Skynet vs. BattleTech
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- RayCav of ASVS
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Skynet vs. BattleTech
(I know Phil Skyhan, Rob Dalton, Doomriser, and possibly others will want to kick me in the balls for using these words, but oh well)
Rock on
Rock on
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- Admiral Valdemar
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- RayCav of ASVS
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Anyway, I recall in T2 (or T1, my memory sucks ass) a rather wicked-looking thing that looked like a super-huge terminator unit with its lower torso replaced by tracks, seeming to have a lot of firepower. In addition, those kick-ass flying things:)
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- Admiral Valdemar
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That's a Ground HK (hunter-killer unit). Only a Mk.1 as well, the Mk.2s have two phased-plasma cannons on each arm and a polyalloy/steel armour composite mesh.RayCav of ASVS wrote:Anyway, I recall in T2 (or T1, my memory sucks ass) a rather wicked-looking thing that looked like a super-huge terminator unit with its lower torso replaced by tracks, seeming to have a lot of firepower. In addition, those kick-ass flying things:)
The "flying things" are Flying HKs. They are fast assault gunships, nuclear fusion powered and use IR and other passive scanners to detect prey. They can be used to support HK Bomber units (huge mutha fucking craft that look like flying insects in later version and have a large array of plasma mines and turrets).
Then there are the T-70s, T-600, T-700, T-800, T-1000, the T-Meg, T-1G, Silverfish HK mobile bomb, Centurion class HK walker, flying Mini-Hunters and those horrible rapto like things that are 3 metres tall.
- RayCav of ASVS
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[quote="Admiral ValdemarThat's a Ground HK (hunter-killer unit). Only a Mk.1 as well, the Mk.2s have two phased-plasma cannons on each arm and a polyalloy/steel armour composite mesh.
The "flying things" are Flying HKs. They are fast assault gunships, nuclear fusion powered and use IR and other passive scanners to detect prey. They can be used to support HK Bomber units (huge mutha fucking craft that look like flying insects in later version and have a large array of plasma mines and turrets).
Then there are the T-70s, T-600, T-700, T-800, T-1000, the T-Meg, T-1G, Silverfish HK mobile bomb, Centurion class HK walker, flying Mini-Hunters and those horrible rapto like things that are 3 metres tall.[/quote]
Wow. Have pics?
The "flying things" are Flying HKs. They are fast assault gunships, nuclear fusion powered and use IR and other passive scanners to detect prey. They can be used to support HK Bomber units (huge mutha fucking craft that look like flying insects in later version and have a large array of plasma mines and turrets).
Then there are the T-70s, T-600, T-700, T-800, T-1000, the T-Meg, T-1G, Silverfish HK mobile bomb, Centurion class HK walker, flying Mini-Hunters and those horrible rapto like things that are 3 metres tall.[/quote]
Wow. Have pics?
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Wow. Have pics?[/quote]RayCav of ASVS wrote:[quote="Admiral ValdemarThat's a Ground HK (hunter-killer unit). Only a Mk.1 as well, the Mk.2s have two phased-plasma cannons on each arm and a polyalloy/steel armour composite mesh.
The "flying things" are Flying HKs. They are fast assault gunships, nuclear fusion powered and use IR and other passive scanners to detect prey. They can be used to support HK Bomber units (huge mutha fucking craft that look like flying insects in later version and have a large array of plasma mines and turrets).
Then there are the T-70s, T-600, T-700, T-800, T-1000, the T-Meg, T-1G, Silverfish HK mobile bomb, Centurion class HK walker, flying Mini-Hunters and those horrible rapto like things that are 3 metres tall.
Yes, yes I do.
- RayCav of ASVS
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Yes, yes I do.[/quote]Admiral Valdemar wrote:Wow. Have pics?RayCav of ASVS wrote:[quote="Admiral ValdemarThat's a Ground HK (hunter-killer unit). Only a Mk.1 as well, the Mk.2s have two phased-plasma cannons on each arm and a polyalloy/steel armour composite mesh.
The "flying things" are Flying HKs. They are fast assault gunships, nuclear fusion powered and use IR and other passive scanners to detect prey. They can be used to support HK Bomber units (huge mutha fucking craft that look like flying insects in later version and have a large array of plasma mines and turrets).
Then there are the T-70s, T-600, T-700, T-800, T-1000, the T-Meg, T-1G, Silverfish HK mobile bomb, Centurion class HK walker, flying Mini-Hunters and those horrible rapto like things that are 3 metres tall.
Then show me, because I want to see them:D
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Rock on, huh? So I guess we'll put Rhonda Snord's Highlander, "Heavy Metal" against anything in the Skynet arsenal.
Well, anything but nukes. For some reason, BattleTech units are very vulnerable to nukes - it may be the electromagnetic pulses have some sort of disruptive effect on their armor (the aligned-crystal structures and similar fun stuff may be susceptable to EM disruption, possibly one reason particle cannons are disproportionately nasty for their energy draw when shooting BT units).
OK, so lets look at the HGN-732 Highlander...
Cruising Speed: 32.4 km/h
Flank Speed: 54.0 km/h
Maximum Speed: apx. 65 km/h
Maximum Jump Range: 90 meters, max one jump per 10 seconds
Weight (fully loaded): 90 metric tons
Weapon Systems;
1 Gauss Rifle - apx. 85 GJ of kinetic energy (120 kg slug, 37400 km/s)
6 Short Range Missile Tubes - HEAT warheads with armor penetration equal to a 11.3 GJ kinetic impact. 30 reloads for each tube.
20 Long Range Missile Tubes - HEAT warheads with armor penetration equal to a 5.6 GJ kinetic impact. 12 reloads for each tube.
2 Medium Lasers - armor penetration equal to a 28.3 GJ kinetic impact each.
Armor;
Foamed alloy with aligned-crystal structure - Center chest plate can repel kinetic impacts of up to 226.6 GJ - maximum structural tolerance is 391 GJ of kinetic energy. Other locations have similar but slightly lower energy tolerance.
Engagement envelope;
In an EW-free or light-EW environment, most weapons can reach to or beyond the horizon with exceptional accuracy. Running at "typical" (read: typical to the BT universe) EW levels, targeting and rangefinding equipment is seriously compromised, reducing effective ranges by almost 570x. Special hardened targeting computers can help with these difficulties, but even those are severly impacted.
There isn't any evidence I know of that Skynet posesses any jamming and EW gear of the sort seen on the BT battlefield, so range is almost a non-issue for the HGN.
Effective Range (Unimpaired/EW-impaired)
Gauss Cannon - 374 km / 660 m
Long Range Missile - 357 km / 630 m
Short Range Missile - 153 km / 270 m
Medium Laser - 153 km / 270 m
As for Skynet...
So, if small arms' power draws are listed in the (iso)watt range, I'm sort of doubting that they are going to be delivering the kind of energy needed to breach BattleTech armor. That said, their heaviest weapons may be able to affect BT armor, and BT armor's aligned-crystal structure tends to break down as its subjected to punishment. So, I guess if the HGN stood still and let the Skynet's heaviest tank-bots fire on it for a long, long time they might destroy it.
In actual battle, I think the BattleMech wins hands down unless Skynet goes nuclear.
Well, anything but nukes. For some reason, BattleTech units are very vulnerable to nukes - it may be the electromagnetic pulses have some sort of disruptive effect on their armor (the aligned-crystal structures and similar fun stuff may be susceptable to EM disruption, possibly one reason particle cannons are disproportionately nasty for their energy draw when shooting BT units).
OK, so lets look at the HGN-732 Highlander...
Cruising Speed: 32.4 km/h
Flank Speed: 54.0 km/h
Maximum Speed: apx. 65 km/h
Maximum Jump Range: 90 meters, max one jump per 10 seconds
Weight (fully loaded): 90 metric tons
Weapon Systems;
1 Gauss Rifle - apx. 85 GJ of kinetic energy (120 kg slug, 37400 km/s)
6 Short Range Missile Tubes - HEAT warheads with armor penetration equal to a 11.3 GJ kinetic impact. 30 reloads for each tube.
20 Long Range Missile Tubes - HEAT warheads with armor penetration equal to a 5.6 GJ kinetic impact. 12 reloads for each tube.
2 Medium Lasers - armor penetration equal to a 28.3 GJ kinetic impact each.
Armor;
Foamed alloy with aligned-crystal structure - Center chest plate can repel kinetic impacts of up to 226.6 GJ - maximum structural tolerance is 391 GJ of kinetic energy. Other locations have similar but slightly lower energy tolerance.
Engagement envelope;
In an EW-free or light-EW environment, most weapons can reach to or beyond the horizon with exceptional accuracy. Running at "typical" (read: typical to the BT universe) EW levels, targeting and rangefinding equipment is seriously compromised, reducing effective ranges by almost 570x. Special hardened targeting computers can help with these difficulties, but even those are severly impacted.
There isn't any evidence I know of that Skynet posesses any jamming and EW gear of the sort seen on the BT battlefield, so range is almost a non-issue for the HGN.
Effective Range (Unimpaired/EW-impaired)
Gauss Cannon - 374 km / 660 m
Long Range Missile - 357 km / 630 m
Short Range Missile - 153 km / 270 m
Medium Laser - 153 km / 270 m
As for Skynet...
(source: T1 Script)TERMINATOR
A phased plasma pulse-laser in
the forty watt range...
So, if small arms' power draws are listed in the (iso)watt range, I'm sort of doubting that they are going to be delivering the kind of energy needed to breach BattleTech armor. That said, their heaviest weapons may be able to affect BT armor, and BT armor's aligned-crystal structure tends to break down as its subjected to punishment. So, I guess if the HGN stood still and let the Skynet's heaviest tank-bots fire on it for a long, long time they might destroy it.
In actual battle, I think the BattleMech wins hands down unless Skynet goes nuclear.
Banzai!
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AeroTech, which details the aerial combat aspect of BattleTech, has the weapons figures for weapon use on the "space map" - the ranges are the same as for land weapons, except the hexes are 17km across instead of 30 meters.
Its well-established in BattleTech that electronic jamming is absurdly high during BT land battle; however, the sheer range of space combat clearly eliminates these problems - as evidenced by the fact that weapons have like 566x the effective range of their identical land version stats.... and more to the point.
In fact, the optional rules for using 'mechs in space say that the reason 'mechs can only attack targets in the same space hex as them is not because the weapons don't have the reach, but instead that since long-range targeting is futile on the battlefield, they don't have the tracking suites for engagement beyond a kilometer or two.
So, as best as I can tell, the AeroTech ranges are the "true effective range" of the weapon, while the BattleTech ranges take into account battlefield jamming that requires aiming pretty much "by eye" for most weapons.
Its well-established in BattleTech that electronic jamming is absurdly high during BT land battle; however, the sheer range of space combat clearly eliminates these problems - as evidenced by the fact that weapons have like 566x the effective range of their identical land version stats.... and more to the point.
In fact, the optional rules for using 'mechs in space say that the reason 'mechs can only attack targets in the same space hex as them is not because the weapons don't have the reach, but instead that since long-range targeting is futile on the battlefield, they don't have the tracking suites for engagement beyond a kilometer or two.
So, as best as I can tell, the AeroTech ranges are the "true effective range" of the weapon, while the BattleTech ranges take into account battlefield jamming that requires aiming pretty much "by eye" for most weapons.
Banzai!
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Slug = 120 kg (I'm assuming 5 kg of the 125 kg/shot is the ammo feed here)quote:
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1 Gauss Rifle - apx. 85 GJ of kinetic energy (120 kg slug, 37400 km/s)
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LOL! You fucking wish! Where did you get such an exaggerated speed for BT gauss rifles?
Length of a Turn = 10 seconds
Maximum Effective Range = 22 hexes
Width of a Space Hex = 17 kilometers
now, go here - http://onlineconverters.com/kinetis.html - and plug in as follows;
Mass = 120 kg
Velocity = 37,400 (That is: ((17,000 x 22)/10))
The result is 83,925,600,000 joules
This, of course, assumes that the slug takes the whole 10-second turn to reach max effective range, whichwhen using the optional rules is completely untrue. So, all of the figures listed in my post above are basically lower limits.
Banzai!
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Thanks for the bump, now for the gauss rifle calc, your using starship guns for the conversion. Now your using a battlemech, not a starship, so that does seem a bit outrageous.
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I'm not using starship guns for the calculation; you're misreading my figures. I'm using the standard, 15 ton gauss cannon used on both 'mechs and fighters.Straha wrote:Thanks for the bump, now for the gauss rifle calc, your using starship guns for the conversion. Now your using a battlemech, not a starship, so that does seem a bit outrageous.
Banzai!
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Trust me Stratha they fighter weapon "Gauss Rifle " and the mech weapon "guass rifle"are the same ,they have the same weight ,ammo capacity and damge produced..the scarry stufff is the naval weapons...like a NL55....where a fighter mounted GR is a 15 point damage weapon the NL%5 does 55 points
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heh, yeah, there's a reason why dropships don't carry naval lasers. The mass to damage efficiency on those is pretty terrible. Naval autocannons, on the other hand...Typhonis 1 wrote:Trust me Stratha they fighter weapon "Gauss Rifle " and the mech weapon "guass rifle"are the same ,they have the same weight ,ammo capacity and damge produced..the scarry stufff is the naval weapons...like a NL55....where a fighter mounted GR is a 15 point damage weapon the NL%5 does 55 points
Banzai!