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View Full Version : Two thousand zero zero, party over, oops out of time!



Kayle Skolaris
26 January 2002, 03:13 PM
So tonight I'm gonna party like it's 1999!

Hey, I just made 2000 posts, I'm entitled to a little stupidity! :D:D:D

But just to make it on-topic, I've prepared a little creation of mine for release! Hope you're ready for it! :D

Capsule: Developed mainly as an experiment to test the limits of current walker technology, the AT-MF, or All Terrain Mobile Fortress, will likely never see full-scale production. While it is an exceptionally powerful and versatile war machine, and fits in perfectly with the precepts of the Tarkin Doctrine, it is also incredibly expensive and resource intensive. A single AT-MF requires the same raw materials as three AT-ATs, AT-AVs, or AT-TEs and costs as much as two of each of those walkers combined!

Even so, the AT-MF is an astounding piece of engineering, being one of the largest war machines in galactic history to use a walker-style drivetrain. Measuring an impressive 53 meters long and standing just short of 30 meters tall, these massive fifteen hundred ton monsters inspire fear and awe in all who oppose them. The AT-MF lives up to its designation of "Mobile Fortress", carrying eight Nen-Carvon Compact Assault Vehicles, another eight Aratech 74Z Speeder Bikes, eight Aratech 64-Y Repulsorsleds, and an entire heavy infantry platoon of 38 soldiers. Deployed in groups of four, and never without an escort of a dozen AT-TE escort walkers, a quartet of AT-MFs comprises an entire Special Missions Battalion!

Offensively, the AT-MF is nothing short of amazing. It mounts everything from anti-starfighter artillery to fast-tracking anti-speeder missile and laser batteries, to anti-personnel blasters. With a fully integrated array of sensors, the AT-MF is capable of scanning in all directions out to a range of 20 kilometers and can identify and track up to one hundred different targets simultaneously. The AT-MF's largest weapon emplacement is a massive dual-mount anti-starfighter turbolaser cannon. With enough power to swat an X-Wing from the skies with a single shot and the range to do it before the enemy can strike back, this weapon is greatly feared among Alliance pilots and independent anti-Imperial miscreants alike. Backing up this big gun are an arsenal of anti-speeder weapons including eight dual laser cannons, eight concussion missile batteries, four heavy laser cannons, and six light dual anti-aircraft blasters meant to swat speeder bikes and swoops from the sky. The AT-MF also mounts six heavy repeating blasters to keep enemy infantry occupied during combat. Finally, for direct assault, the big anti-fighter guns can be used or the gunners can opt for the more conventional heavy and medium lasers built into the two gunnery pods mounted on the AT-MF. Looking like some two-headed, eight-legged monstrosity, the AT-MF mounts an AT-TE-style gunnery pod in front as well as in back of the vehicle, covering the widest possible angles of attack. Contrary to what the two gunnery pods might seem to imply, the AT-MF is not capable of arbitrarily reversing course at full speed. While it can, like all walkers, walk backwards at a reduced rate of speed (Can move in reverse at half speed and may not accelerate to "all-out" speeds while walking backwards), it is also like all other walkers in being unable to sustain the same speeds it is normally capable of while walking in "the right direction".

On the defensive side, the AT-MF mounts some of the heaviest armor ever mounted on a land-based mobile unit. Though this means the vehicle is abysmally slow when on the move, the incredible protection the armor gives is considered worth the sacrifice in speed. Additionally, the AT-MF is fitted with energy shielding for added protection. Though ineffective against projectile and missile bombardment, the energy shields dramatically increase survivability against many combat airspeeders and starfighters. The same sensor array that allows the AT-MF to track so many targets also acts as an early warning system to detect incoming threats before they get within effective striking distance. This warning is invaluable since the AT-MF is incapable of running away from most threats and has little choice but to stand its ground and fight in most situations.

While undoubtedly an outstanding war machine, the AT-MF does have a number of flaws. Chiefly, its slow speed. With a top flank speed of 160kmh (this is its "all-out" speed), the AT-MF can actually be outrun by most herd animals. Even taking into account the fact that, being a mobile fortress, speed isn't a huge concern, the AT-MF is still considered prohibitively slow in many situations. A side-effect of this low speed, in conjunction with its massive size, is that the AT-MF makes an extremely hard-to-miss target in combat. Fortunately this is offset to a great degree by the heavy armor and energy shielding it mounts. The other main drawback to the AT-MF is the extremely cramped quarters that the crew and troops must endure. For all its massive size, the AT-MF really isn't large enough to comfortably carry over a hundred men, over three dozen weapon emplacements, two dozen vehicles, and extra gear and spare parts for all of it at once. Even so, this is exactly what the AT-MF does and as a result, it is an extremely uncomfortable working environment for even the most battle-hardened Imperial troops. Whenever possible, AT-MFs are loaded with Stormtroopers since they never complain about the unpleasant working conditions, or at least not to anyone who listens. Still, for all its faults, the AT-MF is a worthy addition ot the Imperial War Machine.

Craft: All Terrain Mobile Fortress
Type: Ultra Heavy Walker
Scale: Walker
Skill: Walker Operation: AT-MF
Crew: 15; Gunners: 41
Passengers: 62
Cover: Full
Cargo Capacity: 12 metric tons (troop gear and spare parts)
Move: 14; 40kmh
Maneuverability: OD
Body Strength: 8D+1
Sensors: Integrated Long Range Omni-Directional Sensor Array (ILRODSA). Combines the scanning power of a uni-directional sensor dish with the flexibility of the omni-directional and omniprobe arrays. Scans in all directions (including along the ground) out to a 30 kilometer radius and provides +2D to the sensor operator's Sensors skill to detect targets only. Can track and identify up to 100 targets at a time and rough terrain provides no protection.
Weapons:
1 Dual Turbolaser Cannon
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-600/5/25km
Blast Radius: 10 meters
Damage: 7D
Note: Cannot fire on ground targets closer than 150 meters away

4 Heavy Anti-Fighter Laser Cannons
Fire Arc: Turret
Crew: 1 each
Scale: Starfighter
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-600/5/25km
Damage: 4D
Note: Cannot fire on ground targets

4 Heavy Laser Cannons (Fire-linked in pairs)
Fire Arc: 2 Front, 2 Back
Crew: 1 per pair
Scale: Walker
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-600/5/25km
Blast Radius: 10 meters
Damage: 6D

4 Medium Blasters (Fire-linked in pairs)
Fire Arc: 2 Front, 2 Back
Crew: 1 per pair
Scale: Walker
Skill: Vehicle Blasters
Fire Control: 2D
Range: 20-600/3/16km
Blast Radius: 8 meters
Damage: 3D

8 Dual Anti-Speeder Laser Cannons
Fire Arc: 4 Turret, 2 Left, 2 Right
Crew: 1 each
Scale: Speeder
Skill: Vehicle Blasters
Fire Control: 3D
Range: 20-600/3/16km
Damage: 6D
Note: Only one left and one right dual laser cannon can fire on ground targets

8 Anti-Aircraft Rocket Batteries
Fire Arc: 4 left and 4 right
Crew: 1 each
Scale: Speeder
Skill: Missile Weapons
Fire Control: 2D
Range: 20-600/3/16km
Damage: 7D
Ammunition: 10 rockets per battery
Note: Only two rocket batteries on either side can fire on ground targets

6 Dual Light Anti-Speeder Blasters
Fire Arc: 2 Turret, 1 Front/Left, 1 Front/Right, 1 Back/Left, 1 Back/Right
Crew: 1 each
Scale: Speeder
Skill: Vehicle Blasters
Fire Control: 4D
Range: 20-600/3/16km
Damage: 4D
Note: Turreted blasters may not fire on ground targets, all others may

6 Heavy Anti-Infantry Repeating Blaster Cannons
Fire Arc: 1 Front, 2 Left, 2 Right, 1 Back
Crew: 1 each
Scale: Character
Skill: Vehicle Blasters
Rate of Fire: 6
Fire Control: 3D
Range: 50-400/900/2km
Damage: 7D+2

Notes: The AT-MF is not a comfortable vehicle to work and fight in. After 12 hours inside an AT-MF without a break all crew and troop die codes are reduced -1D until at least ten minutes is taken to "stretch one's legs". This die penalty increases by another -1D for every 2 hours beyond the first 12.

http://community.webshots.com/photo/26815209/30042550oIdHKfiEyh

MFalls
26 January 2002, 08:30 PM
Hey there. I've seen many of your other creations. And some were cool. Some not. I've read many of your topics some were valid some not. But this thing, I looked at the picture and not to critize but it looks way out there. I've heard people refer to things that are powerful being munchkin or what ever. Well that's deffintly one of them. LOL If your into way super powerful things then go for it. But I'm not one of those people. But still a cool drawing. Just my opinion on it. Just had to put my two cents in. Just an opinion. Not to hurt any ones feelings. :)

Gulmyros
26 January 2002, 08:45 PM
Well, in fairness, I think in the Zahn trilogy there was something like this.

If I recall (and correct me if I'm wrong, I won't mind...) Lando was running a mining complex/colony/city/whatever that was on a platform. Under the platform were many many many "walker" legs to move the complex so that it could always stay on the "night" side of the mining planet. Apparently daytime sun exposure would melt the whole thing, due to the planet's proximity to its sun.

So I guess I'm not that surprised to see another something on top of many many legs. Tho it IS an awfully big bite to try and chew on...

:)

Gully

Jericho_Narcas
26 January 2002, 10:03 PM
Wow -- that thing must have one heck of a power core. No wonder they didn't build a lot of them. I think it would still be formidable with just the addition of the turbolaser myself, but it's a very interesting design.

One thing to bear in mind though -- 160 kmh is about 100 mph. No herd animals that I'm aware of can reach this speed. Oh yeah -- a giant sandworm can still take it out... ;)

Lt.Cmdr.Thrawn
27 January 2002, 09:33 AM
http://www.theforce.net/swtc/Pix/books/taosw/bigfoot1.jpg

This is similar... :D

Kayle Skolaris
27 January 2002, 01:52 PM
MFalls, I'm of the firm opinion that if the PCs can't use it, then it can't be "munchkin". I'm also of the opinion that if any group of PCs can manage to crew and transport this thing, which is one third the length of a Corellian Corvette, over 20 times the mass of a modern M1A1 Abrams Main Battle Tank, and requires a crew of over fifty to pilot and man all guns, the GM has worse problems on his hands than any creation of mine.

Gulmyros, you're thinking of Nomad City, which makes the AT-MF look like a tinker toy by comparison... Tim Zahn lost IMMENSE amounts of credibility with me for that monstrosity. Check this out... Nomad City is a constructed from the remains of dozens of old vehicles destined for scrap, the largest of which is a Rendili Stardrive Dreadnaught-class Heavy Cruiser that supposedly marches around the surface of Nkllon atop the drivetrain of (don't laugh, now...) 40 AT-AT walkers! Somebody go look at the silhouette of a Dreadnaught, take into account that an AT-AT is at most 23 meters tall, and tell me what's wrong with this picture...

Jericho, all-out movement is dangerous and makes piloting tough. I was referring more to the AT-MF's standard move than its all-out move.

Jericho_Narcas
27 January 2002, 04:43 PM
I know that's what you were referring to, but isn't an all-out move just the same thing under the R&E rules as four moves in standard 2e? That's how the math seems to work out for me -- for instance I'm doing one move at 10. In one minute, that's 100 meters at one move per round. It comes to about 6 km per hour. Now if I do four moves (all-out) i'm hitting about 24 kmh. So it seems to me this thing moving at 14 meters per move would be hitting 40 kmh at its all out speed -- am I interpreting this right here?

That's one of the things I don't like about West End Games -- when they're ambiguous about something, you have to really think to yourself "what are they talking about?"

Kayle Skolaris
27 January 2002, 05:54 PM
Actually a West End Games game round is 5 seconds, not 6. One minute's movement comes to 120 meters if only taking one move per round or 480 if taking a full move every round. What's sick is that this works out to an average human having a full-bore running speed of 18 miles per hour or over 26 feet per second. Try running 26 feet in one second... Then try finding someone who can... I bet you that when you do find someone who can do it, they aren't an "average" person! WEG's movement numbers a frelled in the head!

wolverine
27 January 2002, 07:40 PM
Not bad, but that starfighter twin turbo, looks like it can swat even a skipray blastboat, not just an xwing.....

As for nomad city, i would think the number of walkers would be more around 80-100, than 40.

Kayle Skolaris
27 January 2002, 07:45 PM
I would've thought the sheer tonnage of a Dreadnaught would be sufficient to crumple virtually any number of walker legs like tissue paper, personally... I mean the thing's only 600 meters long! We're talking about something that masses over a million metric tons!

Gulmyros
27 January 2002, 08:48 PM
I didn't mean to open a can of worms with that 'Nomad City' reference. :D

I just wanted to point out that there had already been a similar thing done on such a large scale that this one didn't seem to be so "way out there" by comparison.

And while I don't recall ever seeing anything specific on the layout/design of Nomad City, I'm not too worried about it. Dreadnought cruisers, AT-AT legs, and so on don't bother me too much. Since the City's walking around on Nkllon - where the gravity is listed as "light" - the tonnage of a starship could work.

Yeah, it's a stretch. But heck, blasters are explained away with impossible mechanics, too.

:)

Gully

Jericho_Narcas
27 January 2002, 09:31 PM
Originally posted by Kayle Skolaris
Actually a West End Games game round is 5 seconds, not 6.

Whoops -- my bad. :) You get the idea though.


One minute's movement comes to 120 meters if only taking one move per round or 480 if taking a full move every round. What's sick is that this works out to an average human having a full-bore running speed of 18 miles per hour or over 26 feet per second.

This is where a high running skill comes in handy. ;)


Try running 26 feet in one second... Then try finding someone who can... I bet you that when you do find someone who can do it, they aren't an "average" person! WEG's movement numbers a frelled in the head!

Nah -- I'd say they're about right. With a low running skill (or swimming when in the water) it's not that easy to pull off an all-out movement, which is how I suspect most people would be in this regard. At least that's my interpretation of it.

GreenCape
30 January 2002, 02:47 AM
Kayle, old man, i am used to you tearing with grace through the limits of what most people would imagine possible, so, no offense meant, but you seem to be a bit out of shape at the moment. I can only advise you to check the description of the "ultra heavy walker #1" in the Star Wars Technical Commentaries, which i believe you also consult from time to time.
As i said, no offense meant, i'm just trying to help you upkeep your reputation :) .

Kayle Skolaris
30 January 2002, 11:42 AM
Yeah, I've seen the feet on the Ultra Heavy, but without anything more to go on, that's all it is... feet. And feet don't make very fearsome war machines unless they're attached to a cybernetically enhanced Velociraptor or your average NFL player after a game. :D

Durian Keldrona
30 January 2002, 12:27 PM
http://hypertextbook.com/facts/2000/KatarzynaJanuszkiewicz.shtml

Just thought i would give you guys the Top speed a human has been documented to reach. 37.27 kph

Rinisari
31 January 2002, 04:07 PM
If that thing were real, I know I'd want to keep quite a distance from it. I get chills by just looking at it!

Kayle Skolaris
1 February 2002, 08:44 AM
Yes, well the average Rebel trooper typically operates under the assumption that "AT-MF" stands for "Absolutely Terrifying Mother F***er".... :D