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    <title>Unit Design and Development Discussions</title>
    <description>Latest discussions happening in the Unit Design and Development category</description>
    <link>http://solaris7.com</link>
    <item>
      <title>Disgruntled Reptilian Amalgamated Designs</title>
      <description>&lt;p&gt;Taking a page from Prince's book, I decided to make an armory thread to house my designs.&amp;nbsp; This will be an ongoing work with perma-links to design postings listed in this first post to make finding them easier.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;hr&gt;&#xD;
&lt;p&gt;I'd been playing with introtech designs in an attempt to "game" the BV system.&amp;nbsp; They aren't by any means good compared to top performing canon designs but are meant to be better than bv "cheap" designs (Jagermech, Centurion, Zeus, etc).&amp;nbsp; That said, there are a few optimized, dare I say cheezy, designs too.&amp;nbsp; I've honestly been ignoring advanced tech, just not enough experience with the DA stuff to really get a feel for it.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;BV_WEASELS&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;a href="/thread/disgruntled-reptilian-amalgamated-designs/?order=all#comment-e0c436e7-e654-4d2f-9058-a95b0011ddd8"&gt;Nogard N-6RD&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;</description>
      <pubDate>2018-09-13T23:56:35.4700000</pubDate>
      <link>http://solaris7.com/thread/disgruntled-reptilian-amalgamated-designs/</link>
    </item>
    <item>
      <title>Metal Storm Assault DropShip</title>
      <description>Trying out the designer function of the 'Mech Factory app to recreate a design I made shortly before the demise of the old site. &#xD;
&#xD;
 Metal Storm  &#xD;
 3075 IS Spheroid DropShip &#xD;
&#xD;
Original:  https://battletech.rpg.hu/mechfactory_frame.php?call=displayaero&amp;id=10000001 &#xD;
&#xD;
Source: My Own Custom&#xD;
Type/Model: Metal Storm  &#xD;
Tech: Inner Sphere / 3075&#xD;
Vessel type: Spheroid DropShip&#xD;
Rules: Level 3, Advanced design&#xD;
&#xD;
Mass: 10000 tons&#xD;
Safe Thrust: 5&#xD;
Maximum Thrust: 8&#xD;
Armor Type: 32.5t Standard&#xD;
Armament:&#xD;
 24 Medium Pulse Laser&#xD;
 4 MRM 40&#xD;
 20 Anti-Missile System&#xD;
 8 ER Large Laser&#xD;
 92 Gauss Rifle&#xD;
 2 LB 20-X AC&#xD;
&#xD;
   &#xD;
----------------------------------------------------------------&#xD;
Type/Model:  Metal Storm  &#xD;
Mass: 10000 tons &#xD;
&#xD;
Equipment:                                                  Mass &#xD;
Engine:          0 Fusion Engine                               3250.00&#xD;
Power Plant, Drive &amp; Control:                                  3250.00&#xD;
Structural Integrity:9                                          180.00&#xD;
   Safe Thrust:      5&#xD;
   Maximum Thrust:   8&#xD;
Heat Sinks:    364 Single                                       216.00&#xD;
Life Boats:7                                                     49.00&#xD;
Armor (Standard):  520 pts Standard                              32.50&#xD;
&#xD;
                                Standard Armor&#xD;
   Front:                              181&#xD;
   Left/Right Side:                139/139&#xD;
   Rear:                                97&#xD;
&#xD;
Bridge, Controls, Radar, Computer &amp; Attitude Thrusters           75.00&#xD;
Fire Control Computers                                          966.00&#xD;
Food &amp; Water(180.0 days supply)                                 133.25&#xD;
Spare Parts(1.0 percent)                                        100.00&#xD;
Fuel &amp; Fuel Pumps(15000.0 Points)                               510.00&#xD;
Cargo Bays:&#xD;
 Bay 1:Fighter Bay with 2 doors                                 900.00&#xD;
 Bay 2:Cargo Bay (Standard) with 2 doors                       1802.00&#xD;
Crew:&#xD;
 1 Crew (2 minimum)                                               7.00&#xD;
 22 Gunners (16 minimum)                                        154.00&#xD;
 5 Officers (4 minimum)                                          50.00&#xD;
 12 Bay Personnel                                                 0.00&#xD;
 &#xD;
Weapons and Equipment     Loc    SRV   MRV   LRV   ERV   Heat    Mass &#xD;
----------------------------------------------------------------------&#xD;
46 Gauss Rifle            Nose   69(690)69(690)69(690)0(0)  46     692.00&#xD;
46 Gauss Rifle            Nose   69(690)69(690)69(690)0(0)  46     692.00&#xD;
2  ER Large Laser         FL/R   2(16) 2(16) 2(16) 0(0)  48      20.00&#xD;
4  Medium Pulse Laser     FL/R   2(24) 0(0)  0(0)  0(0)  32      16.00&#xD;
1  MRM 40                 FL/R   2(24) 2(24) 0(0)  0(0)  24      28.00&#xD;
1  LB 20-X AC             FL/R   1(12) 1(12) 0(0)  0(0)  12      32.00&#xD;
4  Anti-Missile System    FL/R   0(0)  0(0)  0(0)  0(0)  8        6.00&#xD;
4  Medium Pulse Laser     AL/R   2(24) 0(0)  0(0)  0(0)  32      16.00&#xD;
2  ER Large Laser         AL/R   2(16) 2(16) 2(16) 0(0)  48      20.00&#xD;
1  MRM 40                 AL/R   2(24) 2(24) 0(0)  0(0)  24      28.00&#xD;
4  Anti-Missile System    AL/R   0(0)  0(0)  0(0)  0(0)  8        6.00&#xD;
8  Medium Pulse Laser     Aft    5(48) 0(0)  0(0)  0(0)  32      16.00&#xD;
4  Anti-Missile System    Aft    0(0)  0(0)  0(0)  0(0)  4        3.00&#xD;
----------------------------------------------------------------------&#xD;
Totals                                                   364   1575.00   &#xD;
 &#xD;
Calculated Factors &#xD;
Total Cost:        1,176,812,000 C-Bill&#xD;
Battle Value (BV2): 45493&#xD;
&#xD;
EDIT: I don't know why the formatting shattered, as it's formatted correctly in the post box.</description>
      <pubDate>2024-05-26T02:10:52.6900000</pubDate>
      <link>http://solaris7.com/thread/metal-storm-assault-dropship/</link>
    </item>
    <item>
      <title>Doing Small Harms, or How Machiavelli does not aprove of Battle Armor.</title>
      <description>&lt;p&gt;I've realized I've talked much about various Battle Armor designs, but haven't shared them.&amp;nbsp; Time to fix that.&lt;br&gt;&lt;br&gt;We shall start with the Haboob, my latest creation and more like the 3rd iteration of the fire support elemental design concept.&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/423a22d1-b110-4ef1-baad-aa9a015b05a0/" alt="Haboob" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;The Haboob is derived from the Monolith.&lt;br&gt;Named after giant dust storms that can envelope cities, The Haboob is intended to be a mechanized design, capable of both giving long range fire support, while also being a credible threat with anti-mech attacks.&amp;nbsp; Its a mixed bag Twin Light Machine guns are OK, but not really good Anti-mech damage.&amp;nbsp; The LRM-3 only has 4 missile salvos, and the only 9 points of armor leaves it weak to clan 10 point weapons.&amp;nbsp; It has ground speed only which is a step down from classic Elemental armor, but can at least match the elementals speed in open terrain.&lt;br&gt;&lt;br&gt;Alpha strike stats, its decent, if not overwhelming.&amp;nbsp; Can't jump, but tends to have better long range damage compared to normal elementals.&amp;nbsp; Stealth armor makes it slightly more survivable in mechanized operations and at longer ranges compared to the To hit bonus from jumping.&amp;nbsp; But you pay for the extras you get in PV.&lt;/p&gt;</description>
      <pubDate>2019-07-30T21:03:27.0200000</pubDate>
      <link>http://solaris7.com/thread/doing-small-harms-or-how-machiavelli-does-not-aprove-of-battle-armor/</link>
    </item>
    <item>
      <title>Killing them with kindness and bombs. A story on the true meaning of &amp;quot;Death From above&amp;quot;</title>
      <description>&lt;p&gt;In which I begin documenting my collection of aerospace assets.&amp;nbsp; Especially since the way to use Aerospace in Alpha Strike has gotten much easier to use.&lt;br&gt;&lt;br&gt;Relentless Omni Ground Support-ECM&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/f8f5bcd0-057f-46a7-a5d8-aab701212d82/" alt="Relentless Ground support" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;My Standard Omni-Fighter.&amp;nbsp; 100 tons. 5/8 with an XL, 5 tons of fuel.&amp;nbsp; Pretty standard stuff so far.&lt;br&gt;38 tons of Heavy Ferro Fibrous Armor.&amp;nbsp; Or more Armor then 2 100 ton mechs can carry.&amp;nbsp; Despite all of this, it still has 44.5 tons of capacity for dealing mayhem.&lt;br&gt;&lt;br&gt;And 12 Medium pulse lasers tied into a targeting computer with enough heat sinks to fire them with only the most minor of heat issues is the usual means of dealing that mayhem when ground support is called for.&amp;nbsp; Sub Variants usually deal with what to do with the final 1.5 tons.&amp;nbsp; Active Probe, ECM, or even an extra heat sink and recon camera are all good options. (Especially that last one.&amp;nbsp; Just came up with it and it has alpha strike/"Battle Space" applications.)&lt;br&gt;&lt;br&gt;Version history on this design starts with the Implacable, slower but with slightly more armor.&amp;nbsp; For a brief period they were the space superiority wrecking ball of choice.&amp;nbsp; But they had a down side,&amp;nbsp; they were crap at ground support.&amp;nbsp; They needed a higher thrust to carry enough bombs.&amp;nbsp; Then came the Relentless.&amp;nbsp; Basically this design.&amp;nbsp; Used Ferro Fibrous armor at the time so it actually carried an extra medium Pulse laser.&amp;nbsp; There was a side project called the Adamant,&amp;nbsp; it might show up later, but it did show the limits of the more armor game.&amp;nbsp; Finally came the Relentless Omni.&amp;nbsp; Backing off on armor slightly, making up for it with Heavy Ferro Fibrous Armor, and still able to mount the majority of firepower the Implacables and Adamants carried, the Relentless Omni finally became the lead fighter of my imaginary forces living in the extra deep periphery.&lt;br&gt;&lt;br&gt;As a fun note in the fluff that I never did write for this omni-fighter,&amp;nbsp; The Relentless does not have a canopy. (Pay no attention to the picture in the alpha strike card.&amp;nbsp; Its there because it does an excellent job of representing "Flying Brick")&amp;nbsp; Instead a section of the hull clam-shells out on myomer bundles allowing the pilot access.&amp;nbsp; More Myomer webbing enfolds the pilot giving them the support they need to survive excessive G forces, like when lithobreaking occurs.&amp;nbsp; Because when this craft crashes....&amp;nbsp; Its usually able to take off again.&lt;br&gt;&lt;br&gt;&lt;br&gt;It took awhile to come up with a name for this Thread...&lt;/p&gt;</description>
      <pubDate>2019-08-28T17:32:50.5430000</pubDate>
      <link>http://solaris7.com/thread/killing-them-with-kindness-and-bombs-a-story-on-the-true-meaning-of-death-from-above/</link>
    </item>
    <item>
      <title>Groseisen</title>
      <description>&lt;p&gt;&lt;img src="/file/download/a5a8dc81-f1d5-49d8-919a-b18101822f8e/" alt="Mobile Structure Template" width="400" height="548"&gt;&lt;/p&gt;</description>
      <pubDate>2024-05-31T23:26:01.9200000</pubDate>
      <link>http://solaris7.com/thread/groseisen/</link>
    </item>
    <item>
      <title>Bolo fluff</title>
      <description>&lt;pre id="trocell" style="color: #000000; font-size: 1.35em;"&gt;So the Mordel site is being a bit jank.  So I'm copying fluff over here in case it decides to delete my configurations&lt;br&gt;&lt;br&gt;===============================================================================================&#xD;
Overview:&#xD;
    A:  First posting.  Partially learning the system to post.  May edit this one into the prime&#xD;
    depending on how the site deals with omni units.  Also figuring out how ammo is supposed to&#xD;
    be added.&#xD;
    &#xD;
    B:  Base chassis for the main production run of Bolos.&#xD;
&#xD;
Capabilities:&#xD;
    The Bolo, named after the fictional super tanks crested by Keith Laumar, was initially&#xD;
    conceived on the observation that you could transport 3 light units of upto 50 tons each for&#xD;
    every mech that could be transported.  Picking firepower and armor from the holy trinity of&#xD;
    unit design the Bolo ended up with 20 tons of pod space in interchangeable turrets and 12&#xD;
    tons of ferro fibrous armor.  (Which just happened to exactly match the maximum armor limits&#xD;
    for vehicles introduced with total warfare.  Fortuitious.)&#xD;
&#xD;
Deployment:&#xD;
    In practice, the vulnerability of tanks to motive and critical damage negated much of the&#xD;
    potential for offensive operations.   The relatively cheap price tag however did lend itself&#xD;
    to a unit that can be used to fill defensive depth, giving close coverage to vulnerable&#xD;
    locales.&#xD;
&#xD;
Variants:&#xD;
    The 20 ton omni turret concept spawned entirely too many configurations, a number of them&#xD;
    more because they could rather then they actually gave tactical advantage.   There was also&#xD;
    a phase where nearly every motive system received its own chassis to mount the turrets.&#xD;
    Which you know is getting ridiculous when there is a submarine variant.  Even mechs were&#xD;
    designed around 20 ton omni load outs.  And to be fair future designs will no doubt pay&#xD;
    attention to the idea, if only because it gives experienced commanders a short cut in&#xD;
    knowing what capabilities are at their disposal.&#xD;
    &#xD;
    Past silliness aside. The Bolo is being phased out for more modern and expensive mark III&#xD;
    and III-c variants which offer greater battlefield survivability at the cost of greater&#xD;
    expense.  Old Bolos meanwhile are being refurbished into "Dragon's Teeth" drone platforms&#xD;
    where they aren't simply being recycled.&lt;/pre&gt;</description>
      <pubDate>2024-03-14T07:52:01.2000000</pubDate>
      <link>http://solaris7.com/thread/bolo-fluff/</link>
    </item>
    <item>
      <title>Hornet HNT-199</title>
      <description>&lt;p&gt;This idea came about as a fun attempt to make something within restrictions after seeing this pic- namely, how could the RotS EVER make good use of the HNT-181 from XTRO: Republic II? Though it can't use it's stealth armor the entire time, it remains a D-class refit and an interesting era piece that can only be attacked as a primary target.&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;pre&gt;Type: Hornet&lt;br&gt;Technology Base: Inner Sphere (Experimental) &lt;br&gt;Tonnage: 20&lt;br&gt;Battle Value: 587&lt;br&gt;&lt;br&gt;Equipment                                          Mass&lt;br&gt;Internal Structure            Endo Steel              1&lt;br&gt;Engine                        100 XL                1.5&lt;br&gt;	Walking MP: 5&lt;br&gt;	Running MP: 8&lt;br&gt;	Jumping MP: 5&lt;br&gt;Compact Heat Sink             10 [20]                 0&lt;br&gt;Gyro                                                  1&lt;br&gt;Cockpit                                               3&lt;br&gt;Armor Factor (Stealth)        56                    3.5&lt;br&gt;&lt;br&gt;                          Internal   Armor   &lt;br&gt;                          Structure  Value   &lt;br&gt;     Head                    3         8     &lt;br&gt;     Center Torso            6         8     &lt;br&gt;     Center Torso (rear)               2     &lt;br&gt;     R/L Torso               5         7     &lt;br&gt;     R/L Torso (rear)                  2     &lt;br&gt;     R/L Arm                 3         5     &lt;br&gt;     R/L Leg                 4         5     &lt;br&gt;&lt;br&gt;&lt;br&gt;Right Arm Actuators: Shoulder, Upper Arm&lt;br&gt;Left Arm Actuators: Shoulder, Upper Arm&lt;br&gt;&lt;br&gt;Weapons and Ammo                                       Location  Critical   Heat    Tonnage	&lt;br&gt;Jump Jet                                          CT        1        -       0.5   &lt;br&gt;ECM Suite                                         RT        2        -       1.5   &lt;br&gt;2 Jump Jets                                       RT        2        -       1.0   &lt;br&gt;RISC Advanced Point Defense System Ammo (24)      LA        2        -       2.0   &lt;br&gt;RISC Advanced Point Defense System                LA        2        2       3.0   &lt;br&gt;2 Jump Jets                                       LT        2        -       1.0   &lt;br&gt;2 Compact Heat Sinks                              HD        1        -       3.0   &lt;br&gt;Medium Laser                                      RA        1        3       1.0   &lt;/pre&gt;</description>
      <pubDate>2023-08-26T18:11:58.1270000</pubDate>
      <link>http://solaris7.com/thread/hornet-hnt-199/</link>
    </item>
    <item>
      <title>Airships, What could possibly go wrong?</title>
      <description>&lt;p&gt;Ok...&amp;nbsp; So Alpha Strike Commander's Edition came out and the rules for aerospace units were changed.&amp;nbsp; Which gave me some Ideas..&lt;br&gt;&lt;br&gt;Airships are Aerospace units.&amp;nbsp; They move just as fast as fighters on the aerospace map, yet don't waste points on excess thrust.&amp;nbsp; They have different weapon slot limits then fighters offering the potential for even more damage.&amp;nbsp; They also have considerable amounts of cargo capacity available.&amp;nbsp; And they can mount sub capital weapons...&lt;br&gt;&lt;br&gt;Idea 1:&amp;nbsp; Booby Trap Airship.&amp;nbsp; Did some back of the napkin calculations,&amp;nbsp; Can have a 1 to 5 damage 2 inch diameter AOE hit exactly where you want it, after all the ground units have chosen their place to die.&amp;nbsp; Cost is between 1 to 20ish PV.&amp;nbsp; The low end, is extra PV efficient, but the high end tends to compete against VTOL suicide bombers that do 18 damage for 25 points.&amp;nbsp; But the airships can deliver they're payload across a map on the first turn.&amp;nbsp; Trade offs.&lt;br&gt;&lt;br&gt;Idea 2:&amp;nbsp; Strafebot.exe&amp;nbsp;&amp;nbsp; Can theoretically fit more weapons into the forward firing arc then a fighter can.&amp;nbsp; This is not necessarily the most PV efficient of Ideas,&amp;nbsp; but details.&lt;/p&gt;&#xD;
&lt;p&gt;Idea 3:&amp;nbsp; Capital weapons.&amp;nbsp; Oddly I already have one of these.&amp;nbsp; Need to go find it.&lt;/p&gt;&#xD;
&lt;p&gt;Idea 4:&amp;nbsp; Troop transport.&amp;nbsp; Dropping overwhelming forces on top of the enemy on turn 1ish.&amp;nbsp; Thats an aweful nice artillery section you have back there.&amp;nbsp; Would be a shame if someone dropped a Steiner scout lance on it.&lt;br&gt;&lt;br&gt;And now to use the thread as a work space.&amp;nbsp; Comments welcomed of course.&lt;/p&gt;</description>
      <pubDate>2019-07-17T02:29:18.1230000</pubDate>
      <link>http://solaris7.com/thread/airships-what-could-possibly-go-wrong/</link>
    </item>
    <item>
      <title>Volkstürm Militia Omnimech</title>
      <description>A fun little idea I had for a cheap as chips Omnimech. Tell me what you think: &#xD;
&#xD;
20t - 2t IS&#xD;
3/5 mp Fusion - 1.5 + 1 t&#xD;
Standard Cockpit - 3t&#xD;
4t Armor (CT 10/2, ST 8/2, -1 Each Arm, Leg, and Head)&#xD;
8.5t Pod Space (All weapons torso-mounted when able)&#xD;
&#xD;
Primary &#xD;
1 Large, 3 Medium, and 1 Small Lasers&#xD;
&#xD;
Alt A&#xD;
LAC/5, 1t Ammo, 2 Medium Lasers, CASE&#xD;
&#xD;
Alt B&#xD;
2 LPPC, 2 Capacitors, CASE&#xD;
&#xD;
Alt C&#xD;
&lt;s&gt;Mech Mortar 2&lt;/s&gt; 2 Mech Mortar 1, 2t Ammo, &lt;s&gt;1&lt;/s&gt; 2 Medium Laser, CASE&#xD;
&#xD;
Alt D&#xD;
2 Heavy Flamers, 2t Ammo, 2 HMG, .5t Ammo, 2 CASE&#xD;
&#xD;
Alt E&#xD;
1 SNPPC, +2 Heat Sinks, 1 RL 10&#xD;
&#xD;
Alt F&#xD;
1 Large Vibroblade, &lt;s&gt;3 ER Small Lasers&lt;/s&gt; 3 Jump Jets&#xD;
&#xD;
EDIT: Changes made based on Thunder's suggestions.</description>
      <pubDate>2023-06-08T14:32:41.8770000</pubDate>
      <link>http://solaris7.com/thread/volksturm-militia-omnimech/</link>
    </item>
    <item>
      <title>Is this a good SLDF Mech Company</title>
      <description>&lt;p&gt;I'm working on the first story in my anthology.&amp;nbsp; Also playing with a random unit generator.&amp;nbsp; This was the SLDF Company I came up with.&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;2 Questions.&lt;/p&gt;&#xD;
&lt;p&gt;1) Is this a good example of a SLDF Mech Company&lt;/p&gt;&#xD;
&lt;p&gt;2) What role could it be used in.&lt;br&gt;&lt;br&gt;Please feel free to comment and suggest different battlemechs or Lance confirations/names&lt;br&gt;&lt;br&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;1st Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Sling SL-1G&lt;/p&gt;&#xD;
&lt;p&gt;Sentinal STN-3L&lt;/p&gt;&#xD;
&lt;p&gt;Panther PNT-8Z&lt;/p&gt;&#xD;
&lt;p&gt;Stinger STG-3Gb&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;2nd Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Starslater STC-2C&lt;/p&gt;&#xD;
&lt;p&gt;Wyvern WVE-5Nsl&lt;/p&gt;&#xD;
&lt;p&gt;Phoenix Hawk PXH-2&lt;/p&gt;&#xD;
&lt;p&gt;Galahad GLH-1D&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;3rd Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Thunderbolt TDR-5S (can't be changed out)&lt;/p&gt;&#xD;
&lt;p&gt;Champion CHP-1N&lt;/p&gt;&#xD;
&lt;p&gt;Marauder MAD-1R&lt;/p&gt;&#xD;
&lt;p&gt;Warhammer WHM-6R&lt;/p&gt;</description>
      <pubDate>2021-01-29T05:05:41.6000000</pubDate>
      <link>http://solaris7.com/thread/is-this-a-good-sldf-mech-company/</link>
    </item>
    <item>
      <title>Prince's Goofy Ideas: Republic of the Sphere 'Mechs</title>
      <description>&lt;p&gt;So I had this goofy idea recently thanks to all the recognition guides for the IlClan era; I felt kinda miffed about the RoTS forces, because while I was never very &lt;em&gt;attached&lt;/em&gt; to them, I really didn't like how absolutely apeshit they function and play. RoTS basically, have no consistency or "theme" like other factions do, to the point where they feel almost Schizophrenic- I really didn't like that flavor, and I thought &lt;em&gt;"Well, what if I made them more effective that would make the Wolf takeover more impressive?"&lt;/em&gt;&lt;/p&gt;&#xD;
&lt;p&gt;So like the other houses, I checked what they can make and decided to make some fun mixtech forces that give the RoTS some actual cohesion. I settled on what was made out of Eris for the &lt;em&gt;Jackrabbit&lt;/em&gt; and &lt;em&gt;Malice -YZ&lt;/em&gt; as well as Devil's Rock for the &lt;em&gt;Ares; &lt;/em&gt;I also took note of the number of Drone 'mechs the RoTS was using and considered, that perhaps the Republic doesn't have the mechwarriors needed, or is pulling modern military concepts of quality over quantity? Thus, a few ideas came about- one, all the 'mechs have to be refits of existing designs that only have a small spread of clantech available from those sources. Two, pilot surrvivability has to be top-tier, so they make HEAVY use of anything that can protect the 'mech and keep it from being hit. Three, standard C3 is used, because everything has heavy electronics and those requirements mean less payload space for guns. Finally, Void-Signature would get is it's own spread of units as a "Interesting, but actually bad idea" sort of fluff decision.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;This left these techs produced:&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER PPCs&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER Medium Lasers&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER Small Lasers&lt;/p&gt;&#xD;
&lt;p&gt;Clan Laser Anti-Missile Systems&lt;/p&gt;&#xD;
&lt;p&gt;Clan Watchdog EWS&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2022-05-13T17:21:15.1900000</pubDate>
      <link>http://solaris7.com/thread/prince-s-goofy-ideas-republic-of-the-sphere-mechs/</link>
    </item>
    <item>
      <title>Dragon DRG-6K</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Dragon DRG-6K&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;img src="https://cfw.sarna.net/wiki/images/e/ec/3025_Dragon1.jpg?timestamp=20130421095338" alt="" width="300" height="370"&gt;&#xD;
Mass: 60 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3055&#xD;
Dry Cost: 11,406,080 C-Bills&#xD;
Total Cost: 11,506,080 C-Bills&#xD;
Battle Value: 1,700&#xD;
&#xD;
Chassis: Alshain Type 56-60H Standard&#xD;
Power Plant: Hermes 300 Fusion XL Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: New Samarkand Royal Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Imperator Dragon's Fire Gauss Rifle&#xD;
    1 Telos DecaCluster LRM-10&#xD;
    3 Victory 23R Medium Lasers&#xD;
Manufacturer: Luthien Armor Works&#xD;
    Primary Factory: Luthien&#xD;
Communications System: Sipher CommSys 3&#xD;
Targeting and Tracking System: Eagle Eye SY10-10&#xD;
&#xD;
Overview:&#xD;
In 3055, Luthien Armor Works (LAW)  had ceased production of the Dragon, having &#xD;
retooled most of the Dragon facilities to produce Grand Dragons instead.  &#xD;
However, the company did set aside a couple of facilities in Luthien to &#xD;
experiment with the Dragon chassis. After the Clan invasion, LAW would modify &#xD;
those facilities to upgrade still-functional Dragon battlemechs as part of the &#xD;
DCMS rebuild, resulting in the DRG-6K variant.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
The DRG-6K retains the Telos DecaCluster LRM-10 launcher in the center torso, &#xD;
as well as the two Victory 23R Medium Lasers; however, the Autocannon on the &#xD;
right arm was replaced with an Imperator Dragon's Fire Gauss Rifle, and another &#xD;
Medium Laser was added in the right torso.  Both the Gauss Rifle and the LRM-10 &#xD;
launcher have two tons of ammo to draw from, all of them stored in the right &#xD;
torso and protected by CASE.&#xD;
&#xD;
In order to increase the firepower without sacrificing speed, the engine was &#xD;
replaced with a Hermes 300XL version.  Protection was also upgraded by using 11 &#xD;
tons of New Samarkand Royal Ferro Fibrous armor, and the heat sinks were upgraded to &#xD;
double heat sinks to keep the cool-running profile, just like the original &#xD;
Dragon.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The DRG-6K is primarily deployed by the DCMS, often used as replacements for &#xD;
older Dragons or Grand Dragons.&#xD;
&#xD;
&#xD;
Variants:&#xD;
Despite being a variant of the original Dragon, the DRG-6K has also spawn &#xD;
several sub-variants:&#xD;
&#xD;
DRG-6KM - this sub-variant has a similar armament as the Grand Dragon, but &#xD;
increases the double heat sinks to 15, and also utilizes a C3 Master Computer.  &#xD;
This sub-variant is not very popular.&#xD;
&#xD;
DRG-6KN - this sub-variant drops one ton of armor in exchange for a C3 &#xD;
Slave.  Often matched with the DRG-6KM.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                      99 points                6.00&#xD;
Engine:             XL Fusion Engine             300                       9.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA&#xD;
Armor:              Ferro-Fibrous                AV - 197                 11.00&#xD;
    Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL&#xD;
    CASE Locations: 1 RT                                                   0.50&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     20           32        &#xD;
                                 Center Torso (rear)                  8         &#xD;
                                           L/R Torso     14           21        &#xD;
                                    L/R Torso (rear)                  7         &#xD;
                                             L/R Arm     10           20        &#xD;
                                             L/R Leg     14           26        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Gauss Rifle                                  RA        1         7        15.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
Medium Laser                                 RT        3         1         1.00&#xD;
Medium Laser                                 LT        3         1         1.00&#xD;
LRM-10                                       CT        4         2         5.00&#xD;
@Gauss Rifle (16)                            RT        -         2         2.00&#xD;
@LRM-10 (24)                                 RT        -         2         2.00&#xD;
                                            Free Critical Slots: 11&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17&#xD;
5          4       4       3       0      3     0   Structure:  3&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-11-29T18:59:19.0100000</pubDate>
      <link>http://solaris7.com/thread/dragon-drg-6k/</link>
    </item>
    <item>
      <title>Charybdis</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Charybdis&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/dac4cc35-394c-4250-804c-afd8f9042361/de6o3ya-410d87e7-0e26-417c-8107-215b2bb30cc6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZGFjNGNjMzUtMzk0Yy00MjUwLTgwNGMtYWZkOGY5MDQyMzYxXC9kZTZvM3lhLTQxMGQ4N2U3LTBlMjYtNDE3Yy04MTA3LTIxNWIyYmIzMGNjNi5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.cx8LIdv9gD_-xgU9iUnzSQ3naY-JvRK-tVByR0pGbeM" alt="" width="500" height="500"&gt;&#xD;
Mass: 100 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped Omnimech&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-E-A&#xD;
Production Year: 3064&#xD;
Dry Cost: 32,594,167 C-Bills&#xD;
Total Cost: 32,594,167 C-Bills&#xD;
Battle Value: 1,217&#xD;
&#xD;
Chassis: Viper NK14 Endo-Steel&#xD;
Power Plant: New Kent Type 50 400 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Compound V6 Standard Armor&#xD;
Armament:&#xD;
    38.0 tons of pod space.&#xD;
Manufacturer: Novy Minsk Armaments Plant&#xD;
    Primary Factory: New Kent&#xD;
Communications System: Bishop 211 Meridian&#xD;
Targeting and Tracking System: Spanke 112-A&#xD;
&#xD;
Overview:&#xD;
First making its debut in 3064, the Charybdis was a 100-ton Assault Omnimech &#xD;
created by Clan Steel Viper, as they intend to expand the Clan's holdings &#xD;
within the Kerensky Cluster.  Like the Scylla, the Charybdis was based on the &#xD;
Storm Giant battlemech, a design from the Golden Century Era, albeit modified &#xD;
to make use of Omni-technology.  Like its contemporaries, the Charybdis makes &#xD;
use of Endo-Steel and a 400 XL Fusion Engine to save weight, allowing the 'mech &#xD;
to move at a max speed of 64.8  km/h (which is fairly swift for its size), &#xD;
while running cool due to having 16 double heat sinks in its base chassis, with &#xD;
all of them housed inside the engine.  The 'mech is also well-protected, &#xD;
courtesy of 17.5 of standard armor.  However, the Charybdis' mobility comes &#xD;
with a price, with the Omnimech only able to carry up to 38 tons of pod space &#xD;
for weapons and equipment.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
In its Prime Configuration, the Charybdis is primarily a long-range combatant, &#xD;
with an Artemis-guided LRM-20 launcher on each arm, a Gauss Rifle in the right &#xD;
side torso, and an ER Large Laser in the center torso as its main weapons.  Two &#xD;
ER Medium Lasers in the left side torso and an ER Medium Laser on each arm &#xD;
provide close-range back-up.  Four tons of LRM ammo and two tons of Gauss Rifle &#xD;
ammo are considered adequate enough for any trial.&#xD;
&#xD;
Configuration A for the Charybdis is a generalist design, with an ER PPC in the &#xD;
center torso and an LRM-15 launcher in the left torso as its main weapons, &#xD;
while an LB 20-X autocannon on the right arm and a quartet of Medium Pulse &#xD;
Lasers on the left arm provide close-range punch.  The autocannon was supplied &#xD;
with three tons of ammo (2 tons for slug rounds, one ton for cluster rounds), &#xD;
while the LRM has two tons of ammo to draw from.  Two more double heat sinks &#xD;
(for a total of 18) helps with heat dissipation, while an anti-missile system &#xD;
in the right side torso helps protect against enemy missiles.&#xD;
&#xD;
Configuration B is a close-range brawler, ideal for urban or jungle combat.  &#xD;
Each arm sports a Streak SRM-6 paired with a Medium Pulse Laser, while the &#xD;
right side torso sports a massive Ultra AC/20; the Streak SRMs were supplied &#xD;
with two tons of ammo, while the autocannon has a three-ton ammo bin to draw &#xD;
from.  An ER Large Laser in the center torso is the only long-range weapon.  &#xD;
The left side torso has a Micro Pulse Laser to deal with any soft targets, &#xD;
while a Light Active Probe help protects against any surprises.  This &#xD;
configuration also has three jump jets to help maneuver around the tight &#xD;
confines of the urban or jungle terrain, with one in each leg, and one in the &#xD;
center torso.&#xD;
&#xD;
Configuration C is a missile boat, with each side torso fitted with an &#xD;
Artemis-guided LRM-20 launcher, while each arm has paired Streak SRM-6 &#xD;
launchers; both the LRMs and the Streak SRMs were supplied with four tons of &#xD;
ammo to draw from.  Backing up all of these missile launchers is an ER PPC in &#xD;
the center torso.&#xD;
&#xD;
Configuration D has a Gauss Rifle on the right arm, a pair of Large Pulse &#xD;
Lasers on the left arm, another Large Pulse Laser in the center torso, and a &#xD;
Streak SRM-4 launcher in each side torso.  The Streaks share a one-ton ammo &#xD;
bin, while the Gauss Rifle has two tons of ammo to draw from.&#xD;
&#xD;
Configuration E features the newest in Clan-tech weaponry, with each arm fitted &#xD;
with an ATM-12 launcher, and a Heavy Large Laser in the right side torso.  An &#xD;
ER PPC in the center torso and a pair of ER Medium Lasers in the left side &#xD;
torso round out the armament.  A three-ton targeting computer improves &#xD;
direct-fire, while three more double heat sinks, for a total of 19 overall, &#xD;
help dissipate waste heat.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The Charybdis was primarily deployed by Clan Steel Viper, mainly for their &#xD;
Krait Stars.  The formation of the Snake Alliance eventually led to the &#xD;
omnimech being deployed by the toumans of Clan Cloud Cobra and Clan Star Adder &#xD;
as well.  With the annihilation of the Clan Steel Viper in 3075, the remaining &#xD;
functional Charybdis omnimechs were either relegated to 2nd-line formations, &#xD;
mothballed, or outright destroyed.&#xD;
&lt;/pre&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2020-10-18T01:31:47.2200000</pubDate>
      <link>http://solaris7.com/thread/charybdis/</link>
    </item>
    <item>
      <title>King Cobra</title>
      <description>&lt;pre&gt;King Cobra &#xD;
&lt;img src="https://cfw.sarna.net/wiki/images/d/d4/Scylla.jpg?timestamp=20150928235030" alt="" width="134" height="134"&gt;&#xD;
Mass: 100 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 3070&#xD;
Dry Cost: 29,267,333 C-Bills&#xD;
Total Cost: 29,507,333 C-Bills&#xD;
Battle Value: 3,123&#xD;
&#xD;
Chassis: Cobra Kai Endo-Steel&#xD;
Power Plant: Type 79 400 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Forging ZK11 Standard Armor&#xD;
Armament:&#xD;
    1 Type DDS "Kingston" ER PPC&#xD;
    1 Series 4D-2 Heavy Large Laser&#xD;
    2 Type XX "Great Bow" LRM-20s w/ Artemis IV FCS&#xD;
    2 Series 2b ER Medium Lasers&#xD;
Manufacturer: Constantin Assembly Plant M27 A-E&#xD;
    Primary Factory: Homer&#xD;
Communications System: Build 1800-2 Tacticom&#xD;
Targeting and Tracking System: System XXXIII Multitrack&#xD;
&#xD;
Overview:&#xD;
Created with the help of Clan Steel Viper and Clan Star Adder as part of the &#xD;
"Snake Alliance" during the Wars of Reaving, the King Cobra first made its &#xD;
appearance in 3070 in the Clan Cloud Cobra's touman.  Based on the now-extinct &#xD;
Storm Giant, the King Cobra was a powerful, yet mobile battlemech capable of &#xD;
engaging targets effectively at any range.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Weighing in at 100 tons, the King Cobra is mobile for its size, due to the use &#xD;
of the Type 79 400XL Fusion Engine as its main powerplant.  The use of &#xD;
Endo-Steel chassis helps further save weight, while 18.5 tons of Forging ZK11 &#xD;
Standard Armor would allow the 'mech to withstand a great deal of punishment.&#xD;
&#xD;
In terms of long-range firepower, each arm has an Artemis-guided Type XX "Great &#xD;
Bow" LRM-20s, with each launcher supplied with two tons of ammunition; these &#xD;
are complemented by a Type DDS "Kingston" ER PPC mounted in the center torso.  &#xD;
A Series 4D-2 Heavy Large Laser in the right side torso, complemented by a pair &#xD;
of Series 2b ER Medium Lasers, provide additional mid-to-close-range firepower. &#xD;
 A three-ton Targeting Computer improves direct-fire accuracy (and compensates &#xD;
for the Heavy Laser's inherent inaccuracy) while a whopping twenty-two double &#xD;
heat sinks provide great cooling capacity for the 'mech, although overheating &#xD;
could still be an issue.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The King Cobra is primarily deployed by Clan Cloud Cobra, although it has seen &#xD;
use in Clan Star Adder and Clan Steel Viper, until the latter was destroyed in &#xD;
a Trial of Annihilation in 3075.  Outside of those factions, the Clan Stone &#xD;
Lion is the only other faction to deploy the King Cobra battlemechs as part of &#xD;
their forces.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                   152 points                5.00&#xD;
    Internal Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA&#xD;
Engine:             XL Fusion Engine             400                      26.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             22(44)                   12.00&#xD;
    Heat Sink Locations: 3 LT, 1 RT, 1 LL, 1 RL&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 296                 18.50&#xD;
    CASE Locations: LA, RA                                                 0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     31           42        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     21           30        &#xD;
                                    L/R Torso (rear)                  12        &#xD;
                                             L/R Arm     17           33        &#xD;
                                             L/R Leg     21           40        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
LRM-20                                       RA        6         4         5.00&#xD;
    Artemis IV FCS                           RA        -         1         1.00&#xD;
LRM-20                                       LA        6         4         5.00&#xD;
    Artemis IV FCS                           LA        -         1         1.00&#xD;
Heavy Large Laser                            RT        18        3         4.00&#xD;
Targeting Computer                           RT        -         3         3.00&#xD;
2 ER Medium Lasers                           LT        10        2         2.00&#xD;
ER PPC                                       CT        15        2         6.00&#xD;
@LRM-20 (Artemis) (12)                       RA        -         2         2.00&#xD;
@LRM-20 (Artemis) (12)                       LA        -         2         2.00&#xD;
                                            Free Critical Slots: 2&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 31&#xD;
4          7       7       5       0      4     2   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 3&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-09-20T02:35:34.9770000</pubDate>
      <link>http://solaris7.com/thread/king-cobra/</link>
    </item>
    <item>
      <title>Shogun IIC</title>
      <description>&lt;pre&gt;Shogun IIC &#xD;
&lt;br&gt;&lt;img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c2bf489d-4db8-44ae-b313-0b5668e08ccb/d2sgcwq-76bc5427-cf28-4bc7-b28b-aad5afaf5859.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvYzJiZjQ4OWQtNGRiOC00NGFlLWIzMTMtMGI1NjY4ZTA4Y2NiXC9kMnNnY3dxLTc2YmM1NDI3LWNmMjgtNGJjNy1iMjhiLWFhZDVhZmFmNTg1OS5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.cQK4Db5O4oTW7jNGdZZcA1sLVlO44DkFZ11e9Bk74UI" alt="" width="300" height="364"&gt;&lt;br&gt;&#xD;
Mass: 85 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 2863&#xD;
Dry Cost: 10,265,033 C-Bills&#xD;
Total Cost: 10,493,033 C-Bills&#xD;
Battle Value: 2,675&#xD;
&#xD;
Chassis: Kitushi II Endo-Steel&#xD;
Power Plant: Consolidated 340 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: Pryzhok WM10&#xD;
    Jump Capacity: 90 meters&#xD;
Armor: Type 2 Ferro-Fibrous&#xD;
Armament:&#xD;
    1 Series 7K ER Large Laser&#xD;
    2 Type XV LRM-15s&#xD;
    2 Pattern J6 Streak SRM-6s&#xD;
    2 Lambda Medium Pulse Lasers&#xD;
Manufacturer: Novy Minsky Armaments&#xD;
    Primary Factory: New Kent&#xD;
Communications System: Mercer 972&#xD;
Targeting and Tracking System: GEG Pattern 491/8&#xD;
&lt;br&gt;********************************************************************&lt;br&gt;Source of Picture:&lt;br&gt;&lt;br&gt;https://www.deviantart.com/mecha-zone/art/Battletech-Shogun-168724826&lt;br&gt;&lt;br&gt;********************************************************************&lt;br&gt;&#xD;
Overview:&#xD;
First created by Clan Steel Viper in 2863, the Shogun IIC was primarily an &#xD;
upgrade of the Star League-era Shogun battlemech.  The design was commissioned &#xD;
by Khan Sanra Mercer in order to help invigorate her Clan's touman, as well as &#xD;
help jump-start her Clan's fortunes.  While eventually relegated to second-line &#xD;
use due to the rise of the Omnimech, the Shogun IIC would prove its worth as a &#xD;
reliable 'mech, even more so than the laughable Phoenix Hawk IIC.&#xD;
&#xD;
Capabilities:&#xD;
Compared to the original, the Shogun IIC is clearly an improvement due to the &#xD;
use of Clan-tech, while still retaining the same 85-ton mass.  Clan Steel Viper &#xD;
designed the 'mech with an Endo-Steel Chassis, while 13.5 tons of Type 2 &#xD;
Ferro-Fibrous armor provide maximum protection.&#xD;
&#xD;
In terms of armament, each arm has a "Type XV"  LRM-15 launcher, complemented &#xD;
by a Series 7K ER Large Laser in the center torso, as its main long-range &#xD;
weapons.  Backing up these weapons are a "Pattern J6" Streak SRM-6 launcher on &#xD;
each side torso, as well as two Lambda Series Medium Pulse Lasers; one is &#xD;
mounted in the right side torso, while the other is head-mounted.  Each LRM has &#xD;
its own two-ton ammo bin, while each SRM was supplied with a ton of ammo to &#xD;
draw from.  To help keep waste heat under control, the Shogun IIC was fitted &#xD;
with 13 double heat sinks.&#xD;
&#xD;
In terms of mobility, the Shogun IIC is powered by a Consolidated 340-rated &#xD;
Standard Fusion Engine, allowing the 'mech to reach a top speed of 64.8 km/h; &#xD;
at the same time, like the original, the Shogun IIC has three jump jets for &#xD;
added mobility.&#xD;
&#xD;
Deployment:&#xD;
Primarily deployed by Clan Steel Viper, the Shogun IIC started out as a &#xD;
front-line design, before eventually being relegated to second-line use.  &#xD;
Production was eventually slowed, but not stopped completely.&#xD;
&#xD;
After Clan Steel Viper was ejected from the Inner Sphere,  Khan Perigard Zalman &#xD;
initially planned on increasing production of the Shogun IIC in order to equip &#xD;
the newly-raised second-line formations, which were primarily consisted of &#xD;
freebirths; that plan was set aside in favor of the creation of the Scylla.&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-07-26T05:38:33.4700000</pubDate>
      <link>http://solaris7.com/thread/shogun-iic/</link>
    </item>
    <item>
      <title>Uziel UZL-4S</title>
      <description>&lt;pre&gt;Uziel UZL-4S&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/14/Uziel.gif?timestamp=20150201203158" alt="" width="500" height="538"&gt;&#xD;
Mass: 50 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Experimental Tech&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-E-A&#xD;
Production Year: 3070&#xD;
Dry Cost: 10,752,000 C-Bills&#xD;
Total Cost: 10,779,000 C-Bills&#xD;
Battle Value: 1,564&#xD;
&#xD;
Chassis: Foundation E50 Endo-Steel&#xD;
Power Plant: GM 300 Fusion XL Engine&#xD;
Walking Speed: 64.8 km/h&#xD;
Maximum Speed: 97.2 km/h&#xD;
Jump Jets: Rawlings 50&#xD;
    Jump Capacity: 180 meters&#xD;
Armor: Durallex Lite-R Light Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    2 Defiance 250 Light PPC + PPC Capacitors&#xD;
    2 Defiance Model XII ER Medium Lasers&#xD;
    1 Harvester 20K SRM-6&#xD;
    1 Defiance D5S Small Pulse Laser&#xD;
    1 Norse Guardian ECM Suite&#xD;
Manufacturer: Defiance Industries&#xD;
    Primary Factory: Furillo&#xD;
Communications System: Neil 6000-g&#xD;
Targeting and Tracking System: RCA Instatrac Mark XXII&#xD;
&#xD;
Overview:&#xD;
Created during the early years of the era known as the "Wobbie Temper Tantrum", &#xD;
the Uziel UZL-4S was an attempt to improve on the aspects of the UZL-2S with &#xD;
newly discovered and experimental technologies.  First produced in 3070, the &#xD;
Uziel UZL-4S would soon see widespread use in the LAAF and AFFS, as well as the &#xD;
mercenaries and other allies that support them.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Just like the UZL-2S that it was based on, the Uziel UZL-4S was designed to be &#xD;
a hard-hitting striker/reconnaisance unit.  The weapons system was overhauled, &#xD;
with only the Harvester 20K SRM-6 launcher being retained, albeit with its &#xD;
ammuntion now CASE-protected.  The arm-mounted PPCs were replaced with Defiance &#xD;
250 Light PPCs, with both coupled with a PPC Capacitor; this allows the UZL-4S &#xD;
to match the arm-mounted firepower of the UZL-2S.  Close-range firepower was &#xD;
further improved, with the addition of a Defiance Model XII ER Medium Laser in &#xD;
each side torso, while a Defiance D5S Small Pulse Laser mounted on the mech's &#xD;
"chin"(head) is intended to deal with enemy infantry/battlearmor.  An &#xD;
additional double heat sink was also squeezed in, increasing the total amount &#xD;
of double heat sinks to twelve.&#xD;
&#xD;
&#xD;
In terms of protection, the armor has been replaced with ten tons of Durallex &#xD;
Lite-R Light Ferro-Fibrous, giving the Uziel a much thicker skin.  Besides &#xD;
improved armor, the UZL-4S also has Guardian ECM Suite, which provides &#xD;
protection against enemy electronics, as well as an effective counter to the &#xD;
Blakists' heavy C3 network use. &#xD;
&#xD;
&#xD;
Deployment:&#xD;
As mentioned earlier, the Uziel UZL-4S is primarily deployed by the forces of &#xD;
the LAAF and the AFFS.  Other notable forces that had deployed this battlemech &#xD;
model include the Wolf's Dragoons, the Kell Hounds, and surprisingly, Clan &#xD;
Wolf-in-Exile.&#xD;
&#xD;
&#xD;
Variants:&#xD;
UZL-4SA - this sub-variant of the UZL-4S swaps the Guardian ECM Suite for a &#xD;
Beagle Active Probe.&#xD;
&#xD;
&#xD;
&#xD;
UZL-4SW- a unique sub-variant only seen in Clan Wolf-in-Exile, this version &#xD;
replaces all of the weapons.  Each arm now has an Clan-spec ER Large Laser for &#xD;
long-range combat, while each side torso has an Clan-spec ER Medium Laser and a &#xD;
Micro Pulse Laser, while a Clan-spec Streak SRM-6 launcher replaces the &#xD;
original SRM-6 launcher.  The  Guardian ECM Suite was also dropped, and &#xD;
replaced with an experimental Watchdog System.&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-06-13T18:06:09.3070000</pubDate>
      <link>http://solaris7.com/thread/uziel-uzl-4s/</link>
    </item>
    <item>
      <title>Princely Products for your Personal, potential power- Prince's Designs megathread</title>
      <description>&lt;p&gt;I'm not a fan of cluttering up the forum with custom designs, so until Skyhigh gets some kind of armory system working I'm going to dump all my concepts into this one thread.&lt;/p&gt;&#xD;
&lt;p&gt;First off, who doesn't love an Atlas? Nobody, that's who! But what could be better than an Atlas? Why, an Atlas that can actually fire past ~270 meters!&lt;/p&gt;&#xD;
&lt;p&gt;I designed this initially to fit the Active Probe onto a command 'mech- outside of fluff reasons, in advanced rulesets it gives your commander bonuses against aircraft. With much further ranges and more overall damage, I really think until the advent of MMLs or experimental tech that this is the better Atlas you can make.&lt;/p&gt;&#xD;
&lt;pre&gt;Atlas AS9-D&lt;br&gt;&lt;br&gt;Mass: 100 tons&lt;br&gt;Tech Base: Inner Sphere&lt;br&gt;Chassis Config: Biped&lt;br&gt;Rules Level: Tournament Legal&lt;br&gt;Era: Clan Invasion&lt;br&gt;Tech Rating/Era Availability: E/X-X-E-A&lt;br&gt;Production Year: 3070&lt;br&gt;Cost: 11,218,000 C-Bills&lt;br&gt;Battle Value: 2,221&lt;br&gt;&lt;br&gt;Chassis: Unknown Endo-Steel&lt;br&gt;Power Plant: Unknown 300 Fusion Engine&lt;br&gt;Walking Speed: 32.4 km/h&lt;br&gt;Maximum Speed: 54.0 km/h&lt;br&gt;Jump Jets: None&lt;br&gt;    Jump Capacity: 0 meters&lt;br&gt;Armor: Unknown Standard Armor w/ CASE&lt;br&gt;Armament:&lt;br&gt;    1  LRM-20&lt;br&gt;    2  PPCs&lt;br&gt;    1  LB 10-X AC&lt;br&gt;    1  SRM-6&lt;br&gt;    2  Medium Lasers&lt;br&gt;    1  Beagle Active Probe&lt;br&gt;Manufacturer: Unknown&lt;br&gt;    Primary Factory: Unknown&lt;br&gt;Communications System: Unknown&lt;br&gt;Targeting and Tracking System: Unknown&lt;br&gt;&lt;br&gt;================================================================================&lt;br&gt;Equipment           Type                         Rating                   Mass  &lt;br&gt;--------------------------------------------------------------------------------&lt;br&gt;Internal Structure: Endo-Steel                   152 points                5.00&lt;br&gt;    Internal Locations: 5 LA, 5 RA, 2 LL, 2 RL&lt;br&gt;Engine:             Fusion Engine                300                      19.00&lt;br&gt;    Walking MP: 3&lt;br&gt;    Running MP: 5&lt;br&gt;    Jumping MP: 0 &lt;br&gt;Heat Sinks:         Double Heat Sink             13(26)                    3.00&lt;br&gt;    Heat Sink Locations: 1 RT&lt;br&gt;Gyro:               Standard                                               3.00&lt;br&gt;Cockpit:            Standard                                               3.00&lt;br&gt;    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H&lt;br&gt;Armor:              Standard Armor               AV - 307                 19.50&lt;br&gt;    CASE Locations: 1 LT, 1 RT                                             1.00&lt;br&gt;&lt;br&gt;                                                      Internal       Armor      &lt;br&gt;                                                      Structure      Factor     &lt;br&gt;                                                Head     3            9         &lt;br&gt;                                        Center Torso     31           47        &lt;br&gt;                                 Center Torso (rear)                  15        &lt;br&gt;                                           L/R Torso     21           32        &lt;br&gt;                                    L/R Torso (rear)                  10        &lt;br&gt;                                             L/R Arm     17           34        &lt;br&gt;                                             L/R Leg     21           42        &lt;br&gt;&lt;br&gt;================================================================================&lt;br&gt;Equipment                                 Location    Heat    Critical    Mass  &lt;br&gt;--------------------------------------------------------------------------------&lt;br&gt;(R) Medium Laser                             HD        3         1         1.00&lt;br&gt;Beagle Active Probe                          CT        0         2         1.50&lt;br&gt;LB 10-X AC                                   RT        2         6        11.00&lt;br&gt;(R) Medium Laser                             LT        3         1         1.00&lt;br&gt;LRM-20                                       LT        6         5        10.00&lt;br&gt;SRM-6                                        LT        4         2         3.00&lt;br&gt;PPC                                          RA        10        3         7.00&lt;br&gt;PPC                                          LA        10        3         7.00&lt;br&gt;@LB 10-X (Cluster) (10)                      RT        -         1         1.00&lt;br&gt;@LB 10-X (Slug) (10)                         RT        -         1         1.00&lt;br&gt;@LRM-20 (12)                                 LT        -         2         2.00&lt;br&gt;@SRM-6 (15)                                  LT        -         1         1.00&lt;br&gt;                                            Free Critical Slots: 0&lt;br&gt;&lt;br&gt;BattleForce Statistics&lt;br&gt;MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 22&lt;br&gt;3          4       4       4       0      4     0   Structure:  8&lt;br&gt;Special Abilities: PRB, RCN, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/pre&gt;</description>
      <pubDate>2018-05-14T16:42:13.7200000</pubDate>
      <link>http://solaris7.com/thread/princely-products-for-your-personal-potential-power-prince-s-designs-megathread/</link>
    </item>
    <item>
      <title>Whitworth WTH-2K (my first attempt at a Whitworth)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Whitworth WTH-2K&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/3/34/3025_Whitworth1.jpg?timestamp=20061004034150" alt="" width="235" height="400"&gt;&lt;br&gt;&#xD;
Mass: 40 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Experimental Tech&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3071&#xD;
Dry Cost: 4,044,133 C-Bills&#xD;
Total Cost: 4,101,133 C-Bills&#xD;
Battle Value: 1,108&#xD;
&#xD;
Chassis: Whitworth Type 1 Endo-Steel&#xD;
Power Plant: LTV 160 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: Whitworth Jetlift&#xD;
    Jump Capacity: 120 meters&#xD;
Armor: Durallex Light Standard Armor w/ CASE&#xD;
Armament:&#xD;
    2 Lord's Light 4 Light PPC + PPC Capacitors&#xD;
    1 Diverse Optics ER Medium Laser&#xD;
    2 Shigunga Multiple-Missile Launch Series-5 MML-5s&#xD;
Manufacturer: Whitworth Specialty Manufacturing&#xD;
    Primary Factory: Benjamin&#xD;
Communications System: Garret T14&#xD;
Targeting and Tracking System: Garret D2j&#xD;
&#xD;
Overview:&#xD;
Ever since its founding, the Whitworth Specialty Manufacturing was primarily &#xD;
focused on developing upgrades on the much-maligned Whitworth battlemech.  &#xD;
Despite their best efforts, none of the upgrades developed have improved the &#xD;
Whitworth's reputation in the eyes of many Mechwarriors.  Still, the company &#xD;
perservered in their efforts, resulting in a variant known as the WTH-2K &#xD;
Whitworth, which made its debut in 3071.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
The WTH-2K variant of the Whitworth was primarily inspired by the WTH-1S and &#xD;
the WTH-K  models.  This variant utilizes the same Endo-Steel Internal &#xD;
Structure like the WTH-K, but drops the improved jump jets in favor of the &#xD;
original Jetlift versions.  In terms of armament, each arm is fitted with a &#xD;
Lord's Light 4 model Light PPC that's coupled with a PPC Capacitor, providing &#xD;
the 'mech with stronger direct-fire capabilities.  These are supported by an &#xD;
MML-5 launcher in each side torso, supplied with a ton of LRM ammo and one ton &#xD;
of SRM ammo. Rounding out the armament is a head-mounted Diverse Optics ER &#xD;
Medium Laser.  The WTH-2K has ten double heat sinks to dissipate waste heat, &#xD;
while CASE in each side torso improves protection against ammo explosions, &#xD;
although this required the use of XL Gyro in order to free up the necessary &#xD;
tonnage.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
So far, only the DCMS makes use of this Whitworth variant.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                    67 points                2.00&#xD;
    Internal Locations: 1 LT, 1 RT, 6 LA, 6 RA&#xD;
Engine:             Fusion Engine                160                       6.00&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 4 Standard&#xD;
    Jump Jet Locations: 2 LL, 2 RL                                         2.00&#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
    Heat Sink Locations: 2 LT, 2 RT&#xD;
Gyro:               XL                                                     1.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 128                  8.00&#xD;
    CASE Locations: 1 LT, 1 RT                                             1.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     12           17        &#xD;
                                 Center Torso (rear)                  6         &#xD;
                                           L/R Torso     10           15        &#xD;
                                    L/R Torso (rear)                  5         &#xD;
                                             L/R Arm     6            12        &#xD;
                                             L/R Leg     10           16        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Light PPC + PPC Capacitor                    RA        10        2         3.00&#xD;
    Light PPC + PPC Capacitor                RA        5*        1         1.00&#xD;
Light PPC + PPC Capacitor                    LA        10        2         3.00&#xD;
    Light PPC + PPC Capacitor                LA        5*        1         1.00&#xD;
MML-5                                        RT        3         3         3.00&#xD;
MML-5                                        LT        3         3         3.00&#xD;
ER Medium Laser                              HD        5         1         1.00&#xD;
@MML-5 (SRM) (20)                            RT        -         1         1.00&#xD;
@MML-5 (LRM) (24)                            LT        -         1         1.00&#xD;
                                            Free Critical Slots: 0&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 11&#xD;
4j         2       2       2       0      2     1   Structure:  3&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2020-05-06T02:21:25.4300000</pubDate>
      <link>http://solaris7.com/thread/whitworth-wth-2k-my-first-attempt-at-a-whitworth/</link>
    </item>
    <item>
      <title>Alternate Timeline</title>
      <description>&lt;p&gt;Does anyone have any of the designs that were posted by another member(I can not recall the name, it was his designs that sparked an idea for a megamek server on that theme) and myself for an alternate timeline where clan tech was never invented, but still they still returned with IS experimental and advanced tech? I must have done a lot of those designs in HMP which I lost due to HD crash many years ago.&lt;/p&gt;</description>
      <pubDate>2020-04-17T03:29:04.6070000</pubDate>
      <link>http://solaris7.com/thread/alternate-timeline/</link>
    </item>
    <item>
      <title>LosTech custom weapons</title>
      <description>&lt;p&gt;So...&amp;nbsp; I'm after Lostech.&lt;br&gt;&lt;br&gt;One of the discussions near the end of the previous Solaris 7 was a custom weapons thread.&lt;br&gt;&lt;br&gt;I have some names of systems,&amp;nbsp; I even have some stats in terms of tonnage and crits.&amp;nbsp; I'm missing rules.&lt;br&gt;&lt;br&gt;And the system I really want to recover is a rotary laser system.&amp;nbsp; Lonely Coyote was the author before he passed.&lt;br&gt;&lt;br&gt;There were 3 sizes of the system,&amp;nbsp; One of them was 5 tons and 2 crits.&amp;nbsp; Possibly it was a Rotary Laser -3. &amp;nbsp; It was a hybrid energy/ammo weapon.&lt;br&gt;&lt;br&gt;Other names or systems I've pulled out of an old file I was working on are:&lt;br&gt;&lt;br&gt;Gauss enhanced Narc Launcher.&amp;nbsp; I think it was just supposed to fire beacons to longer ranges.&lt;br&gt;Weighted 10 tons and 6 crits...&amp;nbsp; So it probably did a bit more then just that.&lt;br&gt;&lt;br&gt;Megaton Cannon.&amp;nbsp; A system that linked medium lasers so they all hit the same spot.&lt;br&gt;4 tons and 3 crits for a 15 damage version.&lt;br&gt;&lt;br&gt;Weapon Clamps.&amp;nbsp; 2 tons. 2 Crits.&amp;nbsp; I think they're supposed to allow hand held weapons to be carried without interfering with the other weapon systems on the mech.&amp;nbsp; Or something like that.&amp;nbsp;&amp;nbsp; Old memories tell me there was supposed to be an artillery pod that goes with it.&lt;br&gt;&lt;br&gt;Other things that I don't think were part of the original thread.&lt;br&gt;Mech Periscope.&amp;nbsp; 1 ton 1 crit.&amp;nbsp; Acts as a mast mount so a mech can see over things and spot for its own indirect fire.&lt;br&gt;&lt;br&gt;Smoke Generator.&amp;nbsp; Create a patch of smoke where you're standing now.&lt;br&gt;&lt;br&gt;Then I have to wonder why past me decided I needed 8 tons of arrow IV ammo for 1 arrow IV.&amp;nbsp; I mean, I'm not wrong, but it is a bit much as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;In any case,&amp;nbsp; Does anyone have old memories to help fill in the blanks?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>2020-04-12T12:23:46.2170000</pubDate>
      <link>http://solaris7.com/thread/lostech-custom-weapons/</link>
    </item>
    <item>
      <title>Warships and Areotech musings</title>
      <description>&lt;p&gt;Anons on the /btg/ boards turned me onto the fact that MegaMekLab now supports warships and nearly every kind of unit creator- my use of the program has pretty much only been aerotech, though it's quickly displacing SSW (end of an era...) for many in the fandom.&lt;/p&gt;&#xD;
&lt;p&gt;I didn't just start making ships either- I started poking through 3057 upgrade and the JHS: Terra listings for ships to modify in "sensible" and unique ways, mostly based around how the description of subcaps states it's another star league idea that was never followed through on (LIKE EVERYTHING ELSE IN-UNIVERSE) or how the Word might have redesigned the warships they used if they had the time and ability to.&lt;/p&gt;&#xD;
&lt;p&gt;Make a note tho- MML is not perfect. It didn't list the total number of heat sinks on most of my creations, so be forewarned you gotta export to text with MML still open and double-check everything; I only just realized like, 10 ships later &lt;img src="/content/images/emoticons/facebook-frown-emoticon.png" alt="" class="emoticon" /&gt;.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2020-04-09T17:47:44.2570000</pubDate>
      <link>http://solaris7.com/thread/warships-and-areotech-musings/</link>
    </item>
    <item>
      <title>Night Gyr (AA)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Night Gyr (AA)&lt;/strong&gt; &lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/f/fb/MWO_Night_Gyr.png?timestamp=20180121144457" alt="" width="300" height="300"&gt;&lt;br&gt;&lt;/span&gt;&lt;/pre&gt;&#xD;
&lt;pre&gt;Mass: 75 tons&lt;br&gt;Tech Base: Clan&lt;br&gt;Chassis Config: Biped Omnimech&lt;br&gt;Rules Level: Tournament Legal&lt;br&gt;Era: Clan Invasion&lt;br&gt;Tech Rating/Era Availability: F/X-X-E-A&lt;br&gt;Production Year: 3054&lt;br&gt;Dry Cost: 17,892,656 C-Bills&lt;br&gt;Total Cost: 17,892,656 C-Bills&lt;br&gt;Battle Value: 962&lt;/pre&gt;&#xD;
&lt;pre&gt;Chassis: JF 7 Light Endo-Steel&lt;br&gt;Power Plant: 300 JF 300 Fusion XL Engine&lt;br&gt;Walking Speed: 43.2 km/h&lt;br&gt;Maximum Speed: 64.8 km/h&lt;br&gt;Jump Jets: JF Standard&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 120 meters&lt;br&gt;Armor: Compound JF Ferro-Fibrous&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 38.0 tons of pod space.&lt;br&gt;Manufacturer: Ironhold Gamma Complex&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Ironhold&lt;br&gt;Communications System: JF 3048 Series II&lt;br&gt;Targeting and Tracking System: Ironhold Mk II&lt;/pre&gt;&#xD;
&lt;pre&gt;Overview:&lt;br&gt;After being reactivated in 3055 following a three-year rebuild, the ELH's 71st &lt;br&gt;Light Horse Regiment found themselves facing their first test a month later, &lt;br&gt;when they faced off against a Clan Jade Falcon raiding force.&amp;nbsp; Not only did the &lt;br&gt;71st respulsed the enemy raid, but also captured a rare Night Gyr Omnimech as a &lt;br&gt;result of their successful defence.&amp;nbsp; After successfully repairing the captured &lt;br&gt;'mech, the 71st Light Horse modified the Night Gyr's loadout, resulting in a &lt;br&gt;custom configuration known as "AA".&lt;/pre&gt;&#xD;
&lt;pre&gt;&lt;br&gt;Capabilities:&lt;br&gt;The Night Gyr AA was armed in the same vein as the Rifleman II, with each arm &lt;br&gt;carrying an LB 10-X Autocannon and a Large Pulse Laser, backed up by an ER &lt;br&gt;Medium Laser in each side torso.&amp;nbsp; This weapons configuration made this specific &lt;br&gt;Night Gyr fairly effective against enemy aircraft, although it could hold its &lt;br&gt;own against enemy 'mechs as well.&amp;nbsp; If there is a limitation with this design, &lt;br&gt;it is that the base 12 double sinks can only dissipate so much waste heat, &lt;br&gt;requiring the pilot to keep an eye on the heat gauge.&lt;/pre&gt;&#xD;
&lt;pre&gt;&lt;br&gt;Deployment:&lt;br&gt;The Night Gyr AA would be deployed primarily by the 71st Light Horse Regiment, &lt;br&gt;where it proved its worth, and after three years of fending off the Jade Falcon &lt;br&gt;raids, the 71st managed to recover three more Night Gyr Omnimechs.&amp;nbsp; By the time &lt;br&gt;the 71st Light Horse Regiment fought against the Jade Falcons in Coventry in &lt;br&gt;3058, the ELH unit managed to field a lance consisting of nothing but Night Gyr &lt;br&gt;AA 'mechs.&lt;/pre&gt;</description>
      <pubDate>2020-03-22T19:40:15.4630000</pubDate>
      <link>http://solaris7.com/thread/night-gyr-aa/</link>
    </item>
    <item>
      <title>Nevlaa (Clan Mongoose battlemech)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Nevlaa&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/12/Guillotineiic.jpg?timestamp=20101224141751" alt="" width="300" height="314"&gt;&lt;/strong&gt;&lt;/span&gt;&#xD;
&#xD;
Mass: 55 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 2860 - 2868&#xD;
Dry Cost: 5,952,517 C-Bills&#xD;
Total Cost: 5,979,517 C-Bills&#xD;
Battle Value: 2,704&#xD;
&#xD;
Chassis: Series V Endo-Steel&#xD;
Power Plant: RFUM  275 Fusion Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: Standart&#xD;
    Jump Capacity: 150 meters&#xD;
Armor: Compound Delta Ferro-Fibrous&#xD;
Armament:&#xD;
    1 Mk. XVII ER PPC&#xD;
    4 Series 1 Mk. 3	 ER Medium Lasers&#xD;
    1 Clan Series 4d SRM-6&#xD;
Manufacturer: Cudahy Assembly Plants Delta&#xD;
    Primary Factory: Circe&#xD;
Communications System: Block 7 TRACONM&#xD;
Targeting and Tracking System: TRTTS-X Mk. II&#xD;
&#xD;
Overview:&#xD;
Named after the Punjabi term for the Indian gray mongoose, the Nevlaa was a &#xD;
medium-class battlemech that served in the front-line forces of the Clan &#xD;
Mongoose touman despite being a non-Omnimech design.  The Nevlaa was first &#xD;
deployed in 2860, and was notable for being the first 'mech to make use of the &#xD;
"Targeting Computer" Technology.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Weighing at 55-tons, the Nevlaa stands at the top end of the medium-class &#xD;
scale.  The battlmech is fairly robust in terms of design and cost, as the only &#xD;
weight savings materials used are the Endo-Steel chassis and 9.5 tons of &#xD;
Ferro-Fibrous Armor for protection.  The 275-rated Standard Fusion Engine &#xD;
provides a top speed of 86.4 km/h, with the mobility further augmented by five &#xD;
jump jets.&#xD;
&#xD;
&#xD;
Primarily inspired by the Guillotine battlemech, the Nevlaa has a Clan Mk. XVII &#xD;
ER PPC on its left arm, supported by four ER Medium Lasers, all of them Series &#xD;
1 Mk. 3 models; one is mounted in each side torso, while two of them are &#xD;
mounted on the right arm.  A Clan Series 4d SRM-6 launcher rounds out the &#xD;
armament, intended for breaching any holes created by the energy weapons.  &#xD;
Fourteen double heat sinks provide respectable heat dissipation, although not &#xD;
optimal enough to allow for firing all of the weapons at once.  Finally, a &#xD;
two-ton Targeting Computer, the first of its kind, is tied to the direct-fire &#xD;
weapons, significantly increasing the accuracy, as well as lethality of all &#xD;
those weapons.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The Nevlaa was initially only deployed by Clan Mongoose, although it soon &#xD;
spread to other Clans.  After Clan Mongoose was absorbed by Clan Smoke Jaguar &#xD;
in 2868, production of the Nevlaa ceased.&#xD;
&#xD;
&#xD;
Only the touman of Clan Mongoose utilized the Nevlaa in front-line combat; the &#xD;
other Clans only relegated the battlemech to either second-line or garrison &#xD;
forces.  After the demise of Clan Mongoose, most of the Nevlaa battlemechs &#xD;
would end up being mothballed.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                    91 points                3.00&#xD;
    Internal Locations: 1 HD, 3 LT, 3 RT&#xD;
Engine:             Fusion Engine                275                      15.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 5 Standard&#xD;
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   2.50&#xD;
Heat Sinks:         Double Heat Sink             14(28)                    4.00&#xD;
    Heat Sink Locations: 1 LT, 2 RT&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Ferro-Fibrous                AV - 182                  9.50&#xD;
    Armor Locations: 4 LT, 3 RT&#xD;
    CASE Locations: RT                                                     0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     18           25        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     13           16        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     9            18        &#xD;
                                             L/R Leg     13           25        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
2 ER Medium Lasers                           RA        10        2         2.00&#xD;
ER PPC                                       LA        15        2         6.00&#xD;
ER Medium Laser                              RT        5         1         1.00&#xD;
ER Medium Laser                              LT        5         1         1.00&#xD;
Targeting Computer                           LT        -         2         2.00&#xD;
SRM-6                                        CT        4         1         1.50&#xD;
@SRM-6 (15)                                  RT        -         1         1.00&#xD;
                                            Free Critical Slots: 14&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 27&#xD;
5j         4       4       2       0      2     2   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2020-01-05T08:09:34.4100000</pubDate>
      <link>http://solaris7.com/thread/nevlaa-clan-mongoose-battlemech/</link>
    </item>
    <item>
      <title>Protomechs!</title>
      <description>&lt;p&gt;Man, ultraheavy protos are complete BS. Allow me to show you why!&lt;/p&gt;&#xD;
&lt;pre&gt;Svartalfa 3 Superheavy Protomech &lt;br&gt;Mass: 15 Tons &lt;br&gt;Chassis: Glider &lt;br&gt;Power Plant: 105 Fusion &lt;br&gt;Cruising Speed: 6 kph &lt;br&gt;Maximum Speed: 9 kph &lt;br&gt;Jump Jets: None &lt;br&gt;    Jump Jet Capacity: 0 meters &lt;br&gt;Armor: Standard Proto armor &lt;br&gt;Armament: &lt;br&gt;Manufacturer: Unknown &lt;br&gt;Primary Factory: Unknown &lt;br&gt;Communications System: Unknown &lt;br&gt;Targeting and Tracking System: Unknown &lt;br&gt;&lt;br&gt; &lt;br&gt;The Svartalfa 3 is the product of Clan Hell's Horses salvaging and taking back several Sprite protomechs, mainly the Sprite 1 and 2.&lt;br&gt;The Sprite 2 is fantasticly powerful, but the Hell's Horses knew that such a tainted design would not show well with the clan. The Svartalfa&lt;br&gt;Came from this problem- origionally, it was merely a Sprite that was visually redesigned.&lt;br&gt;&lt;br&gt;The Svartalfa 3 took the longest to design, simply because of balancing problems witth flight and the weight of the gun. Hells horses &lt;br&gt;wanted a glider not only because tthey could use the same chassis- it also made tactical sense, as it allowed fire from all angles without&lt;br&gt;worry aboutt intervening terrain as well as impressive speed. Notably, it uses a larger engine and very specific armor loads- it can still&lt;br&gt;fly after some successful hits from flak, and its armor is made to take specific hits from HAG20s which are becoming commonplace.&lt;br&gt; &lt;br&gt; &lt;br&gt;Type: Svartalfa 3 (Glider) &lt;br&gt;Technology Base: Clan (Wars of Reaving) &lt;br&gt;Tonnage: 15 &lt;br&gt;Battle Value: Incomplete &lt;br&gt; &lt;br&gt;Equipment:                        Mass &lt;br&gt;Internal Structure:                1500 KG &lt;br&gt;Engine:               105           3500 KG &lt;br&gt;     Walking MP:      1 &lt;br&gt;     Running MP:      0 &lt;br&gt;     WiGE Cruise MP:  6 &lt;br&gt;     WiGE Flank MP:   9 &lt;br&gt;Heat Sinks:           12          3000 KG  &lt;br&gt;Cockpit:                          750 KG  &lt;br&gt;Armor Factor:         45          2250 KG  &lt;br&gt;                Internal       Armor &lt;br&gt;                Structure      Value &lt;br&gt;   Head            4             5  &lt;br&gt;   Torso           15             15  &lt;br&gt;   R/L Arm       4/4          5/5 &lt;br&gt;   Legs            8             10  &lt;br&gt;   Main Gun        2             5  &lt;br&gt;&lt;br&gt;&lt;br&gt;All Weapons and Ammo    Location    Mass(KG) &lt;br&gt;ER Large Laser(1)                      MG          4000   &lt;/pre&gt;</description>
      <pubDate>2018-01-20T23:58:37.8630000</pubDate>
      <link>http://solaris7.com/thread/protomechs/</link>
    </item>
    <item>
      <title>Handheld Weapon Rules questions</title>
      <description>&lt;p&gt;I'm trying to build an updated version of the &lt;em&gt;Quickdraw&lt;/em&gt; QKD-8X- the one that carries handheld weapons and a head turret- to improve it's cheap cousin, the -8P. I've been staring at the rules in Total Warfare and Tactical Operations, and while I &lt;strong&gt;think&lt;/strong&gt; I understand them I want to get another opinion (HACK COUGH Thunder CHOUGH) on this.&lt;/p&gt;&#xD;
&lt;ul&gt;&#xD;
&lt;li&gt;Lift Hoists allow a 'mech to carry half it's weight in something externally, and suffer no movement penalty up to half their tonnage. So this &lt;em&gt;Quickdraw&lt;/em&gt; can carry a second handheld "gun" on it's back per pg.137 in Total Warfare.&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;Here's the problem:&lt;/p&gt;&#xD;
&lt;ul&gt;&#xD;
&lt;li&gt;The Cargo Carrier rules on pg.261 are poorly written (this is a 2006 edition, meaning there's been some updates since) and imply that the gun is considered "cargo" no matter what, meaning that the &lt;em&gt;Quickdraw &lt;/em&gt;can either &lt;strong&gt;drop&lt;/strong&gt; the cargo or &lt;strong&gt;unload&lt;/strong&gt; the cargo if this is the case.&lt;/li&gt;&#xD;
&lt;li&gt;The "&lt;strong&gt;Carrying vs. Loading or Unloading Cargo&lt;/strong&gt;" rules on pg. 137 implies that cargo can be picked up &lt;strong&gt;AND&lt;/strong&gt; put down in a single turn: "&lt;em&gt;if a unit simply carries cargo in the lift hoists, as opposed to loading or unloading it into cargo bays, the unit can lift or set down it's cargo in a single turn, though all the rules for cargo carries still apply&lt;/em&gt;".&lt;/li&gt;&#xD;
&lt;li&gt;However, those rules on Pg.261 state that &lt;strong&gt;Dropping&lt;/strong&gt; cargo is all the unit can do- it costs 1MP and has a 1/2 chance of &lt;strong&gt;destroying&lt;/strong&gt; the cargo being ditched.&lt;/li&gt;&#xD;
&lt;li&gt;If &lt;strong&gt;Loading&lt;/strong&gt;, it has to spend a full turn without firing in it's hex for each 20 tons of item (gun) weight to unload/load a different one.&lt;/li&gt;&#xD;
&lt;li&gt;There are no specific rules for picking up Handhelds. Tac Ops says nothing but "&lt;em&gt;Handheld weapons can be picked up or dropped during the End Phase of any turn."&lt;/em&gt; on pg. 316.&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;So for the 'mech, here's the question and issue. The lift hoist allows it to carry something up to 30 tons in weight, and here would allow the &lt;em&gt;Quickdraw&lt;/em&gt; to carry a spare gun on it's back. If it wants to swap to it's other gun, it must first:&lt;/p&gt;&#xD;
&lt;p&gt;1. Decide whether it will &lt;strong&gt;Drop&lt;/strong&gt; it's handheld, which will cost all of 1MP but has a 1 in 2 chance of destroying it irregardless of armor, &lt;em&gt;OR&lt;/em&gt; &lt;strong&gt;Unload &lt;/strong&gt;it's handheld, which will force it to expend a turn not firing whilst placing it gently on the ground. &lt;span style="text-decoration: underline;"&gt;We will assume this takes a full turn.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;2. Next turn, it moves to another hex and still has 1MP to expend. It can either &lt;strong&gt;Drop&lt;/strong&gt; the gun on it's back- again a 1 in 2 chance of destroying it but would &lt;span style="text-decoration: underline;"&gt;allow it to shoot&lt;/span&gt;- &lt;em&gt;OR &lt;/em&gt;&lt;strong&gt;Unload &lt;/strong&gt;the gun, which takes the rest of the &lt;strong&gt;Movement Phase.&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;The picking up of handhelds is considered to be in the &lt;strong&gt;end phase&lt;/strong&gt; for Tactical Operations, so as far as I can tell in the second turn the Battlemech picks up the handheld and is ready to use it by turn 3. Am I reading this properly? And since this is using Tac Ops rules by its very nature, wouldn't dropping the handheld also risk damaging it instead of destroying it on the standard 1/10th the weight rules? &lt;/p&gt;</description>
      <pubDate>2020-01-21T16:49:34.4330000</pubDate>
      <link>http://solaris7.com/thread/handheld-weapon-rules-questions/</link>
    </item>
    <item>
      <title>Nightstar NSR-9FS</title>
      <description>&lt;pre&gt;&lt;strong&gt;Nightstar NSR-9FS&lt;br&gt;&lt;/strong&gt;&lt;img src="https://cfw.sarna.net/wiki/images/d/de/MWO_Nightstar.png?timestamp=20180121134458" alt="" width="300" height="300"&gt;&lt;br&gt;&#xD;
Mass: 95 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3059&#xD;
Dry Cost: 10,313,940 C-Bills&#xD;
Total Cost: 10,413,940 C-Bills&#xD;
Battle Value: 2,605&#xD;
&#xD;
Chassis: Norse-GM HeavyTRQ Mk. II Endo-Steel&#xD;
Power Plant: Pitban 285 Fusion Engine&#xD;
Walking Speed: 32.4 km/h&#xD;
Maximum Speed: 54.0 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Kallon Royalstar Heavy Type K Standard Armor w/ CASE&#xD;
Armament:&#xD;
    2 Poland Main Model A Gauss Rifles&#xD;
    1 Johnston High Speed ER PPC&#xD;
    3 BrightBloom ER Medium Lasers&#xD;
    1 Garret-Guardian Interface 2B Guardian ECM Suite&#xD;
Manufacturer: General Motors&#xD;
    Primary Factory: Kathil&#xD;
Communications System: Tek BattleCom&#xD;
Targeting and Tracking System: DLK Type Phased Array Sensors&#xD;
&#xD;
Overview:&#xD;
The 2767 genesis of the Nightstar lies in the Amaris Civil War, when it was &#xD;
noticed that unit commanders, most of whom were piloting Marauder BattleMechs, &#xD;
were being targeted by troops loyal to Stefan Amaris. The 'Mech itself was only &#xD;
produced until the first year of the First Succession War, 2786, when both of &#xD;
the factories and engineers capable of producing the Nightstar were destroyed &#xD;
or killed - the Norse-Storm factory was savaged in a Marik raid, while the &#xD;
General Motors engineers on Kathil died in a freak accident.  About two hundred &#xD;
and fifty years later, both GM and Norse-Storm restarted production of the &#xD;
Nightstar; besides the primary NSR-9J model, both companies created their own &#xD;
unique variants of the Nightstar battlemech.&#xD;
&#xD;
In GM's case, besides the more mobile NSR-9FC, the company also created another &#xD;
AFFS-exclusive variant of the Nightstar; the NSR-9FS.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Created in 3059, the NSR-9FS was intended to be a more rugged variant of the &#xD;
Nightstar, and as a result, utilizes a 285-rated Standard Fusion Engine instead &#xD;
of the more fragile XL Engine.  However, the NSR-9FS was built with a lighter &#xD;
Endo-Steel chassis, thus saving some weight.&#xD;
&#xD;
In terms of weaponry, the NSR-9FS has a Poland Main Model A Gauss Rifle  on &#xD;
each arm as its main weapons, supplied by five tons of ammunition.  These are &#xD;
backed by a Johnston High Speed ER PPC for long-range combat, and three &#xD;
BrightBloom ER Medium Lasers for close-range combat.  Twelve double heat sinks &#xD;
provide respectable heat dissipation, although repeated alpha-strikes could &#xD;
overtax the cooling system.&#xD;
&#xD;
The Nightstar NSR-9FS has 18 tons of Standard Armor, a half-ton less compared &#xD;
to the other Nightstar variants, but it is still close to the maximum.  Besides &#xD;
armor, the side torsos are also fitted with CASE to counter any blowback from a &#xD;
Gauss Rifle explosion; furthermore, this Nightstar variant  also has a Guardian &#xD;
ECM Suite to counter any enemy electronics.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
As mentioned earlier the NSR-9FS Nightstar variant was primarily limited to &#xD;
AFFS units; however, a surprising majority of them were found in &#xD;
Pro-Victor-aligned Davion units during the FedCom Civil War.&#xD;
&lt;/pre&gt;</description>
      <pubDate>2019-11-24T06:49:00.0430000</pubDate>
      <link>http://solaris7.com/thread/nightstar-nsr-9fs/</link>
    </item>
    <item>
      <title>Beyond TRO:1945 - BattleTech Stats for Real-World Equipment</title>
      <description>&lt;p&gt;TRO:1945 provided quite a good amount of material to work with in regards to historical equipment. However, there was so much more materiel in WWII than was shown in the TRO, especially in regards to the naval conflicts that formed the core of the Pacific War. Therefore, I turn to any fans of both BTech and history to help me, essentially, complete the TRO:1945.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;For my first contribution, my grandfather served on the Iowa-class battleship New Jersey. Therefore, I put forward the following stats for her main armament, the 16"/50 Mk. 7 gun, extrapolated from my research into the weapon:&lt;/p&gt;&#xD;
&lt;p id="docs-internal-guid-1711fadf-7fff-e15b-1601-c115ca5210cd" dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;_____&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Weight: 121.5t&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Slots: 120&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Ammunition: 2/3t&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Range: 76 maps&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Damage: 200 in target hex; 100 +1 hex; 50 +2 hexes*&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Targeting Modifier: -1 (Against WWII enemies, only; +2, otherwise)&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Note: Requires 2 turns to reload (Can only fire once every 3 turns)&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
*A thread I had read on the NavWeaps forums mentioned that the HE shells could leave a crater 6 meters deep and possessed a lethal radius of ~75 meters.</description>
      <pubDate>2019-11-19T22:56:04.9600000</pubDate>
      <link>http://solaris7.com/thread/beyond-tro-1945-battletech-stats-for-real-world-equipment/</link>
    </item>
    <item>
      <title>Wheeled Heavy APC HAPC 3070</title>
      <description>&lt;!-- Solaris Armor Works default HTML template --&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Wheeled Heavy APC HAPC 3070&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
&#xD;
&#xD;
Rules Level:&#xD;
Advanced Rules&#xD;
&#xD;
&#xD;
Technology Base:&#xD;
Inner Sphere&#xD;
&#xD;
&#xD;
Chassis Config:&#xD;
Wheeled&#xD;
&#xD;
&#xD;
Production Year:&#xD;
3069&#xD;
&#xD;
&#xD;
Extinct By:&#xD;
Never&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
Chassis:&#xD;
Standard&#xD;
&#xD;
&#xD;
Power Plant:&#xD;
180 Fuel Cell Engine&#xD;
&#xD;
&#xD;
Cruising Speed:&#xD;
108.0 km/h&#xD;
&#xD;
&#xD;
Maximum Speed:&#xD;
162.0 km/h&#xD;
&#xD;
&lt;!--&#xD;
	&lt;tr&gt;&#xD;
		&lt;td&gt;Jump Jets:&lt;/td&gt;&#xD;
		&lt;td&gt;&lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	&lt;tr&gt;&#xD;
		&lt;td&gt;&amp;nbsp&amp;nbsp&amp;nbsp&amp;nbsp Jump Capacity:&lt;/td&gt;&#xD;
		&lt;td&gt;0 meters&lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	--&gt;&#xD;
&#xD;
Armor:&#xD;
Heavy Ferro-Fibrous&#xD;
&#xD;
&#xD;
Armament:&#xD;
&#xD;
&#xD;
&amp;nbsp;1 Small Laser&#xD;
&#xD;
&#xD;
&amp;nbsp;1 Infantry Compartment (3.0 tons)&#xD;
&#xD;
&#xD;
Manufacturer:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Primary Factory:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Communications System:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Targeting and Tracking System:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;Technology Base:&lt;/strong&gt;&#xD;
Inner Sphere&#xD;
&lt;strong&gt; 20.00 tons&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Chassis Config:&#xD;
Wheeled&#xD;
Cost:&#xD;
323,125 C-Bills&#xD;
&#xD;
&#xD;
BV2:&#xD;
201&#xD;
Tech Rating/Era Availability:&#xD;
E/X-X-E-D&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&lt;strong&gt;Equipment&lt;/strong&gt;&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
&lt;strong&gt;Mass&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Internal Structure:&#xD;
Fully Amphibious Standard&#xD;
4.0&#xD;
&#xD;
&#xD;
Engine:&#xD;
180&#xD;
Fuel-Cell Engine&#xD;
8.5&#xD;
&#xD;
&#xD;
Cruise MP:&#xD;
10&#xD;
&#xD;
&#xD;
Flank MP:&#xD;
15&#xD;
&#xD;
&lt;!--&#xD;
	&lt;tr&gt;&#xD;
		&lt;td align="right"&gt;Jumping MP:&lt;/td&gt;&#xD;
		&lt;td colspan="3" align="left"&gt;0 &lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	--&gt;&#xD;
&#xD;
Heat Sinks:&#xD;
1 - Single (1 in engine)&#xD;
0.0&#xD;
&#xD;
&#xD;
Control Equipment:&#xD;
&amp;nbsp;&#xD;
1.0&#xD;
&#xD;
&#xD;
Lift Equipment:&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Power Amplifier:&#xD;
0.50&#xD;
&#xD;
&#xD;
Turret:&#xD;
0.5&#xD;
&#xD;
&#xD;
Armor:&#xD;
39 points - Heavy Ferro-Fibrous&#xD;
2.00&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
Armor&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
Factor&#xD;
&#xD;
&#xD;
Front:&#xD;
&amp;nbsp;&#xD;
10&#xD;
&#xD;
&#xD;
Left/Right:&#xD;
&amp;nbsp;&#xD;
8/8&#xD;
&#xD;
&#xD;
Turret:&#xD;
&amp;nbsp;&#xD;
10&#xD;
&#xD;
&#xD;
Rear:&#xD;
&amp;nbsp;&#xD;
3&#xD;
&#xD;
&#xD;
&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;Weapons and Ammo&lt;/strong&gt;&#xD;
&lt;strong&gt;Location&lt;/strong&gt;&#xD;
&lt;strong&gt;Heat&lt;/strong&gt;&#xD;
&lt;strong&gt;Criticals&lt;/strong&gt;&#xD;
&lt;strong&gt;Tonnage&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Small Laser&#xD;
T&#xD;
1&#xD;
1&#xD;
0.50&#xD;
&#xD;
&#xD;
Infantry Compartment (3.0 tons)&#xD;
BD&#xD;
0&#xD;
3&#xD;
3.00&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;BattleForce Statistics&lt;/strong&gt;&#xD;
&#xD;
&#xD;
MV&#xD;
S (+0)&#xD;
M (+2)&#xD;
L (+4)&#xD;
E (+6)&#xD;
Wt.&#xD;
OV&#xD;
Armor: 1&#xD;
Points: 2&#xD;
&#xD;
&#xD;
10w&#xD;
1&#xD;
0&#xD;
0&#xD;
0&#xD;
1&#xD;
0&#xD;
Structure: 1&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Special Abilities: ENE, EE, TUR(1/0/0)&#xD;
&#xD;
&#xD;
&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-10-18T00:11:01.0030000</pubDate>
      <link>http://solaris7.com/thread/wheeled-heavy-apc-hapc-3070/</link>
    </item>
    <item>
      <title>Hover APC HAPC 3070</title>
      <description>&lt;!-- Solaris Armor Works default HTML template --&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Hover APC HAPC 3070&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Rules Level: Advanced Rules&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Technology Base: Inner Sphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis Config: Hovercraft&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Production Year: 3069&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Extinct By: Never&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis: Flotation Hull&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Power Plant: 60 Fuel Cell Engine&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cruising Speed: 108.0 km/h&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Maximum Speed: 162.0 km/h&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor: Heavy Ferro-Fibrous&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armament:&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;1 Small Laser&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;1 Infantry Compartment (3.0 tons)&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Manufacturer:&amp;nbsp; Innersphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Primary Factory:&amp;nbsp; General&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Communications System:&amp;nbsp; Any&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Targeting and Tracking System:&amp;nbsp; Any&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Technology Base: Inner Sphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;10.00 tons&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis Config: Hovercraft&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cost: 185,625 C-Bills&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;BV2: 122&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Tech Rating/Era Availability: E/X-X-E-D&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Equipment&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Mass&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Internal Structure: Flotation Hull &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Engine: 60 Fuel-Cell Engine &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;2.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cruise MP: 10&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Flank MP: 15&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Heat Sinks: 1 - Single (1 in engine) &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Control Equipment:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.5&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Lift Equipment:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 1.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Power Amplifier:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.5&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor: 29 points - Heavy Ferro-Fibrous&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1.50&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor Factor&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Front:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;7&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Left/Right:&amp;nbsp; &amp;nbsp;6/6&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Turret:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 3&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Rear:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 7&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Weapons and Ammo&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Location&amp;nbsp; &amp;nbsp; &amp;nbsp; Heat&amp;nbsp; &amp;nbsp; Criticals&amp;nbsp; &amp;nbsp; Tonnage&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Small Laser&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;FR&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0.50&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Infantry Compartment (3.0 tons)&amp;nbsp; &amp;nbsp;BD&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;3&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 3.00&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 1 Points: 1 10h 1 0 0 0 1 0 Structure: 1&amp;nbsp; &amp;nbsp;Special Abilities: ENE, EE, TUR()&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;</description>
      <pubDate>2019-10-18T00:28:26.8430000</pubDate>
      <link>http://solaris7.com/thread/hover-apc-hapc-3070/</link>
    </item>
    <item>
      <title>Solaris Skunk Werks 0.7.0 Stable Release</title>
      <description>&lt;p&gt;Solaris Skunk Werks 0.7.0 is out.&lt;/p&gt;&#xD;
&lt;p&gt;You can download the newest version here: &lt;a class="bbc_link" href="https://github.com/Solaris-Skunk-Werks/solarisskunkwerks#solaris-skunk-werks" target="_blank"&gt;https://github.com/Solaris-Skunk-Werks/solarisskunkwerks#solaris-skunk-werks&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;strong&gt;Main Features and fixes:&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;ul class="bbc_list"&gt;&#xD;
&lt;li&gt;Updated for Java 8&lt;/li&gt;&#xD;
&lt;li&gt;Dark Age Availability&lt;/li&gt;&#xD;
&lt;li&gt;Fixed various BV calculation issues (All BV calculations should be correct!)&lt;/li&gt;&#xD;
&lt;li&gt;More detailed BV breakdown&lt;/li&gt;&#xD;
&lt;li&gt;Corrected C-Bill Price Calculations&lt;/li&gt;&#xD;
&lt;li&gt;Shows Ammo cost of current loadout&lt;/li&gt;&#xD;
&lt;li&gt;Improved printing of Shields&lt;/li&gt;&#xD;
&lt;li&gt;Saving and Loading of Super Heavy Vehicles&lt;/li&gt;&#xD;
&lt;li&gt;Now using the modern logo&lt;/li&gt;&#xD;
&lt;li&gt;Fix security vulnerabilities when loading files&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;&lt;br&gt;&lt;strong&gt;Other Bug Fixes&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;ul class="bbc_list"&gt;&#xD;
&lt;li&gt;Would silently fail on opening&lt;/li&gt;&#xD;
&lt;li&gt;Would forget about fixed Case II with Omnimechs&lt;/li&gt;&#xD;
&lt;li&gt;Patchwork Armor would have display issues&lt;/li&gt;&#xD;
&lt;li&gt;Booby trap was not printing correctly&lt;/li&gt;&#xD;
&lt;li&gt;Primitive/Retrotech Battlemechs can now equip all armors&lt;/li&gt;&#xD;
&lt;li&gt;Can now save and load OmniMechs without configurations&lt;/li&gt;&#xD;
&lt;li&gt;iATM ammo names were corrected&lt;/li&gt;&#xD;
&lt;/ul&gt;</description>
      <pubDate>2019-10-08T19:34:59.2400000</pubDate>
      <link>http://solaris7.com/thread/solaris-skunk-werks-0-7-0-stable-release/</link>
    </item>
    <item>
      <title>RAM</title>
      <description>&lt;p&gt;Ram RAM-01&lt;br&gt;&lt;br&gt;Mass: 80 tons&lt;br&gt;Tech Base: Inner Sphere&lt;br&gt;Chassis Config: Biped&lt;br&gt;Rules Level: Experimental Tech&lt;br&gt;Era: All Eras (non-canon)&lt;br&gt;Tech Rating/Era Availability: E/X-X-F-A&lt;br&gt;Production Year: 0&lt;br&gt;Cost: 29,365,440 C-Bills&lt;br&gt;Battle Value: 2,402&lt;br&gt;&lt;br&gt;Chassis: Unknown Endo-Steel&lt;br&gt;Power Plant: Unknown 400 Fusion XL Engine&lt;br&gt;Walking Speed: 54.0 km/h (64.8 km/h)&lt;br&gt;Maximum Speed: 86.4 km/h (118.8 km/h)&lt;br&gt;Jump Jets: None&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 0 meters&lt;br&gt;Armor: Unknown Hardened&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 10&amp;nbsp; Small Lasers&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 2&amp;nbsp; Small Shields&lt;br&gt;Manufacturer: Unknown&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Unknown&lt;br&gt;Communications System: Unknown&lt;br&gt;Targeting and Tracking System: Unknown&lt;br&gt;&lt;br&gt;Overview:&lt;br&gt;What would happen if you took a Charger and doubled down on what made it such &lt;br&gt;a... "Unique" mech?&lt;br&gt;&lt;br&gt;&lt;br&gt;You Get the Ram.&amp;nbsp; Faster, tougher, even more ridiculously short damage,&amp;nbsp; and a &lt;br&gt;price tag that only makes sense in an age where XXL engines are used everywhere &lt;br&gt;else.&amp;nbsp; Who would want such an impractical mech?&amp;nbsp; The arena's of Solaris 7 of &lt;br&gt;course.&lt;br&gt;&lt;br&gt;&lt;br&gt;Capabilities:&lt;br&gt;And now that the token "oh look this can fit into the lore" speech has been &lt;br&gt;made...&lt;br&gt;&lt;br&gt;&lt;br&gt;Alpha Strike design.&amp;nbsp; Which really did stem from a how can I improve the &lt;br&gt;charger.&amp;nbsp; Went from "If I use a light engine I can improve the guns" to "If I &lt;br&gt;use an XL engine I can use hardened armor..."&amp;nbsp; TSM, and the Shields for their &lt;br&gt;melee weapon abilities were kind of a given.&amp;nbsp; The real bit of finessing things &lt;br&gt;was to keep the small laser armament so it only has a short damage range.&amp;nbsp; This &lt;br&gt;in turn with its only 10 movement gives it the brawler discount of 25% of its &lt;br&gt;Point value cost.&lt;br&gt;&lt;br&gt;&lt;br&gt;Deployment:&lt;br&gt;This is not a finesse oriented design tactically.&amp;nbsp; Run at target.&amp;nbsp; Shoot for 3 &lt;br&gt;if you have to.&amp;nbsp; Melee for 6 as much as possible.&amp;nbsp; Rely on heavy armor and &lt;br&gt;damage reduction from the shields to carry the day.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>2018-06-16T12:45:48.7030000</pubDate>
      <link>http://solaris7.com/thread/ram/</link>
    </item>
    <item>
      <title>Gunner GUN-3D</title>
      <description>&lt;pre&gt;&lt;strong&gt;Gunner GUN-3D&lt;/strong&gt;&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132" width="300" height="330"&gt;&lt;br&gt;&lt;br&gt;Source of picture: &lt;a href="https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132"&gt;https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132&lt;/a&gt;&lt;br&gt;&#xD;
Mass: 65 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: E/X-F-D-A&#xD;
Production Year: 3045&#xD;
Cost: 6,029,210 C-Bills&#xD;
Battle Value: 1,490&#xD;
&#xD;
Chassis: Achernar Special Type 5 Standard&#xD;
Power Plant: GM 260 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Starguard CIV Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Exostar ER Large Laser&#xD;
    1 General Motors Nova-5 Ultra AC/5&#xD;
    1 Federated 10-shot LRM-10&#xD;
    3 ChisComp 39 Medium Lasers&#xD;
    1 Magna 200P Small Pulse Laser&#xD;
Manufacturer: Achernar Battlemechs&#xD;
    Primary Factory: New Avalon&#xD;
Communications System: Achernar Electronics HID-9&#xD;
Targeting and Tracking System: Federated Hunter Mark II&#xD;
&#xD;
Overview:&#xD;
Named after the colloquial term for the artillery arm of the British Army, the &#xD;
battlemech known as "Gunner" was Achernar Battlemechs' attempt at creating an &#xD;
alternate to the Thunderbolt, as well as a complement to the Jagermech.  The &#xD;
Gunner was also the company's latest attempt at building heavy-class &#xD;
battlemechs, having produced the likes of the BattleAxe and the Hammerhands for &#xD;
the Federated Suns prior to the formation of the Star League.  First produced &#xD;
in 3045, the 65-ton Gunner was built using rediscovered "lostech" technology &#xD;
from the Helm Memory Core.&#xD;
&#xD;
Capabilities:&#xD;
In terms of long-range weaponry, the Gunner has a Federated 10-shot LRM-10 &#xD;
launcher embedded in its right side torso, complemented by a General Motors &#xD;
Nova-5 Ultra AC/5 perched on top of the right side torso, and an Exostar ER &#xD;
Large Laser embedded in the left side torso.  Both the missile launcher and the &#xD;
autocannon are each supplied with two tons of CASE-protected ammo, with the &#xD;
autocannon ammo located in the left side torso, while the LRM ammo is in the &#xD;
right side torso.  A trio of ChisComp 39 Medium Lasers provide close-range &#xD;
back-up, with one per arm and one in the head, while a Magna 200P Small Pulse &#xD;
Laser in the center torso provides anti-infantry defence.  Ten double heat &#xD;
sinks provide respectable waste heat management.&#xD;
&#xD;
The Gunner is powered by a GM 260 standard fusion engine, which provided a &#xD;
respectable max speed of 64.8 km/h, while 11 tons of Starguard CIV &#xD;
Ferro-Firbrous armor would ensure that the Gunner would be one tough nut to &#xD;
crack.&#xD;
&#xD;
Deployment:&#xD;
The Gunner is primarily deployed by AFFC forces.&lt;br&gt;&lt;br&gt;================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                     104 points                6.50&#xD;
Engine:             Fusion Engine                260                      13.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H&#xD;
Armor:              Ferro-Fibrous                AV - 197                 11.00&#xD;
    Armor Locations: 1 CT, 7 LT, 2 RT, 2 LL, 2 RL&#xD;
    CASE Locations: 1 LT, 1 RT                                             1.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     21           30        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     15           22        &#xD;
                                    L/R Torso (rear)                  8         &#xD;
                                             L/R Arm     10           20        &#xD;
                                             L/R Leg     15           24        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Medium Laser                                 RA        3         1         1.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
LRM-10                                       RT        4         2         5.00&#xD;
Ultra AC/5                                   RT        1         5         9.00&#xD;
ER Large Laser                               LT        12        2         5.00&#xD;
Small Pulse Laser                            CT        2         1         1.00&#xD;
Medium Laser                                 HD        3         1         1.00&#xD;
@LRM-10 (24)                                 RT        -         2         2.00&#xD;
@Ultra AC/5 (40)                             LT        -         2         2.00&#xD;
                                            Free Critical Slots: 14&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15&#xD;
4          3       3       2       0      3     1   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1&lt;/pre&gt;</description>
      <pubDate>2019-09-18T05:17:50.4970000</pubDate>
      <link>http://solaris7.com/thread/gunner-gun-3d/</link>
    </item>
    <item>
      <title>Achillobator Ultraheavy Protomech</title>
      <description>&lt;p&gt;Had an idea for a Protomech after being inspired by this image:&amp;nbsp;&lt;a href="https://i.pinimg.com/originals/ba/27/66/ba27660ff6f661327739b1f06665accc.jpg"&gt;https://i.pinimg.com/originals/ba/27/66/ba27660ff6f661327739b1f06665accc.jpg&lt;/a&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;img src="https://pin.it/rcwp4vq7hxluig" alt="" width="170" height="241"&gt;Decided to go ultraheavy because with Protomechs bigger is really just better.&lt;/p&gt;&#xD;
&lt;p&gt;I don't really have any fluff for this. Something about Clan Hell's Horses. Blah, blah, blah.&lt;/p&gt;&#xD;
&lt;pre&gt;Achillobator Ultraheavy Protomech&#xD;
Mass: 15 tons&#xD;
Power Plant: 135 Fusion&#xD;
Cruising Speed: 64.8 kph&#xD;
Maximum Speed: 129.6 kph&#xD;
Jump Jets: &#xD;
     Jump Capacity: 0 meters&#xD;
Armor: Standard&#xD;
Armament:&#xD;
     2 AP Gauss Rifle&#xD;
     1 Improved Heavy Medium Laser&#xD;
Manufacturer: Unknown&#xD;
     Primary Factory: Unknown&#xD;
Communication System: Unknown&#xD;
Targeting &amp;amp; Tracking System: Unknown&#xD;
Introduction Year: 3112&#xD;
Tech Rating/Availability: F/X-X-F-E&#xD;
Cost: 1,568,600 C-bills&#xD;
&#xD;
Type: Achillobator &#xD;
Technology Base: Clan (Experimental) &#xD;
Tonnage: 15&#xD;
Battle Value: 590&#xD;
	&#xD;
Equipment                                         Mass (kg)&#xD;
Internal Structure                                1,500&#xD;
Engine                        135                 4,500&#xD;
    Walking MP: 6&#xD;
    Running MP: 9 (12)&#xD;
    Jumping MP: 0&#xD;
Heat Sinks:                   7                   1,750&#xD;
Cockpit:                                            750&#xD;
Armor Factor:                 67                  3,350&#xD;
&#xD;
                          Internal   Armor   &#xD;
                          Structure  Value   &#xD;
     Head                    4         9     &#xD;
     Torso                   15        30    &#xD;
     R/L Arm                4/4       6/6    &#xD;
     Legs                    8         16    &#xD;
     Main Gun                -         -     &#xD;
	&#xD;
Weapons and Ammo                       Location        Mass	&#xD;
Improved Heavy Medium Laser               T            1000&#xD;
AP Gauss Rifle                            LA            500&#xD;
AP Gauss Rifle                            RA            500&#xD;
Anti-Personnel Gauss Rifle Ammo (31)      BD            775&#xD;
Protomech Myomer Booster                  BD            375&#xD;
&lt;/pre&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-03-25T04:24:50.7600000</pubDate>
      <link>http://solaris7.com/thread/achillobator-ultraheavy-protomech/</link>
    </item>
    <item>
      <title>Canis 3</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Canis 3&lt;/strong&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;img src="http://cfw.sarna.net/wiki/images/3/3f/Canis.jpg?timestamp=20110118193018" alt="" width="400" height="448"&gt;&#xD;
&lt;br&gt;Source of picture:&lt;br&gt;http://cfw.sarna.net/wiki/images/3/3f/Canis.jpg?timestamp=20110118193018&#xD;
&lt;br&gt;Mass: 80 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 3071&#xD;
Cost: 18,654,600 C-Bills&#xD;
Battle Value: 2,542&#xD;
&#xD;
Chassis: CAS Endo-Steel&#xD;
Power Plant: Clan Type 320 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Forging ZK11 Standard Armor&#xD;
Armament:&#xD;
    2 Series 7Ja ER Large Lasers&#xD;
    2 Model X Heavy Large Lasers&#xD;
    2 Series 4 ATM-6s&#xD;
Manufacturer: Ashton 'Mech Production Complex&#xD;
    Primary Factory: Tamaron&#xD;
Communications System: TJ6 "Bell" Integrated&#xD;
Targeting and Tracking System: TRTTS Mark II CWS&#xD;
&#xD;
Overview:&#xD;
Making its debut in the early months of the Wars of Reaving, the Canis 3 was an &#xD;
alternate approach by Clan Coyote to improve on the 80-ton 2nd-line battlemech. &#xD;
 Unlike the Canis 2, the Canis 3 is a major overhaul of the design.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Compared to the original and the second iteration, the Canis 3 had its original &#xD;
engine replaced with a 320XL version, giving it a max speed more in par with &#xD;
comparable designs of its weight class, although the jump jets were dropped in &#xD;
order to make the change possible.  Armor was also increased by a bit, up to &#xD;
15.5 tons of standard armor.&#xD;
&#xD;
In terms of weaponry, each arm was fitted with an ER Large Laser and a Heavy &#xD;
Large Laser, all tied to a four-ton targeting computer.  These are complemented &#xD;
by an ATM-6 on each side torso.  Unfortunately, even with 19 double heat sinks, &#xD;
overheating is still a major issue that plagues this Canis variant.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
This Canis variant would be deployed heavily by Clan Coyote, as well as its &#xD;
"Society" allies during the Wars of Reaving, although many would end up &#xD;
destroyed by the time the Reavings had ended.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                   122 points                4.00&#xD;
    Internal Locations: 1 HD, 3 LA, 3 RA&#xD;
Engine:             XL Fusion Engine             320                      11.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             19(38)                    9.00&#xD;
    Heat Sink Locations: 1 CT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 247                 15.50&#xD;
    CASE Locations: LT, RT                                                 0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     25           35        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     17           24        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     13           26        &#xD;
                                             L/R Leg     17           34        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Heavy Large Laser                            RA        18        3         4.00&#xD;
ER Large Laser                               RA        12        1         4.00&#xD;
ER Large Laser                               LA        12        1         4.00&#xD;
Heavy Large Laser                            LA        18        3         4.00&#xD;
ATM-6                                        RT        4         3         3.50&#xD;
ATM-6                                        LT        4         3         3.50&#xD;
Targeting Computer                           LT        -         4         4.00&#xD;
@ATM-6 (10)                                  RT        -         1         1.00&#xD;
@ATM-6 (ER) (10)                             RT        -         1         1.00&#xD;
@ATM-6 (HE) (10)                             RT        -         1         1.00&#xD;
@ATM-6 (HE) (10)                             LT        -         1         1.00&#xD;
@ATM-6 (ER) (10)                             LT        -         1         1.00&#xD;
@ATM-6 (10)                                  LT        -         1         1.00&#xD;
                                            Free Critical Slots: 0&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 25&#xD;
4          5       5       2       0      4     3   Structure:  4&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2019-08-05T20:17:34.2900000</pubDate>
      <link>http://solaris7.com/thread/canis-3/</link>
    </item>
    <item>
      <title>Marshall MSH-2L</title>
      <description>&lt;p&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Marshall MSH-2L&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;&lt;img src="http://cfw.sarna.net/wiki/images/0/08/BattleMaster_BLR-1G_SSW.jpg?timestamp=20190310233621" alt="" width="500" height="417"&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;pre&gt;Mass: 55 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: E/X-F-E-A&#xD;
Production Year: 3049&#xD;
Cost: 5,708,857 C-Bills&#xD;
Battle Value: 1,646&#xD;
&#xD;
Chassis: Crucis-E Endo-Steel&#xD;
Power Plant: CoreTek 275 Fusion Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: Rawlings 80-Beta&#xD;
    Jump Capacity: 150 meters&#xD;
Armor: Durallex Super Medium Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Johnston High Speed ER PPC&#xD;
    1 Harpoon-6 SRM-6&#xD;
    4 Intek Medium Lasers&#xD;
    2 Blazefire Spreadshot Small Pulse Lasers&#xD;
Manufacturer: Johnston Industries&#xD;
    Primary Factory: New Syrtis&#xD;
Communications System: Johnston Wide Band&#xD;
Targeting and Tracking System: Sync Tracker (39-42071)&lt;br&gt;&lt;br&gt;Finally, I got over my writer's block. Anyways, reviews are always welcome.  &lt;br&gt;Also, picture above is from www.sarna.net.&lt;br&gt;&lt;br&gt;Overview:&#xD;
Johnston Industries surprised everyone (including ComStar) when the company &#xD;
unveiled the 55-ton Marshall, a few months after the unveiling of the Caesar &#xD;
battlemech.  Besides being  Johnston Industries' attempt at creating the &#xD;
medium-class battlemech, the Marshall was also the company's first battlemech that &#xD;
was built with an Endo-Steel Chassis.  While the design was primarily &#xD;
influenced by the Griffin and the Wolverine, the Marshall was sometimes called &#xD;
the "baby Battlemaster" due to its somewhat passing resemblance of the 85-ton &#xD;
Battlemaster.&#xD;
&#xD;
Capabilities:&#xD;
The Marshall's primary long-range weapon is a Johnston High Speed ER PPC, which &#xD;
is mounted on the right arm.  For close-range, the Marshal has two Intek Medium &#xD;
Lasers in each side torso, further augmented by a Harpoon-6 SRM-6 launcher on &#xD;
the left side torso, supplied with one ton of CASE-protected ammunition bin.  &#xD;
Furthermore, to counter enemy infantry attacks, the Marshall has two Blazefire &#xD;
Spreadshot Small Pulse Lasers, both of them mounted on the left arm.  Eleven &#xD;
double heat sinks provide adequate cooling capability, although the cooling &#xD;
system could get overwhelmed if all the weapons are fired simultaneously.&#xD;
&#xD;
The Marshall's CoreTek 275-rated Standard Fusion Engine provides a respectable &#xD;
max ground speed of 86.4 km/h, while its mobility is further enhanced by five &#xD;
jump jets, with two in each leg, and one in the rear torso.  Finally, 9.5 tons &#xD;
of Ferro-Fibrous Armor ensure that the Marshall is well-protected.&#xD;
&#xD;
Deployment:&#xD;
The Marshall would be well-received by forces on both sides of Federated &#xD;
Commonwealth, with a respectable number of orders placed for the battlemech.  &#xD;
However, demand for the Marshall would significantly increase during the Clan &#xD;
Invasion; as a result, many of the produced Marshalls were sent to units on &#xD;
the Clan front.&lt;br&gt;&lt;br&gt;================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                    91 points                3.00&#xD;
    Internal Locations: 4 LT, 4 RT, 3 LA, 3 RA&#xD;
Engine:             Fusion Engine                275                      15.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 5 Standard&#xD;
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   2.50&#xD;
Heat Sinks:         Double Heat Sink             11(22)                    1.00&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H&#xD;
Armor:              Ferro-Fibrous                AV - 170                  9.50&#xD;
    Armor Locations: 1 CT, 2 LT, 6 RT, 3 LA, 2 RA&#xD;
    CASE Locations: 1 LT                                                   0.50&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     18           23        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     13           20        &#xD;
                                    L/R Torso (rear)                  6         &#xD;
                                             L/R Arm     9            18        &#xD;
                                             L/R Leg     13           20        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
ER PPC                                       RA        15        3         7.00&#xD;
2 Small Pulse Lasers                         LA        4         2         2.00&#xD;
2 Medium Lasers                              RT        6         2         2.00&#xD;
SRM-6                                        LT        4         2         3.00&#xD;
2 Medium Lasers                              LT        6         2         2.00&#xD;
@SRM-6 (15)                                  LT        -         1         1.00&#xD;
                                            Free Critical Slots: 1&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16&#xD;
5j         3       3       1       0      2     1   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2019-07-14T16:59:42.0730000</pubDate>
      <link>http://solaris7.com/thread/marshall-msh-2l/</link>
    </item>
    <item>
      <title>Porcupine II PRC-II-3N</title>
      <description>&lt;pre&gt;Porcupine II PRC-II-3N&#xD;
&#xD;
Mass: 35 tons&#xD;
Chassis: NCIS Endo Steel Type L&#xD;
Power Plant: Consolidated 280 XL&#xD;
Cruising Speed: 86.4 kph&#xD;
Maximum Speed: 216 kph&#xD;
Jump Jets: None&#xD;
     Jump Capacity: 0 meters&#xD;
Armor: LAW Gambeson Impact-Resistant&#xD;
Armament:&#xD;
     1 ER Large Laser&#xD;
Manufacturer: Mualang Alpha&#xD;
     Primary Factory: Coudoux&#xD;
Communication System: Sipher CommSys 5&#xD;
Targeting &amp;amp; Tracking System: Cat's Eyes 7&#xD;
Introduction Year: 3113&#xD;
Tech Rating/Availability: F/X-X-X-E&#xD;
Cost: 10,153,530 C-bills&#xD;
&#xD;
Overview&#xD;
In the wake of the 2nd Combine-Dominion War, the Clan Nova Cat Touman was devastated and&lt;br&gt;Combine forces once again took up garrisons in the Irece Prefecture. During this time,&lt;br&gt;Clan citizens were relegated to what were effectively reservations. The Combine also seized&lt;br&gt;control the Clan manufacturing plants in the Prefecture, including the Mualang Alpha plant&lt;br&gt;where the Morrigan was produced. A short time thereafter, a new and unconventional&lt;br&gt;BattleMech began rolling out of the Mualang Alpha plant in limited numbers.&#xD;
&#xD;
Capabilities&#xD;
Though it is essentially another variant of the Morrigan, utilizing the same core&lt;br&gt;components, the Porcupine II was given a more traditional Inner Sphere designation.&lt;br&gt;Built around the same chassis, engine and electronics as the Morrigan, the Porcupine II&lt;br&gt;shows very little resemblance. Where the Morrigan was sleek and graceful, the Porcupine II,&lt;br&gt;with its protruding spikes and shambling impact-resistant armor, evokes the stuff of&lt;br&gt;nightmares. This external transformation is all to optimize it's primary offensive&lt;br&gt;capability; a devestating charge. The spikes and armor ensure that the Porcupine II can&lt;br&gt;charge even the largest opponents and emerge relatively unscathed. In addition, they help&lt;br&gt;mitigate any retaliatory physical attacks, should the target survive the impact.&#xD;
&#xD;
Using the same fusion engine as the Morrigan also gives the Porcupine II the same safe top&lt;br&gt;speed of 130 kph. However, the Porcupine II also utilizes a Supercharger and MASC allowing&lt;br&gt;it to achieve speed bursts up to 216 kph, lending even more destructive force to its charge.&lt;br&gt;An impact from a Porcupine II at full speed can topple even an assault mech.&#xD;
&#xD;
Finally, the Porcupine II carries only a single ranged weapon, an ER Large Laser in its&lt;br&gt;right arm. Intended only to engage foes at long range while maneuvering to find an open&lt;br&gt;charging lane, the Porcupine II retains the advanced targeting computer of the Morrigan.&#xD;
&#xD;
&#xD;
Deployment&#xD;
Deployed exclusively among Combine forces, Porcupine IIs are used almost exclusively as&lt;br&gt;shock troops. Though Clan doctrine often places solhama warriors in such roles, the&lt;br&gt;Porcupine II relies on pure physical impact to achieve it's results. As such, the Nova Cats&lt;br&gt;never showed any interest in it.&#xD;
&#xD;
Type: Porcupine II&#xD;
Technology Base: Mixed (Experimental) &#xD;
Tonnage: 35&#xD;
Battle Value: 1,627&#xD;
&#xD;
Equipment                                          Mass&#xD;
Internal Structure            Endo Steel              2&#xD;
Engine                        280 XL                  8&#xD;
	Walking MP: 8&#xD;
	Running MP: 12(20)&#xD;
	Jumping MP: 0&#xD;
Double Heat Sink              10 [20]                 0&#xD;
Gyro                                                  3&#xD;
Cockpit                                               3&#xD;
Armor Factor (Impact-Resistant)112                     8&#xD;
&#xD;
                          Internal   Armor   &#xD;
                          Structure  Value   &#xD;
     Head                    3         9     &#xD;
     Center Torso            11        16    &#xD;
     Center Torso (rear)               5     &#xD;
     R/L Torso               8         13    &#xD;
     R/L Torso (rear)                  3     &#xD;
     R/L Arm                 6         12    &#xD;
     R/L Leg                 8         13    &#xD;
&#xD;
&#xD;
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm&#xD;
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand&#xD;
&#xD;
Weapons&#xD;
and Ammo              Location  Critical   Heat    Tonnage	&#xD;
Spikes                   LL        1        -       0.5   &#xD;
Spikes                   CT        1        -       0.5   &#xD;
Spikes                   RT        1        -       0.5   &#xD;
Targeting Computer       RT        1        -       1.0   &#xD;
Supercharger             RT        1        -       1.0   &#xD;
Spikes                   LA        1        -       0.5   &#xD;
Spikes                   LT        1        -       0.5   &#xD;
MASC                     LT        1        -       1.0   &#xD;
Spikes                   RL        1        -       0.5   &#xD;
Spikes                   HD        1        -       0.5   &#xD;
Spikes                   RA        1        -       0.5   &#xD;
ER Large Laser           RA        1        12      4.0   &#xD;
&lt;/pre&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-06-13T00:13:39.6600000</pubDate>
      <link>http://solaris7.com/thread/porcupine-ii-prc-ii-3n/</link>
    </item>
    <item>
      <title>Apollo APL-3WB</title>
      <description>&lt;pre class="MsoNormalCxSpFirst" style="line-height: normal;"&gt;Apollo APL-3WB&lt;br&gt;&lt;br&gt;&amp;nbsp;&lt;img src="http://cfw.sarna.net/wiki/images/1/19/3055u_Apollo.jpg?timestamp=20110119174140" alt="" width="400" height="311"&gt;&lt;br&gt;&lt;br&gt;Mass: 55 tons&lt;br&gt;Tech Base: Inner Sphere&lt;br&gt;Chassis Config: Biped&lt;br&gt;Rules Level: Tournament Legal&lt;br&gt;Era: Jihad&lt;br&gt;Tech Rating/Era Availability: E/X-X-E-A&lt;br&gt;Production Year: 3076&lt;br&gt;Cost: 5,137,423 C-Bills&lt;br&gt;Battle Value: 1,386&lt;br&gt;Chassis: Earthwerks APL I Standard&lt;br&gt;Power Plant: DAV 220 Fusion Engine&lt;br&gt;Walking Speed: 43.2 km/h&lt;br&gt;Maximum Speed: 64.8 km/h&lt;br&gt;Jump Jets: Chilton 360&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 120 meters&lt;br&gt;Armor: Durallex Ferro-Fibrous w/ CASE&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 2 Krupp MML-9s&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 3 Diverse Optics ER Medium Lasers&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 1 Diverse Optics Type 10P Small Pulse Laser&lt;br&gt;Manufacturer: Earthwerks Incorporated&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Keystone&lt;br&gt;Communications System: Neil 6000&lt;br&gt;Targeting and Tracking System: Garret A6&lt;br&gt;&lt;br&gt;&amp;nbsp;&lt;/pre&gt;&#xD;
&lt;pre class="MsoNormalCxSpFirst" style="margin-bottom: .0001pt; mso-add-space: auto; line-height: normal;"&gt;Overview:&lt;br&gt;&lt;br&gt;During Operation SCOUR, the Word of Blake forces were slowly being pushed back &lt;br&gt;by the Allied Coalition forces led by Devlin Stone.&amp;nbsp; The Blakists were throwing&lt;br&gt;everything at their enemies, including actual kitchen sinks, and while the &lt;br&gt;Coalition Forces did suffer a massive amount of damage, the Blakists suffered &lt;br&gt;just as much, if not worse.&lt;br&gt;&lt;br&gt;In desperation, the Blakists resorted to deploying some of their Protectorate &lt;br&gt;Militia Divisions, with battlemechs modified and/or upgraded with the latest &lt;br&gt;technology available.&amp;nbsp; One of those modified battlemechs was the APL-3WB Apollo.&lt;br&gt;&lt;br&gt;Capabilities:&lt;br&gt;Unlike the original Apollo, which was intended to pummel enemies from long-range, the &lt;br&gt;APL-3WB model is a bit more flexible, although it seems to be better suited for urban combat.&amp;nbsp; &lt;br&gt;Rather than having an LRM-15 in each side torso, this Apollo variant replaces&#xD;
those launchers with an MML-9 in each side torso, with each launcher supplied with&#xD;
one ton of LRM ammo, and one ton of SRM ammo.Supporting these launchers are an &lt;br&gt;ER Medium Laser on each arm, an ER Medium Laser in the center torso, and a&#xD;
Small Pulse Laser in the center torso as well.  However, with only ten double heat sinks, &lt;br&gt;the APL-3WB is susceptible to heat issues.  For protection, the Apollo APL-3WB has 10.5 tons &lt;br&gt;of Ferro-Fibrous armor, and all of the ammunition is CASE-protected.&amp;nbsp; This variant of the&#xD;
Apollo is also more mobile, as each leg was fitted withtwo Chilton 360 jump jets.&lt;br&gt;&lt;br&gt;Battle History:&lt;br&gt;During the Blakist counterassault on Dyev in December 3076, the Blakists' Third Bryant, &lt;br&gt;First Lipton, and Second New Earth Protectorate Militia Divisions all deployed several &lt;br&gt;Apollo APL-3WB battlemechs as part of their forces.&amp;nbsp; Both the&amp;nbsp; battlemechs and the &lt;br&gt;Blakist units that deployed them were destroyed by the Ghost Bears.&lt;br&gt;&lt;br&gt;Deployment:&lt;br&gt;The Apollo APL-3WB variant is mainlydeployed in Word of Blake Protectorate Militias, &lt;br&gt;primarily for defensive purposes, with the exception of the disastrous Blakist counterattack &lt;br&gt;in Dyev.&lt;/pre&gt;&#xD;
&lt;pre class="MsoNormalCxSpFirst" style="line-height: normal;"&gt;&amp;nbsp;&lt;/pre&gt;&#xD;
&lt;p class="MsoNormalCxSpFirst" style="line-height: normal;"&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-05-20T17:04:28.2700000</pubDate>
      <link>http://solaris7.com/thread/apollo-apl-3wb/</link>
    </item>
    <item>
      <title>2-part Design Contest</title>
      <description>&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;Part 1&lt;/span&gt; - Building a Unit&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;The "classic" lance structure (as extolled by the original manual that came with the boxed BattleTech game) was composed of 2 Heavy, 1 Medium, and 1 Light 'Mech (specifically a Marauder, an Orion, a Hunchback, and a Spider). This lance, once each weight class is assigned a point value, comes out to 9 points. A company (3 lances) would be a total of 27 points.&lt;/p&gt;&#xD;
&lt;p&gt;So I came up with the following structure for the first part of the challenge: &lt;br&gt;&lt;span style="text-decoration: underline;"&gt;Point Assignment&lt;/span&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;ul&gt;&#xD;
&lt;li&gt;Light&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;1&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/li&gt;&#xD;
&lt;li&gt;Medium&amp;nbsp; &amp;nbsp; &amp;nbsp;2&lt;/li&gt;&#xD;
&lt;li&gt;Heavy&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 3&amp;nbsp;&lt;/li&gt;&#xD;
&lt;li&gt;Assault&amp;nbsp; &amp;nbsp; &amp;nbsp; 4&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;span style="text-decoration: underline;"&gt;Total Points&lt;/span&gt;:&amp;nbsp; 30&lt;/p&gt;&#xD;
&lt;p&gt;Develop your unit ('Mechs only) using the point structure above to the maximum value.&amp;nbsp; You will use these 'Mechs in the second part of the challenge.&amp;nbsp; The 'Mechs available for the challenge will be those from the original&amp;nbsp;&lt;a title="TRO 3025" href="http://www.sarna.net/wiki/Technical_Readout:_3025" target="_blank"&gt;TRO 3025&lt;/a&gt;.&amp;nbsp; Any of them are available for you to use (even the LAMs if you decide to go that route).&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;Part 2&lt;/span&gt; - Upgrade Challenge&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;em&gt;Unknown Location&lt;/em&gt;&lt;br&gt;&lt;em&gt;Unknown Time&lt;/em&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Your jumpship comes out into a star system that is unfamiliar to you.&amp;nbsp; Your unit was headed across the corridor of stars that had once been home to the Terran Hegemony when the jumpship hit a spatial anomaly (yes, I took the idea from Far Country).&amp;nbsp; Now you find that the jumpship is damaged, but the good news is that the jumpship can be repaired.&amp;nbsp; Your unit needs to rest following the recent battles that you've been part of and the unit needs something to take their mind off the situation.&lt;/p&gt;&#xD;
&lt;p&gt;The astrogation department on the jumpship struggles to identify the location in relation to the rest of the Inner Sphere, but does manage to identify parts of the solar system that you find yourself in.&amp;nbsp; Two large debris belts border the habitation zone, also known as the Goldilocks zone.&amp;nbsp; Several gas giants are also in the system with a myriad of moons around them.&amp;nbsp; The telescopes identify a pair of worlds that exist in the habitation zone and work continues apace as the department studies both worlds.&lt;/p&gt;&#xD;
&lt;p&gt;Slowly a picture of life on the outer planet comes in showing that it is a blasted desert world much like Mars with several large structures seen on the surface.&amp;nbsp; The other world seems to be pristine, almost a copy of Terra, pastoral in appearance.&amp;nbsp; Structures are also visible on this world, but unlike the other world seem to be in good shape.&amp;nbsp; As your unit gathers together, the decision comes to undock from the jumpship and make a run to the pastoral world for the time being to keep your unit members from being underfoot while the jumpship crew makes repairs.&lt;/p&gt;&#xD;
&lt;p&gt;As the first dropships arrive around the pastoral world, more extensive structures are seen.&amp;nbsp; The largest appears to be a massive tower with a huge symbol on it.&amp;nbsp; The computers manage to identify the symbol as the Cameron Star.&amp;nbsp; Once again a vote is taken and the crew decides to explore the area further.&amp;nbsp; The first few dismounted MechWarriors identify a large cache of explosives, massive amounts of pentaglycerine.&amp;nbsp; A series of igniters are connected to them, but they obviously haven't been detonated.&amp;nbsp; Closer examination shows that a large rat was fried at the main junction when it tried to gnaw at the wires.&amp;nbsp; It seems to be that the structure was supposed to be destroyed at some point in the past.&lt;/p&gt;&#xD;
&lt;p&gt;Deeper exploration shows a working terminal.&amp;nbsp; As you approach you see that a series of cameras have been following your progress across the room.&amp;nbsp; The terminal's display comes to life:&amp;nbsp; "Enter your request..."&amp;nbsp; After several hours of work you find that the terminal is just the tip of the metaphorical iceberg.&amp;nbsp; The facility is a Terran Hegemony Refit and Repair Station.&amp;nbsp; It is completely automated and can modify, repair, and upgrade BattleMechs using the stored supplies.&amp;nbsp; The system is fully automated, the 'Mech enters one end, and exits with the modifications from the other end.&lt;/p&gt;&#xD;
&lt;p&gt;More questions come to mind and your unit as a whole decide to proceed with the experiment.&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;Instructions&lt;/span&gt;&lt;/strong&gt;:&amp;nbsp; Use your created lances (from above) and upgrade them using Star League equipment (list to follow in another post, damn word limit).&amp;nbsp; Keep in mind that supplies are limited and you will have to make some design considerations.&lt;/p&gt;</description>
      <pubDate>2019-04-25T02:38:10.0400000</pubDate>
      <link>http://solaris7.com/thread/2-part-design-contest/</link>
    </item>
    <item>
      <title>Marauder MAD-4D</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Marauder MAD-4D&lt;/strong&gt;&lt;/span&gt;&lt;br&gt;&lt;img src="http://cfw.sarna.net/wiki/images/a/a3/MWO_Marauder.png?timestamp=20180121154024" alt="" width="400" height="400"&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/pre&gt;&#xD;
&lt;pre class="MsoNormal" style="margin-bottom: .0001pt; mso-line-height-alt: 1.0pt;"&gt;Mass: 75 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: E/X-F-D-A&#xD;
Production Year: 3047&#xD;
Cost: 7,211,750 C-Bills&#xD;
Battle Value: 1,726&#xD;
&#xD;
Chassis: GM Marauder Standard&#xD;
Power Plant: GM 300 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Valiant Scutum Ferro-Fibrous&#xD;
Armament:&#xD;
    2 Magna Hellstar PPCs&#xD;
    1 Donal PPC&#xD;
    3 Magna Mk II Medium Lasers&#xD;
Manufacturer: Sarao Steelworks&#xD;
    Primary Factory: Franklin&#xD;
Communications System: Dalban Micronics&#xD;
Targeting and Tracking System: Dalban HiRez&#xD;
&#xD;
Overview:&#xD;
With the rediscovery of the Helm Memory Core, the ensuing technological &#xD;
renaissance led to the improvents in military equipment, medical treatments, &#xD;
and purification equipment for water, atmospheres, and whole planetary &#xD;
environments, despite ComStar's futile clandestine interference attempts.  A &#xD;
small company known as Sarao Steelworks, based on the Davion-aligned planet of &#xD;
Franklin, was one of the companies that benefited from the renaissance, and &#xD;
soon grew to be a leader in successfully mass-producing double heat sinks (also &#xD;
known as "Freezers") for the AFFS (and later on, the AFFC).  The company would &#xD;
later branch out into battlemech-refitting as well, primarily the replacement &#xD;
of heat sinks with Freezers, though the company does weapon and armor &#xD;
replacements as well, resulting in new variants of certain battlemechs; one of &#xD;
these new variants was the Marauder MAD-4D.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
The Marauder MAD-4D is a modest upgrade of the MAD-3D model used by the AFFS.  &#xD;
The chassis was mainly the same, but the 20 heat sinks were replaced with 16 &#xD;
double-strength versions, significantly improving the cooling capacity.  &#xD;
Protection was also upgraded, as Sarao Steelworks replaced the original armor &#xD;
with 12.5 tons of Ferro-Fibrous armor.&#xD;
&#xD;
In terms of weaponry, the MAD-4D retains the originial's arm-mounted weapons.  &#xD;
However, Sarao Steelworks replaced the Large Laser on the right torso was &#xD;
replaced with a Donal PPC, and also improved the mounting of the weapon; due to &#xD;
the Donal's distinct 'long-barrel' design, the MAD-4D appears to have a similar &#xD;
silhouette as the MAD-3R Marauder.  Close-range firepower was slightly &#xD;
improved, by adding another Magna Mk II Medium Laser in the center torso.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The Marauder MAD-4D variants were mainly deployed by AFFC forces currently &#xD;
stationed in the Draconis and Capellan Marches, although this variant has been &#xD;
used for AFFC pirate-hunting operations as well.&lt;br&gt;&lt;br&gt;================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                     114 points                7.50&#xD;
Engine:             Fusion Engine                300                      19.00&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             16(32)                    6.00&#xD;
    Heat Sink Locations: 2 LT, 2 RT&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Ferro-Fibrous                AV - 224                 12.50&#xD;
    Armor Locations: 1 CT, 6 LT, 3 RT, 2 LL, 2 RL&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     23           30        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     16           22        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     12           23        &#xD;
                                             L/R Leg     16           30        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
PPC                                          RA        10        3         7.00&#xD;
Medium Laser                                 RA        3         1         1.00&#xD;
PPC                                          LA        10        3         7.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
PPC                                          RT        10        3         7.00&#xD;
Medium Laser                                 CT        3         1         1.00&#xD;
                                            Free Critical Slots: 11&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17&#xD;
4          4       4       3       0      3     1   Structure:  6&#xD;
Special Abilities: ENE, SRCH, ES, SEAL, SOA&lt;br&gt;&amp;nbsp;&lt;/pre&gt;</description>
      <pubDate>2019-03-28T02:02:40.9770000</pubDate>
      <link>http://solaris7.com/thread/marauder-mad-4d/</link>
    </item>
    <item>
      <title>TRO 3050 Refit Guide</title>
      <description>&lt;p&gt;Hey guys, after a long Hiatus I have returned from the grave to grace you with a new project that I have been working on. I always found it kind of strange that there was such a huge jump from the old TRO 3025 to 3050 gear without many references to anything in between. The goal of this project is to propose some ideas of typical refit kits that may have popped up to supplement the cutting edge designs shown in TRO 3050. One rule i followed was that all refits expressed were to be no higher than Class D Maintenance refits, something that the military forces of the IS would be able to do during their regular maintenance cycles.&lt;/p&gt;&#xD;
&lt;p&gt;As of yet I have not started working out the fluff on the designs and will be working on that next.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2018-12-22T05:01:38.5230000</pubDate>
      <link>http://solaris7.com/thread/tro-3050-refit-guide/</link>
    </item>
    <item>
      <title>Pillager PLG-2Z</title>
      <description>&lt;pre class="MsoNormal" style="margin-bottom: .0001pt;"&gt;&lt;strong&gt;Pillager PLG-2Z&lt;/strong&gt;&lt;br&gt;&#xD;
Mass: 100 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Introductory&#xD;
Era: Succession Wars&#xD;
Production Year: 3025&#xD;
Cost: 9,216,000 C-Bills&#xD;
Battle Value: 1,895&#xD;
&#xD;
Chassis: HildCo Heavy Type VIIQT Standard&#xD;
Power Plant: Vlar 300 Fusion Engine&#xD;
Walking Speed: 32.4 km/h&#xD;
Maximum Speed: 54.0 km/h&#xD;
Jump Jets: HildCo Model 13&#xD;
    Jump Capacity: 60 meters&#xD;
Armor: StarSlab/9.5 Mk II Standard Armor&#xD;
Armament:&#xD;
    2  Autocannon/10s&#xD;
    1  Large Laser&#xD;
    3  Medium Lasers&#xD;
Manufacturer: HildCo Interplanetary&#xD;
    Primary Factory: St. Ives&#xD;
Communications System: CeresCom Recon Model 12k&#xD;
Targeting and Tracking System: C-Apple Churchill&#xD;
&#xD;
--------------------------------------------------------------------------------------------------------------------------&#xD;
Inspired by JadeWolf's Pillager PLG-1NL.&#xD;
--------------------------------------------------------------------------------------------------------------------------&#xD;
&#xD;
&#xD;
Overview:&#xD;
During the first stages of the Reunification War, many of Pillagers that were &#xD;
deployed by the SLDF were the PLG-1N models.  While respectable for its role, &#xD;
the Pillagers of this model were eventually relegated to garrison duty, as  &#xD;
they were replaced by the more advanced PLG-3Z models for front-line duty &#xD;
during the duration of the war.&#xD;
&#xD;
During the Succession Wars, the Pillagers was thought to be extinct, as HildCo &#xD;
Interplanetary did not build anymore after losing the ability to build the &#xD;
PLG-3Z's XL Engine and Gauss Rifles, and the company curiously did not restart &#xD;
production of the original PLG-1N. &#xD;
&#xD;
However, Cunningham's Commandos, a mercenary unit under AFFS employ, somehow &#xD;
stumbled upon a functional, albeit ancient and heavily damaged PLG-1N Pillager &#xD;
chassis during one of their missions.  After the 'mech was repaired, the &#xD;
Pillager was refitted with new weapons, and was given a new model designation, &#xD;
"PLG-2Z".&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
When the salvaged PLG-1N Pillager was first brought in for repairs by the merc &#xD;
unit, it was found that the 'mechs Class-20 Autocannons and the SRM-4 were &#xD;
damaged beyond repair. As a result, these weapons were removed, and replaced, &#xD;
altering the 'mech's weapon profile.&#xD;
&#xD;
Opting for a slightly longer range and longevity in exchange of firepower, the &#xD;
Class-20 Autocannons were replaced with Class-10 versions.  Also, rather than &#xD;
replace the SRM-4 with another launcher, the merc unit opted to swap it with a &#xD;
Large Laser to complement the new smaller autocannons.  Finally, the medium &#xD;
lasers were kept as they were, except for the head-mounted one; it was &#xD;
front-mounted instead.&#xD;
&#xD;
Finally, these changes also allowed for more armor to be mounted on the 'mech, &#xD;
increasing the protection up to 19 tons.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
This variant of the Pillager was with the Cunningham's Commandos for ten years; &#xD;
it was last deployed defending against a pirate raid, where it suffered &#xD;
irrepairable damage.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                     152 points               10.00&#xD;
Engine:             Fusion Engine                300                      19.00&#xD;
    Walking MP: 3&#xD;
    Running MP: 5&#xD;
    Jumping MP: 2 Standard&#xD;
    Jump Jet Locations: 1 LL, 1 RL                                         4.00&#xD;
Heat Sinks:         Single Heat Sink             16                        6.00&#xD;
    Heat Sink Locations: 1 LA, 1 RA, 1 LL, 1 RL&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H&#xD;
Armor:              Standard Armor               AV - 304                 19.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     31           40        &#xD;
                                 Center Torso (rear)                  21        &#xD;
                                           L/R Torso     21           28        &#xD;
                                    L/R Torso (rear)                  14        &#xD;
                                             L/R Arm     17           33        &#xD;
                                             L/R Leg     21           42        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Medium Laser                                 RA        3         1         1.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
Autocannon/10                                RT        3         7        12.00&#xD;
Autocannon/10                                LT        3         7        12.00&#xD;
Large Laser                                  CT        8         2         5.00&#xD;
Medium Laser                                 HD        3         1         1.00&#xD;
@AC/10 (20)                                  RT        -         2         2.00&#xD;
@AC/10 (20)                                  LT        -         2         2.00&#xD;
                                            Free Critical Slots: 18&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 19&#xD;
3/1j       4       4       0       0      4     0   Structure:  8&#xD;
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2017-04-22T20:15:36.3230000</pubDate>
      <link>http://solaris7.com/thread/pillager-plg-2z/</link>
    </item>
    <item>
      <title>Wolfhound IIC 3</title>
      <description>&lt;p&gt;Wolfhound IIC 3&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;img src="https://3.bp.blogspot.com/-q7bKAkzSPm0/Vk9P6kndD4I/AAAAAAAABzc/RzvKJ96WBEw/s1600/concept-wolfhound.png" alt="" width="500" height="500"&gt;&lt;br&gt; &lt;br&gt; &lt;br&gt; &lt;br&gt; Mass: 35 tons&lt;br&gt; Tech Base: Clan&lt;br&gt; Chassis Config: Biped&lt;br&gt; Rules Level: Tournament Legal&lt;br&gt; Era: Clan Invasion&lt;br&gt; Tech Rating/Era Availability: F/X-X-D-A&lt;br&gt; Production Year: 3052&lt;br&gt; Cost: 5,667,030 C-Bills&lt;br&gt; Battle Value: 2,129&lt;br&gt; &lt;br&gt; Chassis: Unknown Endo-Steel&lt;br&gt; Power Plant: Unknown 210 Fusion XL Engine&lt;br&gt; Walking Speed: 64.8 km/h&lt;br&gt; Maximum Speed: 97.2 km/h&lt;br&gt; Jump Jets: None&lt;br&gt; &amp;nbsp; &amp;nbsp; Jump Capacity: 0 meters&lt;br&gt; Armor: Unknown Ferro-Fibrous&lt;br&gt; &lt;br&gt; Armament:&lt;br&gt; &lt;br&gt; &amp;nbsp; &amp;nbsp; 1 &amp;nbsp;ER PPC&lt;br&gt; &amp;nbsp; &amp;nbsp; 4 &amp;nbsp;ER Medium Lasers&lt;br&gt; &lt;br&gt; Manufacturer: Unknown&lt;br&gt; &amp;nbsp; &amp;nbsp; Primary Factory: Unknown&lt;br&gt; Communications System: Unknown&lt;br&gt; Targeting and Tracking System: Unknown&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: 10.0pt; line-height: 115%; font-family: 'Courier New'; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-CA; mso-fareast-language: EN-CA; mso-bidi-language: AR-SA;"&gt;Overview:&lt;br&gt;&lt;br&gt;When Phelan Kell was inducted into the Wolf Clan as a Warrior, his original battlemech, a Wolfhound nicknamed "Grinner" was upgraded with Clan technology,resulting in the creation of the Wolfhound IIC. &amp;nbsp;This Clan-tech incarnation of&amp;nbsp;the Wolfhound had an ER Large Laser on its right arm as its main long-range weapon, supported by three Medium Pulse Lasers and a rear-mounted ER Medium&amp;nbsp;Laser. &amp;nbsp;Fourteen double heat sinks are enough to keep heat levels at a minimum&amp;nbsp;as long as the rear-mounted laser does not see use.&lt;br&gt; &lt;br&gt; Phelan Kell would later experiment with the weapons layout of his Wolfhound IIC, resulting in the creation of two variants of the battlemech. &amp;nbsp;The first variant, known as the Wolfhound IIC 2, trades cooling ability for accuracy, as&amp;nbsp;it reduced the double heat sinks to ten, and replaced the ER Medium Laser and ER Large Laser with Pulse versions, as well as adding an ECM Suite. &amp;nbsp;The second variant was the antithesis of the first variant, and was known as the Wolfhound IIC 3.&lt;br&gt; &lt;!--[endif]--&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: 10.0pt; line-height: 115%; font-family: 'Courier New'; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-CA; mso-fareast-language: EN-CA; mso-bidi-language: AR-SA;"&gt;&lt;span style="font-size: 10pt; line-height: 115%;"&gt;Capabilities:&lt;br&gt; Like the original Wolfhound IIC, this variant is built with an Endo-Steel chassis and protected by 6.5 tons of Ferro-Fibrous armor. &amp;nbsp;This Wolfhound IIC&lt;br&gt; variant also retains the original's fourteen double heat sinks, as well as its XL Fusion Engine.&lt;br&gt; &lt;br&gt; Like the original, this Wolfhound IIC variant sports an all-energy variant, with an ER PPC on the right arm as its main long-range weapon. &amp;nbsp;This is supported by four ER Medium Lasers, with one per side torso, and two in the center torso; suprisingly, the second ER Medium Laser is also facing forward.&lt;br&gt; All of the weapons are tied to a two-ton Targeting Computer, making each shot&lt;br&gt; more accurate.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: 10.0pt; line-height: 115%; font-family: 'Courier New'; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-CA; mso-fareast-language: EN-CA; mso-bidi-language: AR-SA;"&gt;Deployment:&lt;br&gt; &lt;/span&gt;&lt;span style="font-size: 10.0pt; line-height: 115%; font-family: 'Courier New'; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-CA; mso-fareast-language: EN-CA; mso-bidi-language: AR-SA;"&gt;&lt;span style="font-size: 10pt; line-height: 115%;"&gt;&lt;span style="font-size: 10pt;"&gt;There are no known records in regards of the deployment of the Wolfhound IIC 3.&lt;/span&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2018-12-30T02:14:43.3930000</pubDate>
      <link>http://solaris7.com/thread/wolfhound-iic-3/</link>
    </item>
    <item>
      <title>Victor VTR-9D2</title>
      <description>&lt;pre&gt;Victor VTR-9D2&lt;br&gt;&lt;br&gt;&lt;img src="http://cfw.sarna.net/wiki/images/9/9f/MWO-Victor.png?timestamp=20180127135032" alt="" width="300" height="367"&gt;&#xD;
&#xD;
Mass: 80 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: E/X-F-D-A&#xD;
Production Year: 3045&#xD;
Cost: 8,555,520 C-Bills&#xD;
Battle Value: 1,918&#xD;
&#xD;
Chassis: HildCo Type V Standard&#xD;
Power Plant: Pitban 320 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: Swingline X-1000&#xD;
    Jump Capacity: 120 meters&#xD;
Armor: Valiant Scutum Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Poland Main R Gauss Rifle&#xD;
    3 Magna Mk II Medium Lasers&#xD;
    1 Holly SRM-4&#xD;
    1 Starflash Small Pulse Laser&#xD;
Manufacturer: Sarao Steelworks&#xD;
    Primary Factory: Franklin&#xD;
Communications System: Opus III Highbeam&#xD;
Targeting and Tracking System: Garret D2j (Mendham)&lt;br&gt;&lt;br&gt;&#xD;
Overview:&#xD;
After losing Independence Weaponry to the DCMS after the War of 3039, the AFFS &#xD;
no longer had access to the 80-ton Victor battlemech, which was considered the &#xD;
primary assault 'Mech of choice for House Davion forces.  As a result, the &#xD;
Davions made do with purchasing the new VTR-9D models from the rebuilt HildCo &#xD;
factory in the St. Ives Compact and funding the construction of Styk's Tao &#xD;
MechWorks.&#xD;
&#xD;
However, the AFFS also contracted Sarao Steelworks to produce a limited amount &#xD;
of Victor battlemechs as well; the company was relatively small compared to the &#xD;
likes of heavyweights like GM and Achernar Battlemechs, but has since grown due &#xD;
to the company's success at mass-producing double heat sinks.  But rather than &#xD;
fully copy the VTR-9D model, the Franklin-based company opted to create their &#xD;
own model instead, resulting in the VTR-9D2 model.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Like the VTR-9D model, Sarao Steelworks' VTR-9D2 model of the Victor replaced &#xD;
the massive Autocannon with a Johnston Industries' Poland Main R Gauss Rifle, &#xD;
supplied with three tons of ammo.  However,  Sarao Steelworks replaced the 15 &#xD;
single heat sinks with 10 double heat sinks, freeing up tonnage while improving &#xD;
cooling capacity.  As a result, besides the two Medium Lasers on the left arm &#xD;
and the SRM-4 in the left shoulder, Sarao Steelworks also was able to add &#xD;
another Medium Laser in the center torso, as well as a head-mounted Small Pulse &#xD;
Laser for anti-infantry duty.  &#xD;
&#xD;
&#xD;
Protection was also improved, by replacing the original armor with 12.5 tons of &#xD;
Ferro-Fibrous armor, as well as adding CASE in both side torsos.&#xD;
&#xD;
Electronics was also slightly overhauled, retaining the original Communication &#xD;
System, while replacing the Target-and-Tracking system with the Garret D2j &#xD;
model produced by Mendham Electronics.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
Like the VTR-9D, the Victor VTR-9D2 became a favored assault 'Mech of choice &#xD;
for Davion forces.  At the same time, Sarao Steelworks was further contracted &#xD;
to refit and convert any of the AFFS' remaining Victor VTR-9B models into the &#xD;
VTR-9D2 version.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                     122 points                8.00&#xD;
Engine:             Fusion Engine                320                      22.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 4 Standard&#xD;
    Jump Jet Locations: 2 LL, 2 RL                                         4.00&#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA&#xD;
Armor:              Ferro-Fibrous                AV - 224                 12.50&#xD;
    Armor Locations: 7 LT, 7 RT&#xD;
    CASE Locations: 1 LT, 1 RT                                             1.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     25           34        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     17           24        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     13           25        &#xD;
                                             L/R Leg     17           24        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Gauss Rifle                                  RA        1         7        15.00&#xD;
2 Medium Lasers                              LA        6         2         2.00&#xD;
SRM-4                                        LT        3         1         2.00&#xD;
Medium Laser                                 CT        3         1         1.00&#xD;
Small Pulse Laser                            HD        2         1         1.00&#xD;
@Gauss Rifle (24)                            RT        -         3         3.00&#xD;
@SRM-4 (25)                                  LT        -         1         1.00&#xD;
                                            Free Critical Slots: 13&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 19&#xD;
4j         4       4       2       0      4     0   Structure:  6&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2018-08-25T00:45:12.1470000</pubDate>
      <link>http://solaris7.com/thread/victor-vtr-9d2/</link>
    </item>
    <item>
      <title>Patriarch PTH-081 MilitiaMech</title>
      <description>About a year or so ago, before the old Solaris7 shut down, I'd been looking through my copy of Tactical Operations and came across the rules for handheld weapons. Curious, I wondered what possibilities could arise from it. Then I acquired a copy of TRO: Prototypes and the Quickdraw variant therein gave me the final inspiration. The result was one of the last things I posted on the old site, and it returns here. (No formatting for the moment as I'm typing this out on my phone.)&#xD;
&#xD;
Patriarch PTH-081&#xD;
&#xD;
100 tonnes &#xD;
&#xD;
Industrial Internal Structure &#xD;
&#xD;
Torso-Mounted Cockpit &#xD;
&#xD;
3/5/3 movement points (300 Standard Fusion Engine)&#xD;
&#xD;
19 tonnes of Heavy Industrial Armor (304 points)&#xD;
&#xD;
Head: 8&#xD;
&#xD;
Center Torso: 50/12&#xD;
&#xD;
Left/Right Torsos: 32/10&#xD;
&#xD;
Left/Right Arms: 34&#xD;
&#xD;
Left/RIght Legs: 41&#xD;
&#xD;
19 Single Heat Sinks&#xD;
&#xD;
Industrial Triple-Strength Myomer&#xD;
&#xD;
2 Heavy Machine Guns (1 in each Leg)&#xD;
&#xD;
1/2 tonne HMG Ammunition (Left Torso)&#xD;
&#xD;
2 Large Lasers (Both in the Head)&#xD;
&#xD;
1 Retractable Blade (Right Arm)&#xD;
&#xD;
1 C.A.S.E. Unit (Left Torso) &#xD;
&#xD;
1 Guardian ECM Unit (Right Torso)&#xD;
&#xD;
So far, my own calculations have the Patriarch costing 12,204,000 C-Bills and 1,699 BV. Not bad. Now, here's where the magic happens. I was thinking that the Patriarch would be marketed to militias that can't afford an Omnimech with the ability to carry ~37 tons of weapons. The I-TSM allows the Patriarch to effectively have 20 tons of pod-space through its handheld weapon mount. Additionally, if the Patriarch's weapon set-up is proving insufficient, the 'Mech can rendezvous with a nearby supply truck and swap out its configuration &lt;i&gt;in the middle of battle&lt;/i&gt;, granting it even more versatility than an Omni'.&#xD;
&#xD;
The Patriarch's manufacturer ships out each unit with the following handheld weapons:</description>
      <pubDate>2018-08-15T04:14:39.4800000</pubDate>
      <link>http://solaris7.com/thread/patriarch-pth-081-militiamech/</link>
    </item>
    <item>
      <title>Hand held weapons</title>
      <description>&lt;p&gt;MaxTech has rules for handheld weapons on pg 77-78. I've been contemplating the option for LAM since they can't Omni, and even if rule's are allowed that make OmniLAM's possible I'm fairly sure handheld weapons could be cheaper.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;I just wondered whats out there or what some good suggestions would be for a medium glass cannon even if not LAM, ie I want to use medium to long range weapons where possible, but I can def see how an Inferno-OS could be useful in a forest or fuel depot..&lt;/p&gt;</description>
      <pubDate>2018-07-26T01:08:42.7730000</pubDate>
      <link>http://solaris7.com/thread/hand-held-weapons/</link>
    </item>
    <item>
      <title>Menhit Assault Omni Hovercraft (And maybe other designs someday.)</title>
      <description>&lt;p&gt;Mostly just writing things down to keep track of them.&lt;br&gt;&lt;br&gt;Menhit Assault Omni Hovercraft.&lt;br&gt;&lt;br&gt;A super Heavy hovercraft at 90 tons,&amp;nbsp; it combines the speed of a light to medium mech, with the firepower of a heavy mech, and the armor of an assault mech.&amp;nbsp; Though to be fair, with the extra hit locations of a super heavy unit, that armor is a bit spread out.&lt;/p&gt;&#xD;
&lt;p&gt;90 tons 7/11&lt;br&gt;-18&amp;nbsp; Super Heavy structure&lt;br&gt;-18 305 XL engine (-1 Slot)&lt;br&gt;-9 Lift equipment&lt;br&gt;-4.5 Controls&lt;br&gt;-16.5 Ferro Armor (-1 slot)&lt;br&gt;-2 Turret&lt;br&gt;&lt;br&gt;22 tons and 21 equipment slots remaining for Omni Configurations&lt;br&gt;&lt;br&gt;Prime&lt;br&gt;-14&amp;nbsp; 14 SRM-4&lt;br&gt;-6&amp;nbsp; Ammo&lt;br&gt;-2 4 ERSmall Lasers&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/f6b2f48f-ebe1-4c2c-9d8f-a932014a81e0/" alt="Menhit Prime" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;This one is less about creativity and more about pumping up the damage numbers in alpha strike.&amp;nbsp; Originally it was supposed to have a battery of AP Gauss on it, but latter checking showed I ran out of equipment slots that way.&amp;nbsp; So I modified it while keeping the Alpha strike stats the same.&lt;br&gt;&lt;br&gt;A&lt;br&gt;-6 4 iATM-3&lt;br&gt;-2 Ammo&lt;br&gt;-2.5&amp;nbsp; 5 ERSmall Lasers&lt;br&gt;-.5 AMS&lt;br&gt;-1 Ammo&lt;br&gt;-10&amp;nbsp; Infantry Transport&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/922680b5-b6fc-4bbd-9d16-a932014abfe0/" alt="Menhit A" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;Infantry transport obviously.&amp;nbsp; Not a particularly well made one though.&amp;nbsp; It should have SRM-6's or LRM-10+'s to deploy smoke for cover.&amp;nbsp; Instead it once again resorts to cheap tactics to pad out the alpha strike damage numbers.&amp;nbsp; On the other hand, that is potential for great hilarity with this thing.&amp;nbsp; It can drop 2 points of battle armor in a single turn.&amp;nbsp; And In alpha strike deployed infantry can shoot on the turn they get deployed.&amp;nbsp; So in theory if this thing gets into short range a target could be facing 3 7 point attacks suddenly (Ok, so the BA design will have to be posted at another time.)&amp;nbsp; Also,&amp;nbsp; I should really put a super charger on it...&lt;/p&gt;&#xD;
&lt;p&gt;B&lt;br&gt;-7.5 3 LRM-10&lt;br&gt;-3 Ammo&lt;br&gt;-.5 AMS&lt;br&gt;-1 Ammo&lt;br&gt;-6 LPL&lt;br&gt;-2 4 AP Gauss&lt;br&gt;-1 Ammo&lt;br&gt;-1 ECM&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/18f6c44f-c57d-4275-8730-a932014abff3/" alt="Menhit B" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;And then I thought, I really miss the Smoke LRM's I should of put on the previous model.&amp;nbsp; And the AP Gauss's from the previous previous model.&amp;nbsp; And this happened.&amp;nbsp; At Least its behaving normally and doesn't have some sort of gimmick behind it.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;C&lt;br&gt;-6 Large Pulse Laser&lt;br&gt;-13 HAG30&lt;br&gt;-3 Ammo&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/6af379e8-608a-45e9-ac21-a932014ac001/" alt="Menhit C" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;So... Back story...&amp;nbsp; The Menhit is supposed to be a front line Clan Stone Lion design, intended to be able to directly match up against mechs (Even to the point where single Menhit's will challenge mechs to duels).&amp;nbsp; Because after the wars of reaving I really didn't expect the mech factories to be fully up and running, and the Ex-hell horses still have a love for tanks.&amp;nbsp; Also I think I remember somewhere that the horses like HAG's.&amp;nbsp; So here is the classic Main gun / secondary gun don't mind me I'm just a tank configuration.&lt;/p&gt;&#xD;
&lt;p&gt;D&lt;br&gt;-2 super charger&lt;br&gt;-12 UAC-20&lt;br&gt;-4 Ammo&lt;br&gt;-4 2 Medium Pulse Lasers&lt;/p&gt;&#xD;
&lt;p&gt;&lt;img src="/file/download/4e2437eb-f538-4856-a062-a932014ac00b/" alt="Menhit D" width="500" height="357"&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;br&gt;And Finally, that supercharger I've always wanted. With an UAC-20.&amp;nbsp; And some Medium pulse lasers.&amp;nbsp; You know, for scale.&amp;nbsp; Also it can charge for 9 damage.&amp;nbsp; Just saying.&lt;br&gt;&lt;br&gt;Now back when I was originally planning this design, it was supposed to be part of a trio of designs all made by the Stone Lions.&amp;nbsp; Sadly I don't remember the names, but I think I was going with an Egyptian theme.&amp;nbsp; Menhit herself is an Egyptian goddess who of course has some tie on the concept of "War"&amp;nbsp; The second Hovercraft was supposed to be on the flanks of a menhit formation.&amp;nbsp; A bit faster, and a more dedicated long range sniper/skirmisher.&amp;nbsp; Third design,&amp;nbsp; not&amp;nbsp; a clue.&amp;nbsp; But would probably be a scout to fill out the roles.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2018-08-04T20:03:19.5070000</pubDate>
      <link>http://solaris7.com/thread/menhit-assault-omni-hovercraft-and-maybe-other-designs-someday/</link>
    </item>
    <item>
      <title>Obsidian Idol</title>
      <description>&lt;p&gt;Obsidian Idol OKS-O&lt;br&gt;&lt;br&gt;Mass: 100 tons&lt;br&gt;Tech Base: Clan&lt;br&gt;Chassis Config: Biped Omnimech&lt;br&gt;Rules Level: Experimental Tech&lt;br&gt;Era: All Eras (non-canon)&lt;br&gt;Tech Rating/Era Availability: E/X-E-E-A&lt;br&gt;Production Year: 0&lt;br&gt;Cost: 25,142,500 C-Bills&lt;br&gt;Battle Value: 1,253&lt;br&gt;&lt;br&gt;Chassis: Unknown Endo-Steel&lt;br&gt;Power Plant: Unknown 300 Fusion XL Engine&lt;br&gt;Walking Speed: 32.4 km/h&lt;br&gt;Maximum Speed: 54.0 km/h&lt;br&gt;Jump Jets: Unknown&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 0 meters&lt;br&gt;Armor: Unknown Standard Armor&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 59.0 tons of pod space.&lt;br&gt;Manufacturer: Unknown&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Unknown&lt;br&gt;Communications System: Unknown&lt;br&gt;Targeting and Tracking System: Unknown&lt;/p&gt;</description>
      <pubDate>2018-07-26T09:42:26.3130000</pubDate>
      <link>http://solaris7.com/thread/obsidian-idol/</link>
    </item>
    <item>
      <title>Painting the town red: Blockbuster BB-001</title>
      <description>&lt;pre&gt;                 BattleMech Technical Readout&#xD;
&#xD;
Name/Model:         Blockbuster BB-001&#xD;
Designer:           lucho&#xD;
Source(s):          Custom Mordel.Net Units&#xD;
Technology:         Inner Sphere&#xD;
Technology Rating:  E&#xD;
Tonnage:            95&#xD;
Configuration:      Tripod BattleMech&#xD;
Era/Year:           Dark Age / 3146&#xD;
Rules (Current):    Advanced&#xD;
Rules (Era):        Advanced&#xD;
Rules (Year):       Advanced&#xD;
Total Cost:         13,472,843 C-Bills&#xD;
Battle Value:       2,285&#xD;
&#xD;
Structure:            Endo Steel&#xD;
Power Plant:          285 Fusion&#xD;
Walking Speed:        32.4 kph  &#xD;
Maximum Speed:        54 kph    &#xD;
Jump Jets:            None&#xD;
    Jump Capacity:    None&#xD;
Armor:                Light Ferro-Fibrous&#xD;
Armament:             &#xD;
    2 Small X-Pulse Lasers&#xD;
    1 Long Tom Artillery Cannon&#xD;
    2 ER Medium Lasers&#xD;
    2 PPCs&#xD;
Manufacturer:         Unknown&#xD;
    Primary Factory:  Unknown&#xD;
Communications:       Unknown&#xD;
Targeting &amp;amp; Tracking: Unknown&#xD;
&#xD;
================================================================================================&#xD;
Overview:&#xD;
    Designed to support urban assaults, the Blockbuster is aptly named. It's sole purpose is&#xD;
    that of citybuster.Capable of clearing a path through the densest of terrain and blowing&#xD;
    holes in the strongest of defenses,the BB-001 is a boon to field commanders that face&#xD;
    stubborn opposition.&#xD;
&#xD;
Capabilities:&#xD;
    Based upon an advanced chassis and employing a unique tripod configuration, the Blockbuster&#xD;
    is meant for slow and steady advances. While not fast, the assault class mech boasts&#xD;
    excellent mobility in even the most difficult terrain. Heavy armor further enhances the&#xD;
    mech's staying power.&#xD;
    &#xD;
    Offensively, the Blockbuster's focus hinges upon a massive Long Tom Cannon for saturation&#xD;
    bombardments of enemy positions. Should the support unit find itself in direct combat,&#xD;
    paired PPCs and ER Medium Lasers, mounted in Marauder-type pods, provide a measure of&#xD;
    self-defense. Twin X-pulse Light Lasers supplement the firepower in close quarters.&#xD;
    &#xD;
    Finally, in pursuit of its role as urbanspecialist, the engineers did not cut corners on the&#xD;
    sensor suite. A Bloodhound active probe provides valuable 'eyes on the ground' for unit&#xD;
    commanders hopingto avoid unwelcome surprises.&#xD;
&#xD;
================================================================================================&#xD;
Equipment                                                             Mass                      &#xD;
------------------------------------------------------------------------------------------------&#xD;
Internal Structure:                         Endo Steel                 5.50                     &#xD;
Engine:                                     285 Fusion                16.50                     &#xD;
    Walking MP:                                 3                                               &#xD;
    Running MP:                                 5                                               &#xD;
    Jumping MP:                                 0                                               &#xD;
Heat Sinks (Double):                         11 [22]                   1.00                     &#xD;
Gyro:                                        Compact                   4.50                     &#xD;
Cockpit:                                      Tripod                   4.00                     &#xD;
Armor Factor:                                  322                    19.00                     &#xD;
    Type:                              Light Ferro-Fibrous                                      &#xD;
&#xD;
                                    Internal         Armor     &#xD;
                                    Structure        Value     &#xD;
    Head:                               3              9       &#xD;
    Center Torso:                      30             43       &#xD;
    Center Torso (rear):                              10       &#xD;
    R/L Torso:                         20             30       &#xD;
    R/L Torso (rear):                                 10       &#xD;
    R/L Arm:                           16             30       &#xD;
    R/C/L Leg:                         20             40       &#xD;
&#xD;
================================================================================================&#xD;
Weapons and Ammo                                       Location          Critical     Tonnage   &#xD;
------------------------------------------------------------------------------------------------&#xD;
Bloodhound Active Probe                                   RT                3          2.00             &#xD;
CASE                                                      RT                1          0.50             &#xD;
Long Tom Artillery Cannon (Ammo 20)                       RT                4          4.00             &#xD;
Small X-Pulse Laser                                       RT                1          1.00             &#xD;
Long Tom Artillery Cannon                               LT/CT               15        20.00             &#xD;
Small X-Pulse Laser                                       LT                1          1.00             &#xD;
ER Medium Laser                                           RA                1          1.00             &#xD;
PPC                                                       RA                3          7.00             &#xD;
ER Medium Laser                                           LA                1          1.00             &#xD;
PPC                                                       LA                3          7.00             &lt;/pre&gt;</description>
      <pubDate>2017-10-12T22:57:37.2830000</pubDate>
      <link>http://solaris7.com/thread/painting-the-town-red-blockbuster-bb-001/</link>
    </item>
    <item>
      <title>Thanatos Omnimech (Apocryphal / AU)</title>
      <description>&lt;p&gt;lk&lt;/p&gt;&#xD;
&lt;p&gt;&lt;img src="http://cfw.sarna.net/wiki/images/a/a7/Thanatos.jpg?timestamp=20150201210325" alt="Thanatos artwork, by Franz Vohwinkel, from TRO 3067." width="297" height="300"&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;em&gt;Death comes in many ways. More often than not, it's in the form of manmade lightning.&lt;/em&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Good day, fellow Solaris 7 BT-nuts! You may have wondered what the Thanatos could have been as an OmniMech. Wasted opportunity, too: the Inner Sphere might have had an opportunity to field their own heavy cavalry Omni to counter the hordes of Clanners and their beloved 5/8/x movement profile.&lt;/p&gt;&#xD;
&lt;p&gt;Well, here's a personal interpretation of the big guy. The fluff isn't quiiiite there yet, but the stats are well and ready!&lt;/p&gt;&#xD;
&lt;pre&gt;Thanatos TNS-O&#xD;
&#xD;
Mass: 75 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped Omnimech&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3058&#xD;
Cost: 21,110,469 C-Bills&#xD;
Battle Value: 965&#xD;
&#xD;
Chassis: StarFrame Heavy Endo-Steel&#xD;
Power Plant: PlasmaStar 375 Fusion XL Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: Audi-Fokker Mark IV&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Durallex Heavy Standard Armor&#xD;
Armament:&#xD;
    28.0 tons of pod space.&#xD;
Manufacturer: StarCorps Industries&#xD;
    Primary Factory: Crofton&#xD;
Communications System: Garret T-60 FastScan&#xD;
Targeting and Tracking System: Garret F22C&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                   114 points                4.00&#xD;
    Internal Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL&#xD;
Engine:             XL Fusion Engine             375                      19.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             13(26)                    3.00&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA    R: SH+UA&#xD;
Armor:              Standard Armor               AV - 216                 13.50&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     23           35        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     16           22        &#xD;
                                    L/R Torso (rear)                  8         &#xD;
                                             L/R Arm     12           21        &#xD;
                                             L/R Leg     16           30        &lt;/pre&gt;</description>
      <pubDate>2017-10-23T12:54:23.4570000</pubDate>
      <link>http://solaris7.com/thread/thanatos-omnimech-apocryphal-au/</link>
    </item>
    <item>
      <title>Atlas AS7-JB</title>
      <description>&lt;pre&gt;Atlas AS7-JB&lt;br&gt;&lt;br&gt;&lt;img src="http://cfw.sarna.net/wiki/images/3/3a/3025_Atlas1.jpg?timestamp=20130421090726" alt="" width="300" height="494"&gt;&lt;br&gt;&lt;br&gt;Mass: 100 tons&lt;br&gt;Tech Base: Inner Sphere&lt;br&gt;Chassis Config: Biped&lt;br&gt;Rules Level: Tournament Legal&lt;br&gt;Era: Clan Invasion&lt;br&gt;Tech Rating/Era Availability: E/X-X-D-A&lt;br&gt;Production Year: 3050&lt;br&gt;Cost: 10,918,000 C-Bills&lt;br&gt;Battle Value: 2,357&lt;br&gt;&lt;br&gt;Chassis: Foundation Type 10X Standard&lt;br&gt;Power Plant: Vlar 300 Fusion Engine&lt;br&gt;Walking Speed: 32.4 km/h&lt;br&gt;Maximum Speed: 54.0 km/h&lt;br&gt;Jump Jets: None&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 0 meters&lt;br&gt;Armor: Glasgow Limited Primo Ferro-Fibrous w/ CASE&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 1 Poland Main Model A Gauss Rifle&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 1 Coventry Surefire LRM-15 w/ Artemis IV FCS&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 2 Cyclops XII ER Large Lasers&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 1 SureShot Mk VI SRM-6 w/ Artemis IV FCS&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 2 Defiance B3M Medium Lasers&lt;br&gt;Manufacturer: Defiance Industries&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Hesperus II&lt;br&gt;Communications System: Angst Discom&lt;br&gt;Targeting and Tracking System: Angst Accuracy&lt;br&gt;&lt;br&gt;Overview:&lt;br&gt;The AS7-JB variant of the Atlas was Defiance Industries' attempt at countering &lt;br&gt;the DCMS' new Atlas model, the AS7-K, which debut in 3049.&amp;nbsp; Like the Kuritan &lt;br&gt;version, the AS7-JB was meant to pummel enemies at long-range.&amp;nbsp; Though a &lt;br&gt;respectable design of its own, the Clan Invasion and a series of bureaucratic &lt;br&gt;blunders ruined this variant from gaining any traction.&amp;nbsp; At the same time, it &lt;br&gt;is believed that certain "Social Generals" that still festered within the LCAF &lt;br&gt;used their influence to keep the Atlas as a "brawler" by design, not wanting it &lt;br&gt;to become nothing more than a slower version of the Zeus battlemech.&lt;br&gt;&lt;br&gt;&lt;br&gt;Capabilities:&lt;br&gt;Defiance Industries did not want to sacrifice the durability of the Atlas by &lt;br&gt;using an XL Engine, something that the Kuritans did with the AS7-K model, in &lt;br&gt;order to free up space for the changes in weaponry.&amp;nbsp; Instead, the company &lt;br&gt;retained the original standard engine, and opted to replace the 20 single heat &lt;br&gt;sinks with 13 double heat sinks, and replaced the standard armor with &lt;br&gt;Ferro-Fibrous.&amp;nbsp; This ensured that the AS7-JB is still just as durable as &lt;br&gt;before, while improving the 'mech's cooling capacity.&lt;br&gt;&lt;br&gt;&lt;br&gt;Like the AS7-K, the Atlas AS7-JB has an ER Large Laser on each arm, and a Gauss &lt;br&gt;Rifle on the right torso in for long-range attacks.&amp;nbsp; Unlike the Kuritan &lt;br&gt;variant, the LRM-20 was reduced to an LRM-15.&amp;nbsp; However, this Atlas variant did &lt;br&gt;retain the SRM-6 on the left torso, and the two medium lasers in the center &lt;br&gt;torso, although both are now facing forward.&amp;nbsp; Furthermore, the missile &lt;br&gt;launchers were mated to an Artemis IV guiding system for better accuracy.&amp;nbsp; As &lt;br&gt;for ammunition, both the LRM launcher and the Gauss Rifle have two tons of ammo &lt;br&gt;each, while the SRM launcher has a one-ton bin to draw from.&lt;br&gt;&lt;br&gt;&lt;br&gt;For additional protection, CASE was installed in each side torso, to help &lt;br&gt;protect against missile ammo explosions, or if the Gauss Rifle itself gets hit &lt;br&gt;and explodes.&lt;br&gt;&lt;br&gt;&lt;br&gt;Battle History:&lt;br&gt;Despite its limited deployment, the Atlas AS7-JB did gain certain degree of &lt;br&gt;notoriety in the Solaris Gaming Circuits.&amp;nbsp; Jason Bloch, a veteran Solaris Games &lt;br&gt;Mechwarrior, would use this Atlas variant in his championship run in 3050, &lt;br&gt;winning the Grand Tournament in that year.&amp;nbsp; He would continue to find success &lt;br&gt;using the AS7-JB in the Class Five Circuit, including winning the 3054 Grand &lt;br&gt;Tournament as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;Notable 'Mechs &amp;amp; MechWarriors: &lt;br&gt;-Jason Bloch&lt;br&gt;&lt;br&gt;A member of the Blackstar Stables, Jason Bloch is notable for his conservative &lt;br&gt;fighting style, favoring on wearing down his opponents with long-range fire, &lt;br&gt;prefering to avoid close combat until he considers his enemy is damaged and in &lt;br&gt;heat trouble.&amp;nbsp; However, this approach is not always foolproof; in 3051, he lost &lt;br&gt;to Elizabeth O'Bannon in a crucial match, ending his attempt at a repeat &lt;br&gt;championship run.&lt;/pre&gt;</description>
      <pubDate>2018-07-02T20:32:47.6470000</pubDate>
      <link>http://solaris7.com/thread/atlas-as7-jb/</link>
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