Sunday, October 10, 2021

Gulon - Mining and Security Mech

 



Gulon - Mining and Security Mech


Seen for the first time in the Technical Readout: Irregulars (Catalyst, 2021), the Gulon MiningMech is  an IndustrialMech produced by Alliance Motors Limited since 3020. 

Its most peculiar characteristic is the use of Fission Engines which are very dangerous in case of explosion causing radioactive contamination but allow for several years of endurance without refueling and can operate where ICEs cannot due to an inadequate or even absent 
atmosphere.

This is not mentioned in the above source but the engines are most probably supplied from Valasha, the only world in OA still capable to produce Fission Engines. 

The original Gulon is presented in two versions: one for mining (Mining Drill, Liquid Sprayer and 3 small lasers) and a second that removes the liquid sprayer and adds a Medium Laser. Clearly breaching the existing agreements for armed IndustrialMechs existing by 3025 both models offers an interesting option for mining "entrepreneurs" that may face issues with small groups of pirates in desolated words poorly defended within the Outworlds Alliance.

None of the canon versions includes Environmental Sealing and opt for expensive Heavy Industrial Armor (
Gulon MiningMech), but here we have some other variants, one better suited for adverse environments with Environmental Sealing, a second with more conventional ICEs and a third for planetary security also without the dangerous Fission Engine.

These versions are all equipped with Commercial armor (BAR 5) which is cheaper, lighter and works fine for low armor values.


Type/Model:Gulon GLN-1ES
Mass:25 tons

Equipment
Crits
Mass
Int.Struct.:43 pts Industrial
0
5
Engine:100 Fission
6
5
Walking MP:4
Running MP:6
Jumping MP:0
Heat Sinks:5 Single
1
0
Heatsink Location:1 RT
Gyro:
4
1
Industrimech Cockpit, Life Supt., Sensors:
5
3
Actuators:L: Sh+UA+LA+H R: Sh+UA+LA
7
Armor Factor:48 pts Commercial
0
2


Critical LocationInternal StrutureArmor Value
Head36
Center Torso86
Center Torso Rear2
Left Torso65
Left Torso Rear2
Right Torso65
Right Torso Rear2
Left Arm45
Right Arm45
Left Leg65
Right Leg65



 Weapons & EquipmentLocHeatAmmoCritsMass
3Small LaserLA3 31.5
1Medium LaserLT3 11
1Environmental Sealing-0 83
1Mining DrillRA0 43
  
 TOTALS:6 168.5


Calculated Factors:
Total Cost:1`277`969 C-Bills
Battle Value 1:251 
Battle Value 2:233 
Cost/BV:5485 C-Bill/BV



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Type/Model:Gulon ICE
Mass:25 tons

Equipment
Crits
Mass
Int.Struct.:43 pts Industrial
0
5
Engine:100 I.C.E.
6
6
Power Amplifiers:
0
1
Walking MP:4
Running MP:6
Jumping MP:0
Heat Sinks:1 Single
0
1
Gyro:
4
1
Industrimech Cockpit, Life Supt., Sensors:
5
3
Actuators:L: Sh+UA+LA+H R: Sh+UA+LA
7
Armor Factor:48 pts Commercial
0
2


Critical LocationInternal StrutureArmor Value
Head36
Center Torso86
Center Torso Rear2
Left Torso65
Left Torso Rear2
Right Torso65
Right Torso Rear2
Left Arm45
Right Arm45
Left Leg65
Right Leg65


 Weapons & EquipmentLocHeatAmmoCritsMass
1Machine GunLA010021
 (Ammo Locations: 1 CT*) 
1SRM 2LT2 11
1SRM 2RT25022
 (Ammo Locations: 1 CT) 
1Mining DrillRA0 43
  
 TOTALS:4 97


Calculated Factors:
Total Cost:939`583 C-Bills
Battle Value 1:208 
Battle Value 2:175 
Cost/BV:5369 C-Bill/BV



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Type/Model:Gulon ICE-city defender
Mass:25 tons

Equipment
Crits
Mass
Int.Struct.:43 pts Industrial
0
5
Engine:100 I.C.E.
6
6
Power Amplifiers:
0
1
Walking MP:4
Running MP:6
Jumping MP:0
Heat Sinks:3 Single
0
3
Gyro:
4
1
Industrimech Cockpit, Life Supt., Sensors:
5
3
Actuators:L: Sh+UA+LA+H R: Sh+UA+LA+H
8
Armor Factor:48 pts Commercial
0
2

Critical LocationInternal StrutureArmor Value
Head36
Center Torso86
Center Torso Rear2
Left Torso65
Left Torso Rear2
Right Torso65
Right Torso Rear2
Left Arm45
Right Arm45
Left Leg65
Right Leg65


 Weapons & EquipmentLocHeatAmmoCritsMass
1Medium LaserLA3 11
1SRM 2LT25022
 (Ammo Locations: 1 CT) 
1Machine GunRA0 10.5
1Machine GunRT010021
 (Ammo Locations: 1 CT*) 
  
 TOTALS:5 64.5


Calculated Factors:
Total Cost:878`333 C-Bills
Battle Value 1:247 
Battle Value 2:199 
Cost/BV:4414 C-Bill/BV





Monday, June 7, 2021

Towed Autocannon teams (Field Gunners)

 




  Outworld Alliances relies on the Planetary Militia as the first line of defense in most planets. Without any Battlemechs and a limited number of combat vehicles, the OA militia depends mainly on conventional infantry forces to deal with most of threats. 

  In a way to provide long range and heavier punch, motorized infantry with towed field guns is extensively used. Every conscript is trained not only to use an auto-rifle but also how to operate a towed autocannon.

   The OA produced hundreds of towed versions of the most common Autocannons used in the Inner Sphere and distributed them to every world with a Planetary Militia garrison. They can be placed inside buildings, including hardened pillboxes, or difficult terrains or forests firing 360 degrees. Crews are trained to prepare hidden positions to disguise their presence. 


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AC5 Motorized infantry

    Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well-armed units.

    Eight men are required to operate one Autocannon class 5 with the remaining soldiers in reserve for a total of 14 men. The total weight of this combination of 11.5 ton allows to be transported by heavier transports granting additional mobility

    Normally deployed as part of a in-deep defense, they are placed in strategic positions for better use of the good range of the AC/5. Enemies that get too close need to deal with the 14-men rifle armament.

Transport Weight:  11.5

Equipment:

    Primary Weapon: 14 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 95

Cost: 530,203.382 C-bills

Notes: 1 AC/5 with 20 rounds of ammo. Requires 8 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 14 (7/2)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


Field Gunners (AC5) 

A 28-men full platoon equipped with 3 AC/5s is used to protect more important targets and larger cities. This formation can sustain only minor casualties as 24 men are required to operate all 3 autocannons. 

Transport Weight:  32.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

    Armor:  Generic Infantry Kit

Battle Value: 238

Cost: 1,204,690.763 C-bills

Notes: 3 AC/5 with 20 rounds of ammo each. Each gun requires 8 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Field Gunners (AC5)

Field Gun AC20 (rifle) Motorized Infantry

    A massive Autocannon class 20 requires no less than a 14 crew to be operated. Two other squads of 7 men each remains in reserve. Specialized in urban and jungle warfare, they are capable to quickly hide inside building or vegetation, surprising their targets with point-blank deadly shots. Few mechs and combat vehicles are properly armed to deal with conventional infantry except at short-ranges, which exposes them to AC/20 or rifle fire.

Transport Weight:  20.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 215

Cost: 1,111,406.763 C-bills

Notes: 1 AC/20 with 5 rounds of ammo. Requires 14 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


Field Gunners (AC20)

Alternative setup with 2 AC20 managed by the full platoon. This formation requires the full complement of men to operate both autocannons and any casualty prevents one cannon to fire. Even so, this is the favored configuration when the platoon is placed in a hidden position - doubling the damage output in the first salvo.

Transport Weight:  35.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

    Armor:  Generic Infantry Kit

Battle Value: 338

Cost: 1,436,190.763 C-bills

Notes: 2 AC/20 with 5 rounds of ammo each. Each gun requires 14 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)


Field Gunners (AC20)

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Playing with Motorized Towed Guns
(from Tactical Operations Manual)

    Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type may be equipped with Field Guns. Each Field Gun requires a number of troopers equal to its weight in tonnage to operate (to a minimum of 2 troopers per Field Gun). A platoon equipped with multiple Field Guns can only operate as many Field Guns as it can keep fully manned (any excess Field Guns are considered destroyed as the unit takes damage). Each Field Gun receives a 1 ton of ammunition, which must be tracked during gameplay. 

    If all of a platoon’s field guns are considered destroyed, the surviving infantry troops can more and fire as a normal infantry platoon of its type. Field Guns attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted counterparts, but they may not be fired in the same turn that the platoon has moved or delivered any attack using its own infantry weapons. Furthermore, in any turn where the Field Guns are to be fired, the controlling player must designate a weapon facing. A platoon with multiple Field Guns may fire all such weapons separately—and at multiple targets, if desired (no Secondary Target modifiers apply to these attacks, as each weapon fi res with its own crew)—but all attacks must be made against targets in the same firing arc.


Sunday, June 6, 2021

Combat Vehicles - Local Variants II: Hunter, Heavy AFV

Here we find some the variants developed in the OA and produced as new vehicles. 


 Hunter Light Support Tank (OA variant)


    Basically a short range version of the original Hunter, equipped with 4 Medium Lasers and 2 SRM6s which have the same weight of the standard model LRM-20. Both versions normally work together and with Vedette Medium Tanks, forming versatile and fast armor lances.



Mass: 35 tons

Movement Type: Tracked

Power Plant: 175 Fusion

Cruising Speed: 54 kph

Maximum Speed: 86.4 kph

Armor: Standard

Armament:

     4 Medium Laser

     2 SRM 6


Cost: 1,180,350 C-bills


Type: Hunter Light Support Tank

Technology Base: Inner Sphere (Introductory) 

Movement Type: Tracked

Tonnage: 35

Battle Value: 756


Equipment                                          Mass

Internal Structure                                  3.5

Engine                        175 Fusion           10.5

Cruising MP: 5

Flank MP: 8

Heat Sinks:                   12                      2

Control Equipment:                                  2.0

Power Amplifier:                                    0.0

Armor Factor                  96                      6


                          Internal   Armor   

                          Structure  Value   

     Front                   4         32    

     R/L Side               4/4      24/24   

     Rear                    4         16    



Weapons

and Ammo              Location    Tonnage   

4 Medium Laser         Front        4.0     

2 SRM 6                Front        6.0     

SRM 6 Ammo (15)         Body        1.0     

Record Sheet


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Heavy AFV (Armored Fighting Vehicle) "Greyhound"

Light combat vehicle based on the universal Heavy APC and produced in small numbers by the United Outworlders Corporation (UOC). It consists in the addition of a small turret with a Medium Laser and a power amplifier and three heat sinks take the entire infantry bay leaving no space for troops or cargo. The two forward firing Machine Guns are kept, being very efficient against infantry.
The wheeled version is the most common and is used as a fast recon and patrol unit by the Planetary Militia and received the unofficial name of "Greyhound". A tracked version is also produced.


Type/Model:Heavy APC (Wheeled) - AFV
Mass:20 tons

Equipment
Crits
Mass
Int.Struct.:10 pts Standard
0
2
Engine:100 I.C.E.
0
6
Power Amplifiers:
0
0
Cruise MP:6
Flank MP:9
Jumping MP:0
Heat Sinks:3 Single
0
3
Cockpit & Controls:
0
1
Crew: 2 members
0
0
Turret Equipment
0
0.5
Armor Factor:72 pts Standard
0
4
CriticalInternalArmor Points
Front220
Left/Right2/213/13
Rear210
Turret216

 
Turret: 22.22%Rear: 13.89%Front: 27.78%Left: 18.06%Right: 18.06%
 Weapons & EquipmentLocHeatAmmoCritsMass
2Machine GunFront010031.5
1Medium LaserTurret3 11
  
 TOTALS:3 42.5

Calculated Factors:
Total Cost:194`517 C-Bills


Battle Value 2:303 



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