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User:Doneve/Battle Armor Construction Steps

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Revision as of 14:37, 20 September 2012 by Doneve (talk | contribs) (...work in progress)
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This! Is a step by step introduction, to design various Battle Armor models and variants.

Step 1: Design the Chassis

Choose Technology Base

Tunnel Rat

[Keith] - is designing the Tunnel Rat, an industrial exoskeleton intended for mining and digging operations. He decides this battle armor design will use an Inner Sphere Technology Base.

Sylph

[Lou] - chooses the Clan Technology Base for his battle armor design. He decides to name his battle armor the Sylph.

Purifier

[Max] - wants to develop the last word in Inner Sphere stealth technology for the Word of Blake. Choosing an Inner Sphere Technology Base, he calls his battle armor the Purifier.

Fenrir

[Peter] - chooses an Inner Sphere Technology Base for his battle armor as well. He sees this battle armor—the Fenrir—as a fearsome mobile weapons platform.

Choose Weight

Tunnel Rat

[Keith] - As an exoskeleton, Keith's Tunnel Rat—in accordance with the Battle Armor Structure Weights Table—has a range of 80 to 400 kilograms to work with.

Sylph

[Lou] - chooses a light battle armor weight class for his Sylph, providing a weight range of 401 to 750 kilograms.

Purifier

[Max] - has a standard medium-weight range in mind for his Purifier. According to the Battle Armor Structure Weights Table, that means he's looking for his suit to fall anywhere from 751 kilograms to a maximum of 1,000.

Fenrir

[Peter] - To maximize his armor and weapon options, Peter chooses the assault weight class for his Fenrir, which offers him a weight range of 1,501 to 2,000 kilograms.

Allocate Weight for Innternal Structure

Tunnel Rat

[Keith's] - Tunnel Rat is an exoskeleton with an Inner Sphere Technology Base. Thus, its chassis will weigh 80 kilograms. Keith notes that the battle armor receives 1 point of internal structure to represent its pilot (the gray-shaded circle on the armor line on the record sheet). He also notes that the humanoid Tunnel Rat will have 2 weapon slots each in its Left Arm, Right Arm and Body locations. Of its potential 400 kilograms in total weight, the Rat has 320 kilos left to work with (400 kg – 80 kg = 320 kg).

Sylph

[Lou's] - Sylph is a light battle armor design built with a Clan Tech Base. On the Battle Armor Chassis Weights Table, Lou finds that its chassis will weigh 150 kilograms. Lou notes the battle armor's default 1 point of internal structure as the gray-shaded circle on the armor line in the record sheet, and that the humanoid design will have 2 weapon slots each in its Left Arm and Right Arm, and 4 weapon slots in its Body. The Sylph has up to 600 kg remaining of its original 750-kilogram maximum (750 kg – 150 kg = 600 kg).

Purifier

[Max] - chose a medium weight class for his Inner Sphere-made Purifier. Thus, its chassis will weigh 175 kilograms. After noting the single gray-shaded point of internal structure that represents its trooper on his record sheet, Max jots down the weapon slots available to his humanoid design: 3 each in the Left and Right arm locations and 4 in the Body location. Of the 1,000-kilogram maximum available to it, the Purifi er has used 175 kg, leaving 825 kilograms to work with (1,000 kg – 175 kg = 825 kg).

Fenrir

[Peter] - For his assault-class, Inner Sphere Fenrir battle armor, Peter chooses a quad body type, rather than a humanoid design. The chassis weight for the Fenrir, according to the Battle Armor Chassis Weights Table, will be 550 kilos, and provides the battle armor with 11 weapon slots in its Body location. Pete also notes the standard 1 gray-shaded point on the Fenrir's armor line on the record sheet, representing its controlling trooper. The Fenrir's maximum potential weight of 2,000 kilograms has 1,450 kilos left to spend (2,000 kg – 550 kg = 1,450 kg).

Step 2: Install Motive Systems

Determine Ground Movement

Tunnel Rat

[Keith] - As a humanoid battle armor design, Keith's Tunnel Rat exoskeleton has 1 free Ground MP and a maximum of 3 Ground MP per the Battle Armor Ground MP Table. Keith decides that his battle armor doesn't require any more speed, and spends no additional weight on more Ground MP.

Sylph

[Lou's] - Sylph has 1 free Ground MP as a humanoid design. Because he intends to incorporate a more potent alternative motive system, Lou decides that 1 Ground MP is enough for his purposes, and spends no additional weight on Ground MP.

Purifier

[Max] - For his Purifier, Max also decides the 1 MP of Ground movement is sufficient, and so invests no additional weight in more Ground MP.

Fenrir

[Peter's] - Fenrir has 2 free MP of Ground movement, according to the Battle Armor Ground MP Table. The battle armor has a maximum limit of 4 Ground MP. Despite the 160-kilogram cost per extra MP, Pete decides to go for it, investing a full 320 kilograms into maxing out its mobility. The Fenrir will have 1,130 kg remaining after this (1,450 kg – 320 = 1,130 kg).