Designer: Cowboy / Armory: Garrett-Ericson

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  • Last Post 22 July 2017
Lasergunner posted this 22 July 2017

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Lasergunner posted this 22 July 2017

Garrett-Ericson

CEO: Arthur Ericson Location: Lihue Founded: 9/6/2006 Data Updated: 10/4/2007  

Founded in the spring of 3031, Garrett-Ericson Mechworks started out as designs on the floor of Arthur Ericson, who struggled for money most of his life. His son Sven a mechwarrior had gained some noteriety in the house Davion Regular 18th RCT, under the command of Timotheus Qui, and more directly Storm Redhawk. It was their misfortune that worked out well for Arthur. While on an extended mission, they fell upon a starleauge cache, that had not yet been found by Comstar. It had nearly complete records for most Starleague Materials. While, then, Colonel Timotheus Qui phoned Jason Garrett, the millionaire solaris champion who had tried unsuccessfully to start his own mech company. The then seargent, Sven Ericson called his father, both arrived at the planet within hours of eachother.


With the lostech in hand, the two ventured to put their minds together. Jasons daughter Lail, who had been studying to become a house regular tech, left school to work for her father, who procured a small, battlemech factory. The first few designs were simple refits of standard mechs. Their break through came with the design of the DRK-1GE Darkstar, which served as , then Colonel Storm Redhawks personal mech. One of the first new assault mechs in the innersphere in quite some time. It was a bold step in the direction Garrett-Ericson wanted to head.


Now, nearly 41 years later Garrett-Ericson has perfected the use of lostech, and produces battlemechs that were instrumental in the victories of the 18th RCT over the clans. It has also spent the past 20 years studying as much recovered clan equipment as possible, along with obtaining a few Clan factories, which were considered war prizes by the commonwealth, which frequently buys battlemechs from Garrett-Ericson.


 

***UPDATE JUN 3060***

Due to our longstanding relationship with House Davion and our desire to work with Field Commanders to create concepted battlemechs around field reports from their pilots, and our desire to understand and duplicate the field modifications of our battlemechs that were made with clan technologies, we were approached by Kahn Phelan Ward of House Wolf in Exhile. Though he did say that we came highly recommended by Victor Davion, he did have his doubts that innersphere engineers could produce efficient clan battlemechs. We have been given the task of designing several prototype designs for Clan Wolf in Exhile. You will find those amongst our list here. Although they are not available to any innersphere unit.  


We do hope however the few prototype designs we have made, will open up new opprotunities for Garrett-Ericson to work with Clan Wolf to gain a decent understanding of clan technology and hopefully some time in the future we will be able to produce workable production line models of clan battlemechs.   We are happy to have the opprotunity, however, we were not thrilled with having to move half of our staff to a new, undisclosed location, to work in a clan factory now termed "Garrett-Ericson Clan Division".  So far the few clan battlemechs you see in our design directory are the only clan battlemechs we have been able to produce with any margin of success, and the precautions taken by Clan Wolf in Exhile to maintain secrecy of these designs keeps even those away from the hands of our regular innersphere designers. 

User Reviews

User Rating Posted Updated

Darkwarrior 0 8/30/2007  

Jeez, at the rate you are posting mechs, it looks like you are going to have a bulging armory by christmas. lol

Lasergunner posted this 22 July 2017

BattleMech

BattleMech Name Tonnage Technology Level TRO Rvw

Thunderbolt-TLF-1GEC 65 Clan 2 3067 3

Behemoth-BH-2GECX 100 Clan 2 3055 1

Golem-GL-1GECX 100 Clan 2 3060 7

Stingray-STR-1GE 20 Inner Sphere 2 3050 2

Goat-GTO-66GE 25 Inner Sphere 2 3060 4

Hunchback-HBK-6GE 50 Inner Sphere 2 3050 6

Manta-Ray-MNTR-1GE 50 Inner Sphere 2 3050 2

Axman-AXM-3GE 65 Inner Sphere 2 3050 2

Storm-ST-1GE 65 Inner Sphere 2 3060 2

Aracnid-TRNTLA-1GE 75 Inner Sphere 2 3060 4

Prince of Darkness-POD-S7GE 75 Inner Sphere 2 3067 2

Netherling-NTH-1GE 80 Inner Sphere 2 3050 5

Titan-TIT-1GE 80 Inner Sphere 2 3060 4

Intruder-INT-1GE 85 Inner Sphere 2 3060 4

Round-A-Bout-RND-01S7GE 85 Inner Sphere 2 3067 5

Mauler-MAL-6GE 90 Inner Sphere 2 3050 1

King Warlord-KGW-1E 100 Inner Sphere 1 3025 2

Capricorn-TLF-4GE 100 Inner Sphere 2 3067 4

Golem-GL-2GE 100 Inner Sphere 2 3055 4

King Warlord-KGW-2E 100 Inner Sphere 2 3026 2

King Warlord-KGW-3GE 100 Inner Sphere 2 3026 2

King Warlord-KGW-4E 100 Inner Sphere 2 3060 2

Phantom-f-3GE 100 Inner Sphere 2 3067 2

Hunchback-HBK-6GECX 50 Mixed 3 3067 3

King Warlord-KGW-3GECX 100 Mixed 3 3060 2



User Reviews

User Rating Posted Updated

Darkwarrior 0 8/30/2007  

Jeez, at the rate you are posting mechs, it looks like you are going to have a bulging armory by christmas. lol

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7039
WEDNESDAY, SEPTEMBER 06, 2006
UPDATE: 8/27/2007
168 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=7039]

Thunderbolt TLF-1GEC

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 65 Tons

Designer: Cowboy

Armory: Garrett-Ericson

BMC (BattleMech Designer) File


Faction Availability

  All Inner Sphere Factions Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE DECEMBER 28, 3071

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 260 7T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

C Double Heat Sinks: 15 [30] 5T

  10 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 3.5 13.5

Head 3 9

Center Torso 21 32/10

L/R Torso 15 21/8

L/R Arm 10 17

L/R Leg 15 30

 


Standard

Battle Value: 2302

C-Bill Cost: 12,274,461

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RA 6 12

3 Ammo (Gauss Rifle) 8 RT 3 3

1 C ER PPC LT 2 6

2 Medium Laser CT 2 2

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Medium Laser LA 1 1

3 C Double Heat Sink RT 6 3

2 C Double Heat Sink LT 4 2

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

    Totals

37 30



Overview:

The First of 7 Specially designed Battlemechs, to carry the designation TLF. What exactly TLF stands for is unknown at this present time, but it is assumed that these 7 battlemechs, which have never made through the doors of Garret Ericson Enterprises are specially designed for the 18th RCT. Sadly their designer Timotheus Qui passed before he could see the completion. It is rumoured he had over 30 designs he wanted to see made.


Capabilities:

While not boasting too much long range fire power, this battlemech has proven well in testing, it's ability to sustain fire for much longer, at greater distances from the supply lines would potentially make it very valuable on the battlefield. Mounting 13.5 tons of Armor and 15 double heat sinks this battlemech seems to run much cooler than most of it's counterparts, which allows the pilot to focus more on the battle at hand, and less on the management of heat.


Configuration / Variants:

There are no known variants to this battlemech at this moment.


Battle History:

None Available.


Deployment:

Whether Garret-Ericson will ever release this battlemech for full production or not is at this moment undetermined. However we hope they do.. The combination of innersphere and clan technoligies makes it an invaluable fighting machine.. Even if it is a bit costly...

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 10/4/2006  

Not a long range 'Mech? With an ER PPC and a Gauss Rifle? What else do you need?
I have a slight problem with it however: you say it is a lvl 2 Clan 'Mech but it is more like a lvl 3 mixed one.

Doc 0 9/6/2006  

I like the 4/6/4 movement. I do not like the ClanTech used. I see no reason for it. There is no explanation as to why this thing has ClanTech. Ignoring that, the armament isn't bad. Your fluff says not boasting much long range firepower....I'd say thats what your primary armament is. I also fail to see the connection the Thunderbolt. You need to establish that connection too. Overall not a bad machine, but one I see used more for gaming than IC purposes.

Gauntlet 3 9/6/2006  

Bah, friggin Clan tech on a IS mech. BOOO, hiss and various other heckling noises. That said, it does carry some decent firepower, especially for a 65 ton mech. Now...is that a clan XL engine? Cuz if not...BOOO! Though, since I see this thing's main role as that of fire-suppport, the XL isn't THAT bad. Fluff is okay. At least you gave it JJs...a "Gauntlet" must!

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8862
SUNDAY, AUGUST 26, 2007
UPDATE: 8/26/2007
79 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8862]

Behemoth BH-2GECX

Level: Custom Level 2 / 3055

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

Clan Wolf in Exile Clan

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No Tags posted

BATTLEROM IMAGE AUGUST 17, 3063

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

C Double Heat Sinks: 18 [36] 8T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19.5

Head 3 9

Center Torso 31 47/15

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle LT 6 12

1 C Gauss Rifle RT 6 12

1 C ER Large Laser LA 1 4

1 C ER Large Laser RA 1 4

1 C ER Medium Laser H 1 1

1 Ammo (Gauss Rifle) 8 CT 1 1

1 Ammo (Gauss Rifle) 8 LT 1 1

1 Ammo (Gauss Rifle) 8 LL 1 1

1 Ammo (Gauss Rifle) 8 RL 1 1

1 Jump Jets RL 1 2

1 Jump Jets LL 1 2

1 Jump Jets CT 1 2

1 C MASC RT 4 4

3 C Double Heat Sink LA 6 3

3 C Double Heat Sink RA 6 3

    Totals

38 47



Overview:

When Clan Smoke Jaguar first unleashed the Behemoth on us it came as quite a surprise. Originally considered a grand mistake, or Amaris' folly. It would appear that smoke Jaguar has used the battlemech well. When first commissioned by Kahn Phelan Ward of Clan Wolf in exhile, Garrett-Ericson was not sure they were up to the task at hand. With the aid of his most trusted technician, and some forward thinking engineers at Garrett-Ericson Clan division. This battlemech has came to fruition and Garrett-Ericson is proud to put our seal on it.


Capabilities:

This mech seems to run cool, although, one could very easily see how quickly that could be turned around once the double heat sinks are expended. With heat bellowing from massive jump jets, and the switch of ER. Large Lasers from Large Pulse Lasers, and the upgrade from a small pulse laser to an Er. Medium laser. You would think this battlemech was blowing heat from every corner. Most mechwarriors realize that the standard behemoth design can not fire all four of it's main weapons without a heat build. Minimal as it might be it could add up. This variant is capable of firing all four of it's larger weapons as well as it's rangy smaller weapon with out building up heat. This mech could easily surprise any mechwarrior who has seen a Behemoth in battle. This particular variant bodes better maximum range, better heat management, and more maneuverability than the standard behemoth models. We here at Garrett-Ericson believe it might just be the top of the notch clan Second line battlemech. Made exclusively for Kahn Phelan Ward of Clan Wolf in Exhile, we do not plan on marketing these to any of our innersphere customers. However, keep checking back as an innersphere variant of this mech might make it's way into our shops soon enough.


Configuration / Variants:

Of course the standard Behemoth which was designed and used by clan Smoke Jaguar, but we at Garrett-Ericson think you might just see another variant coming soon.


Battle History:

This battlemech has not seen combat yet. Although a substantial order was made by Kahn Phelan Ward of clan wolf in exhile. For what purpose we can not surmise.


Deployment:

There are no reports of this mech being deployed at this point.

 


User Reviews

User Rating Posted Updated

StarColonel 0 8/26/2007  

Very well built... i like that you kept a five weapon system to stay with the same battlemech design...

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8998
THURSDAY, SEPTEMBER 20, 2007
UPDATE: 9/27/2007
49 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8998]

Golem GL-1GECX

Level: Custom Level 2 / 3060

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

Clan Wolf in Exile Clan

Tags

No Tags posted

BATTLEROM IMAGE APRIL 7, 3063

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 17 [34] 7T

  12 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 10 19

Head 3 9

Center Torso 31 48/14

L/R Torso 21 29/12

L/R Arm 17 33

L/R Leg 21 41

 


Standard

Battle Value: 2328

C-Bill Cost: 11,766,000

Qty Weapons and Equipment Location Critical Tonnage

1 C LB 20-X AC LT 9 12

3 Ammo (LB 20-X AC) 5 LT 3 3

1 C LB 10-X AC RT 5 10

2 Ammo (LB 10-X AC) 10 RT 2 2

1 C Large Pulse Laser LA 2 6

2 C Medium Pulse Laser RA 2 4

2 C Medium Pulse Laser RT 2 4

1 C Medium Pulse Laser CT 1 2

1 Ammo (LB 20-X AC) 5 CT 1 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RT 2 1

1 C Double Heat Sink RA 2 1

    Totals

44 44



Overview:

While we had done redesigns on clan battlemechs before, this was the first battlemech built from the ground up at our "clan division" factory. Commissioned by Kahn Phelan Ward of clan wolf in Exhile because he wanted a brand new assault battlemech. Something to show the Surperiority of Clan Wolf in Exhile in the field. It was a daunting order and one we could not have completed without the help of his own technician caste, and some very influential pieces of technology, which we are under contract not to share with the innersphere.


Capabilities:

With only four tons of ammunition for the massive LB20X autocannon, and two tons for the slightly smaller LB10X Autocannon. We do realize this battlemech relies heavily on ammuntion. But, our "fail safe" (as it were) is the array of pulse laser technology. Which takes quite a bit of bite out of the design, but still allows it to function with deadly accuracy at close to medium range, with no ammunition expenditure.

 

While being able to only fire the massive LB20 X for a sustained one and a half minutes we feel that does not subtract from the deadliness of the design. While we may not be able to fire sustained bursts of the LBX20 the ability to bring a weapon that massive to bear is something that can not be overlooked.

Primarily this design is meant to make use of the much less ammunition dependant LB10X AC, and the array of Pulse Lasers that can fire almost constantly with out having to worry about expending too much heat. However, once in short to medium range bringing to bear the LB20X even once is enough to quickly fell most enemies.


Configuration / Variants:

Our regular Garrett-Ericson Factory located on Lihue has already began production of the GL-2GE Golem. Which has a much more innersphere feel than this battlemech.


Battle History:

There is no recorded battlehistory for this design at the present movment.


Deployment:

As with most of our collaboration with Clan wolf in Exhile Scientists, we do not know how this battlemech will be deployed in future Wolf in Exhile movements. We only know that Phelan Ward himself placed an order for 30 of these designs after he originally saw our design schematic.

 


User Reviews

User Rating Posted Updated

Cowboy 0 9/29/2007  

Thank you for all your reviews. I have indeed fixed the stats to represent the Endo-Steel. Sorry bout that, and I have also changed the date. I read the novels dealing with clan wolf in exhile, but I forgot the exact time they happened. ( in my campaign cannon is -skewed a bit- So I have updated that. 

POD.. I did indeed include a reason for using the clan technology. Garrett-Ericson has always been a Davion company, and the clear and distinct friendship between House Davion ( re: Victor Davion) and Clan wolf in exhile (re: Phelan Ward [kell]) is well documented. In one book I read recently some tech was shared from Clan Wolf in Exhile with Victor Davion himself. So it is not a stretch for him to commission an innersphere factory to make a new Wolf in exhile mech. Even if he had to send over his own technicians, and such to make the design work. It's a collaboration nothing more. 

As far as more like it, I am hesitent to post Clan mechs, I have very few up for that reason. I like designing them, although I do very much like IS lvl 1 and 2 as well. Either way.. Thanks for all your reviews. 

Ice Hellion 0 9/27/2007  

You forgot to put the Endo Steel in the stats of this 'Mech.
Overcooled? I do not think so. This 'Mech cannot alphastrike (this is not a criticism) but its firepower will increase as its opponent gets closer and closer.

A dangerous 'Mech well in the spirit of the Clans: short lived fights.
Nice job.

Cuchulainn 0 9/22/2007  

Well, my issue with this design is that you have it listed as a 3055-era design, but the Refusal War wasn't til , what, 3057? Fix that (date the design early 3060's) and I'll have fewer problems.

StarColonel 0 9/21/2007  

See PoD this is what we have all been saying about you. Did you ask him why he used clan tech, Ummm my guess is no so again your assuming things with out any real thought about what your doing... maybe it had nothing to do with the clan fire power maybe he just want to make a clan version. did you ever think about that?

Cowboy i agree with Queek One-Eye very Impressive design hope to see more like it..

Prince of Darkness 0 9/21/2007  

...lets not forget he is using CLAN tech without much reason, other than power > size.

Ironraven 0 9/20/2007  

A little better, but significantly over cooled.

Queek One-Eye 0 9/20/2007  

Impressive design...with two rather large shotguns (what I call LB-X autocannons) this design is very much a close in fighter. I think you also did a decent job with the fluff too.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9095
FRIDAY, OCTOBER 05, 2007
UPDATE: 10/5/2007
27 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9095]

Stingray STR-1GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Steiner-Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE APRIL 6, 3036

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 120 2T

Gyro: Standard 2T

  Walk: 6 MP

  Run: 9 [12] MP

  Jump: 6 MP

Standard Heat Sinks: 10  0T

  4 in Engine

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H


  Internal Structure Armor

  Standard Standard

Tons 2 4.5

Head 3 9

Center Torso 6 9/3

L/R Torso 5 8/2

L/R Arm 3 6

L/R Leg 4 8

 


Standard

Battle Value: 297

C-Bill Cost: 2,331,840

Qty Weapons and Equipment Location Critical Tonnage

1 Small Laser LA 1 0.5

1 Machine Gun LA 1 0.5

1 Ammo (Machine Gun) 100 LT 1 0.5

3 Jump Jets LT 3 1.5

2 Heat Sink LL 2 2

2 Heat Sink CT 2 2

3 Jump Jets RT 3 1.5

1 MASC RT 1 1

2 Heat Sink RL 2 2

1 Small Laser RA 1 0.5

1 Machine Gun RA 1 0.5

    Totals

18 6.5



Overview:

*Note: Even though this battlemech is listed as a 3050 mech, the actual design year was 3036. Please take this into account when reviewing this battlemech. Thankyou!**

Molded during a time when the innersphere lacked really fast reconasaince battlemechs, the STR-1GE Stingray was designed specificaly to fill that role. While much of the lostech we now embelish in wasn't around in the mid 30's this battlemech does host several of the newer features lost starleague cache's allowed Garrett-Ericson to aqquire.

The designers chose first to install the risky extra light engine, figuring that if the mech were ever forced to stand and fight the it was dead anyway, due to the extreme lack of armor that a mech of this size can carry . Fool hardy maybe but the designers of Garrett-Ericson design team chose increased speed over the risk the engine might shut down, or even worse explode.

The incorporation of myomer acceleration system circuitry alllows this mech to reach a blazing top speed, that should give it a quick exit from any battlefield encounters. We do however stress that this design was never meant to be a stand up a fight design. It was meant to focus on speed, grab enemy locations, and report back to base so the more venerable heavy and medium weight designs could have a heads up on Enemy units.


Capabilities:

Boasting only a minute ammount of firepower, the Stingray was never meant to be a front line, destruction type mech. The choice to go with Small lasers was for pure asthetic reasons, the machine guns give this mech a bit of a bite against infantry, and the twin small lasers give it atleast a bit of a sting against other battlemechs.

The design's main feature is it's movement, which allows it to gain los on a target, and then head back to where larger units lay in wait, give them a briefing of what they may have coming up, and hopefully give them a bit of a tactical advantage in the field.


Configuration / Variants:

There are several known variants of the Stingray still in use today, the most noted replaces the machine guns and the ton of armor with three more small lasers, while this does increase a bit of the heat the mech can dissipate, it does add a bit more of a sting to the mech, as well as making it less reliant on ammunition fill up, and taking away the huge risk of ammunition explosion in the left Torso.

One modern variation of this battlemech replaces all the mechs main weapons with the new ER version of the same weight, which gives the mech a bit more of a bite at a bit of a longer range. This modification also allows for the addition of double heat sink technology which was not available at the time of this battlemechs production.


Battle History:

Seen primarily used in the war of 3039 the Most noted battle history of the Stingray was on the planet Quentin where the AFFS, fought daringly to keep the advancement of Draconis combine mechs from overtaking the planet. It was all for loss but in the battle of Titan forge in the El minoro polar region of the world, the Stingray was instrumental in handing the AFFS one of the few victories it had on the planet.

First Leftenant Micheal Rourke would lead a lance of light mechs out on a recon patrol, hoping to gain advanced insight into enemy units, and although 3 of the 4 mechs in his lance, would be gone by the end of the day, one Stingray made it back to the hidden Fed.Suns units to report on the locations of several key troop movements, which gave the ultimate advantage, at least for that battle, to the AFFS.

Although the planet was eventually lost to the Draconis combine, the battle of Titan forge still stings the throat of most Draconis combine mechwarriors who fought there.


Deployment:

Deployed in 3035 around the border of the Federated Suns and the Draconis combine very few of these battlemechs survived to see the clan invasion. What few did survive were pulled off the field almost immediately and replaced with the newly designed Stealth, which gave the Davion forces not only a decided tactical advantage, but also a heavier mech to do it with.

Sadly very few of the STR-1GE's still exsist in service today, however some have been spotted in random mercenary units, and even a few have stuck around in the poorer areas of the innersphere. One sad occasion is noted where an STR-1GE was marked as a city defender, on a world where random attacks by upstart citizens caused the capital city some distress.

 


User Reviews

User Rating Posted Updated

LostInSpace 4 10/10/2007  

Nice bit of fluff. I'd second Ice Hellion's suggestion, but I'd remove an SL and an MG to get the medium. Even with the XL, it's fairly cheap, too.

Ice Hellion 0 10/6/2007 10/6/2007

Interesting concept: a 3039 'Mech with few advanced pieces of technology.
I checked War of 3039 and XL engines or MASC were not available. I know you found the technical specifications for them in a Star League Cache but I doubt that anyone in the Inner Sphere at that time (except ComStar or the Wolf's Dragoons) would be able to manufacture such advanced tech.

The only drawback of that 'Mech is its lack of firepower: you should exchange the MG for a Medium Laser.
This would give it more firepower while allowing it to perform long missions.

Interesting idea.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8895
SUNDAY, SEPTEMBER 02, 2007
UPDATE: 9/2/2007
56 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8895]

Goat GTO-66GE

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE APRIL 6, 3066

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 225 5T

Gyro: Standard 3T

  Walk: 9 MP

  Run: 14 [18] MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Stealth

Tons 1.5 6

Head 3 9

Center Torso 8 14/2

L/R Torso 6 10/2

L/R Arm 4 8

L/R Leg 6 12

 


Standard

Battle Value: 530

C-Bill Cost: 4,859,688

Qty Weapons and Equipment Location Critical Tonnage

1 Guardian ECM CT 2 1.5

1 TAG H 1 1

1 Beagle Active Probe LT 2 1.5

2 Small Laser RT 2 1

1 Small Laser LA 1 0.5

1 MASC RT 1 1

1 Double Heat Sink LT 3 1

    Totals

38 6.5

 

Overview:

One of the things Arthur Ericson was known for, was his love of classic Terran cars, and while many things from classical Terra did not make it this far in history, a few things did. One of them was the memory of the 1966 Pontiac Motors GTO. or "Goat" Which held several land speed records. As a promotional item, we now present to you, the GTO-66GE Goat. Our newest in technological reconisance battlemechs.

 

Capabilities:

While not capable of packing a wallop, nor really, taking the bite of an assault mech. We have never seen the GTO-66GE as a mech that needed to do so. With it's impressive speed, and state of the art electronic suite, we feel the GTO-66GE is a one of a kind beaut. The Myomer Acceleration System in association with the massive proportions of the engine, give this battlemech a top speed of roughly 194kph. (120mph) the stealth armor and special electronics suite make this battlemech a one of a kind reconasaince vehicle.

 

Configuration / Variants:

One variant of this battlemech removes each of the small lasers, and 1.5 tons of armor, in lieu of a 3 ton Narc missle beacon. While it does increase the deadly efficiency of the Goat's electronics suite, it leaves it completely unable to deal any combat damage. There is also a variant that replaces the three small lasers with two machine guns and 100 rds of ammunition. While both serve their purpose, this variant is the only one Garrett-Ericson mass produces.

 

Battle History:

while not very much battlehistory is recorded for these battlemechs. A Davion offensive on the Planet of Hesperus II reports a GTO-66GE as the recon mech that saved the battle for the Davions. There was no explaination as to the how's and why's of this statement.

 

Deployment:

Deployed by House Davion, these battlemechs have already started to prove their worth. A true reconasaince master, House Davion likes having these battlemechs near the front lines, less than 120 kilometers from reinforcements, but atleast far enough out so that it can adequately report on enemy movements.



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/10/2007  

An interesting design that lacks a bit of firepower. 
A possible solution without compromising the whole work on this 'Mech would be to exchange two Small Lasers for one Medium Laser.
I am not sure that this would be a viable design (probably too costly and too much specialised) but it is an interesting experiment.

Prince of Darkness 0 9/3/2007  

Very effective at it's intended role, but I believe the removal of a o.5 tons of armor and the addition of two ER Medium Lasers (through removing the Smalls) would be your best bet.

Red 0 9/2/2007  

naaa

ArcAngel 0 9/2/2007  

An excellent recon mech. The only thing it is missing is jump jets.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8880
WEDNESDAY, AUGUST 29, 2007
UPDATE: 8/30/2007
73 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8880]

Hunchback HBK-6GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE NOVEMBER 25, 3067

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 2T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 11

Head 3 9

Center Torso 16 24/8

L/R Torso 12 18/6

L/R Arm 8 16

L/R Leg 12 24

 


Standard

Battle Value: 1225

C-Bill Cost: 3,789,375

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RT 10 14

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser CT 1 1

1 Small Laser H 1 0.5

5 Ammo (Autocannon/20) 5 LT 5 5

1 Ammo (Autocannon/20) 5 RT 1 1

2 Double Heat Sink LT 6 2

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

1 Jump Jets CT 1 0.5

1 Jump Jets RL 1 0.5

1 Jump Jets LL 1 0.5

1 CASE RT 1 0.5

1 CASE LT 1 0.5

    Totals

51 26



Overview:

Garrett-Ericson's Version of the Hunchback. While marketed to House Davion Troops, several of these designs were bought by Marshal Storm Redhawk JR. To be outfitted to the 18th RCT. The battlemech while slower than the normal hunchback proved it could outlast and out perform the more accepted versions of the HBK.

A crown Jewel of the Garrett-Ericson 3060 line. This Hunchback has been called a walking ammunition explosion. I guess the pilots lucky enough to get one should thank their higher powers for the Cellular ammunition storage.


Capabilities:

While Devistating on the field the AC20 mounted by the Huncback has been plaqued with one problem. Lack of ammunition for it's most venerable weapon. Seen as a close in head hunting mech, there seemed to be no way around this.

A chasis built from the ground up with Endo Steel armor seemed to do the job quite nicely of giving us all the extra tonnage, if not space we needed to fill the void left in other hunchback versions. While most hunchbacks at best can withstand firing their big weapon for less than two minutes, the Garrett-Ericson design can last a full five minutes in combat. With most skirmishes over long before that time, the pilots of these mechs seem to be ok with the high risk of an ammunition explosion.


Configuration / Variants:

One Field modification of this battlemech is seen replacing the AutoCannon 20, with a Clan UAC20, dubbed Shank's machine. This field modification has performed admirably despite a possibility of explosion due to the battlemechs unstable salvaged clan UAC.

Further reports about this variant will be posted when available.  

 

The Variant 6GES7 will also be posted as soon as more information on it becomes available, as it seems marked improvement in movement, at the expense of quite a bit of ammunition.  

Another Variant the 6GES7POD seeks to replace the standard AC with energy weapons, although we are not sure how this is concieved just yet our design team is working on it. 


Battle History:

The best recorded battle history of this battlemech is of Sargent Richard Tovey. Who commanded the 4th lance of the 18th RCT's Delta company. He was mocked by his lancemates for having "a medium mech that moved like an assault" until he personally felled a full lance of mechs in one skirmish.

Sargent Tovey showed the willingness of a mechwarrior to overcome maneuverability problems by laying in wait for unsuspecting mechwarriors using terrain to cover his movements, until the last possible moment. A blast from a heavily forested area to the back of an unsuspecting mech with an Autocannon of the massive proportions of the HBK-6GE can be quite a shock.


Deployment:

Deployed by the 18th RCT on several missions against rogue mercenary units, along the Lyran Alliance border.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/9/2007  

Since everybody complained about the excessive ammo, I will not do that, even if I might agree (see how twisted I am ).
What annoys me more is the lack of combat fists (just in case) and to perform the described missions, I would prefer to have a Guardian ECM.

Another interesting approach.

ArcAngel 0 8/29/2007  

Hmm.
A Hunchback capable of fighting in an extended combat situation. A good idea fluffwise, but I think you went a little bit over board with the ammo. I'd drop 2 tonnes of ammo, a medium laser, and a half tonne of armour, and upgrade to walking speed and jump capacity to 4. Doubles the ammo load of the 3025 Hunchback, with a lot more armour, heat dis, and mobility.

Cypher Himura 0 8/29/2007  

Personally, I feel the ammo is a little too excessive. 4-5 tons of ammo should suffice for most needs. I ran the design on HMP and I realize that there really is still room for tweaking, to be honest.

Cowboy 0 8/29/2007 8/29/2007

My other response was harsh, and overbearing. So I will put this in different words. Kit, you are right, I did come off like an ass. To be honest, I'll blame the lack of sleep. I knew that POD would post a bad review of atleast one of my mechs as soon as he saw the review I left on his Mouser, or whatever the 20 ton mech that is slow and carries only one weapon was. 

I do apologize for my earlier rant. 

I would like to say to every one now that I do appreciate your insight into the battlemechs design. While your variants do seem plausible for something like a mech factory to do ( and as such they might make it into a variant of this battlemech) I'll not change this version though, other than the field modification seen in the hbk-6GECX.. Because I am currently using this version in a table top game that I have ran in for the past year. 

117 kills and still counting.. Granted only 67 of those were before the field modification, but still. This particular design has served me -as in me personally- well so far. 

Your ideas are workable, and, I don't see much harm they could do right at this moment, other than running me out of ammo very quickly. ( especially since there have been moments when this mech really has been down to three shots) GM has not ran many AC20 mechs against us. Ammo is kinda hard to salvage if it isn't there.. and re-supply of ammo is not easy to come by on a war ravaged planet.

Again, thank you very much for your suggestions. I appreciate them. I will take them into advisement. 

Kit 0 8/29/2007  

I am going to agree with POD on this. You have WAY too much ammo. You should need maybe 3 tons at most (I usually say 2T is plenty for the AC20). Other than that the 'Mech looks really good.

The best suggestion I can give is to go from 6T of AC20 ammo to 2T and upgrade the engine to 4/6 movement. You will have enough mass left over for an extra JJ, and have a half ton left over as well. Since you only have 2T of ammo you could remove one of the CASE's and up that to a full ton, and then either put on another ML, or strip off the SL in exchange for an Active Probe or an GECM like POD suggested.

Prince of Darkness 0 8/29/2007  

Way too solw and too much ammo. You should probably have half of what you have now, upgrade the speed to 4/6/4 so it has a chance, and, with ES, consider GECM with several Medium Lasers.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9097
FRIDAY, OCTOBER 05, 2007
UPDATE: 10/5/2007
34 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9097]

Manta-Ray MNTR-1GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Steiner-Davion Inner Sphere

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BATTLEROM IMAGE JUNE 12, 3035

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 [12] MP

  Jump: 6 MP

Standard Heat Sinks: 11  1T

  11 in Engine

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H


  Internal Structure Armor

  Standard Standard

Tons 5 11

Head 3 9

Center Torso 16 24/8

L/R Torso 12 18/6

L/R Arm 8 16

L/R Leg 12 24

 


Standard

Battle Value: 1031

C-Bill Cost: 10,578,375

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LA 2 5

2 Machine Gun LA 2 1

3 Jump Jets LT 3 1.5

1 Ammo (Machine Gun) 200 LT 1 1

1 Medium Laser H 1 1

1 Small Laser CT 1 0.5

3 Jump Jets RT 3 1.5

1 MASC RT 3 3

2 Medium Laser RA 2 2

2 Machine Gun RA 2 1

    Totals

20 17.5



Overview:

Note: Although this battlemech is listed as a 3050 design, it was actually produced in 3036, along with the STR-1GE Stingray*

Seen as the big brother to our venerable STR-1GE Stingray, the Manta-Ray boasts the same movement as the much smaller mech, and also a much bigger bite. Still meant to be used as a reconasaince vehicle this design we feel incorporates the best of both worlds, with a wide array of movement and a variable range of weapons fire.

During the ready call for forces for the upcoming offensive, Prince Davion requested Garrett-Ericson to provide hiim with some surprising new battlemechs for newly forming AFFC. Although his plans would not come to fruition for a full five years after the creation of this battlemech, it was fast tracked to his already well endowed AFFS, and soon would lead the front in the war of 3039.


Capabilities:

While the Garrett-Ericson design team did feel that the addition of the Extra Light engine on a battlemech so small would cause significant problems, again they decided that the best bet would be to embrace the increased speed in lieu of fearing the battlemech may shut down due to engine failure. Even though the extra light engines were still in production in most areas, Garrett-Ericson believed this design would be well suited with one.

The ammunition for the Machine guns seems to be the biggest problem for this design, with a full 200 shots that could potentially blow the designers struggled hard to find some way to compensate, sadly the technology was simply not available to them at the time. Some suggestions were to move the ammo feed directly to the foot of the battlemech making it much less damaging to the mech should the location be breached and the ammunition hit. More than one pilot has went down to this damaging effect of the designs lack of technological advancement.

Even with the danger of the ammunition exploding in the torso, the battlemech boasts an impressive array of weaponry, however, it's true bite is up close and personal with infantry. The Manta-Ray's four Ulltralux ( later versions carry the GE) brand Machine guns give the mech quite a wollop when it comes to fighting infantry units.

Still seen as a medium scout type battlemech the designers of Garrett-Ericson wanted this design to have every advantage as far as speed and mobility were concerned and so the design falls desperately short on fire power. Still the array of lasers the Manta-Ray boasts can not be over looked as they can be quite deadly when used by a savvy pilot.

Heat build up continues to be a problem for this design, but the design team at the time did not feel that the use of risky "new" technology would benefit the design at all. Preferring to stay with the more easily replaceable parts, in case the battlemech should have to serve long terms without propper repairs.


Configuration / Variants:

The most noted variant of this battlemech removes the Small Laser in the torso to add cellular ammunition Storage equipment to the Left Torso, to aid in saving the life of the pilot should the battlemech recieve critical damage that does destroy the ammo feed there.

Another variant removes the problem completely by replacing the four machine guns and the ton of ammunition with 6 ER small lasers, dubbed the prince of pain, this variant was seen in atleast five matches in the reaches arena's of Solaris 7. It also replaced the standard heat sinks with double heatsinks, which was seen as a huge improvement on the design.

The last two known variants of this design, continue with the removal of the Dangerous Machine guns, and their ammunition and replaces it with 3 Medium lasers, and a the heatsinks with their much more heat efficient Double Heat Sink technology. An off take of this particular variant is still used today in some AFFC, military units, although that particular variant keeps the double heat sinks and replaces each laser with an ER Variant. While costly on heat, the extended range makes this battlmech truly deadly on the field.

There has been some talk of a refit of this particular design, in the upcoming years by Garrett-Ericson as some new electronics suites have become available, and new technology lends some things this battlemech does lack. These are all still drawing board conclusions and have yet to see actual production.


Battle History:

Many of the Manta-ray's were seen in the war of 3039 through out the deiron region. Mostly shoring up lines that had been depleated, and adding to the reconasiance efforts of the Federated Suns.

In one major battle on the planet of Cestus 3, A Manta-Ray was trapped for a long period of time, shut down behind enemy lines. For four days the mechwarrior, a Sgt, James Patternack waited behind enemy lines, running barely enough equipment to keep him from freezing in the bitter cold winter air, while he slept, and ate inside his cockpit.

When the lines finally cleared, enough for the shut down mech to make a run for it, the pilot was waiting and ready, flying from the tree line and cutting a swatch through Draconis combine infantry, before leaping to cover in a very deep crevice in the earth. Running at full speed, Sgt, Patternack made it back to Federated Suns territory just in time as the actuators on his battlemech finally froze, being too taxed from the constant use of his Myomer Acceleration System Circuitry. Luckily he ran head long into a Federated Suns assault lance, which was more than happy to help him retain his life, as he fed them all the information he had gathered behind enemy lines.


Deployment:

Deployed primarily along House Davion's borders with House Kurita, this mech served very influential roles in most of the campaigns of the war of 3039, even so, it was later replaced with the much more venerable, and newly designed Stealth.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 10/6/2007  

Same general comment as with the Stingray.
However, this Manta Ray hosts an interesting firepower and could compete with the Phoenix Hawk and outperform it without any major problem (only that you can have 2.5 Phoenix Hawks for 1 Manta Ray but we are talking about the Federated Suns here).

Nice job.

Prince of Darkness 0 10/5/2007  

It really feels like an older, succession wars design, but it strikes me quite odd that it carries MASC and an XL engine, but only uses SHS and is primarily close-ranged. But then again, they did JUST find old lost technology, so then again, they really didn't know what they were doing...

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7156
MONDAY, SEPTEMBER 18, 2006
UPDATE: 9/18/2006
163 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=7156]

Axman AXM-3GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Davion Inner Sphere

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BATTLEROM IMAGE OCTOBER 23, 3071

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 325 12T

Gyro: Standard 4T

  Walk: 5 [6] MP

  Run: 8 [9] MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 12.5

Head 3 9

Center Torso 21 31/10

L/R Torso 15 21/6

L/R Arm 10 20

L/R Leg 15 28

 


Standard

Battle Value: 1237

C-Bill Cost: 15,526,059

Qty Weapons and Equipment Location Critical Tonnage

1 Hatchet RA 5 5

1 Large Pulse Laser LA 2 7

3 Medium Pulse Laser LA 3 6

1 LB 10-X AC RT 6 11

1 Ammo (LB 10-X AC) 10 RT 1 1

2 Triple-Strength Myomer CT 2 0

1 Triple-Strength Myomer LA 1 0

1 Triple-Strength Myomer RA 1 0

1 Triple-Strength Myomer RT 1 0

1 Triple-Strength Myomer RT 1 0

    Totals

37 30



Overview:

Due to the success of Team Banzai's AXM-1N we at Garrett-Ericson decided to take a crack at it. Our development team went to work to decide what systems we would rather see on the battlemech. We decided that only having one long range weapon left the Axeman, while deadly in medium and short range, at a disadvantage. Being unable to fire from longer distances, and thus having to shoulder the brunt of long range attacks while trying to move in closer. In lieu of it's jump capabilities we upgraded the older 260 XL with a 325 GE XL. Moving it's Maximum Speed from 64.8 KPH to a whopping 81 KPH. We also added our own Tripple strength Myomer bundles, to increase the lethality of the hatchet.


Capabilities:

With improvements to maneuverability and armor, as well as adding additional long range weaponry to allow a bit more of a bite at long range. This battlemech does seem fairly capable of being a head hunting battlemech. Maximum speed can be held for an indefinite amount of time and with an experienced pilot at the controlls heat management makes this battlemech truly deadly. Especially with the increased fire accuracy of the pulse weapon technology, which we chose over standard laser technology to aid the pilot in hitting his target. We here at Garrett-Ericson think Team Banzai would be proud.


Configuration / Variants:

One proposed problem is the inability to rapidly switch munitions with the lbx Autocannon, the developers came to a conclusion to offer a version of this battlemech that replaces the three pulse laters in the left arm, with three extended range lasers, and added four slots for ammunition for the LB. Other variants of this battlemech are surely far and wide, but this is the only variant produced for mass marketing by Garrett-Ericson. However there is a variant in our database for the AXM-1 Which seems to be a field modification made by Colonel Adam Redhawk, it will be discussed in a later briefing.


Battle History:

In the battle of Ticonderoga A lance from the 18th RCT's Charlie company featured Anthony Mchmahon piloting a newly produced AXM-2GE with rather nice results. Tearing through two Enemy battlemechs within minutes, and then dropping back to offer cover for the others of his lance, the tactics saved the day as he finally wound down the last of his LBX ammo, the last opposing enemy of the day fell.


Deployment:

Piloted by Anthony Mcmahon, from the 18th RCT this battlemech has already seen action along the border of the Federated Commonwealth and the Lyran Aliance. It is rumoured that House Davion has placed a large order for their regular house units.

 


User Reviews

User Rating Posted Updated

Cowboy 0 10/9/2006  

yeah, the heat build up is hard to manage, but I've been able to adequately ride the heat scale enough to work it out a few times.. Also there is a variant mentioned in the configuration/variants section that does handle the one ton of ammo issue. I made the mech for my own personal use and I don't care much for cluster ammo so the one ton was enough to get the job done. However, if marketing the mech the developers would certainly want to hit either demographic, thus why the variant is there. I actually owe that thought to Doc, because I had not thought about the necessity of more ammunition so people could switch ammo types.

Ice Hellion 0 10/8/2006  

I can see a problem with this 'Mech: making the TSM work. You do not generate the 9 points of heat needed.
However, a good point of your 'Mech is its increased range over the Axeman, allowing it to act as a fire support design (although one ton of ammo is not enough).
Maybe you should have designed this as a variant of the Axeman packing a LB 10-X.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8875
TUESDAY, AUGUST 28, 2007
UPDATE: 8/28/2007
53 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8875]

Storm ST-1GE

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE OCTOBER 23, 3061

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 260 7T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 13 [26] 3T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 13

Head 3 9

Center Torso 21 31/10

L/R Torso 15 21/8

L/R Arm 10 20

L/R Leg 15 30

 


Standard

Battle Value: 1293

C-Bill Cost: 12,021,351

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

2 Machine Gun RA 2 1

2 Machine Gun LA 2 1

1 SRM-6 RT 2 3

1 SRM-6 LT 2 3

1 Medium Laser H 1 1

1 Medium Laser LT 1 1

1 Ammo (SRM-6) 15 LT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 Ammo (Machine Gun) 100 RT 1 0.5

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 CASE RT 1 0.5

1 CASE LT 1 0.5

1 Artemis IV FCS RT 1 1

1 Artemis IV FCS LT 1 1

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

1 Double Heat Sink RA 3 1

    Totals

34 29.5

 

Overview:

Considering it's original test results. The STG-1GE Storm seems to be one of our finer models. Marketed exclusively for House Davion it boasts a decent amount of speed, and a mixture of long and short range weaponry. Although this particular model does focus more on the close in punch, the large lasers are more a variable range weapon than a long range weapon. Less costly than the premier TDR-9NAIS Thunderbolt, and much more efficient at multiple ranges, the ST-1GE did out perform the aformentioned Thunderbolt in field tests.

 

Capabilities:

The Twin Garrett-Ericson mark 1 Large lasers give the Storm it's only effective means of long range firepower, however, once it gets close in the punch from the Medium lasers and Short Range missles quickly make this battlemech a venerable fighting force. The lack of lower arm and hand actuators offers a bit of protection for the unwary mechwarrior who happens to be caught with a faster mech behind him. Although the 4 Garrett-Ericson mark 1 Jumpjets do quite well to combat the possibility of such an act. With a decent medium/short range punch, and enough Heat sinks to bleed away most of the heat derived from firing most of it's weapons, the ST-1GE does seem to handle quite well, in the hands of even Nauvice pilots.

 

Configuration / Variants:

The only known Variants of this battlemech are the ST-2GE and the ST-1GRE. The ST-2GE which replaces the Extra Light engine. ( long seen a problem due to the bulkiness of it's critical components. With the much bulkier but much more stable Endo Steel inner skeleton. This variant also sees the loss of all four machine guns and the half a ton of ammo for them, and as well as 1 Jump Jet, in favour of one more heat sink to help dissipate the heat load out. An alternate of the 2GE cristened the 2GRE version removes the extra heat sink and replaces the aforementioned lost jump jet. While a prototype of all three models has been made available for testing to House Davion, only the ST-1GE has been ordered.

 

Battle History:

The only notable battle history of the ST-1GE is when a pilot on leave from House Davion took this mech into battle in the arena's of Solaris. Fairing well in several rounds of fighting the mech finally wore out it's welcome in the finals. Garrett-Ericson officials use the solaris footage in recent tri-vid commercials for the mech.

 

Deployment:

Only 40 of these mechs have been ordered by House Davion at the present time, and it is said their deployment will be along the border worlds of the Lyran commonwealth.



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

A nice jack-of-all-trades. It has no real weaknesses and seems able to perform well at all ranges. I would not go for the ER option as it will be too hot for its own good.
Nice job.

ArcAngel 0 8/29/2007  

An effective jack of all trades. I'd like to see a variant with dual ERLLs to give the design more of a long range punch.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9011
MONDAY, SEPTEMBER 24, 2007
UPDATE: 9/28/2007
48 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9011]

Aracnid TRNTLA-1GE

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE OCTOBER 23, 3063

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 21 [42] 11T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 14.5

Head 3 9

Center Torso 23 35/11

L/R Torso 16 24/8

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LA 2 5

2 Medium Laser LA 2 2

2 Double Heat Sink LA 6 2

3 Double Heat Sink LT 9 3

2 Jump Jets LL 2 2

1 Medium Laser CT 1 1

1 Ammo (Streak SRM-6) 15 CT 1 1

1 Medium Laser H 1 1

1 Streak SRM-6 RT 2 4.5

1 Medium Laser RT 1 1

2 Double Heat Sink RT 6 2

1 Large Laser RA 2 5

2 Medium Laser RA 2 2

2 Double Heat Sink RA 6 2

2 Jump Jets RL 2 2

    Totals

45 26.5



Overview:

The TRNTLA-1GE was not originally a Garrett-Ericson design. Instead it was designed by Field Marshal Storm Redhawk of the 5th Brigade Dragon Militia, a Mercenary that has been in faithful service of House Davion and the Federated Suns for nearly a decade. When troubled by the inability of one of his newer recruits to become accustomed to the battlemech she was assigned, Marshal Redhawk sat down with a piece of paper and designed the TRNTLA-1GE Aracnid.

While the battlemech has a price tag of 16 million c-bills, Marshal Redhawk originally fronted Garrett-Ericson nearly 30 million credits to get the design off the ground. Once our techs had a look at the design we decided it would do quite well serving House Davion's military needs. It seemed to suit House Davion's "hit and run" tactics quite well.


Capabilities:

Seen as more of a no frills battlemech this design does have some surprising capabilties. At first glance the use of far outdated laser technology might seem a bit off, however, we have found that any variant of newer laser weaponry would blow the heat dissipation capacity of this battlemech completely off the chart, not to mention the availability of replacement parts and the minimal cost for repairs of the rather simplistic technology.

Several of our design team did bring to light the closeness of this design with the BLK- Black Knight, however we feel this design does manage it's heat a lot easier, and doesn't have some of the problems at short range that the BLK might suffer.


Configuration / Variants:

New developments have brought a striking new variant to this design.  The most prevalent of these is the Venerable TNRTLA-1GES7IH Which drops 4 heat sinks, the Streak SRM-6 and half a ton of armor, and replaces them with 1 more medium laser, two streak srm-4 packs, with a ton of ammo each, and adds cellular ammunition storage, in the torso's where each missle rack his held.

Field modification packs are being issued to units wishing to mod the aracnid in this manner. 

 


Battle History:

Seen most prevailantly piloted by Racheal Arcaniss of the 5th Brigade Dragon Militia, this battlemech served as her ride on a championship ride on Solaris 7. Finally knocked out in the final round of the Championship she finished in third place. Just behind her lance companions Edward Hawkins and Jhuto Ghurak. ( both of which were piloting Garrett-Ericson Designs)


Deployment:

While one of these battlmechs is currently in service to Bendmarks Brigadiers, ( a mercenary unit some how attached to the Fifth Brigade Dragon Militia) the most of these designs have been sent to shore up units that are typically cut off from supply lines. Our most recent order went to the 7th RCT on Tergia. Where ammunition is in limited supply since there have been many recent raids by an unnamed mercenary unit believed to be in contract with the Cappellan Confederation.

Both the House Davion reports involving these battlemechs and those coming in from Bendmarks Brigadiers have reported no losses of this battlmech in the field.

 


User Reviews

User Rating Posted Updated

Ice Hellion 4 9/28/2007  

I like the concept and the way you made it (there is a small mistake in the stats as this 'Mech is supposed to have a XL engine).

I would agree with Ironraven on the Double Heat Sinks and the Streak SRM.
This is why I would suggest (and I say suggest) a variant: drop 4 Heat Sinks, the Streak SRM-6 and half a ton of armor for 1 more Medium Laser, two Streak SRM-4 (each with one ton of ammo) and two CASE.

Nice job.

Ironraven 0 9/25/2007  

The decision to keep LLs rather than enhanced versions gives this some character. But you are seriously over cooled IMO- you don't need to use everything every turn. Never forget the lessons of L1 mechs; most people don't start with them anymore, and it is more the pity because heat management skills suffer. And as an L1, this would be a very good machine. 

From an operational point of view, I'd like to see CASE for the ammo. In 3060, no excuse not to have it. I'd also not be impressed with only 15 shot, unless you were planning on having it as finishing blow type weapon. In which case, you aren't going to be firing it every turn (you almost never are with Streaks), you can pull a heatsink out. 2 points of residual heat won't bother this thing.

Cowboy 0 9/25/2007 9/28/2007

I don't see the point really, with the speed of the battlemech, and the heat to build up ratio. The ER's aren't a good bet. Same Damage, more heat, and only 4 extra hexes of firing capacity. 

Either way, Thanks for your input. The design works fine for my preferences as it is. However, if you would like I will post in the variants section a variant that uses ER Large Lasers instead.

EDIT*
Thanks for everyone's input.. Ice Hellion, I did indeed add your variant to the list, as I do think it is a decent variation. Thanks much..

Prince of Darkness 0 9/24/2007  

It can easily dissapate all of it's heat, which is good, and has a major short-ranged bite. The only problem and/or concern is that you have no long-range firepower. If you have DHS, you should switch those Large LAsers over to their ER cousins.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8885
FRIDAY, AUGUST 31, 2007
UPDATE: 9/9/2007
66 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8885]

Prince of Darkness POD-S7GE

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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BATTLEROM IMAGE MARCH 4, 3067

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 375 19.5T

Gyro: Standard 4T

  Walk: 5 [6] MP

  Run: 8 [9] MP

  Jump: 5 MP

Double Heat Sinks: 16 [32] 6T

  15 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 14

Head 3 9

Center Torso 23 33/11

L/R Torso 16 22/8

L/R Arm 12 23

L/R Leg 16 32

 


Standard

Battle Value: 2101

C-Bill Cost: 21,524,562

Qty Weapons and Equipment Location Critical Tonnage

1 ER Small Laser H 1 0.5

2 Medium Laser LA 2 2

2 Medium Laser RA 2 2

1 ER PPC LT 3 7

1 Beagle Active Probe LT 2 1.5

1 C3 Slave RT 1 1

1 TAG RT 1 1

1 Targeting Computer RT 3 3

1 Guardian ECM RT 2 1.5

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 Jump Jets CT 1 1

1 Double Heat Sink LT 3 1

3 Triple-Strength Myomer RA 3 0

3 Triple-Strength Myomer LA 3 0

    Totals

45 24.5



Overview:

While this mech is not a favorite of the Garrett-Ericson design team it has performed marginally in tests designed to test it's field capabilities. We feel we would be remice if we didn't mention the lack of need for ammunition in this battlemech.

This battlemech was a response to several off colour remarks made by certain competitors about Garrett-Ericsons lack of design use when it came to ecm's, and our belief that a battlemech should be able to withstand long standing field maneuvars.

While typically Garett-Ericson designs battlemechs with a bit more bite, and a bit better heat management, this is our attempt at quelling the trash talk we receive from other battlemech companies.

Available to all factions this battlemech is not set for any one particular millitary establishment, which we can only hope will help increase the sell of this design. Although so far the mech has had a hard time moving from our warehouse.


Capabilities:

This battlemech incoroporates use of both the Beagle active probe and the Guardian ECM, coupled with a c3Slave unit for possible induction into a lance using the c3 technology. The advanced electronics suite is probably the saving grace of the battlemech as we feel it's bark is a bit bigger than it's bite.

Not fully armored, and far from being able to pack a walloping punch this battlemech seems to be capable of handling most any electronic problem. The C3 Slave and the TAG, coupled with the extreme movement capabilities of this battlemech make it a decent battlemech for as far as co-operation with lance mates would go.


Configuration / Variants:

This battlemech is unique in that Garrett-Ericson sent each one into the field with questionaires, asking for pilots to send feedback. After recieving only two pieces of this mail back Garrett- Ericson has only officially came up with one variant.

The POD-S7GE-1  Which removes the four medium lasers ( two in each arms) and replaces them with the newer extended range version. It also removes the tag in the left torso and replaces it with an Extended range small laser.  Which was approximately the best the design team could come up with, when faced with the remarks left by one particularly fierce warrior, who wanted his Tripple Strength myomer to kick in much quicker.

The other questionaire has presented problems that the design team has not fixed yet. We are however working on a sword weilding variant of this design. Please stay tuned.


Battle History:

These battlemechs have had little to no battle history, performing only marginally in each unit they have been attached too, the pilots of these battlemechs seem to hold the battlemech back. There's no place in battle for a loud mouthed, no it all, and that seems to be the pilots this battlemech is stuck with.

Green to the core, and knowing very little about the way battlefield maneuvars work one young green pilot, who was more used to the solarian arena's of his home world, than actual field manuevars, believed that the advanced electronic equipment, coupled with the lack of any ammunition that could possibly explode, would save him. Until he did run upon one of our older battlemechs, the venerable HBK-6GE which made short work of the green pilot, slamming his massive AC20 deep into the internal components of the POD, and wasting nearly 21 million c-bills worth of good electronic equipment.

In this particular battle the HBK had ran in a lance with several other battlemechs one of which made use of the brand new angel ecm technology. When the pilot of the "POD" could not get a lock with the targeting computer, it was all over for him, as the much slower, much cheaper, and much more deadly HBK ripped chunk after chunk of armor from the machine.


Deployment:

While we really haven't seen much interest in this battlemech we have seen a few deployed. Mostly as companion units to other battlemechs that might need the help of the advanced electronic suite's. Field reports do say, much to our chagrin that the pilots of these battlemechs tend to be green pilots, just graduating the academy. These pilots tend not to work well in a group which further dashes the hopes of Garrett-Ericson of grabbing any good reviews of this battlemech.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/9/2007  

Aren't you a bit harsh on Prince of Darkness (just look at the fluff)?
This 'Mech has a rather low firepower for a 'Mech of this period. Sure it has a good movement profile but to do what?
This 'Mech cannot activate the TSM in an efficient way. It would have to wait 5 turns at close range, a long time even for a Heavy 'Mech.
It has also a good electronic warfare package but what use would it have of a Beagle Active Probe for example? And having a TAG and a C3 slave seems a bit too much to me.
I am not really fan of this 'Mech.

Prince of Darkness 0 8/31/2007 9/16/2007

EDIT:

I now that I find to read the damn thing, I have found one thing-
You're just an ass, aren't you?

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8878
WEDNESDAY, AUGUST 29, 2007
UPDATE: 8/31/2007
65 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8878]

Netherling NTH-1GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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BATTLEROM IMAGE MARCH 3, 3048

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Double Heat Sinks: 11  1T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 15.5

Head 3 9

Center Torso 25 30/20

L/R Torso 17 20/14

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 1802

C-Bill Cost: 6,877,800

Qty Weapons and Equipment Location Critical Tonnage

1 Gauss Rifle LT 7 15

1 Large Laser RA 2 5

1 Large Laser LA 2 5

7 Machine Gun RT 7 3.5

2 Machine Gun RA 2 1

2 Machine Gun LA 2 1

1 Machine Gun H 1 0.5

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

1 Jump Jets RT 1 1

1 Jump Jets LT 1 1

1 Jump Jets CT 1 1

1 Ammo (Gauss Rifle) 8 LT 1 1

1 Ammo (Gauss Rifle) 8 LL 1 1

1 Ammo (Machine Gun) 200 RT 1 1

1 Ammo (Machine Gun) 200 RL 1 1

    Totals

36 38



Overview:

Although the original designer of this battlemech has recently found herself committed to the nais reasearch facility for the dillusionally insane. The design laid on our shelves largely forgotten until a rather odd customer requested a rather large mech.

His request was for a 100 large battlemechs that were like nothing the innersphere had seen before, while the Garrett-Ericson think tank went to work trying to decipher what design could fit the bill, one of the young technician interns decided laughing quite maniacly. The meeting stopped and the young tech was confronted, and muttered through snickering laughs were the words "Hellsfire". While this made no impression on the heads of the company who were considering calling the men in the white jackets to carry off another of their employees. One of the master technicians recognized the name, and pulled this design from the shelves. It was near instantly agreed that the Innersphere had never seen another mech like it, and as such we went right into production.

With a price tag less than 7 million c-bills we quickly found that this battlemech might be a good design to market to mercenary units running low on cash. While it may not be everyone's cup of tea, a brand new assualt mech for les than 7 mill is quite a steal in this day and age.


Capabilities:

Boasting a Gauss rifle and twin luxxor large capacity lasers as it's primary weaponry we consider this battlemech to be a fire support design there is no mistaking the damage capacity of the short range weaponry. When it was revealed to the technicians in charge of the "Hellsfire" project that the battlemech might be used in urban areas to quell upstart infantry militia on several key planets owned by the myesterious customer, the technicians were very glad that the higher ups had chosen a battlemech with so much capacity for infantry destruction.

Boasting enough ammo to keep it's long range gauss rifle firing for 5 minutes, and enough infantry killing machine gun Ammo for nearly half that time in full fire. This battlemech does not rely on supply lines as much as one might expect. With a full load of armor this 80 ton mech performed especially well in field trials.

The decision to mount so much armor in the rear torso's was decided upon by the original designer of the battlmech, and while we may not understand the lessened armor in the front, we believe it might have something to do with the lack of arm and hand actuators which allow the battlemech to flip it's arms.


Configuration / Variants:

There are no known variants of this battlemech.


Battle History:

We have no field reports of this battlemech being seen in battle. We hope however as soon as it is, these reports will start piling in soon.


Deployment:

We have no reports of the deployment of the 100 of these battlemechs that we produced, we however do continue to maintain the assembly line and molds, in case someone is interested in purchasing more of the designs.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/9/2007  

Strange ideas are floating around these days...
It has punch, can be an infantry killer but might be considered a little undergunned (although it can alpha strike all the time).
Since it is a joke 'Mech of a sort, I will not try to think about an use for it.
I would just advice you to drop one not needed Double Heat Sinks for two CASE system.

LostInSpace 0 8/30/2007  

I like it. If you were using the old Solaris VII 1/4 scale and time rules, this thing would dominate (of course, on Solaris you could swap out the GR for an AC-20 or a bigger engine, also use double heat sinks). Too slow for my tastes, but it's got chutzpah.

Cowboy 0 8/29/2007 8/29/2007

Arc.. I meant for it to be bizarre.. Trust me the person who I designed it for.. was really bizarre. She told me what she wanted, and I designed it.. lol.. She reviewed it and said change this.. this.. and this.. lol.. So I really can't take credit for the design. 

I really only posted it because it was in my stack of designs and it was unique.

POD.. If ya couldn't tell, it was more of a joke mech. 

Thanks for your input.

ArcAngel 0 8/29/2007  

Bizarre. Simply Bizarre.
With that many machine guns, you could fight a regiment of infantry by yourself, but because of the effectively wasted tonne, you will have trouble fighting anything else (other than crappy cannon mechs). The designer really belongs in the mental hospital.

Prince of Darkness 0 8/29/2007 8/29/2007

12 Machine guns?!?

Ug...no. I'd say...1/3 of the will hit, that is, if you get into range, and the sections containing the ammo for them is unprotected and very dangerous. The GR+LL combo is nice, but if you have a GR...i'd say, remove ALL machine guns...or all but one. Either way, have a 1/2 ton of ammo for it, PROTECT IT WITH CASE, and switch the LL's to ER LL's to back up the Gauss rifle. Also, you have it posted that it uses single heat sinks, but I believe you are using doubles...and i'd have...maybe a medium laser and a large SRM launcher for crit-seaking and short-ranged support/cleanup. From there, i'd add another 2 or 3 DHS. this, coupled with the Jump Jets, gives it reason for the low speed.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8879
WEDNESDAY, AUGUST 29, 2007
UPDATE: 8/29/2007
54 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8879]

Titan TIT-1GE

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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BATTLEROM IMAGE JANUARY 31, 3059

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Double Heat Sinks: 13 [26] 3T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 15.5

Head 3 9

Center Torso 25 40/10

L/R Torso 17 26/8

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 1471

C-Bill Cost: 14,306,400

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RA 10 14

1 Autocannon/20 LA 10 14

1 Medium Laser H 1 1

1 Medium Laser CT 1 1

1 SRM-6 LT 2 3

1 Jump Jets RT 1 1

1 Jump Jets CT 1 1

1 Jump Jets LT 1 1

2 Double Heat Sink RT 6 2

2 Double Heat Sink LT 6 2

2 Ammo (Autocannon/20) 5 RL 2 2

2 Ammo (Autocannon/20) 5 LL 2 2

1 Ammo (SRM-6) 15 RT 1 1

1 CASE RT 1 0.5

    Totals

45 41.5

 

Overview:

Largely seen as one of Garret-Ericsons tragic folleys the TIT-1GE Titan is capable of dispensing a pretty sizable amount of damage. Ammo feed problems have been reported in some field tests, so the battlemech is risky for the price tag. No one could deny the pleasant punch of the machine though.

Considered a head hunting machine, the Titan was inspired by the Solaran arena battles, and that is the market we are attempting to attract with this fine mech. While it's requirement for ammunition may be too much to deal with in the field we do believe that in the close quarters, one on one environment Solaris offers, this battlemech will perform above and beyond the limits.

Small militia units might, also consider purchasing this mech to fill out their ranks with heavier assualt battlemechs. The ability of the TIT to flip the massive AC20's and fire in the rear firing arc, make this particular mech a one of a kind in the field.

 

Capabilities:

Given unlimited/un interupted supply lines there would be no stopping a unit fielding three or four TIT-1GE, however there is no such condition we know of. With limited fire power once the ammunition has been expended in a little over two minutes, we believe this battlemech might be best served fighting in the arena's of solaris.

Still, the 80 ton design doesn't leave much to be desired in over all punch and it's heat management is well served, but in the hands of a mechwarrior who atleast graduated the NAIS this mech could be quite heat efficient, and that would make it a deadly force on the field.. For the two and a half minutes it would last.

The unique ability not often seen in field battlemechs to flip it's arms and fire in the rear firing arc, is probably this machines saving grace. Too many times have pilots been caught unawares by someone jumping behind them and getting off that lucky shot to an unprotected torso. While the Atlas and Battlemaster mount weapons to prevent this, we at Garrett-Ericson believe the ability to flip arms and fire the main weapons in either the front or rear firing arcs is indispensible.

 

Configuration / Variants:

Ard Rhys did mention that he would prefer a machine that built less heat possibly possibly replacing the lasers with machine guns. We are currently considering his request.

 

Battle History:

There is no recorded battle history for this battlemech.

 

Deployment:

Ard Rhys currently employed by BlackStar Stables has requested one of these battlemechs for the upcoming solaris tournaments. Since that is our target market we plan to counter offer at a reduced rate for his endorsement of the battlemech.

At this time no house militaries have approached us about purchasing this particular design. We do hope however to see them in the arena's of solaris quite soon.



User Reviews

User Rating Posted Updated

Doc 0 9/13/2007  

In the Inner Sphere - Anything can be blow up by LRMs. Or in Clan space or the Periphery too for that matter. This could be a command mech turn bodyguard mech like the Shootist. Stick one of these in a lance of LRM boats and things could be quite interesting.

Ice Hellion 0 9/9/2007  

There is a mistake in the stats. It should have a XL engine where the stats you have posted do not show it.
Another of your all or nothing 'Mech perfect to break the enemy line or the last impetus of its assault.
I see these 'Mechs as being dropped in the teeth of the battle from orbit (I do not know why) or being used like the Force of Last Resort on Hesperus II.

You know what? I am beginning to think about making an unit based on these designs (but I have a twisted mind sometimes).

ArcAngel 0 8/29/2007  

PoD's right, this is an excellent arena mech. For non-arena use (ie. general combat) consider replacing one or both of the AC20s with GRs, and removing a few heat sinks.

Prince of Darkness 0 8/29/2007  

In the Inner Sphere- blown up by LRM's.
On Solaris- HELL YES!

As a dueler, this thing would blow the hell out of anything- the AC/20's to open the holes,and the SRM'S to seek the crits. My only problem is that those will be power-keg legs...hopefully, nothing hit's them...

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9010
MONDAY, SEPTEMBER 24, 2007
UPDATE: 9/29/2007
37 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9010]

Intruder INT-1GE

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE DECEMBER 27, 3063

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 340 27T

Gyro: Standard 4T

  Walk: 4 [5] MP

  Run: 6 [8] MP

  Jump: 4 MP

Double Heat Sinks: 16 [32] 6T

  13 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4.5 16.5

Head 3 9

Center Torso 27 41/13

L/R Torso 18 27/9

L/R Arm 14 28

L/R Leg 18 36

 


Standard

Battle Value: 2028

C-Bill Cost: 11,385,394

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LT 2 5

1 Medium Laser LT 1 1

1 Large Laser RT 2 5

2 Medium Laser RT 2 2

2 Medium Laser CT 2 2

1 Medium Laser H 1 1

1 Targeting Computer LT 4 4

1 Double Heat Sink LT 3 1

2 Jump Jets LT 2 2

2 Jump Jets RT 2 2

2 Double Heat Sink RT 6 2

2 Triple-Strength Myomer RA 2 0

2 Triple-Strength Myomer LA 2 0

1 Triple-Strength Myomer LL 1 0

1 Triple-Strength Myomer RL 1 0

    Totals

47 24



Overview:

Garrett-Ericsons design team was troubled with one flaw that we have had over the course of our production line models. It has appeared from our past endeavors we have been unable to produce an assault line battlemech that is capable of full speed. Our design team went to work, first deciding which tonnage would best suit a fast moving assault battlemech, and then what armament and armor we could put on such a beast. We coupled this with a desire for survivability away from supply lines, and a decent ratio of heat to dissipation.

We finally settled on the 85 ton battlemech which we couldn't help but name the "Intruder" .


Capabilities:

At first glance you might notice this battlemech doesn't carry any of our usual large weapons. We did not add a Gauss Rifle, nor did we add a massive autocannon. Instead we went for pure survivability away from supply lines. The array of laser weaponry that we have added to the battlemech, give it an easy surviveability far from supply lines.

Of course with almost any laser design you are going to have some massive heat build up, and we did do a decent job of taking care of this problem. However, in the unlikely event that an alpha strike is needed, while jumping through the air, we did add tripple strength myomer so that the pilot can easily continue to battle.


Configuration / Variants:

There are no known variants of this battlemech at this time.


Battle History:

On the backwater planet of Tergia, the Intruder was instrumental in the eventual defeat of the mercenary unit assaulting the planet. Even though the Mercenary unit was attacking they were completely unprepared for several battlemechs that did not rely on ammunition.

The original plan was to cut the defending units off from supply lines and then slowly but surely weed them out. The attacking mercenary unit was completely not ready to fight something that did not need continued re-loading of it's ammunition bays.


Deployment:

Deployed exclusively by House Davion most of these units have been sent to shore up units who are typically farther away from supply lines, and in need of a larger battlemech that can sustain for a longer time away from supply lines.

 


User Reviews

User Rating Posted Updated

Cowboy 0 9/29/2007 9/29/2007

Updated it to a 3060 design, When I originally entered it I had the production year as 3063 anyway.. I don't know why it read 3050 I guess I forgot to click that.. 

( probably makes Ice Hellion's remark about it fitting the era moot. ) 

POD- I couldn't figure a way to keep the heat management decent with er lasers, or to add small lasers. I realize it is a short range fighter, with only 2 decent ( and that is relative) ranged weapons.. However, getting up close, and punching with both arms.. is a deadly combination which is why the extra speed is needed... Tell ya what though, download the file, work out how the ER's would work and you can upload it to your armory as a variant employed by your armory :-). Might be able to make up some interesting fluff.. So just like a standard mech, ( example the thunderbolt) some other house has salvaged one and made their own variant. 

Thanks for all your reviews.

Ice Hellion 0 9/28/2007  

Nice laser boat for the period.
Ironraven is right: you cannot have a Targeting Computer in 3050, it was invented in the Inner Sphere several years later. This means you have some free tons to deal with.

Managing to activate the TSM would be a little tricky but still possible.

A decent laser boat for the 3050 era (which means not a lot of ER Lasers).

Ironraven 0 9/25/2007  

As a 3050 mech, I'm not sure if you're able to get the TC yet.

Other than that... another always alpha laser boat with TSM. shrugs Not the most inspired, but the the fluff is better than most of its ilk.

Prince of Darkness 0 9/24/2007  

If you run 5 and alpha strike, you can bump the heat up to where it needs to be...and you basically need to do the same thing, but fire three less medium lasers to keep it running. After that, I cannot see an easy way to use the extra speed.

I'd suggest some small lasers and to switch some of the lasers to their ER coursins, as you are too short-ranged in this configuration.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9041
FRIDAY, SEPTEMBER 28, 2007
UPDATE: 9/28/2007
44 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9041]

Round-A-Bout RND-01S7GE

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

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BATTLEROM IMAGE SEPTEMBER 21, 3065

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 340 20.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 [8] MP

  Jump: 4 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4.5 13.5

Head 3 9

Center Torso 27 37/10

L/R Torso 18 23/7

L/R Arm 14 20

L/R Leg 18 30

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC LA 3 7

1 LB 5-X AC LT 5 8

2 Ammo (LB 5-X AC) 20 LT 2 2

2 Small Laser LT 2 1

1 CASE LT 1 0.5

2 Jump Jets LL 2 2

2 Medium Pulse Laser CT 2 4

1 ER Small Laser H 1 0.5

1 Large Pulse Laser RT 2 7

1 MASC RT 4 4

3 Small Laser RT 3 1.5

2 Jump Jets RL 2 2

    Totals

43 39.5

 

Overview:

Seen as Garrett-Ericson's 20 million c-bill blunder the RND-01 is designed to be an all around type of mech. The original concept was from Markus Davenport, who believed that a battlemech should not have enough heat sinks to cover an alpha strike indeed, what was the point in not building up any heat, yet firing all of your weapons.

" It is unfathomable to make such heat efficient battlemechs, you lot of horrid tenderfoot technicians. I have been on the battlefield and I rather enjoy not being able to fire all of my weapons at the same time without building up heat. I like my maximum damage output to be limited by my prowess at riding cradled in the arms of the monster known as heat ."- Markus Davenport Jul. 3063"

Incensed our technician team went to work to design the perfect battlemech for Mr. Davenport. A "Round-A-bout" it was termed because it could do "round about half it's damage", at pretty much every range fathomable without building any heat.

 

Capabilities:

The myriad of weapons on the RND-01S7GE is it's selling point. Garrett-Ericson attempted to give the battlemech a full range of weaponry at pretty much any fathomable range. Of course this battlemech does require some experience in terms of piloting, as it can build dangerous amounts of heat. The design did meet Mr. Davenport's request. It is a design that does not fire all of it's weapons without building a near insane ammount of heat.

For the saavy mechwarrior though, 20 million c-bills is one of the better prices on the market for this 85 ton monstrosity that can move a whopping 240 meters within 10 seconds, hopefully without blowing out the sensitive gyroscope or locking up the leg actuators.

The main drawback of the design is the risky light engine. Should the battlemech take too much damage in either torso, as it tries to meat out it's "round-a-bout" destruction. The mech could lose critical engine shielding. Not to mention the added chance of an ammunition explosion in the Left Torso, where the LBX autocannon has it's ammo feed built directly in. Luckily the design which boasts both a ton of cluster ammunition and a ton of slug ammunition for it's LB5X AC, has built in cellular ammunition storage, which should prevent the transfer of exploded ammunition to another critical area of the mech.

Largely seen as a moot point by our designers due to the fact the loss of the critical engine shielding in that torso would severely damage the battlemech anyway, it was a direct request from the "concept creator"

At it's longest range ( 690 meters) the battlemech can fire only it's ER.PPC. While there are weapons out there that have a longer range, it was seen as a selling point of the design to focus on energy weapons more than ammunition type weapons, as this battlemech would require as much time as possible to get the job done.

However when you move in slightly you see the full potential of the design. From 330 to 630 meters the battlemech can fire the ER. PPC and It's LB-5X Autocannon. Ripping tiny shred after tiny shred of armor off it's enemy from a very long distance.

When you come in closer, is when the true experience of the pilot comes in to play. A pilot worth his salt, who knows how to "ride the heat" can come within 210 meters of a potential enemy and still fire with no threat of overheating by cutting out fire from the ER.PPC and Switching over to the Large Pulse Laser, and LB5X AC. While this is almost half of the battlmechs full damage capacity at this range, Saavy pilots know when to cut off the long range weapons and go for their shorter ranged cousins. Also at this range, the pulse laser technology kicks itself into high gear, with the large pulse laser making it much easier to hit things from the longer end of this targeting spectrum.

( an interesting side note here, is that at closer just 30 meters closer, the maximum damage is raised to near half it's full damage potential at that range. By eliminating the Large Pulse Laser, and adding the twin, center torso firing, medium lasers in conjunction with the LB5X)

At a range of 120 meters to 150 meters the battlmech becomes even deadlier as it does reach nearly half of it's potential lethality by continueing to fire it's twin medium pulse lasers, the LB5X and adding on 1 ER. Small laser. Truly and utterly the designers though this would be the mechs most impressive show of power, but they were wrong.

Further examination of the design shows that Mr. Davenport had given them a gleam of hope, as the round-a-bout shows it's truly deadly nature from 60 to 90 meters away. Here the LB5X does begin to show a bit of strain, and it is most likely in this range that the pilot would want/need to switch to the cluster ammunition, but the full damage out put at this range, while "riding the heat" is impressive, passing the half way mark by quite a bit the full damage capacity of this mech is impressive at this set of ranges.

Much to the chagrin of the angry Mr. Davenport, who had been happy with the design up until this point, the damage between 30 and 60 meters away was reduced to nearly half through weapons fire, for a heat saavy pilot. However the pilot who enjoys the rough and tumble dangerous lifestyle of "riding the heat" would also enjoy the ability to punch out with both of the battlmechs arms (as that pesky long range ppc stopped firing a long time ago) and potentially crush the skull of the enemy mech it had taken this long to reach.

All in all the designers of Garrett-Ericson were not thrilled with this design, especially when reports started coming in that pilots were burning themselves alive due to the massive heat build up of not knowing how to sagely "ride the heat" It was about that time.. Sales dried up on this design.

 

Configuration / Variants:

There are few, if any reports of variations of this design. Seen as too costly to maintain, and too reliant on veteran pilots who know how to manage heat effectively, this design was not seen by any other military force as a design worth modifying.

 

Battle History:

During the battle for Lucas Forge, a forested canyon on the planet Zolaria, the RND-01S7GE was instrumental in the loss of the forge for the AFFS. While the enemy forces poured into the forge, a full lance of RND-01S7GE was seen rushing to meet them headlong. Once they entered the canyon , it was set a blaze by a group of FS-9H firestarters. Unable to cope with the heat, and deal any real damage, the whole lance was lost in what is now termed by most who were in the RCT with the Round-A-bout Lance, as the Garrett-Ericson meltdown.

In the end, very few pieces of the RND-01S7GE's could be found. The AFFS has since stopped using the design in it's standard military, however some smaller units on backwater planets have been cursed with the design.

 

Deployment:

Originally deployed by the AFFS, it was hoped that the design, though costly would sure up assault lances, and provide a myriad of fighting styles at a myriad of ranges. This hope was shattered as within 2 weeks of the first 100 of these designs being deployed around the Davion front lines, nearly 2/3 of them had cooked their pilots in their cockpit.

Future orders for this design were put on hold, and the whole line of Round-A-Bouts was put out to pasture.

An interesting side note: Markus Davenport, died nearly four days after the retirement of his one and only Garrett-Ericson design. In a solaris 7 arena, oddly enough, once there was critical damage to his engine shielding, the effectiveness of "riding the heat" became a moot point, and Markus quickly found himself in a match he could not win against the much more heat efficient, and close range deadly GL-2GE Golem.



User Reviews

User Rating Posted Updated

Ice Hellion 0 10/2/2007  

It reminds me a bit of the Banshee: a speedy Assault 'Mech with a firepower not worth of it (if the opponent keeps its distance).

Here the problem comes from the LB5-X, which is in my opinion not a good weapon for such a 'Mech.
What about exchanging the LB5-X and the Pulse Medium Lasers for two Medium Lasers and a RAC/5?

Interesting approach.

Cowboy 0 9/30/2007  

I agree heat does hold it back.. It was designed just for that purpose.

Toodles 0 9/29/2007  

while i like the mech, i do worry about heat. what i would do is lose the Large Pulse laser the LBX 5 AC for a 10 or 20. then use the remaining amount of tons left for heat sinks. it is a rather nice mech but heat holds it back.

Ironraven 0 9/28/2007  

I like the mech. Good, versatil weapons fit, but I might have swapped the twin SLs for an SPL and gone with standard or ER MLs rather than the MPL- personal preference.

If you can't drive this mech without constantly overheating it, you have no damn business touching L2 mechs.

TechWarrior 4 9/28/2007  

Great fluff. Davenport reminds me of my boss, he would love this mech. Me, I would just die using something like this (to trigger happy.) This would be a suicide machine for me. 
I imagine there are people that would use this Mech in a Solaris game, though none of the major players would touch it without major changes. Still it fits the fluff.

Lasergunner posted this 22 July 2017

OLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8886
FRIDAY, AUGUST 31, 2007
UPDATE: 8/31/2007
44 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8886]

Mauler MAL-6GE

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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BATTLEROM IMAGE JULY 15, 3067

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 360 16.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Double Heat Sinks: 16 [32] 6T

  14 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 17

Head 3 9

Center Torso 29 43/14

L/R Torso 19 27/9

L/R Arm 15 29

L/R Leg 19 38

 


Standard

Battle Value: 1697

C-Bill Cost: 23,128,700

Qty Weapons and Equipment Location Critical Tonnage

1 TAG H 1 1

1 ER Medium Laser LA 1 1

2 Ammo (LB 20-X AC) 5 (1 Cluster, 1 Slug)
LL 2 2

1 LB 20-X AC LT/CT 9/2 14

1 ER Medium Laser RA 1 1

2 Ammo (LB 20-X AC) 5 (1 Cluster, 1 Slug)
RL 2 2

2 Streak SRM-6 RT 4 9

2 Flamer RT 2 2

2 Ammo (Streak SRM-6) 15 RT 2 2

1 CASE RT 1 0.5

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

    Totals

33 34.5



Overview:

When asked to take a look at the standard mauler design and some how make it fit better with a particular customers design requests. Garrett-Ericson felt they had taken on a bit more than they could chew, Yet Chew they did with Gusto.

While the Kurita designers who originally designed the Mauler must have meant for it to be a long range fire support mech, We at Garrett- Ericson were charged with the task of making the mauler, more of a close in power house. We did so, but at the cost of nearly all the long range fire power the original mauler had.

Our first task was to pull the massive near 8 ton extra light 270 rated Engine, out of the battlemech and replace it with an even heavier one. Giving this battlemech a bit more speed to reach it's goals. Then, we had to empty out the original casings in the Torso's which originally held the imperator smoothie 2 Autocannons, and the Shigunga LRM 15's.

Our substitution in the left torso was a massive GE LB20 X Ac, which was so large that some of it's components actually seep over into the center torso of the design. With a twin set of Streak SRM6's in the right torso, accompanied by two flamers. ( specificly asked for by the Zeeb Hegamony militia who commissioned the design)

Rounding out the designs we replaced the large nickely alloy Extended range lasers, with the much smaller Extended Range Medium Lasers. Two tons of ammunition for the Missle launchers and four for the LBX make the mech a bit more reliant on reloads than we here at Garrett-Ericson would have liked.

Still, we feel we have done justice to the original design, and followed through with our request for a short range version of the Venerable Kuritan design.


Capabilities:

The most noted capability of the MAL-6GE is that it can move much quicker than it's predecessor. Which considering it's armament is a good thing. We are not sure exactly what the purpose of the flamers is, and our designers did scratch their heads a bit when told that they had to be incorporated into the design, but in true Garrett-Ericson fashion this battlemech mounts a big gun.

Probably the saving grace of the design is the massive LBX20 Autocannon, a new and experimental piece of equipment, and the ability to bleed off all of the heat generated by the massive engine, and weapons fire.


Configuration / Variants:

While no variants have been produced of this battlmech our designers did make a "chalk board mock up" of the same mech, mounting an LB10X AC, and removing the right side flamers, for the addition of myomer acceleration technology.

The Arch Curator himself downed this idea.


Battle History:

Arch Curator Zeeb came under personal attack by a mercenary unit, currently working for the Lyran Alliance. And was defended by three of his body guards piloting the newly commissioned MAL-6GE. Each performed admirably with only one being lost to the Mercenary attack. The Curator was protected.


Deployment:

Deployed deep with-in the Zeeb Hegamony, and and commissioned to be the main battlemech of the First Legion Corps, Arch Curator Zeebs personal body guards. This battlemech has not seen attention from other buyers. However, Garrett-Ericson does retain rights to the sale of said battlemech, and it is planned to offer it to the Federated suns for shoring up of their lyran and cappellan borders.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/9/2007  

A good usable firepower but you are a bit too heavy with your number of Double Heat Sinks, giving you a couple more tons to play with. I would think that a Guardian ECM is perfect for its role as a bodyguard.
The selection of weapons means that the design cannot be from the 3050 era but from a bit later.

If used on the offensive, this 'Mech obviously needs a fire support 'Mech to get in range. This is where it would probably work well with the traditional Mauler.

An interesting job.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8863
MONDAY, AUGUST 27, 2007
UPDATE: 8/27/2007
47 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8863]

King Warlord KGW-1E

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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House Davion Inner Sphere

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BATTLEROM IMAGE NOVEMBER 24, 3020

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 24  14T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 52/9

L/R Torso 21 32/9

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 1516

C-Bill Cost: 9,136,000

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Autocannon/20 LT 10 14

1 LRM-5 H 1 2

3 Ammo (Autocannon/20) 5 RT 3 3

1 Ammo (LRM-5) 24 RT 1 1

6 Heat Sink RT 6 6

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

2 Heat Sink CT 2 2

    Totals

33 32

 

Overview:

The very first Battlemech ever designed by Arthur Ericson. Before he even started his own company this battlemech was laid in print. Arthur an engineer and tech for a small band of House Davion troops had always dreamed one day his designs would charge into battle with the Davion Logo on their chest. Proudly defending his home. This the first of his designs never even made it into first run production. It was lost and forgotten about for quite some time. Although it was the basis for the first Battlemech ever produced from the small unknown company known as Ericson Enterprises.

 

Capabilities:

With twin Large Lasers giving this battlemech it's long range weaponry, it boasts as any might expect a bit shorter range than some of the bigger mechs. The real punch comes when the King Warlord gets in close. It's Ac 20 is a formidable weapon, that even with a limited supply of ammunition can devistate on the battlefield. When Arthur Ericson first envisioned this battlemech he had in mind a 100 ton Warhammer, and more or less that is what he got. Granted the warhammer had more of a long range punch with it's twin ppc's but it could not come close to the close range punch added by the ac20. Nor did it have the bulky armour this design boasts to stand in a fire fight long enough to use such close range weaponry.

 

Configuration / Variants:

No Known Variants exsist of this first model of King Warlord!

 

Battle History:

There is no recorded battlefield history for this battlmech!

 

Deployment:

This design never saw the assembly line and as such never saw deployment. It was reasoned that if it were actually assembled it would be sent as a battlemech piloted by a lance commander, in charge of a lance with heavy mechs bolstering energy weapons to round out the lance. Due to it's dependence on Ammunition for it's largest weapon, many scholars who have studied the design believe it to be impractical for use on the line.



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

A good firepower in layer with the LRM-5/Large Lasers combo followed by the AC/20/Medium Lasers one.
I am not fully convinced by the LRM-5 but I could not find what to put instead of it.
Nice job.

ArcAngel 0 8/27/2007  

Hmm. I'm fond of the LLs and MLs in the arms, but I'm not sure about the AC20... The armour is quite good, and the mech has enough heat sinks to use most of its firepower, except the AC20 with incuring major heat. It's slow, but it's masses 100 tonnes; It should be slow. I would have used an AC10, and a larger LRM, but mech is still very powerful.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7040
WEDNESDAY, SEPTEMBER 06, 2006
UPDATE: 8/27/2007
195 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=7040]

Capricorn TLF-4GE

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

BMI (BattleMech Designer) File


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House Kurita Inner Sphere

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BATTLEROM IMAGE AUGUST 16, 3071

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 16 [32] 6T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 46/15

L/R Torso 21 31/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 2197

C-Bill Cost: 22,034,500

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser RA 1 1

1 Gauss Rifle RA 7 15

1 Gauss Rifle LA 7 15

1 Medium Laser LA 1 1

1 Large Laser RT 2 5

1 Large Laser LT 2 5

1 Small Laser CT 1 0.5

1 Medium Laser H 1 1

2 Ammo (Gauss Rifle) 8 LA 2 2

2 Ammo (Gauss Rifle) 8 RA 2 2

2 Double Heat Sink RT 6 2

2 Double Heat Sink LT 6 2

1 Ammo (Gauss Rifle) 8 RT 1 1

1 Ammo (Gauss Rifle) 8 LT 1 1

    Totals

40 49.5



Overview:

The second of four Assault battlemechs in the TLF series, it is easy to see what Field Marshal Qui meant for this battlemech, with the odd shaped cockipt and the medium laser in the head, that almost seems to appear like a horn, it is easy to see that the Capricorn was designed to be astetheticly frightening, as well as being able to handle pretty much any type of combat. It is reported that before his death Field Marshal Redhawk commented on the name of this design, and Field Marshal Qui replied " well it can eat anything" meaning of course that it functioned well at a variety of ranges..

This design has been compared to the Devistator, however, there are marked differences if nothing more than the look and feel of the battlemech. With the added ammo it can stay in the fight longer, and the choice of large lasers over ppc's gives the pilot a better chance, in close range. Large lasers are much more accurate than ppc's at close range, yet still boast a decent amount of firepower at long range. Furthermore the lack of need to focus on heat build up, allows for pilots to not only stay quite comfortable in the cockpit, but also to focus more on the battle at hand, than riding their heat scale. 

All in all, this mech out performs, the Devistator in field tests, and while not as intimidating as the Atlas, the look and feel of the mech is one that is totally unique and refined.

( as soon as I can I will be getting a better composite to show the difference in look of the battlemech)


Capabilities:

Sporting 19 tons of armor, it is slightly less maneuverable than some of the other Garret Ericson mechs, but, that fault is quickly made up for by the armament and capabilities of this battlemech. The choice to forego extra weapons, and instead devote two extra tons to Gauss rifle amunition, makes this battlemech quite effective in long term battle. A solid design that runs quite cool under preasure, this battlemech made quite a decent showing in field tests. 


Configuration / Variants:

There are none known at this time.


Battle History:

This battlemech has not made it into battle yet, but has done quite well in testing.


Deployment:

Offered up to House Davion as a new Assault mech design, Prince Davion has looked into it favourably for some of his higher ranking mechwarriors.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 10/4/2006  

Could this be a Marik variant of the Devastator?
For a similar price, you have a more heat efficient 'Mech and therefore what little you lose in range, you make for it in the firepower department.
Nice job.

Fabrizo 0 9/7/2006  

I think this one's going to get you in trouble with the boys over at Norse-Storm. It's just a Devestator that traded its PPC's out for Large Laser's and added 2 tons of ammo and 2 heat sinks with the left overs. Even the placement of the big weapons is the same with the Gauss' in the arms and the big energy guns in the torse. Give me some fluff as for why I'd want this over a DVS that pulled the same trick of using LL (or ERLL if I had my way) over PPC's.

Cowboy 0 9/6/2006  

Fixed the sheet, to show the XL Engine it is supposed to have, sorry bout that, also changed the HGR ammo to Standard, again my apologies.. As far as the heat goes, I really like the idea of the mech running cool. Seems something that would come in handy in battle. Heat has always been one of the concerns of Garrett-Ericson when designing battlemechs. It seems better to build up no heat, or run cool if possible, than to build up so much heat. 

Look at the Mad3R for example, one of my favourite mechs of all time, and yet, it builds up a horrendous amount of heat, which is good for making warriors plot their movements, but can be a hindrance on the battlefield. 

Thanks for your input Doc, it was appreciated as always.

Doc 3 9/6/2006  

I see a standard fusion engine but the only way I could get it to work was with a XL. You have more HS than you really need. You get 2 from the Gauss Rifles, 16 from the LLs, 9 from the MLs and 1 from the SL. Thats 28 heat. Running will give you only 2 more, for 30. You could drop 1 or 2 no problems. Fluff is bare. I could see it as a Davion. Strikes me more as a Fafnir predecessor. Oh, and you're showing HGauss Ammo in your RA.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8997
THURSDAY, SEPTEMBER 20, 2007
UPDATE: 9/20/2007
58 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8997]

Golem GL-2GE

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


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BATTLEROM IMAGE MARCH 6, 3063

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 300 14.5T

Gyro: Standard 3T

  Walk: 3 [4] MP

  Run: 5 [6] MP

  Jump: 0 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19.5

Head 3 9

Center Torso 31 48/14

L/R Torso 21 30/12

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 1749

C-Bill Cost: 21,696,000

Qty Weapons and Equipment Location Critical Tonnage

1 LB 20-X AC LT/CT 10/1 14

2 Ammo (LB 20-X AC) 5 LA 2 2

2 Ammo (LB 20-X AC) 5 RA 2 2

1 LB 10-X AC RT 6 11

2 Ammo (LB 10-X AC) 10 RT 2 2

1 Large Laser LA 2 5

1 Medium Laser LA 1 1

1 Medium Laser CT 1 1

1 Medium Laser H 1 1

2 Medium Laser RT 2 2

1 Hatchet RA 7 7

5 Triple-Strength Myomer LA 5 0

1 Triple-Strength Myomer RA 1 0

    Totals

43 48



Overview:

The GL-2GE is more a retrofit design than anything else. After collaboration with Technicians from Clan Wolf in Exhile To create their newest assault mech, at our newly termed GEC division. Our brain trust decided that the clans should not be the only ones with such an impressive display of weaponry. We immediately went to work to build an innersphere version of the venerable design. What we came up with is the GL-2GE, which has a decidedly more "innersphere" feel to it. The design keeps the same basic weaponry. Twin Lbx autocannons. and a deadly array of lasers to support it once those ran out. What is unique to this design is the hatchet we added in the right arm. Giving it that decidedly Innersphere feel. Heat management was contained with the Tripple strength myomer which solved one of our problems with the original GL-1GECX design.


Capabilities:

While the long range capabilities of the GL-2 are nothing to scoff at, the real bite comes when the mech closes in to short range. For this reason we have termed this design a head hunting mech. The ability to bring all weapons to bear, within 10 seconds of closing into a 90 meter range of an opponent, coupled with the Tripple Strength myomer make this battlemech a fearsome threat at close range.

Whle the design is definitely without it's drawbacks, namely cellular ammunition storage for it's massive compliment of ammo, we do feel this design is one of our better assault class designs. The brand new, lighter 300 engine is not so much a threat to the battlemech as the bulky XL engines, and there for not as much of a threat of shut down should the mech take an extreme amount of damage.


Configuration / Variants:

A variant of this battlemech replaces the LBX autocannons with the much more common standard versions of the weapon. While not as bulky this caused some problems with the heat spike of the battlemech. Another possible GE variant of this battlmech does include Jump jets, but original designs for that variant did not make it off the drawing board.


Battle History:

While very few of these designs have reported battle history at the moment, one story did come accross our desk of a seargent in the AFFS who was assigned one of these as a lead mech in a lance with heavies, that were part of the defending force of tyrlock. A dirty asteroid very near the Davion-Lyran border. Reports have it that after having his last battlemech shot out from under him, Sgt. Peter Bloch asked for the mech by name. Shortly after it was assigned to him he disobeyed orders and took his lance out searching for the Lyrans who had destroyed his much loved AS-7D Atlas.

After three short days in the field he did run up on the lyran force who had destroyed his original battlemech a brithday gift from his father, and in short order was seen rushing at full speed ( if you could call it rushing) into the frey, Firing off round after round of explosive cluster ammunition and finding chinks in the head armour of several mechs, he soon found himself squared off against the enemy leader.

Ten Seconds after an alpha strike on the commander, left him vulnerable to the full effect of his hatchet, while the superheated tripple strength myomer increased the speed and strength behind the swing, he slammed the hatchet deep into the curve cut into the center torso previously by the Large Laser. The effects were devistating as the Lyran battlemech found the blade of the massive weapon lodged into the shielding of it's fusion reactor. The commanders mech shut down after falling. Not to be deterred Peter aimed the large laser at the already damaged head of the battlmech and executed a lethal shot to the cockpit of the battlemech. When the smoke cleared, very few of his lance mates had taken critical damage, and they had completely obliterated two full lances of battlemechs.


Deployment:

After the Success of the GL-1 Design this design was marketed and sold to House Davion, which immediately started shoring up it's more rimward worlds with the design. Usually given to the higher ranking officers of the AFFS, this design has seen deployment as deep as Capellan front lines, and it is rumoured that the princess has even ordered several slated to be assigned to her home guard on New Avalon.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/27/2007  

A nice hatchet fighter that can quickly activate its TSM and keep it working.
I do agree with Doc on this one. Doing this change would allow to increase the number of heat sinks by 1, give this 'Mech a standard engine and add a small laser (to keep the TSM active).

To be precise, in 3055, the LB20-X and the Light Engine were not available yet.

Nice job.

Doc 0 9/20/2007  

Way slow?? Its a freaking 100 tonner. You aren't going to get much faster without sacrificing tonnage for guns and armor. Undergunned? No big hole maker? Its got a LB TWENTY-X AC, which is a pretty damn big gun. Short ranged maybe, but it does more dmg than that Gauss Rifle. Makes me wonder if Gauntlet even bothered to look at the stats? I'd definitely second picking one of the LB's, and I'd so the 20-X. You're going to want that firepower when you get in close. So I'd drop the 10-X for say an ER PPC or something. The ammo placement is a bit strange. I wouldn't put ammo in the arm with the hatchet, since that's your selling point. The other arm....well the Gauss'd Vulture carries ammo in the arms, but they have built in case and its non explosive. This might be one of those designs where ammo in the legs is the way to go. As for CASE....it would be helpful. But since you don't have any ammo in the torsos, all it is doing would be just preventing dmg from transferring. So I'd leave that up to you. Remember, not all 'Mechs which should have CASE do, for whatever reason. A few small lasers would also probably be helpful. An interesting design, but I think it needs some tweaing.

Ironraven 0 9/20/2007  

The LB-20 or LB-10. Pick one, replace the other energy weapons or missiles. I have my concerns about heat management for the TSM. No CASE, and ammo in the arm- a poor choice. 

It has potential to be good. It has just as much potential to be blown to metallic bacon bits before it gets close enough for the hatchet to matter.

Gauntlet 3 9/20/2007  

As I write this, I will admit I have not read the fluff yet. Here's what comments I have to say. 
1) WAY slow. I've made behemoths like this before, but even though the LOOK dangerous, often times thier slow speed proves to be thier downfall.
2) Undergunned. You got no big hole makers. For a 100 tonner, you need something big, like a Gauss Rifle.
3) Where's your CASE? Even with a LT engine, you need CASE, just to protect you ASSets. You could have sacrificed a ton of armor for the CASE in each torso where your ammo SHOULD be stored.

I don't want to totally knock your design. Like I've said, the big ass hatchet packers are BEASTS when used correctly. But, from experience, they don't work as well as you'd want them too! Correcting the ammo placement, and adding CASE would go a long way to making me like this thing more.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8864
MONDAY, AUGUST 27, 2007
UPDATE: 8/27/2007
37 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8864]

King Warlord KGW-2E

Level: Custom Level 2 / 3026

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

Tags

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BATTLEROM IMAGE AUGUST 16, 3026

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 12 [24] 2T

  2 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 52/9

L/R Torso 21 32/9

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 1481

C-Bill Cost: 22,026,500

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RA 10 14

1 Autocannon/20 LA 10 14

1 Autocannon/20 LT/CT 9/1 14

1 Large Laser RT 2 5

1 Small Laser H 1 0.5

1 Ammo (Autocannon/20) 5 RT 1 1

2 Ammo (Autocannon/20) 5 RL 2 2

2 Ammo (Autocannon/20) 5 LL 2 2

1 Ammo (Autocannon/20) 5 CT 1 1

    Totals

39 53.5



Overview:

Shortly after sinking every bit of money left to him by the death of his parents into a small, under equipped and under manned battlemech factory on Northwind. Arthur Ericson produced his first ever fully functional battlemech. While the workers of his plant complained about his constant nagging during the creation of this mech, it carries with it his fingerprint if you will, in the very weapons he chose to put on it. Arthur a large, powerful man himself, wanted that to be exrpessed in his first ever fully functional battlemech. Using some newly discovered experimental lostech, this battlemech performed quite well in standard tests, and although only one of this particular variant was ever produced, it did serve as a starting point for Ericson Enterprises.


Capabilities:

With nearly no long range firepower this battlemech is meant to be a close in, brawler of a mech. Heralding it's look to a chunky warhammer, this battlemech surely does surprise when it gets close enough. A large laser fired at a distance, while it closes in " hunting down it's prey" and then a surprising wallop of three massive autocannons make this mech a force to be reckoned with for the unsuspecting enemy pilot. The drawback is the battlemech relies so heavily on Ammunition that, repairs and re-supply can be quite costly. Meant to server more near supply lines, in hopes of protecting them from enemy raiders. This battlmech has performed admirably in most field positions.


Configuration / Variants:

There are no variants of this Battlemech. It was considered a prototype design, with only one in ever in production.


Battle History:

Gene Carlos in her KGW-2E defended the city of Blackstock on the long forgotten planet of Voltar in 3026 against a company of Kurtia mechs. Her biggest problem with the design was it's major need for ammunition resupply which forced her to fight and run away. Not an easy thing to do in such a lumbering giant of a mech. Still the battlemech did the job it was meant to do. The Battle turned in her favour when the Last Lance, a Heavy Assault lance, two Marauders, an Awesome, and an Atlas came at the barracks. Gene, running low on ammunition took a chance and fired at the Atlast first. All three of her Ac20's hit home, and all three hit the center torso. twenty seconds later the battle was over as her last bit of ammunition sent three more salvos of Autocannon Ammo at the Atlas. Hitting first the Left Torso and then slamming into the center and right torso's . A lucky shot and a kink in the Armor later the Atlas fell as it's engines shut down. The rest of the battlemechs fled. Their pilots scared to fight on after watching the most fearsome machine on any battlefield taken down in 20 seconds. Repairs from that battle took nearly 6 months, and drained Ericson Enterprises of nearly all the money it had made on the sell of the Battlemech.


Deployment:

Only one of these battlmechs ever made it off the assembly line before the line itself broke, and nearly took the small factory with it. Still the design was purchased by a wealthy family and given to their only daughter on the day she graduated the mechwarrior academy. Gene Carlos aka Rogue, of the 18th RCT was the first pilot to ever step foot on the battlefield weilding the powerful King Warlord. It has remained her battlemech of choice in any fighting condition since this very early model.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

Really nice firepower at close range: this is the big brother of the Hunchback and the near perfect defender of cities.
It only lacks Jump Jets to perform well in this role.
Drop the Lasers and 0.5 tons of armor and it will be able to jump making it a really good gladiator or city defender.

ArcAngel 0 8/27/2007  

3 AC20s! If this mech gets close, it murder its opponents. Unfortunately, it has an XL engine, several tonnes of ammo, and very few heat sinks considering the combined heat of the AC20s and the LL. I'm not sure how it would fare it heavy combat, but it will dominate short and close engagements.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8865
MONDAY, AUGUST 27, 2007
UPDATE: 8/27/2007
35 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8865]

King Warlord KGW-3GE

Level: Custom Level 2 / 3026

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

Tags

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BATTLEROM IMAGE FEBRUARY 2, 3035

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 52/9

L/R Torso 21 32/9

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 1947

C-Bill Cost: 22,202,500

Qty Weapons and Equipment Location Critical Tonnage

1 Gauss Rifle RA 7 15

1 Gauss Rifle LA 7 15

1 Autocannon/20 LT/CT 9/1 14

1 PPC RT 3 7

1 Small Laser H 1 0.5

1 Ammo (Autocannon/20) 5 RT 1 1

1 Ammo (Autocannon/20) 5 CT 1 1

1 Ammo (Gauss Rifle) 8 RA 1 1

1 Ammo (Gauss Rifle) 8 LA 1 1

    Totals

32 55.5



Overview:

The very first battlmech created by the newly formed Garrett-Ericson enterprises. Created in 3035 commissioned for use by the pilot of the KGW-2E Gene Carlos. Heavily dependant on ammunition for her 3 massive Autocannons she requested Arthur Ericson, with the help of his newly formed company to give her a battlmech with more long range fire power, and the same essential damage ratio. The first use of Garrett-Ericson for their newly found lostech, this mech was highly experimental, and quite costly. This battlemech seemed plagued with problems from the first moment it stepped off the assembly line. It's immediate problem was the lack of ammo for the massive weapons it carried. Able to stay in a fire fight for less than 3 minutes in it's full firing capacity. Not even house Davion would requisition this battlemech. Seen largely as a loss by the company that built it. It never the less has served it's pilot quite well. She is reported as saying " best 40 million c-bills I ever spent" Leading us to believe she paid much more than the price of the parts for the battlemech. Luckily her family is known for it's large quantities of money. It is however, interesting to note that this seems to be the final evolution of the King Warlord. The Twin Gauss rifles, and the AC20 remain a constant throughout the rest of the Garrett-Ericson designs of the King Warlord.


Capabilities:

Gene Carlos said she wanted a long range power house and that is exactly what this mech gave her. With it's major problem being a drastic loss of firepower once she has fired off the 80 seconds of fire she has with each of her gauss rifles, and the near 2 minutes of fire she has with her AC. The battlmech is designed to punch away at the armor of enemy mechs using the long range fire of the Twin Gauss rifles and the particle projection cannon, and then close in so that the full weight of it's AC 20 can be brought to bear. Heavily dependant on ammunition this mech is not without it's faults, however the overwhelming fire power it weilds makes it a venerable fighting force on the field.


Configuration / Variants:

In 3056 a field modification was made to this battlemech which remains the only variant of the KGW-3 in known exsistence. Full briefing on this battlemech cristened the KGW-3GECX will be in a later report.


Battle History:

While it is an ammunition hog no one could deny the usefullness of this mech, which soon became feared by House Kurita. It is said that one Kuritan officer is noted as saying " I fear we have awoken the sleeping giant" when he saw the massive warhammer like figure cross the hill and bear down on them with it's weapons. Few battlemechs of the era hold as much punch at long range as this battlemech.


Deployment:

Seen as much to costly for mass production. The assembly line for this particular mech was dissassembled after it's creation. When the design was shown to House Davion the target market for Garrett-Ericson enterprises it was seen as too much of an ammunition hog, and far too slow for the punch and run tactice of House Davion. The only reported deployment of this Battlemech was to Gene Carlos who would fight in it until 3056 when the newest release of this power house of Garrett-Ericson was releast. She also used it in the Solaris Championships to propell her self to victory time and again over unsuspecting competitors.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

Are you sure you are not a spy of the Clans sent to the Inner Sphere?
This 'Mech has a tremendous firepower but as you said it would expanse all its ammunition in a few minutes.
I think this is a good 'Mech for breaking enemy lines, for honor duels and for Solaris 7. 
In all other situations, beware of your supply lines or you will have a Tukayyid bis.

Nice job.

ArcAngel 0 8/27/2007  

A much more balance weapon loadout than the KGW-2E. This version will dominate both short range, and long range conflicts. The only problem I can see is the shortage of ammo for the GRs and AC20s.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8867
MONDAY, AUGUST 27, 2007
UPDATE: 8/27/2007
41 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8867]

King Warlord KGW-4E

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE OCTOBER 22, 3058

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  Standard Ferro-Fibrous

Tons 10 17

Head 3 9

Center Torso 31 44/16

L/R Torso 21 30/12

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 2145

C-Bill Cost: 22,642,500

Qty Weapons and Equipment Location Critical Tonnage

1 Gauss Rifle RA 7 15

1 Gauss Rifle LA 7 15

1 Ultra AC/10 LT 7 13

1 PPC RT 3 7

1 Small Laser H 1 0.5

2 Ammo (Gauss Rifle) 8 RA 2 2

2 Ammo (Gauss Rifle) 8 LA 2 2

2 Ammo (Autocannon/10) 10 LT 2 2

    Totals

45 56.5

 

Overview:

The First production line model of the King Warlord. While the other designatiosn were made as a one time battlemech this vairant seemed to the company to be one that was marketable. Even to House Davion. While still very dependant on Ammunition for the bulk of it's fire power. The parts, with the exception of the twin Gauss Rifles are easy enough to come buy. Which makes this battlemech an easy fix in the field. ( if not for the ferro-fibrous) the lack of close in weaponry is easily explained with the recognition that instead of being a head hunting battlemech this battlemech is a Fire support meant. Meant to stay at long range near supply lines and send salvos of ballistic death over the shoulders of faster, close in fighters. It is said that inspiration for this battlemech came from a Refit to the KGW-3GE that was done in the field in 3056.

 

Capabilities:

With no minimum on the AC, which has changed from a 20 to a 10 for this variant. This battlemech can still close in and fire off the ultra cannon. While Ultra technology was still largely untested during the first run of these battlemechs, Garrett-Ericson felt confident they would perform well. And they have. The Increased range of the Ac-10 as opposed to the 20 was probably the highlight of the design for the administration at Garrett-Ericson enterprises. Even though some potential damage is lost, the extended range and longer sustained rate of the AC allows this battlemech to compensate easily for the loss of damage output. This also seems to cure some of the problem of supply line refills for ammunition as Garrett-Ericson did place extra ammunition for the Gauss rifles. Doubling their 80 second firing life to a full 2 and 1/2 minutes of firing. Still not a sustained rate by any means, but the overpowering physique of this battlemech gives it it's shining edge.

 

Configuration / Variants:

it appears that this might be a production line variant model of the KGW-3GEX which performed admirably in several combat situations.

 

Battle History:

There is no recorded battlehistory for these battlemechs at this time. Whatever House Davion has done with them, has not seen fit to find it's way into our hands.

 

Deployment:

The first 100 of these battlemechs to see the field were fielded by House Davion troops, although their exact location is at this moment a secret, even to the company that built them.



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

A longer reach and more ammo.
However, it lacks the spirit of the other King Warlord (the all or nothing approach ).
Still a nice variant.

ArcAngel 4 8/27/2007  

Clearly the best King Warlord. The replacement of the AC20 with a UAC10 maintains the offensive capability, while freeing enough tonnage to solve any ammo or heat problems. It should be a match for most of the cannon assault mechs. I'd love to see what would happen if my MAC-2 Monster fought one of these. (Only 4 because of the fragility of the IS XL engine)

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8884
THURSDAY, AUGUST 30, 2007
UPDATE: 8/30/2007
55 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8884]

Phantom f-3GE

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

Clan Wolf in Exile Clan

House Davion Inner Sphere

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BATTLEROM IMAGE FEBRUARY 2, 3068

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 13 [26] 3T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19.5

Head 3 9

Center Torso 31 52/10

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 1751

C-Bill Cost: 22,758,000

Qty Weapons and Equipment Location Critical Tonnage

1 Light Gauss Rifle LT 5 12

1 Light Gauss Rifle RT 5 12

1 Ammo (Light Gauss Rifle) 16 LT 1 1

1 Ammo (Light Gauss Rifle) 16 RT 1 1

1 CASE RT 1 0.5

1 CASE LT 1 0.5

1 ER Large Laser CT 2 5

1 LRM-15 RA 3 7

1 LRM-15 LA 3 7

2 Ammo (LRM-15) 8 RA 2 2

2 Ammo (LRM-15) 8 LA 2 2

1 Double Heat Sink RA 3 1

1 Ammo (Light Gauss Rifle) 16 RL 1 1

1 Ammo (Light Gauss Rifle) 16 LL 1 1

    Totals

31 52



Overview:

This is one of our newer designs, and the third in our phantom mechs. Meant to be heard rather than seen we focused mainly on a mech capable of filling the role of a long range fire support design. We feel that this battlemech fills the role quite efficiently.

While it doesn't move as fast as some of it's brothers who of the same weight, we feel the extreme range of the battlemech makes up for this deficiency. While other designs tested on our computers did perform quite admirably, we feel this stream lined design is one of the best fire support mechs we could have possibly created here at Garrett-Ericson.


Capabilities:

Advances in Gauss rifle Technology, brought on since the clan invasion have brought us the Light Gauss Rifle technology, and while we have yet to apply it to any battlemech, we found it a perfect fit for this design. With a maximum effective range of 750 meters with the Light Gauss rifles, and a close 630 and 570 meters by the Lrm's and Er Large Laser respectively. We feel the long range capabilities of this battlemech surpass those currently on the market.

While ammunition will be a problem with any battlemech weilding the larger ammunition handling weapons, we feel we have done fairly well at combating this problem. There have been discussions of lowering the heat dissipating capacity of the heat sinks by one, to free up tonnage to add cellular ammuniton storage in several component places, but we felt that with the desired role of this battlemech that might hinder the battlemechs efficiency.

Capable of moving at top speed, while firing all weapons and bleeding off all of it's heat, makes this battlemech a venerable fire support design.


Configuration / Variants:

There are two other drawing board versions of the F Series, the F-1 and F-2 Phantom mech designs. Both of which were plagued with many problems, which we feel have been fixed with this, our only production line model of this battlemech.

The F-1 attempted to quell possible ammo issues with an original compliment of 2 ER PPC, 2 LRM20's, and an ER.L Laser as their key weapons. We were unable to supply adequate heatsinks to dissipate the massive ammount of heat generated by the weapons. Even with the 16 double capacity heatsinks we provided it with. This primary design concept also incorperated 3 Garrett-Ericsion super capacity jump jets. Left out in the f-2 and f-3 concepts. The ability to jump 90 meters did not seem to the designers to be something needed in a long range fire support battlemech. It is also interesting to note that this design did carry the ER.Large Laser in the Left Torso just beneath the ER.PPC. This could be due to the extra space taken up by the jump jet exhaust ports.

The F-2 Phantom was capable of a bit more of a long range bite, because it did mount Gauss Rifles in the torso's and a pair of LRM10's in each arm, and of course the Er. Large Laser was moved to the center torso. This design didn't prove to have too many problems and it nearly made it to line production, however, we were unable to add sufficient heat sinks, cellular ammunition storage to combat the draw backs of a heat spike and an explosive massive gauss cannon.

There are discussions with technicians from Clan Wolf in Exhile, of a possible 4th design of this mech which incorporates clan Weaponry. We have not came to a conclusion as to this possibility yet, but our technicians are working on it.


Battle History:

Several of these machines were seen in the battle of tyconderoga, on the planet cestus 3. Each performing quite admirably in it's role as a fire support mech. One particular story is of a young pilot who broke ranks and charged forward in his battlmech. His belief that the full armor capacity of the battlemech and the sheer size of the machine would turn the tide of battle, as his commanding officer yelled for him to return to his position, the left flank he had been defending would was left weak.

Ate alive by short range fire, the F-3 was quickly cut down. The pilot's screams were unheard by his lancemates, as the left flank he had left open to enemy fire was quickly exposed and his lancemates weren't long in sharing his fate. Thus revealing that even when a battlemech does perform admirably at the role it was designed for, you can't take a long range fire support mech, into the middle of a battle with short range devistating fire power.


Deployment:

Bought by House Davion to shore up it's line forces along the border with the cappellan confederation and Lyran alliance, we have also been approached by several mercenary units interested in this design.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/9/2007  

I like the long range fire capacity that this 'Mech has. It is not overwhelming but it is nice enough.
Facing this 'Mech, an opponent could ignore it and receive volley after volley of direct fire or go for it trying to catch it and find its lancemates in its path.
My only complaint (apart from the strange faction availability) would be the lack of precise firepower (Artemis IV and Targeting Computer) but I could not find how to make it work.

Prince of Darkness 0 8/30/2007 8/30/2007

Heard rather than seen? Get a GECM for that. You faction listing is weird- for Davions and Clan-Wolf-in-Exile, but yet mounting Marik Weapons (the LGR)...i'd remove two tons of LGR ammo, get GECM, and use the last half-ton for anything. Honestly, since you have just a lot of long-ranged weapons, i'd remove a 1/2 ton of armor and get a head-mounted, rear firing medium laser (or small pulse Laser, your choice.)

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8877
TUESDAY, AUGUST 28, 2007
UPDATE: 8/28/2007
66 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8877]

Hunchback HBK-6GECX

Level: Custom Level 3 / 3067

Technology: Mixed Biped

Tonnage: 50 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE JANUARY 31, 3072

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 1.5T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 11

Head 3 9

Center Torso 16 24/8

L/R Torso 12 18/6

L/R Arm 8 16

L/R Leg 12 24

 


Standard

Battle Value: 1484

C-Bill Cost: 4,209,375

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/20 RT 8 12

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser CT 1 1

1 Small Laser H 1 0.5

1 Jump Jets CT 1 0.5

1 Jump Jets RL 1 0.5

1 Jump Jets LL 1 0.5

3 Ammo (Ultra AC/20) 5 RT 3 3

1 CASE RT 1 0.5

4 Ammo (Ultra AC/20) 5 LT 4 4

1 CASE LT 1 0.5

2 Double Heat Sink LT 6 2

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

    Totals

50 25



Overview:

A Field modification variant of the HBK-6GE, this battlemech is not marketed by Garrett-Ericson Enterprises. Although if continued affiliation with clan wolf in exhile allows, we might attempt a version like this.


Capabilities:

While the HBK-6E is a venerable fighting force. No one can deny the usability of htis battlemech. Although there are many problems with the use of the salvaged clan UAC, it has proven time and again that in the hands of an experiienced pilot this the ability to double the impact of the AC20 is enough to outweigh the risks.

The added ammunition allows this battlemech to stay in the field much longer.  Than the standard HBK, with a full 3 minutes of firing time in ultra mode. While risky, the benefits again outweigh the risks.

----GAME NOTES---
A field modification made by an unknamed but evidently highly skilled technician after the first onslaught of clan aggressors on the planet. This battlemech has some drawbacks for using the clan Ultra Autocannon.

On a to hit roll resulting a 2 or 3 the Salvaged ultra autocannon jams permenantly this jam puts the UAC out of commission for the rest of the combat, and any  critical hit damaging the Ultra Autocannon could cause an ammo explosion in the bin that fed the last shot into the cannon.  There is no way to dump the remaining ammo in that bin, so a critical hit could be quite lethal.


Configuration / Variants:

HBK-6GE as it is the base this model was derived from.


Battle History:

Richard Tovey pilots this battlemech with brutal efficiency commanding a modified lance of battlemechs ( five instead of four, in hopes of evening the odds against their current clan aggressors) he has had to make sacrafices though. Due to the lack of legitimate terrain surrounding their makeshift field base on the planet. Mr. Tovey has been seen more than one time jumping behind a lancemate to cover his vicious attack on an enemy pilot who can not fire on him.

While not seen as a breech of clan Honour it is quickly becoming the chagrin of many of the clan aggressors, and more than once has this tactic brought multiple fire from clan mechs down upon Seargent Tovey. Leaving his mech very damaged.


Deployment:

Piloted by Seargent Richard Tovey, now alligned with the Mercenary group Bendmarks Brigardiers, this battlemech has performed admirably in the 1 year assault on the planet the brigadiers are currently stationed by a renegade faction of clan Jade Falcon. Seemingly intent on taking the planet as a staging operation for further attacks on the innersphere.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

A 'Mech for the desperate or for the hardcore city defenders.
The Hunchback II C was already both but you manage to outperform it with your low speed but your higher usable firepower (however if you find a Clanner ready to fire both UAC/20 in Ultra mode, you might be beaten).
Also is having so much ammo really needed?

Cowboy 0 8/30/2007 8/30/2007

oddly enough.. There are supposed to be 8 tons, I just neglected to put one on it seems. Let me check the drawing board and see if I can figure it out. Found it.. it reads 4 tons in the left torso. It should read 5.


and I do find myself firing it in ultra, as the only weapon usually.

Kit 0 8/29/2007  

This would be a wonderful modification to a 'Mech intended for a city assault/defense mission.

I have a question about it, though: why 7T of ammo and not 6 or 8? With 6 or 8 you could go full bore Ultra mode the entire time, but with 7 you end up having one odd round left over.

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8866
MONDAY, AUGUST 27, 2007
UPDATE: 8/28/2007
42 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8866]

King Warlord KGW-3GECX

Level: Custom Level 3 / 3060

Technology: Mixed Biped

Tonnage: 100 Tons

Designer: Cowboy

Armory: Garrett-Ericson

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

Tags

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BATTLEROM IMAGE OCTOBER 23, 3056

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 16 [32] 6T

  12 in Engine


  Internal Structure Armor

  Standard C Ferro-Fibrous

Tons 10 16

Head 3 9

Center Torso 31 52/10

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 2329

C-Bill Cost: 23,272,000

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RA 6 12

1 C Gauss Rifle LA 6 12

1 C Ultra AC/20 LT 8 12

1 C ER PPC RT 2 6

1 Medium Laser H 1 1

1 Medium Laser RT 1 1

1 Ammo (Gauss Rifle) 8 RA 1 1

1 Ammo (Gauss Rifle) 8 LA 1 1

1 Ammo (Ultra Autocannon/20) 5 LT 1 1

1 Ammo (Ultra Autocannon/20) 5 CT 1 1

2 C Double Heat Sink RT 4 2

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

    Totals

43 48



Overview:

It should be noted here that at the time of this model Garrett-Ericson had absolutely no understanding of clan technology. This is a field modification which was made with the help of a captured clan technician after a particular devistating attack on a drop ship of Clan Smoke Jaguar. While we did not have the means to produce this battlemech in the year it was created, new agreements with Clan wolf in exhile have opened the possibility of running a production line of these battlemechs. However for purposes of intel, this battlemech should be seen as a field modification.


Capabilities:

This field modification of the KGW-3GE is still in use today,  by relatives of the original pilot Gene Carlos. Our understanding of technology has worked out some of the bugs that plagued this first model. The mech was known for losing more armor than was nescessary because of the field refit of Salvaged clan Ferro-Fibrous armour, which was the only way to replace the armor lost to the King Warlord at the time of this refit. 

The catastrophic explosion of the Gauss Rifles in each arm, did show the pilot of the machine exactly how dangerous it was to get caught too close in to the fighting. 

A venerable powerhouse at long range it still has the ammunition problems that have plagued all king warlord designs since the 2-E however, the addition of the Salvaged Clan Erppc with it's much greater damage out put make this battlemech a gem. 

Two Innersphere medium lasers were added in the field after the small laser mounted in the head was destroyed in a lucky shot that nearly killed Gene Carlos in her cockpit.  The medium lasers were added to suppliment some of the weight lost by the addition of the salvaged clan technology  and the clan Double heatsinks which are prone to fail since they don't exactly fit right in the internal slots of the engine did well to round out the weight of the refit. 

Despite all the regular problems of relying too much on ammunition this battlemech has some pretty stiff problems just based on the inherent design incompatability with the salvaged clan technology.

--Game Notes--
On a roll of 2-or 3 firing either the UAC20 or the Gauss rifles. The weapon locks up. And remains dead until repaired by a technician with a skill level no less than 4.  Due to their incompatability with the current fcs of the battlemech an additional +1 modifier is added to all gunnery skill rolls.

The Armor of the Battlemech was pieced on as a field modification when no standard armor could be found to suppliment the armor lost to it.  As such whenever any location takes ten or more points of damage a save roll (2d6) must be rolled. On a result of 6 or less the armor melts away inflicting another 10 points of damage to that location. Critical damage has been dealt due to this destruction of armor. 

Whenever any heat sink  takes a critical hit, it could cause all the heat sinks of the battlmech to shut down for atleast  1 round. The pilot of this mech should make another save roll (2d6) on a result of 5 or less the heatsinks do shut down BEFORE the heat phase of the round the battlemech took the critical hit.


Configuration / Variants:

The only "Valid"Variant of this King Warlord remains the tried and true KGW-3E


Battle History:

After the devistation of a Clan Smoke Jaguar drop ship, on a planet near the home world of the 18th RCT, the KGW-3E piloted by Gene Carlos was damaged, to a degree most of the 18th RCT techs thought was unrepairable. When, Marshal Storm Redhawk marched three clan technicians found on the dropship into the repair bay of the makeshift field center, he informed all around that they were his bondsmen, taken fair by the rules of Clan Honour,and as such they would repair the mech they had nearly destroyed. Even so the clan technicians who had only read of the lowgrade technology used by the innersphere they were not capable of repairng the battlemech to pristine working conditions. The refit however, served it's purpose and continues to do so to this day in the little known Mercenary group "Redhawks Rebels" Lead by one Micheal Adam Redhawk. Reports of this particular variant have been cited from battlefields all over the inner sphere, and it is even believed Gene Carlos herself was taken along with Prince Davion's forces when he lead the assault on the clan homeworlds.


Deployment:

This battlemech is still in use as of 3071 and Garrett-Ericson's new Clan Division is considering creating an assembly line to recreate the battlemech with the help of Kahn Phelan Ward of clan wolf in exhile. Although the battlemech will still be viewed as quite pricey, the unique use of clan and innersphere mixed Technology will make this Battlemech a genuine one of a kind article on the field should that ever come about. Seen largely a variant of this Battlemech was seen recently in the Solaris Championships. The pilot of this battlemech is either classified by the company or unknown to them as they are claiming to have no knowledge of this variant.

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2007  

At the same time better and worse than the KGW-3E.
Better since it has even more firepower; worse because it has even more ammo problem.

ArcAngel 0 8/27/2007  

Better than most Mixed Tech mechs, as you clearly identify how the technology was obtained. You also put a fair bit of effort into detailing on complications of combining the two technologies. Good Job

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