomer Booster.

- The Myomer Booster is heavy, and takes up precious space. Accordingly, there is little point using a Myomer Booster if you haven't already maximized the suit's normal MP. It's basically a way to turn an already relatively fast BA into a FAST BA.

- The main drawback of a Myomer Booster, besides its bulk in a design, is that the units using it cannot be used as Hidden Units. Therefore, it is best suited for use on designs that you mean to fight above board. Fine for the Clans, but not so much for the IS.

Accordingly, I could see the Clans using it on a fast BA suit meant for dueling, Trials and "capture the flag" type situations. It would be great for a heavy/assault quad suit like the Fenrir, if the Clans would ever build such a design...

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 Post subject: Re: Hellion Light BA
PostPosted: Thu Apr 02, 2009 6:01 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
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Using current technology you can do pretty well triangulating seismic sources, but you need multiple pickups to do that. I always envisioned BT seismic sensors being fairly basic, but hooked upto a big database of profiles to compare reading to. Basically a database of thumper truck type data specific for each mech, or even vehicle. You would at least be able to give a chassis type, basic speed range, and weight class if nothing more specific. So a Banshee at top speed is a fast assault, where a Scorpion is a fast medium Quad. That being said, with a good surface, say a flat plain, and enough data you might be able to say this is specifically a Banshee do to the speed, weight, and stride of the footfalls.


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 Post subject: Re: Hellion Light BA
PostPosted: Thu Apr 02, 2009 6:07 pm 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
could a large loudspeaker-like thing mimik the seismic signature of a mech, vee etc?
of course it would have to be a bit bigger than what you would find at the discotheque, because of low frequencys.seismic data are nothing but sound.loud low frequency sound.

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 Post subject: Re: Hellion Light BA
PostPosted: Sat Apr 04, 2009 11:48 am 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
A thumper truck would work better. Take a big weight, raise it to a certain height and drop it. Doing the right weight from the right height, at the right interval would mimic the strides of a mech.


Most seismic surveys today, at least terrestrial ones, use this method instead of drilling holes and using small explosive charges like the good old days. The weight being dropped is better because you always know the force you start with, so it is easier math wise to do all your calculations since you know your exact starting force. With explosives it is more of a guess.


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 Post subject: Re: Hellion Light BA
PostPosted: Sat Apr 04, 2009 12:17 pm 
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Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
yes, for jamming it is rather efective, unless the opforce realizes the values of the "jammer" and is able to calculate it out of their measures,in wich case it would loose effectivity. the idea of a "loudspeaker" design is to mimic the exact characteristics of a given mechunit in order to distract the enemy, threaten attacking a specific point etc. off course jamming is also possible. to jamm more effectively the sound could easyly be changed.

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 Post subject: Re: Hellion Light BA
PostPosted: Sat Apr 04, 2009 5:05 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
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Seismic waves are not exactly the same thing as sound waves. I just don't see a speaker getting the force to give a fake wave, but that's just me. Now if you go with the idea that the mech just uses microphones to pick up the sound as opposed to actual seismic waves then go for the speaker.


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 Post subject: Re: Hellion Light BA
PostPosted: Sat Apr 04, 2009 10:06 pm 
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Major General
Major General

Joined: Wed May 28, 2003 11:50 pm
Posts: 891
Location: Hesperus II, Lyran Alliance
That would have to be some heavy duty sound waves to cause seismic activity :o

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Proud Sponsor of the Solaris VII games for over 30 years

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 Post subject: Re: Hellion Light BA
PostPosted: Sun Apr 05, 2009 6:40 am 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
NO, seismic activity does not start at richter scale level 6.

a person walking past a seismic detector creates seismic activity.

you need a heavy duty loudspeaker to create anything that resembles a mech however.
BUT: if a battlemech creates a level X activity from 30 metres away, the activity would be 1/100 times X 300 metres away and 1/400 times X 600 metres away. if the loudspeaker is close to the sensor it needs less energy to mimic a more distant object. several loudspeakers with a computer can create the illusion of an object that is at a specific position if the position of the sensor is known.

im thinking of a large block of iron that is laying on the ground and is surrounded by a large electromagnetic coil that rythmically presses the block of iron up and down. the coil has to be weighed to do that.

alternatively a chamber through wich a constant flow of air goes has a fuel injection and igniter. seismic activity is created by rhythmically injecting fuel wich then blows, creating shockwaves.

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 Post subject: Re: Hellion Light BA
PostPosted: Mon Apr 06, 2009 2:27 pm 
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Commanding General
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That's pretty much a thumper truck:) The difference is it picks the weight up to a certain height and drops it to make the waves.


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 Post subject: Re: Hellion Light BA
PostPosted: Mon Apr 06, 2009 2:29 pm 
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Commanding General
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Here is an article that talks about thumpers and other methods like the explosives I mentioned, and some I didn't like compressed gas.


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