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Feb 5th, 2017
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  1. Lancea
  2.  
  3. Mass: 100 tons
  4. Tech Base: Mixed
  5. Chassis Config: Biped
  6. Rules Level: Experimental Tech
  7. Era: Dark Ages
  8. Tech Rating/Era Availability: X/X-X-X
  9. Production Year: 3132
  10. Cost: 26,145,500 C-Bills
  11. Battle Value: 3,580
  12.  
  13. Chassis: Unknown Endo-Steel
  14. Power Plant: Unknown 300 Fusion XL Engine
  15. Walking Speed: 32.4 km/h (43.2 km/h)
  16. Maximum Speed: 54.0 km/h
  17. Jump Jets: None
  18. Jump Capacity: 0 meters
  19. Armor: Unknown Hardened
  20. Armament:
  21. 1 (CL) ER PPC
  22. 1 (CL) ER Large Laser
  23. 1 (CL) Arrow IV Missile
  24. 2 (CL) Medium Pulse Lasers
  25. 1 (CL) ER Small Laser
  26. 1 (CL) SRM-2
  27. 2 B-Pods
  28. Manufacturer: Unknown
  29. Primary Factory: Unknown
  30. Communications System: Unknown
  31. Targeting and Tracking System: Unknown
  32.  
  33. Overview:
  34. Basically, it is a new Mech which individually is not very great, but in
  35. numbers can operate like massed artillery along with its role as an Assault
  36. Mech. This allows a group of Lancea to defeat many times its number in
  37. opponents in theory, as well as lay siege to a city.
  38.  
  39.  
  40. When they are employed in Battalion sized numbers, perhaps even company sized
  41. (I have not tested this yet on the "field" i.e. MegaMek or Table Top ) they
  42. force the enemy of equal or greater numbers to:
  43.  
  44.  
  45. 1- Stay in a group and get pummelled, likely out of their range.
  46.  
  47.  
  48. 2- Spread out, and get focused down individually by the Lancea that can stay
  49. grouped.
  50.  
  51.  
  52. The Mech is still weak to Artillery counter-bombardment by artillery with
  53. greater range then the Arrow 4s, though the Hardened Armor near maxed will
  54. negate this a little.
  55.  
  56.  
  57. The real beauty of this though is that it does not have the weaknesses of a
  58. purely dedicated artillery unit. A pure artillery unit cannot hold ground like
  59. a Mech can because it can be overwhelmed by Strike units, Battle Armor dropping
  60. on top, VTOLs, etc. This is not so with the Lancea, and the idea that the enemy
  61. will send a Battalion of pure Artillery units just to counter the Lancea- well
  62. it can be done, but it will leave them extremely vulnerable in other areas.
  63.  
  64.  
  65. The rest of the weaponry more just rounds it out then anything. The ER PPCs and
  66. ER Large Lasers allow the Lancea to easily focus down enemy Mechs individually,
  67. or weakened Mechs if it faces a group.
  68.  
  69.  
  70. The B-Pods aid it if enemy infantry or Battle Armor manage to sneak up on it.
  71.  
  72.  
  73. The B-Pods are supplemented by Medium Pulse Lasers, an ER Small Laser and an
  74. SRM-2 to engage enemy infantry or battle armor at greater range then point
  75. blank (the SRM comes with Infernos).
  76.  
  77.  
  78. An Advanced Targeting Computer is used to help the Lancea attack with greater
  79. accuracy at range, hit battle armor/infantry, hit faster targets and/or to
  80. decapitate a shut down Mech or knocked out Mech (this last being great for
  81. salvage. )
  82.  
  83.  
  84. Last I included Triple-Strength Myomer. Likewise, the Mech has many ways of
  85. reaching the magic nine number (it can fire all its energy weapons, or all
  86. minus the small laser while running, or it can stand still and use both the ER
  87. Small and SRMs, or it can fire its Arrow 4s, ER PPC and both medium pulse
  88. lasers while running. )
  89.  
  90.  
  91. The TSM and Artillery also negate the effect of Reflective Armor, which could
  92. otherwise become a problem with such an energy heavy design (Reflective Armor
  93. takes twice as much damage from Artillery weapons, like Arrow 4, and with a TSM
  94. kick from an Assault Mech, a Reflective Armored Mech is going to be Legged with
  95. 1-hit) .
  96.  
  97.  
  98. They also have Hardened Armor, making them far less vulnerable to enemy attacks
  99. as well as friendly fire from their own artillery. Even if they fire their
  100. artillery at closer ranges, they can afford to do this because they are not
  101. likely to be as damaged from their own area of effect weapons as the enemy.
  102.  
  103.  
  104. In short, the only way I can think of to counter this design is to mass lots of
  105. artillery, which I imagine can be a nightmare logistically and effectively
  106. means the player engaged in this specific strategy has given up the initiative.
  107. If the other player knows that the only way to counter this design is with
  108. massed artillery, then they can simply bring in some Strike Mechs or VTOLs to
  109. destroy these Artillery Battalions or Companies at very little comparative
  110. resource cost. Likewise, if facing Artillery these Mechs can spread out, and
  111. likely take out the dedicated Artillery units with little worry as they come up
  112. close or get in Arrow 4 range.
  113.  
  114. 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.
  115.  
  116. You could argue that you could beat them with Warships or WMDs, but that could
  117. be said about any design when sent in numbers (simply put if the enemy is going
  118. to hit you with Orbital Bombardment or use Neutron Bombs, etc, there is
  119. almost nothing you can do, save conduct a guerilla campaign. )
  120.  
  121.  
  122. Another thing I really like about this design is that it saves Drop Ship space.
  123. Not having to take Artillery in one Drop Ship, and Mechs in another, you can
  124. save the other Drop Ships for Arrow space fighters, Battle Armor, Strike
  125. Mechs/Vehicles.
  126.  
  127.  
  128. It is Artillery and a Mech in one, and it really does not sacrifice much from
  129. either. A group of these can go toe to toe with other Mechs or Vehicles, and
  130. win hands down, they can bombard fortified positions, and they can take and
  131. hold ground.
  132.  
  133.  
  134. The real beauty of this design overall is it can, in higher level numbers
  135. (Company, Battalion, Cluster, Regiment, etc. ) really take on much, much larger
  136. numbers of opponents then you put in. Sort of like a Spartan centurion group or
  137. Roman legion, and it is not as vulnerable as standard artillery units (this
  138. same tactic would not work for a group of Long-Tom tanks because
  139. Mechs/Tanks/VTOLs can get in close and destroy them all easily).
  140.  
  141.  
  142. ================================================================================
  143. Equipment Type Rating Mass
  144. --------------------------------------------------------------------------------
  145. Internal Structure: Endo-Steel 152 points 5.00
  146. Internal Locations: 2 RT, 2 LA, 1 RA, 1 LL, 1 RL
  147. Engine: XL Engine 300 9.50
  148. Walking MP: 3 (4)
  149. Running MP: 5
  150. Jumping MP: 0
  151. Heat Sinks: (CL) Double Heat Sink 14(28) 4.00
  152. Heat Sink Locations: 1 CT, 1 RT
  153. Gyro: Standard 3.00
  154. Cockpit: Standard 3.00
  155. Actuators: L: SH+UA R: SH+UA
  156. TSM Locations: 2 LA, 4 RA
  157. Armor: Hardened AV - 300 37.50
  158. CASE Locations: LA, RA 0.00
  159.  
  160. Internal Armor
  161. Structure Factor
  162. Head 3 9
  163. Center Torso 31 49
  164. Center Torso (rear) 12
  165. L/R Torso 21 31
  166. L/R Torso (rear) 11
  167. L/R Arm 17 32
  168. L/R Leg 21 41
  169.  
  170. ================================================================================
  171. Equipment Location Heat Critical Mass
  172. --------------------------------------------------------------------------------
  173. (CL) Medium Pulse Laser HD 4 1 2.00
  174. (CL) Medium Pulse Laser RT 4 1 2.00
  175. (CL) SRM-2 RT 2 1 0.50
  176. (CL) ER Small Laser RT 2 1 0.50
  177. (CL) Targeting Computer RT - 3 3.00
  178. (CL) Arrow IV Missile LT/LA 10 10/2 12.00
  179. (CL) ER Large Laser RA 12 1 4.00
  180. (CL) ER PPC RA 15 2 6.00
  181. B-Pod RL 0 1 1.00
  182. B-Pod LL 0 1 1.00
  183. @SRM-2 (50) RA - 1 1.00
  184. @SRM-2 (Inferno) (50) RA - 1 1.00
  185. @Arrow IV (Non-Home) (20) LA - 4 4.00
  186. Free Critical Slots: 0
  187.  
  188. BattleForce Statistics
  189. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 15 Points: 36
  190. 3 5 4 2 0 4 2 Structure: 5
  191. Special Abilities: TSM, ARTAC, CASE, SRCH, ES, SEAL, SOA
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