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- Lancea
- Mass: 100 tons
- Tech Base: Mixed
- Chassis Config: Biped
- Rules Level: Experimental Tech
- Era: Dark Ages
- Tech Rating/Era Availability: X/X-X-X
- Production Year: 3132
- Cost: 26,145,500 C-Bills
- Battle Value: 3,580
- Chassis: Unknown Endo-Steel
- Power Plant: Unknown 300 Fusion XL Engine
- Walking Speed: 32.4 km/h (43.2 km/h)
- Maximum Speed: 54.0 km/h
- Jump Jets: None
- Jump Capacity: 0 meters
- Armor: Unknown Hardened
- Armament:
- 1 (CL) ER PPC
- 1 (CL) ER Large Laser
- 1 (CL) Arrow IV Missile
- 2 (CL) Medium Pulse Lasers
- 1 (CL) ER Small Laser
- 1 (CL) SRM-2
- 2 B-Pods
- Manufacturer: Unknown
- Primary Factory: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Overview:
- Basically, it is a new Mech which individually is not very great, but in
- numbers can operate like massed artillery along with its role as an Assault
- Mech. This allows a group of Lancea to defeat many times its number in
- opponents in theory, as well as lay siege to a city.
- When they are employed in Battalion sized numbers, perhaps even company sized
- (I have not tested this yet on the "field" i.e. MegaMek or Table Top ) they
- force the enemy of equal or greater numbers to:
- 1- Stay in a group and get pummelled, likely out of their range.
- 2- Spread out, and get focused down individually by the Lancea that can stay
- grouped.
- The Mech is still weak to Artillery counter-bombardment by artillery with
- greater range then the Arrow 4s, though the Hardened Armor near maxed will
- negate this a little.
- The real beauty of this though is that it does not have the weaknesses of a
- purely dedicated artillery unit. A pure artillery unit cannot hold ground like
- a Mech can because it can be overwhelmed by Strike units, Battle Armor dropping
- on top, VTOLs, etc. This is not so with the Lancea, and the idea that the enemy
- will send a Battalion of pure Artillery units just to counter the Lancea- well
- it can be done, but it will leave them extremely vulnerable in other areas.
- The rest of the weaponry more just rounds it out then anything. The ER PPCs and
- ER Large Lasers allow the Lancea to easily focus down enemy Mechs individually,
- or weakened Mechs if it faces a group.
- The B-Pods aid it if enemy infantry or Battle Armor manage to sneak up on it.
- The B-Pods are supplemented by Medium Pulse Lasers, an ER Small Laser and an
- SRM-2 to engage enemy infantry or battle armor at greater range then point
- blank (the SRM comes with Infernos).
- An Advanced Targeting Computer is used to help the Lancea attack with greater
- accuracy at range, hit battle armor/infantry, hit faster targets and/or to
- decapitate a shut down Mech or knocked out Mech (this last being great for
- salvage. )
- Last I included Triple-Strength Myomer. Likewise, the Mech has many ways of
- reaching the magic nine number (it can fire all its energy weapons, or all
- minus the small laser while running, or it can stand still and use both the ER
- Small and SRMs, or it can fire its Arrow 4s, ER PPC and both medium pulse
- lasers while running. )
- The TSM and Artillery also negate the effect of Reflective Armor, which could
- otherwise become a problem with such an energy heavy design (Reflective Armor
- takes twice as much damage from Artillery weapons, like Arrow 4, and with a TSM
- kick from an Assault Mech, a Reflective Armored Mech is going to be Legged with
- 1-hit) .
- They also have Hardened Armor, making them far less vulnerable to enemy attacks
- as well as friendly fire from their own artillery. Even if they fire their
- artillery at closer ranges, they can afford to do this because they are not
- likely to be as damaged from their own area of effect weapons as the enemy.
- In short, the only way I can think of to counter this design is to mass lots of
- artillery, which I imagine can be a nightmare logistically and effectively
- means the player engaged in this specific strategy has given up the initiative.
- If the other player knows that the only way to counter this design is with
- massed artillery, then they can simply bring in some Strike Mechs or VTOLs to
- destroy these Artillery Battalions or Companies at very little comparative
- resource cost. Likewise, if facing Artillery these Mechs can spread out, and
- likely take out the dedicated Artillery units with little worry as they come up
- close or get in Arrow 4 range.
- You could even bring in your own dedicated Artillery to counter-bombard theirs. That way, you effectively have twice the Artillery, plus the Mechs to guard them, for as much Drop Ship space.
- You could argue that you could beat them with Warships or WMDs, but that could
- be said about any design when sent in numbers (simply put if the enemy is going
- to hit you with Orbital Bombardment or use Neutron Bombs, etc, there is
- almost nothing you can do, save conduct a guerilla campaign. )
- Another thing I really like about this design is that it saves Drop Ship space.
- Not having to take Artillery in one Drop Ship, and Mechs in another, you can
- save the other Drop Ships for Arrow space fighters, Battle Armor, Strike
- Mechs/Vehicles.
- It is Artillery and a Mech in one, and it really does not sacrifice much from
- either. A group of these can go toe to toe with other Mechs or Vehicles, and
- win hands down, they can bombard fortified positions, and they can take and
- hold ground.
- The real beauty of this design overall is it can, in higher level numbers
- (Company, Battalion, Cluster, Regiment, etc. ) really take on much, much larger
- numbers of opponents then you put in. Sort of like a Spartan centurion group or
- Roman legion, and it is not as vulnerable as standard artillery units (this
- same tactic would not work for a group of Long-Tom tanks because
- Mechs/Tanks/VTOLs can get in close and destroy them all easily).
- ================================================================================
- Equipment Type Rating Mass
- --------------------------------------------------------------------------------
- Internal Structure: Endo-Steel 152 points 5.00
- Internal Locations: 2 RT, 2 LA, 1 RA, 1 LL, 1 RL
- Engine: XL Engine 300 9.50
- Walking MP: 3 (4)
- Running MP: 5
- Jumping MP: 0
- Heat Sinks: (CL) Double Heat Sink 14(28) 4.00
- Heat Sink Locations: 1 CT, 1 RT
- Gyro: Standard 3.00
- Cockpit: Standard 3.00
- Actuators: L: SH+UA R: SH+UA
- TSM Locations: 2 LA, 4 RA
- Armor: Hardened AV - 300 37.50
- CASE Locations: LA, RA 0.00
- Internal Armor
- Structure Factor
- Head 3 9
- Center Torso 31 49
- Center Torso (rear) 12
- L/R Torso 21 31
- L/R Torso (rear) 11
- L/R Arm 17 32
- L/R Leg 21 41
- ================================================================================
- Equipment Location Heat Critical Mass
- --------------------------------------------------------------------------------
- (CL) Medium Pulse Laser HD 4 1 2.00
- (CL) Medium Pulse Laser RT 4 1 2.00
- (CL) SRM-2 RT 2 1 0.50
- (CL) ER Small Laser RT 2 1 0.50
- (CL) Targeting Computer RT - 3 3.00
- (CL) Arrow IV Missile LT/LA 10 10/2 12.00
- (CL) ER Large Laser RA 12 1 4.00
- (CL) ER PPC RA 15 2 6.00
- B-Pod RL 0 1 1.00
- B-Pod LL 0 1 1.00
- @SRM-2 (50) RA - 1 1.00
- @SRM-2 (Inferno) (50) RA - 1 1.00
- @Arrow IV (Non-Home) (20) LA - 4 4.00
- Free Critical Slots: 0
- BattleForce Statistics
- MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 15 Points: 36
- 3 5 4 2 0 4 2 Structure: 5
- Special Abilities: TSM, ARTAC, CASE, SRCH, ES, SEAL, SOA
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