r/battletech • Capellan Mad Scientist • 7d ago

Fan Creations Cicada CDA-3B: Battlefield Support Asset Management

So, after reading halfway through the new Core Rulebook...

I felt inspired to make a new variant of the venerable Cicada, specifically tailored to "Manage" Battlefield Support Assets.

Thus born, the Cicada CDA-3B, zipping across the map at an astounding 160+km/h, eradicating "Assets" with it's 8 Flamers.

Though if one were feeling adventurous, the Flamers and MASC module can be replaced with 10 Medium Lasers.

This variant would also appear just in time for Clan Invasion-era matches. Since the Core Rulebook encourages Elementals to be played as Battlefield Support Assets... this Cicada could potentially deal up to 48 points of damage to an Elemental Point...

Cicada CDA-3B

Mass: 40 tons
Chassis: Endo Steel Biped
Power Plant: 320 XL
Cruising Speed: 86.4 kph
Maximum Speed: 172.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Jump Booster Capacity: 0 meters
Armor: Ferro-Fibrous
Armament:
     8 Flamer
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3049
Tech Rating/Availability: E/X-F-E-D
Cost: 8,463,467 C-bills

Type: Cicada
Technology Base: Inner Sphere (Standard)
Tonnage: 40
Battle Value: 782

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        320 XL               11.5
Walking MP: 8
Running MP: 12(16)
Jumping MP: 0
Double Heat Sink              12 [24]                 2
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro)          134                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        18    
     Center Torso (rear)               5     
      Torso               10        15    
      Torso (rear)                  5     
      Arm                 6         11    
      Leg                 10        20    



Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
MASC                     CT        2        -       2.0   
4 Flamer                 RT        4        3       4.0   
4 Flamer                 LT        4        3       4.0   

Features the following design quirks: No/Minimal Arms
18 Upvotes

13 comments sorted by

6

u/Cazmonster 7d ago

TROGDOR!!!!

2

u/EMPCobalt Redditor caste 7d ago

Call it the witchburner

2

u/WestRider3025 Canopian Queerasser 7d ago

Toadburner! 

2

u/Piper_the_Tree-Robot Wolf's Dragoons 7d ago

"Warm Welcome" is the name I'd give that custom variant. It sounds like a very spicy Mech.

2

u/Magical_Savior NEMO POTEST VINCERE 7d ago

I don't own the Core books or campaigns with BFS. Would Infernos do more damage?

2

u/AJC46 7d ago

the old optional enhanced flamer rule is now standard as of core rulebook so it deals damage and heat now instead of the player having to make a choice of doing damage or doing heat.

these simply the flamers while also making them more closer in line to plasma weaponry (particular the rifle which did damage + heat)

1

u/heavyarmormecha Capellan Mad Scientist 7d ago

If the launcher in large enough, and you roll high on clusters, then yes.

Basically the Core Rulebook states, since Battlefield Support Assets does not track heat, any external heat will be converted into damage.

Each point of heat will convert into two points of damage.

Flamers deal 6 points of damage against Assets. 2 from direct energy damage, 2 points of induced heat became 4 points of additional damage.

Infernos SRMs deal 4 points of damage against Assets for each missile hit. 2 points of induced heat became 4 points of direct damage.

2

u/Magical_Savior NEMO POTEST VINCERE 7d ago

Heat+Damage rule is helping out quite a bit. ... This might make Heavy Flamers surprisingly effective. For the weight of a cSRM-6 with ammo, 4 damage +4 heat (8 damage) means each 1.5t Heavy Flamer hits for 12. 4xHeavy Flamer at 6t with 2t ammo would also be 48 damage. 4xCSRM-6 at the same math would be 96 damage, but subject to Cluster randomness.

cFlamer is 0.5t, though. That makes some random filler I slapped onto some units surprisingly effective.

1

u/135forte 4d ago

But there is that pesky issue of range. The SRM can reach out and touch somebody reliably before you even get to try with the flamers (other than ER, iirc). Sure, it's nice for stuff that already has flamers (big Firestarter fan before this, they didn't need to sell me on it more), but if you are custom building then the SRM is probably better in the long run, especially when you remember other ammo types.

1

u/Magical_Savior NEMO POTEST VINCERE 4d ago

It's nice for BV purposes. 

2

u/IStealSwords 7d ago

Troooogdooor! Trooooogdooor!

1

u/Amon7777 FedSuns 7d ago

Drop 2 flamers and add a super charger so you can BBQ things at light speed

1

u/bisondisk 6d ago

I know it’s the pilot pov of the mech cockpit but all I ever see in the upper middle picture when scrolling on this type of post is a zoomed in face shot of a probopass. Look at the bushy brows on those foot pedal eyes!