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All-Terrain Mobile Artillery - Turbolaser
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Feb 10, 2015 6:40 pm    Post subject: All-Terrain Mobile Artillery - Turbolaser Reply with quote

This is for you, garhkal.


AT-MA-T



Craft: All Terrain Mobile Artillery - Turbolaser
Type: Assault Walker
Scale: Walker
Length: 25 meters long, 25 meters tall
Skill: Walker Operation: AT-MA
Crew: 6 (3 @ +10) & 15 Gunners
Crew Skill:
Vehicle Blasters 5D
Walker Operation 5D
Passengers: 10 (troops)
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not available for sale
Move: 21; 60 kmh
Body Strength: 6D
Sensors: (Orbital Range in Parenthesis)
Passive 2km (40km)/0D
Scan 4km (80km)/1D
Search 6km (120km)/2D
Focus 300m (6km)/3D
Weapons:
Dual Turbolaser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 4
Skill: Vehicle Blasters
Scale: Capital Ship
Fire Control: 2D
Range:
--Surface: 300m-1.5km/3.5km/7.5km
--Aerial: 1.2km-6km/14km/30km
--Orbital: 6km-30km/70km/150km
Damage: 6D
1 Heavy Laser Cannon
Fire Arc: Front/Left/Right
Crew: 2
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50m-500m/1.5km/3km
Damage: 5D
6 Medium Blaster Cannon
Fire Arc: 2 Front/Left, 2 Front/Right, 1 Rear/Left, 1 Rear/Right
Crew: 1
Scale: Speeder
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-200/500/1 Km
Damage: 5D
3 Dual Heavy Repeating Blaster
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear
Scale: Character
Crew: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 3-75/200/500
Auto-Fire: 2D
Damage 8D
Special:
Turret Mode
Description: The AT-MA's main body can spin 360 degrees on the turret ring that links the body to the legs. Due to stability issues, the main body must be locked facing forward while the AT-MA is moving. However, if it is immobile, it can position its legs in a wider stance and lock them into place for added stability. In addition, the walker can engage a supplemental magnetic shielding system that adds both additional stability support and added protection from attack.
Rules:
-To use this system, the AT-MA must slow to a complete stop, then take 1 round to place its legs in stable position (also takes 1 round to transition legs back into locomotion mode).
-When engaged, alter the above stats as follows:
--Heavy Turbolaser Cannon. Fire Arc: Turret (may only fire into one round per arc, and may only traverse one arc per round).
--Hull +1D
--Speed: 0; 0 kph

Capsule: The AT-MA-T is a mobile weapons platform that is intended to provide heavy fire support for AT-AT formations. Based on the same basic frame as the AT-AT, the AT-MA sacrifices almost all of its troop capacity to carry heavy artillery and other support weapons. It retains enough passenger space for a single infantry squad, who are generally deployed to secure the immediate area around the vehicle when it is immobile.

Developed in conjunction with the AT-AT Mk. II under KDY's Project Scirocco (the corporation's in-house code name for the AT-AT Enhancement Program), the heavily armed AT-MA-T is capable of engaging small capital ships in low orbit, and can lay waste to anything it encounters on the battlefield. It features much heavier light defenses than the standard AT-AT, and Alliance Airspeeder attack teams suffer much heavier losses when attempting trip attacks on AT-MAs. In addition, because of the similarity of design, the AT-MA can be transported (barely) aboard the same landing barges as an AT-AT, and the use of the same engine and drivetrain allows the AT-MA to keep up with AT-AT units even at top speed.

While the initial design of the AT-MA mounts a heavy dual turbolaser cannon, other models are currently under development, including quad lasers for air defense (AT-MA-Q), ion cannon (AT-MA-I), concussion missile launchers (AT-MA-C) and heavy mass drivers (AT-MA-M).
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The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Sep 02, 2022 11:45 am; edited 2 times in total
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Whill
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Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Feb 10, 2015 8:54 pm    Post subject: Reply with quote

I think it needs a couple more turbolasers!
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Feb 10, 2015 9:06 pm    Post subject: Reply with quote

Whill wrote:
I think it needs a couple more turbolasers!

I know, right? But, that's Battletech for you. I didn't even know this thing existed until garhkal mentioned it.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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cynanbloodbane
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PostPosted: Wed Feb 11, 2015 12:34 am    Post subject: Reply with quote

I don't suppose you have seen these before?

the first is the AT-HE
http://starwars.wikia.com/wiki/All_Terrain_Heavy_Enforcer

Arrow http://fractalsponge.net/legs/h25.jpg

the second the AT-SE
http://starwarsrp.net/topic/2508-all-terrain-shock-enforcer-at-se/


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cynanbloodbane
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PostPosted: Wed Feb 11, 2015 12:48 am    Post subject: Reply with quote

Here is an even better on of the AT-HE with both AT-ATs & AT-STs to compare size
https://sites.google.com/site/starwarstheoching/home/at-he-walker
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CRMcNeill
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PostPosted: Wed Feb 11, 2015 12:57 am    Post subject: Reply with quote

Actually, fractalsponge's home page identifies the first one as the All Terrain Siege Platform...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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cynanbloodbane
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PostPosted: Wed Feb 11, 2015 1:05 am    Post subject: Reply with quote

crmcneill wrote:
Actually, fractalsponge's home page identifies the first one as the All Terrain Siege Platform...

And that is what I get for believing the Google image caption.
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garhkal
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PostPosted: Wed Feb 11, 2015 1:39 am    Post subject: Reply with quote

Nice write up. Though why do they Turbolasers range get higher when it shifts from being used against other ground targets, vice hitting something in orbit?
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CRMcNeill
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PostPosted: Wed Feb 11, 2015 7:26 am    Post subject: Reply with quote

garhkal wrote:
Nice write up. Though why do they Turbolasers range get higher when it shifts from being used against other ground targets, vice hitting something in orbit?

The theory I'm working on is that, for targets actually on the ground, the turbolasers are pretty much only limited in range by whether or not the target is over the horizon. For airborne targets, the range is then limited by atmospheric attenuation. For space targets, the cannon is firing within 45 degrees of straight up (basically, the Top Fire Arc). At that angle, it has the least amount of atmosphere to shoot through, so beam strength doesn't degrade as badly.

Basically, I was thinking something like this would be appropriate for capital-scale cannon; if they can fire from orbit down to the surface, the reverse should also be true.

Of course, if the cannon were only limited by range to the horizon, their maximum range would be more like 17-18 kilometers...
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CRMcNeill
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PostPosted: Wed Feb 11, 2015 7:36 am    Post subject: Reply with quote

cynanbloodbane wrote:
crmcneill wrote:
Actually, fractalsponge's home page identifies the first one as the All Terrain Siege Platform...

And that is what I get for believing the Google image caption.

Meh, it happens. Personally, I wish fractalsponge had gone with a more inclusive route and made his Shock Enforcer the Heavy Enforcer, since no official imagery of the Heavy Enforcer exists. I prefer to fill in the gaps in existing material as opposed to coming up with something completely new.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Sutehp
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PostPosted: Tue Feb 21, 2023 11:23 pm    Post subject: Reply with quote

Giving this a bump because I'm wondering if it should be added to CRM's Stat Index and/or have its stats (including the House Rules) updated.
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garhkal
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PostPosted: Wed Feb 22, 2023 2:45 am    Post subject: Reply with quote

Add it to his HR stuff... For sure..

Pity i can't seem to find the pics done for my AT-HP (All terrain Howitzer platform), that was done WAYYYYY back in the mid 2000s...
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CRMcNeill
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PostPosted: Wed Feb 22, 2023 10:50 am    Post subject: Reply with quote

It’s already there, in the Crossover: Battletech section. Everything in that section needs an update, but it’s not going to happen any time soon.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Wed Feb 22, 2023 10:17 pm    Post subject: Reply with quote

I wonder, what mechs like the Crab, or Maruader, would be like, statted for SW.
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CRMcNeill
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PostPosted: Wed Feb 22, 2023 11:06 pm    Post subject: Reply with quote

Well, there’s no rule saying I’m the only one allowed to post stats in the Battletech topic.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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