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Fenwolf-Class Assault Walker
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 08, 2015 9:08 pm    Post subject: Fenwolf-Class Assault Walker Reply with quote

Just because I felt like doing a BattleTech crossover...



Fenwolf-Class Assault Walker

During the course of the Galactic Civil War, the Alliance was forced to make do with a collection of outdated Clone Wars-era mechs that were often badly outmatched by their more advanced Imperial counterparts. Things began to change, however, with the covert support of Sullust's SoroSuub Corporation. SoroSuub's nascent Walker Design Group managed to combine many of the best features of the Alliance's current walker types into a single, highly capable platform, with good speed and armor backing up a well-developed and versatile weapons suite. In addition, the Fenwolf features two shoulder-mounted weapon pods that allow it to carry mission-specialized heavy weapons. Pod types include turbo-laser cannon for long-range anti-vehicle strikes, auto-blaster turrets for anti-aircraft defense and multi-round missile launchers for artillery support or direct anti-armor attack.

Craft: SoroSuub's Fenwolf-Class
Type: All-Terrain Multi-Role Combat Walker
Scale: Walker (+8D)
Length: 12 meters (15 meters tall)
Skill: Walker Operation: Fenwolf
Crew: 1 & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 5D
Walker Operation 5D
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 30; 90 kph
Body: 4D
Sensors:
Passive 2km/0D
Scan 4km/1D
Search 6km/2D
Focus 300m/3D
Weapons:
2 Weapon Arms
Fire Arc: 1 Front/Left, 1 Front/Right (may be Fire-Linked in Front Arc)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Each Arm is equipped with:
-1 Heavy Laser Cannon
--Range: 50m-500m/1km/2km
--Damage: 5D
-1 Light Laser Cannon
--Scale: Speeder (+4D)
--Range: 50m-200m/500m/1km
--Damage: 5D
2 Repeating Blaster Cannon (Fire-Linked)
Fire Arc: Front
Scale: Character (+0D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 4D
Range: 50m-100m/300m/600m
Rate of Fire: 2D Auto-Fire
Damage: 6D
2 Heavy Weapon Pods
Crew: 1
All other Weapon Stats vary by Pod Type (See Below)
Note:
-The Fenwolf's main fuselage may rotate to face either the Left or Right Fire Arcs, but may only fire in one Fire Arc per round, and requires two rounds to move from Left to Right or Right to Left.
-In addition, if the main fuselage is angled to either the Right or Left Fire Arc, the Weapon Arm on that side may angle to fire into the Rear Fire Arc.
-The pilot suffers no penalty to Walker Operation regardless which arc the fuselage is facing.
Pod Types:
Turbolaser
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 3D
Range: 300m-1.5km/3.5km/7.5km
Fire Rate: 1/2
Damage: 6D
Missile Launcher
Fire Arc: Front
Skill: Missile Weapons
Fire Control: 2D
Range:: 200m-1.2km/3km/6km
Rate of Fire: Singly or in volleys of 2 to 16
Damage: 8D
Ammo: 16 missiles (no reloads)
Air Defense Auto-Blaster
Fire Arc: Turret
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
Note: Pods can be fire-linked with pods of the same type.
_________________
"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


Last edited by CRMcNeill on Tue Dec 26, 2017 7:34 pm; edited 4 times in total
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garhkal
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PostPosted: Mon Feb 09, 2015 1:52 am    Post subject: Reply with quote

I like!
Maybe the Sorroco quad mech could be done as a replacement for the AT-AT.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 09, 2015 2:00 am    Post subject: Reply with quote

The Sirocco actually bears a lot of resemblance to the AT-AT, but as many guns as it carries, any crossover I did would be a moving gun platform with little or no troop transport capability. Same basic frame, with different missions.
_________________
"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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garhkal
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PostPosted: Mon Feb 09, 2015 5:00 pm    Post subject: Reply with quote

crmcneill wrote:
The Sirocco actually bears a lot of resemblance to the AT-AT, but as many guns as it carries, any crossover I did would be a moving gun platform with little or no troop transport capability. Same basic frame, with different missions.


To me, the Goliath (the older version) is more of a cross to the AT-AT.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 09, 2015 5:04 pm    Post subject: Reply with quote

But the Sirocco actually has AT-AT legs, with a visually similar body. The "head" looks more like the front of a Floating Fortress, but still...
_________________
"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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garhkal
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PostPosted: Mon Feb 09, 2015 6:41 pm    Post subject: Reply with quote

Are you looking to do any other mechs? Like say the Scorpion (another quad), or one of the more iconic ones like the Atlas, locust, Shadow hawk, phoneix hawk etc?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 09, 2015 8:01 pm    Post subject: Reply with quote

Maybe, if I see one I like. I've skimmed over some of the visuals of Battletech Mechs, but not all of them really feel like they "fit" with Star Wars. Star Wars has quadruped and hexapod walkers, but for the most part, its bipedal walkers are the chicken-walker style. The reason I picked the Timber Wolf for my crossover was because it looked close enough to a Star Wars-type bipedal walker that I could explain its visual differences by making the product of a company other than KDY/Rothana.

Now, I would love to introduce some older model walker types for the Alliance to use in walker-on-walker battles. Maybe some of the lighter, jump-equipped battletech models engaging in hit & run attacks against mixed forces of AT-ATs and Fenwolves...
_________________
"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: Tue Feb 10, 2015 3:26 am    Post subject: Reply with quote

Perhaps they don't need to be 'walkers', instead they could be large battle droids, much like those ones we saw in the intro to Dark Empire.
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CRMcNeill
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PostPosted: Tue Feb 10, 2015 11:15 am    Post subject: Reply with quote

garhkal wrote:
Perhaps they don't need to be 'walkers', instead they could be large battle droids, much like those ones we saw in the intro to Dark Empire.

That could work, but like I said, I'd like to find some light or medium mechs to stat over for Alliance service. The starting point for that is going to be finding a well-done picture that will inspire me to write a stat for 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.

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Ral_Brelt
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PostPosted: Tue Feb 10, 2015 1:38 pm    Post subject: Reply with quote

Try looking at MWO concept art and screen grabs for inspiration.
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CRMcNeill
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PostPosted: Tue Feb 10, 2015 2:12 pm    Post subject: Reply with quote

It's easier to find information if I can start with a vehicle class name for the image search.

The ones that have at least sparked some interest for me are...

the Blood Asp (as a Medium Assault Mech precursor to the Fenwolf)...


the Locust (as a precursor of the AT-ST)...


and the Catapult (with either missile pods or the air defense auto-blaster pods).


If I were to stat these, they would probably be older, Clone Wars era mechs with stats not quite as good as the AT-AT and Fenwolf (as would befit older equipment in Alliance service). Mech / Walker battles would require the Alliance to be more tactically inventive and fight hit-and-run style battles (as befits Alliance tactical doctrine.

If I were to stat the Scirocco...

it would almost certainly be an Imperial AT-AT big gun support variant, with none of the AT-AT's troop transport ability, but lots of heavy guns and even tougher armor.
_________________
"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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garhkal
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PostPosted: Tue Feb 10, 2015 3:06 pm    Post subject: Reply with quote

Maybe that could be a competition (winner gets bragging rights!) Stat out the Sirroco for SW use!
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CRMcNeill
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PostPosted: Tue Feb 10, 2015 3:35 pm    Post subject: Reply with quote

garhkal wrote:
Maybe that could be a competition (winner gets bragging rights!) Stat out the Sirroco for SW use!

There's sort of already precedent for it. A Scirocco could easily be the SPHA-T of the Classic Era. EDIT: Plus, if it is based on an AT-AT Hull, it could be deployed using existing AT-AT landing barges.

The thing that I really like is, combined with my alternate scale system, these walkers now present credible threats to smaller capital ships, and walkers massed in a drop zone could be a serious impediment to an assault landing.
_________________
"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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CRMcNeill
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PostPosted: Tue Feb 10, 2015 6:41 pm    Post subject: Reply with quote

You want a Scirocco? Here it is.
_________________
"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: Tue Feb 10, 2015 6:49 pm    Post subject: Reply with quote

Looking at the pictures of the Sirroco, it has 2 big @$$ cannons, and 7 smaller ones (all in turrets, but 2 are aimed rearward).

So if i was to stat it out i would say..
The Z9 Sirroco walker is made for the express purposes of breaking the defensive lines and structures in enemy bases. Unlike the AT-AT it is based on, all that 'cargo and passenger' space is used up for heavier power cells, generators and even a pair of shield generators. The armor is increased, and the legs are placed out a little wider, to give the walker more stability.
The Z-9 saw only limited use during the time frame of the New republic, until its production facility was destroyed by the Yuzzhan Vong 8 months into their invasion.

AT-LB "Z9 Sirroco"
Craft: All Terrain line breaker
Type: Assault walker
Scale: Walker
Length: 23.6 meters long, 12.5 meters tall, 5.3 meters wide
Skill: Walker operation: AT-LB
Crew: 3, skeleton 2/+5. Gunners 9.
Crew Skill: Vehicle blasters 6D, walker operation 6D, Missile weapons 5d+2, Sensors 5d, Shields 4d+2. Grenades 6d+2
Cargo Capacity: 80kg
Cover: Full
Cost: Not available for sale
Move: 21; 60 kmh
Body Strength: 7D+1
Mauverability: +2
Shields: 1d. The Cockpit and neck area has it's own additional 1d shield generator, but if that gets damaged, the head is left unprotected.
Sensors:
Passive 5km/1d
Scan 10km/2d
Search 20km/3d
Focus 500m/3d+2
Weapons:
2 Heavy rail guns. (fire linked or can be shot separately)
Fire Arc: Front
Scale: Walker
Crew: 1
Skill: Missile weaponry
Fire Control: 2D
flange: 100m-1km/3km/5km
Damage: 7d/6d/5d/4d
Blast radius 4m/8m/12m/16m

7 Medium Blaster turrets (the 5 forward can be fire linked, the 2 rear can be linked with the leg 2)
Fire Arc: 5 (forward), 2 (aft),
Scale: Walker
Crew: 1
Skill: Vehicle blasters
Fire Control: 2D+2
Range: 10-500m/1km/2km
Damage: 4D

4 Anti-personnel pods.
Fire arc: each leg has one
Crew: 0. Set off automatically via 'droid operator' or from cockpit with a switch.
Skill: Grenade. 8d if triggered via 'droid' operator, or 6d+2 if done from cockpit.
Scale: character
Damage: 6d/5d/4d/3d
Blast radius: 3m/6m/9m/12m
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