The Sporkman

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Mock26
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Joined: Sat Feb 16, 2008 12:18 am
Location: Chicago, IL, USA
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The Sporkman

Post by Mock26 » Sun Dec 27, 2015 10:26 am

This was posted back in 2006 on the old forums, and in the spirit of the holiday season I thought I would share it again with everyone here. I would also like to suggest that this unit (either variant) become an official 'Mech available on the 3025 Campaign server.

Image Image

Code: Select all

Type/Model:    SPR-K1 Sporkman 
Tech:          Inner Sphere / 3025 
Config:        Biped BattleMech 
Rules:         Level 1, Standard design 

Mass:          55 tons 
Chassis:       Mogami Class BP Chassis 
Power Plant:   220 DAV Fusion 
Walking Speed: 43.2 km/h 
Maximum Speed: 64.8 km/h 
Jump Jets:     4 Admiral Class Jump Jets 
Jump Capacity: 120 meters 
Armor Type:    CV Classs Battle Armor 
Armament: 
  1 Victorinox Class Battle Spork      
  1 Eugen Class PPC 
  2 Swiftsure Class Medium Lasers 
  1 Sisu Type IV Short Range Missile Launcher 
Manufacturer:  Rabaul Mech Works 
  Location:    Luthien 
Communications System:  Far Reach Type 16-a Com System 
Targeting & Tracking System:  Fury Multi-Track System 

------------------------------------------------------------------------------ 

Type/Model:    SPR-K1 Sporkman 
Mass:          55 tons 

Equipment:                                 Crits    Mass 
Int. Struct.:  Standard (91 pts)                    5.50 
Engine:        220 DAV Fusion                6     10.00 
   Walking MP:   4 
   Running MP:   6 
   Jumping MP:   4 
Heat Sinks:     14 Single (8 in engine)      0      4.00 
  (Locations:  CT+LT+LL+LL+RL+RL) 
Gyro:                                        4      3.00 
Cockpit, Life Supt., Sensors:                5      3.00 
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00 
Armor Factor:  184 points Standard           0     11.50 

                          Internal    Armor 
                          Structure   Value 
   Head:                      3          9      
   Center Torso:             18         26      
   Center Torso (Rear):                  9      
   L/R Side Torso:           13      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   9      18/18      
   L/R Leg:                  13      26/26      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass 
-------------------------------------------------------- 
1 Spork                  RH     0            4      4.00 
1 PPC                    RT    10            3      7.00 
2 Medium Lasers          LT     6            2      2.00 
1 SRM 4                  CT     3    25      2      2.00 
Ammo SRM 4               HD     0            1      1.00 
4 Standard Jump Jets:                        5      2.00 
 (Jump Jet Loc: 2 LT, 2 RT) 
-------------------------------------------------------- 
TOTALS:                        19           52     55.00 
Crits & Tons Left:                          26       .00 

Calculated Factors: 
Total Cost:        4,570,124 C-Bills 
Battle Value:      1,024

Code: Select all

Type/Model:    SPR-K2 Sporkman 
Tech:          Inner Sphere / 3025 
Config:        Biped BattleMech 
Rules:         Level 1, Standard design 

Mass:          55 tons 
Chassis:       Mogami Class BP Chassis 
Power Plant:   275 Core Tek Fusion 
Walking Speed: 54.0 km/h 
Maximum Speed: 86.4 km/h 
Jump Jets:     5 Admiral Class Jump Jets 
Jump Capacity: 150 meters 
Armor Type:    CVL Classs Battle Armor 
Armament: 
  1 Victorinox Class Battle Spork      
  1 Eugen Class PPC 
  3 Swiftsure Class Medium Lasers 
Manufacturer:  Rabaul Mech Works 
  Location:    Luthien 
Communications System:  Far Reach Type 16-a Com System 
Targeting & Tracking System:  Fury Multi-Track System 

------------------------------------------------------------------------------ 

Type/Model:    SPR-K1 Sporkman 
Mass:          55 tons 

Equipment:                                 Crits    Mass 
Int. Struct.:  Standard (91 pts)                    5.50 
Engine:        275 Core Tek Fusion           6     15.50 
   Walking MP:   5 
   Running MP:   8 
   Jumping MP:   5 
Heat Sinks:     12 Single (11 in engine)      0     2.00 
  (Location:  CT) 
Gyro:                                        4      3.00 
Cockpit, Life Supt., Sensors:                5      3.00 
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00 
Armor Factor:  152 points Standard           0      9.50 

                          Internal    Armor 
                          Structure   Value 
   Head:                      3          9      
   Center Torso:             18         22      
   Center Torso (Rear):                  7      
   L/R Side Torso:           13      16/16      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   9      15/15      
   L/R Leg:                  13      21/21      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass 
-------------------------------------------------------- 
1 Spork                  RH     0            4      4.00 
1 PPC                    RT    10            3      7.00 
2 Medium Lasers          LT     6            2      2.00 
1 Medium Laser           HD     3            1      1.00 
5 Standard Jump Jets:                        5      2.50 
 (Jump Jet Loc: 1 CT, 2 LT, 2 RT) 
-------------------------------------------------------- 
TOTALS:                        19           47     55.00 
Crits & Tons Left:                          31       .00 

Calculated Factors: 
Total Cost:        4,926,106 C-Bills 
Battle Value:      1,067
Here are some in-game benefits that come with the Sporkman:

The Sporkman can spend one round without movement or combat and dig field fortifications. These fortifications grant +2 partial cover to the 'Mech for all attacks coming from 3 adjacent hexes. A second round can spent digging to grant +2 partial cover in a 360-degree arc.

The titanium battle spork is so perfectly balanced that the pilot of the 'Mech fights as if he had the melee specialist skill.

Piloting a Sporkman grants a +2 dodge maneuver against any physical attacks against a single opponent in the Front or Right Side arc because the Sporkman can simply hold it's opponent at bay with the spork.

If you use the Level 3 rules the Sporkman can clear a path through rubble hexes just as a bulldozer can.

A Sporkman can, instead of engaging in combat, use the spork to dig up and knock over trees in wooded hexes thus clearing the equivalent of a dirt road. This dirt road does not grant a +1 MP bonus for vehicles, but it does allow all units to pass through the woods with not movement penalty as with normal roads. The player must pick two hex sides that the road enters/exits onto. It takes one round to clear a path through one hex of light woods and two rounds for one hex of heavy woods. It is possible to spend 3 rounds and clear 3 paths through a single hex of light woods and thus allowing units to pass in and out from any hex. It would take 6 rounds for the same for a single heavy woods hex.

The Sporkman can also dig trenches for infantry, thus negating the the double damage they would suffer for being in open terrain.

There is the special Tank Flip physical attack. The base to hit number is 6 and is modified by normal terrain and movement modifiers. On a succesful hit the tank is flipped upside down and is considered an immobile unit until it is destroyed, one side wins, or any Sporkman uses the Tank Flip attack and flips the tank right-side up. Each such successful attack causes 1 point of damage per ton of the tank flipped. When flipped upside down all damage is applied to the turret with a standard roll to determine any possible crits. When flipped rightside up, roll normally and treat all turrent hits as either right or left side hits, 50-50 chance of either side.

The spork of the Sporkman causes triple damage against any infantry caught in the open when the Sporkman is in an adjacent hex that is one level lower than the infantry. Just think of a giant fly swatter.

Physical attacks with the spork against VTOL units have a -1 modifier to hit. Again, think of a giant fly swatter.

Additionally, the Sporkman has the option of forgoing any physical attacks with the spork and opt to use the spork as a shield. In such a case any attacks that hit using the Front or Right Side hit location table and that would have hit the Right Torso instead hit the Right Arm.

The Sporkman, in lieu of a physical attack, can set to receive a charge that is coming from directly in front of him. In this case the charging unit does an equal amount of damage to itself that it does to the unit charged. This damage is applied using the punch table.

And, last rules comment for this post but surely not last for this new Lord of the Battlefield, there is the yet to be determined salvage bonus for each Sporkman on the winning side. Afterall, the Sporkman can rush in and scoop up salvaged units a lot more efficiently than a 'Mech with just regular boring hands.

Also, because I can, I would like to share this image that was created a long time ago by one of our illustrious members, but unfortunately I do not remember who it was. Enjoy!

Image

Spork
Mekwars Developer
Posts: 3895
Joined: Wed Feb 13, 2008 10:23 pm

Re: The Sporkman

Post by Spork » Sun Dec 27, 2015 6:52 pm

It was Ajax.

Thank you for this. Ah, nostalgia.
Never had much, grew up with nothing
But the music, well it was something
Been down and out, I've been on top of the world,
World that keeps on spinning on a turntable.

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