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GLT-9X Guillotine
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Kraken
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PostPosted: 24-Sep-2009 20:38    Post subject: GLT-9X Guillotine Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Guillotine GLT-9X
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          70 tons
Chassis:       Crucis-I Endo Steel
Power Plant:   280 VOX Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 Anderson 398 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Ulston Prime Standard
Armament:      
  7 Medium Lasers
  1 PPC
  2 SRM 4s
Manufacturer:  Newhart Industries
  Location:    (Unknown)
Communications System:  StarLink 955G
Targeting & Tracking System:  Pulsar Tri-X

------------------------------------------------------------------------------
==Overview:==
"What the....?"
- Last transmission to come from the mech's first victim.

There are words that a person might be inclined to use when describing this
design. "Horrific." "Shocking." "Nightmarish." All of these words, and more,
come to mind when contemplating this design.

All of them fall short.

As the mech was designed in the days before Double Heat Sinks became common,
the mech was loaded down with regular heat sinks. This resulted in much of the
mech's tonnage and interior space being devoted to this, something that
limited its firepower significantly. 

In what can only be described as a frightening stroke of insight, the question
was asked as to what might happen if the heat sinks were redone as Doubles and
the excess ones removed as needed. This walking abomination is the result.

The first thing to be noticed on the battlefield is that the mech now sports
an array of *seven* medium lasers, with two more in the torso and another in
the right arm. This amount of firepower is enough to slag some light mechs in
a single volley, and can still sting heavier ones. 

The second thing is that there are an extra pair of SRM tubes. The redesign of
the torso to accomodate the structural changes resulted in the center torso
being opened up somewhat. Given that the original SRM 6 racks would
periodically fail to arm the missiles, the decision was made to drop the lone
6 in favor of twin 4s. Not only does this provide a redundancy in case the
problem returns (we have no reports of it doing so), the fact that there is
now a ton of ammo per launcher means that the mech can carry specialty
payloads while still having normal SRMs. 

Third and foremost is that the left arm is comprised of a longer, thicker
barrel. This is because the large laser has been replaced with a PPC, giving
the design both range and punch that it never had before. Anyone thinking that
they can survive simply by staing more than 450 meters away is now in for a
startling surprise, as the PPC means the mech can target foes for an
additional 90 meters beyond that. The restructuring of the torso also allowed
for a modification to the energy feeds; there is now a spacer between the
feeds and the underarm, and so snarls are far less common (we estimate 50%
less based on those reports we've received). 

Additionally, the mech now sports an extra 1.5 tons of armor. This brings the
massive beast's hide to just shy of the maximum, making it harder to kill in
battle. Truly, however attempts to take this machine on is in for a difficult
battle. 


And if this wasn't freakish enough, the redesign has allowed for a far larger
than normal cockpit. An extra half-ton of weight has been allotted for the
interior, and two versions have been reported. 

The first version has the half-ton set aside for creature comforts, such as a
small hammock; a small toilet (which vents out the rear of the mech); and bins
for toiletries (such as bath tissue and hand sanitizer), dried goods, and
additional gear. This version is meant for mechwarriors who are tasked with
operating in the field for an extended period, as it allows them to better
withstand the accompanying fatigue. 

The second version has a bench in the rear and a small mechanical winch that
can rotate in and out of the main hatch. This unit is intended to carry
commandos, individual soldiers, or wounded along with a little gear to
wherever they need to go in safety and (relative) comfort. 

--------------------------------------------------------
Type/Model:    Guillotine GLT-9X
Mass:          70 tons

Equipment:                                 Crits    Mass
Int. Struct.:  107 pts Endo Steel           14      3.50
 (Endo Steel Loc: 1 HD, 4 LA, 3 RA, 3 LT, 3 RT)
Engine:        280 Fusion                    6     16.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     16 Double [32]              15      6.00
 (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA+LA          13       .00
Armor Factor:  216 pts Standard              0     13.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             22         32      
   Center Torso (Rear):                 11      
   L/R Side Torso:           15      22/22      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                  11      22/22      
   L/R Leg:                  15      30/30      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
3 Medium Lasers          RA      9           3      3.00
1 PPC                    LA     10           3      7.00
2 Medium Lasers          RT      6           2      2.00
2 Medium Lasers          LT      6           2      2.00
2 SRM 4s                 CT      6   50      4      6.00
  (Ammo Locations: 2 RT)
CASE Equipment:          RT                  1       .50
4 Standard Jump Jets:                        4      4.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         37          76     69.50
Crits & Tons Left:                           2       .50

Calculated Factors:
Total Cost:        6,926,084 C-Bills
Battle Value:      1,591
Cost per BV:       4,353.29
Weapon Value:      2,310 / 2,310 (Ratio = 1.45 / 1.45)
Damage Factors:    SRDmg = 36;  MRDmg = 11;  LRDmg = 2
BattleForce2:      MP: 4J,  Armor/Structure: 5/5
                   Damage PB/M/L: 6/5/1,  Overheat: 1
                   Class: MH;  Point Value: 16


I honestly had no idea it'd turn out this frighteningly overpowered.
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Karagin
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PostPosted: 24-Sep-2009 22:16    Post subject: GLT-9X Guillotine Reply to topic Reply with quote

Nice job on the fluff. It does have several advantages over the older model. Nice work on trying to balance things out.
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2753
Location: United States
PostPosted: 24-Sep-2009 22:45    Post subject: GLT-9X Guillotine Reply to topic Reply with quote

Thing is, I've used virtually no advanced technology above and beyond what was available when the mech first came out...

...yet I've created a machine that could hypothetically mop the floor with a lot of the brand-spankin'-new canonical designs that are only just now rolling off the assembly lines.

It's almost so broken a design that I'm actually nervous about including it in the campaign world; there'd be no way the party could successfully stare one down given that most of the players are green, and if any of the players ever got their hands on one it'd throw things completely out of whack.
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"I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Karagin
Imperial Karagin Army
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Joined: 04-Feb-2002 00:00
Posts: 4120
Location: United States
PostPosted: 25-Sep-2009 08:13    Post subject: GLT-9X Guillotine Reply to topic Reply with quote

It depends, they are unlikely to get one in 100% working order and even then they know that having it will likely make them a target of one or more of the House Lords, ComStar, WoB etc...all wanting to get the mech or at least prevent someone else from having it, thus it gives you more options for adventure and roleplaying.

As for unbalancing things, not if you keep them in check. You have always done a great job of not letting the players do anything to crazy, thus this would the case for any GM, keep things under control.
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