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ZaneOlric Federated Suns Private, First Class

Joined: 13-Sep-2025 22:09 Posts: 43
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Posted: 18-Oct-2025 19:11 Post subject: ZZ Ram Missile Test (168 max damage) |
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TRO: ZZ Ram Missile Test (168 max damage) | BattleMech Technical Readout
Name/Model: ZZ Ram Missile Test (168 max damage)
Designer: ZaneOlric
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 55
Role: Striker
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 54,821,304 C-Bills
Battle Value: 1,297
Chassis: Reinforced
Power Plant: 385 XXL
Walking Speed: 75.6 kph
Maximum Speed: 118.8 kph [194.4 kph]
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Lamellor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Basically a guided missile, it deals a maximum of 168 damage. According to my testing, this
is the absolute maximum possible. The next closest is the 35 ton version at only BV2.0:
542. Cost: 32,492,025
= 35/10=3.5=4
= 11(2.5)=27.5=28
= 4(28)(1.5)=168 damage.
Considering this is a self guided missile without armor and you don't have the weight for a
robotic cockpit, its probably a one-way trip. Also, there is no weight for spikes, meaning
this is the actual cap.
Conversely, at 55 tons you have nearly max armor and can do the Spikes + Ferro-Lamillor
trick to negate self-charge damage, meaning you can probably do this multiple times. Also,
you lose considerably less movement points to pivoting while still going fast enough to be
very difficult for enemies to be safe from.
= 55/10=5.5=6
= 7(2.5)=17.5=18
= 6(18)(1.5)=162+6(spike)=168
While over twice the BV2.0 value, you'll probably get well over twice as many charges out,
meaning this is probably very worth it in terms of effectiveness. Now imagine for a second
you get this to hit the left or right rear of a 100 ton assault mech. This is enough damage
to destroy its arm, leg and side torso on that side, assuming the 34 damage groupings dont
hit the head. While you'll almost never get that perfect situation, a "half-charge" is
probably one-shotting a medium or light mech, meaning this gimmick has some actual teeth.
While perhaps not a terrible way to use Ram-plate, there are probably far more effective
options. Water, height increases, and a variety of other factors can make it impossible or
at least highly difficult to charge a target. Mech's should have a backup plan to avoid
becoming a complete liability should these factors limit its charge plan. You can drop down
to an XL engine to be substantially more durable and only lose out on a small amount of
damage. You'll also be able to equip a wide arrange of weapons and tools to make your mech
more rounded and useful.
Of note, technically 85 tons would be the true best, except XXL engines are strange in that
they will sometimes take up two extra torso spots. While 85 tons have the weight capacity
and could work at 5/8 speed (13 with MASC+Supercharger), this is one of the thresholds for
the XXL engine to get those extra two spots. Unfortunate, but is what it is.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Reinforced (C) 11.00
Engine: 385 XXL (C) 14.50
Walking MP: 7
Running MP: 11 [18]
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 161 11.50
Type: Ferro-Lamellor (C)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 21
Center Torso (rear): 5
R/L Torso: 13 20
R/L Torso (rear): 5
R/L Front Leg: 13 19
R/L Rear Leg: 13 19
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Spikes CT 1 0.50
MASC (C) RT 2 2.00
Spikes RT 1 0.50
Ram Plate (C) * 3 5.50
Spikes LT 1 0.50
Supercharger (C) LT 1 1.50
* Ram Plates occupy 1 critical slot in each torso location
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 2, TMM: 4, MV: 22"
Damage: (S) 0 / (M) 0 / (L) 0, OV: 0
Armor (A): 6, Structure (S): 4
Specials: CR, ENE, MEL
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ZaneOlric Federated Suns Private, First Class

Joined: 13-Sep-2025 22:09 Posts: 43
|
Posted: 18-Oct-2025 19:14 Post subject: ZZ Ram Missile Test (168 max damage) |
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TRO: ZZ Ram Missile Test (168 max damage) | BattleMech Technical Readout
Name/Model: ZZ Ram Missile Test (168 max damage)
Designer: ZaneOlric
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 55
Role: Striker
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 54,821,304 C-Bills
Battle Value: 1,297
Chassis: Reinforced
Power Plant: 385 XXL
Walking Speed: 75.6 kph
Maximum Speed: 118.8 kph [194.4 kph]
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Lamellor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Basically a guided missile, it deals a maximum of 168 damage. According to my testing, this
is the absolute maximum possible. The next closest is the 35 ton version at only BV2.0:
542. Cost: 32,492,025
* 35/10=3.5=4
* 11(2.5)=27.5=28
* 4(28)(1.5)=168 damage.
Considering this is a self guided missile without armor and you don't have the weight for a
robotic cockpit, its probably a one-way trip. Also, there is no weight for spikes, meaning
this is the actual cap.
Conversely, at 55 tons you have nearly max armor and can do the Spikes + Ferro-Lamillor
trick to negate self-charge damage, meaning you can probably do this multiple times. Also,
you lose considerably less movement points to pivoting while still going fast enough to be
very difficult for enemies to be safe from.
* 55/10=5.5=6
* 7(2.5)=17.5=18
* 6(18)(1.5)=162+6(spike)=168
While over twice the BV2.0 value, you'll probably get well over twice as many charges out,
meaning this is probably very worth it in terms of effectiveness. Now imagine for a second
you get this to hit the left or right rear of a 100 ton assault mech. This is enough damage
to destroy its arm, leg and side torso on that side, assuming the 34 damage groupings dont
hit the head. While you'll almost never get that perfect situation, a "half-charge" is
probably one-shotting a medium or light mech, meaning this gimmick has some actual teeth.
While perhaps not a terrible way to use Ram-plate, there are probably far more effective
options. Water, height increases, and a variety of other factors can make it impossible or
at least highly difficult to charge a target. Mech's should have a backup plan to avoid
becoming a complete liability should these factors limit its charge plan. You can drop down
to an XL engine to be substantially more durable and only lose out on a small amount of
damage. You'll also be able to equip a wide arrange of weapons and tools to make your mech
more rounded and useful.
Of note, technically 85 tons would be the true best, except XXL engines are strange in that
they will sometimes take up two extra torso spots. While 85 tons have the weight capacity
and could work at 5/8 speed (13 with MASC+Supercharger), this is one of the thresholds for
the XXL engine to get those extra two spots. Unfortunate, but is what it is.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Reinforced (C) 11.00
Engine: 385 XXL (C) 14.50
Walking MP: 7
Running MP: 11 [18]
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 161 11.50
Type: Ferro-Lamellor (C)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 21
Center Torso (rear): 5
R/L Torso: 13 20
R/L Torso (rear): 5
R/L Front Leg: 13 19
R/L Rear Leg: 13 19
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Spikes CT 1 0.50
MASC (C) RT 2 2.00
Spikes RT 1 0.50
Ram Plate (C) * 3 5.50
Spikes LT 1 0.50
Supercharger (C) LT 1 1.50
* Ram Plates occupy 1 critical slot in each torso location
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 2, TMM: 4, MV: 22"
Damage: (S) 0 / (M) 0 / (L) 0, OV: 0
Armor (A): 6, Structure (S): 4
Specials: CR, ENE, MEL
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