Designer: Cypher Himura / Armory: Apharmd Industries

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  • Last Post 21 July 2017
Lasergunner posted this 01 July 2017

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Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4815
THURSDAY, APRIL 22, 2004
230 DOWNLOADS

Wolverine  WVR-7D1

Level: Custom Level 2 / 3055

Role: General

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


Equipment   Mass

Cockpit: Standard 3T

Engine: XL 275 8T

Gyro: Standard 3T

  Walk: 5 [6] MP

  Run: 8 [9] MP

  Jump: 5 MP

Double Heat Sinks: 12 [24] 2T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 10.5

Head 3 9

Center Torso 18 23/8

L/R Torso 13 18/6

L/R Arm 9 16

L/R Leg 13 24

BATTLEROM IMAGE OCTOBER 22, 3054

* FOR ISF USE ONLY *

 


Faction Availability

House Davion Inner Sphere

 

 

Standard

Battle Value: 1261

C-Bill Cost: 11,462,456

Qty Weapons and Equipment Location Critical Tonnage

1 Hatchet LA 4 4

4 Triple-Strength Myomer LA 4 0

1 SRM-6 LT 2 3

1 Artemis IV FCS LT 1 1

1 Ammo (SRM-6) 15 LT 1 1

1 Medium Pulse Laser LT 1 2

1 Jump Jets LT 1 0.5

1 CASE LT 1 0.5

1 Medium Pulse Laser CT 1 2

1 Jump Jets CT 1 0.5

1 Double Heat Sink RT 3 1

1 Medium Pulse Laser RT 1 2

1 Jump Jets RT 1 0.5

1 ER Large Laser RA 2 5

1 Jump Jets LL 1 0.5

1 Triple-Strength Myomer LL 1 0

1 Jump Jets RL 1 0.5

1 Triple-Strength Myomer RL 1 0

VALIDATED   Totals

28 23



Overview:

The Kallon Industries' Wolverine represents a relatively successful attempt to marry speed with striking power. A comparatively fast 'Mech capable of taking considerable damage while remaining operational, the Wolverine now serves in Successor State medium and recon lances. Its long and impressive history spans both the Star League and the era of the Succession Wars.

While it is a effective model, Apharmd Industries released a upgrade package for the 6M Wolverine in the early 3050s, thereby increasing its service life.

 

Capabilities:

Based off the venerable 6M model available since circa 3025, the 7D1 refit package, aka the 'Rabid' Wolverine refit, as pilots so jokingly refer to it, is nothing short of a technological marvel.

Powered by a Core Tek 275 extralight engine, the 7D1 is able to maintain its top speed of 86.4 kph and jump mobility of 150 meters. The excess mass freed by the use of the extra light engine allows the Wolverine to replace its medium lasers with 3 pulse lasers of the same grade and manufacturer. While the pulse lasers have a shorter range, their added acuuracy is especially valuable when the Wolverine leaps about the battlefield.

The shoulder mounted Harpoon 6 SRM rack is now tied into a Artemis IV FCS unit, thereby increasing its accuracy. In addtion to the FCS, the side of the torso is equipped with CASE to protect the 'Mech from untimely ammo explosion of the missiles. The Diverse Optics large laser is replaced by a ER version, which allows for extra range at the cost of added heat.

However, the difference between the 6M and 7D1 lies in the hatchet carried in the left hand. First seen on the Steiner Hatchetman, the Wolverine is able to do some serious damage to an opponent. While the fact that the 'Mech does have a deadly close combat weapon, one must realise the impact of the addition of this next piece of equipment, TSM. When functional, it enables the 7D1 to effectively double its damage potiential, thereby presenting a serious threat to any opponent in range.

 

Configuration / Variants:

None as of this point in time.

 

Battle History:

None recoreded

 

Deployment:

Currently, the upgrade kit is being spread through out the whole AFFS. Only time will tell to see if this new refit will enable the Wolverine to keep its 'bite' in these uncertain times

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Hand Actuator
5. Hatchet
6. Hatchet

1. Hatchet
2. Hatchet
3. Triple-Strength Myomer
4. Triple-Strength Myomer
5. Triple-Strength Myomer
6. Triple-Strength Myomer


Head
1. Life Support
2. Sensors
3. Cockpit
4. Roll Again
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Hand Actuator
5. ER Large Laser
6. ER Large Laser

1. Roll Again
2. Roll Again
3. Roll Again
4. Roll Again
5. Roll Again
6. Roll Again

Left Torso
1. XL Engine
2. XL Engine
3. XL Engine
4. SRM-6
5. SRM-6
6. Artemis IV FCS

1. Ammo (SRM-6) 15
2. Medium Pulse Laser
3. Jump Jets
4. CASE
5. Roll Again
6. Roll Again

Center Torso
1. XL Engine
2. XL Engine
3. XL Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. XL Engine
3. XL Engine
4. XL Engine
5. Medium Pulse Laser
6. Jump Jets

Right Torso
1. XL Engine
2. XL Engine
3. XL Engine
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Medium Pulse Laser
2. Jump Jets
3. Roll Again
4. Roll Again
5. Roll Again
6. Roll Again

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Jump Jets
6. Triple-Strength Myomer   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Jump Jets
6. Triple-Strength Myomer

 

User Reviews

User Rating Posted Updated

Silent_Coyote 0 5/11/2004  

very nice upgrade.

Ice Hellion 0 4/22/2004  

Intesresting design. However you will need to be rather close to make the TSM work. It would have been nicer to make it work from far and close the gap thanks to the increased speed.

OdMagnus 0 4/22/2004  

Agreed. Speed, mobility, TSM and a hatchet, good short-range weaponry and armor. Resembles its namesake a good deal more now, great job.

Lonely Coyote 0 4/22/2004  

Hatchets are fun! This would have been a nice refit, even without the Hatchet. I would normally be concerned about the use of MPL's, because they don't really become effective unless you are within two hexes of your target. With the Hatchet, you will be wanting to get even closer, so it's all good. I like!

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2443
FRIDAY, SEPTEMBER 19, 2003
200 DOWNLOADS

ThunderStrike  TD-S

Level: Custom Level 2 / 3067

Role: Assault

Technology: Clan Biped

Tonnage: 80 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


Equipment   Mass

Cockpit: Standard 3T

Engine: XL 320 11.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 18 [36] 8T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 4 13

Head 3 9

Center Torso 25 40/10

L/R Torso 17 26/8

L/R Arm 13 26

L/R Leg 17 34

BATTLEROM IMAGE MAY 10, 3065

* FOR COMSTAR USE ONLY *

 


Faction Availability

Clan Ghost Bear Clan

 

 

Standard

Battle Value: 2268

C-Bill Cost: 19,338,601

Qty Weapons and Equipment Location Critical Tonnage

2 C Double Heat Sink RA 4 2

1 C ER PPC RA 2 6

2 C Double Heat Sink LA 4 2

1 C ER PPC LA 2 6

2 C ER Medium Laser LT 2 2

2 C Medium Pulse Laser LT 2 4

2 Ammo (LRM-15) 8 LT 2 2

1 C Double Heat Sink LT 2 1

1 C LRM-15 CT 2 3.5

1 C Ultra AC/10 RT 4 10

3 Ammo (Ultra AC/10) 10 RT 3 3

1 C Double Heat Sink RT 2 1

VALIDATED   Totals

45 36.5



Overview:

Clan Ghost Bear has always enjoyed a heavier than average Touman compared to most of the Clans. When they relocated to the Inner Sphere in the late 3060s, Khan Jorgensson initiated a program to produce a new machine, so as to better deal with incurions by either Clan or Inner Sphere opponents seeking to disrupt the Clan's way of life. The result of the program ? The ThunderStrike.

 

Capabilities:

Based around a 340 rated extralight fusion engine, ferro fiberous armor and endo steel construction, the Thunderstrike is a sturdy and well armored assault class machine, capable of a decent top speed of 64.8kph, enabling it to keep up with most assault mechs.

The use of such weight sparing materials have enabled Clan Ghost Bear designers to mount a impressive array of weapons on the Thunderstrike. 2 arm mounted Clan Mk XVII ER PPCs provide a deadly and ammo independent form of attack. A retractable Type XV LRM 15 missile rack mounted in the centerline of the Battlemech supplements the ER PPCs and has enough ammunition to sustain fire for almost 3 minutes. When not in use or when the rack has fully expended its ammunition, the launcher is retracted back and kept hidden away from view.

A massive Type DL Ultra class 10 autocannon rests on the right shoulder. Loaded with some 3 tons of ammunition, it also has enough ammunition to sustain fire at double rates for nearly 3 mins, there by creating a deadly hail of armor shredding projectiles when used in conjunction with the LRM rack.

Rounding up the array of weapons are 2 pairs of Clan medium grade lasers, which are mounted on the left shoulder. Should anything survive the hail of missiles, ballistic projectiles and energy bolts, the opponent will be savaged by the laser array into scrap metal, fit for only the scrap yard.

 

Configuration / Variants:

None

 

Battle History:

None

 

Deployment:

Currently, the limited availability of the Thunderstrike has prevented much of the Touman from receiving the new battlemech. However production is expected to pick up once the facilities have been been retooled to produce the ThunderStrike

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Ferro Fibrous
5. Ferro Fibrous
6. Ferro Fibrous

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. ER PPC
6. ER PPC


Head
1. Life Support
2. Sensors
3. Cockpit
4. Ferro Fibrous
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Ferro Fibrous
5. Ferro Fibrous
6. Ferro Fibrous

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. ER PPC
6. ER PPC

Left Torso
1. XL Engine
2. XL Engine
3. ER Medium Laser
4. ER Medium Laser
5. Medium Pulse Laser
6. Medium Pulse Laser

1. Ammo (LRM-15) 8
2. Ammo (LRM-15) 8
3. Endo-Steel
4. Endo-Steel
5. Double Heat Sink
6. Double Heat Sink

Center Torso
1. XL Engine
2. XL Engine
3. XL Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. XL Engine
3. XL Engine
4. XL Engine
5. LRM-15
6. LRM-15

Right Torso
1. XL Engine
2. XL Engine
3. Ultra AC/10
4. Ultra AC/10
5. Ultra AC/10
6. Ultra AC/10

1. Ammo (Ultra AC/10) 10
2. Ammo (Ultra AC/10) 10
3. Ammo (Ultra AC/10) 10
4. Endo-Steel
5. Double Heat Sink
6. Double Heat Sink

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Endo-Steel   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Endo-Steel

 

User Reviews

User Rating Posted Updated

Ice Hellion 0 9/20/2003  

I think this is a typical Bear design with increasing firepower as you come closer and closer.
I understand that this is not your creation but would it be possible to put ATM instead of LRM?
I think that it would only be fitted by second line galaxies as it is not an Omni-Mech.

Cypher Himura 0 9/19/2003 9/19/2003

I do not in anyway claim any credit for the actual design, artwork and stats of the machine, which was done by someone else. I felt i just had to share this with the rest of you guys.

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #624
THURSDAY, MARCH 27, 2003
352 DOWNLOADS

Sagittaire C  SGT-11C

Level: Custom Level 2 / 3067

Role: Prototype

Technology: Clan Biped

Tonnage: 95 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 285 16.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

C Double Heat Sinks: 24 [48] 14T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 5 18.5

Head 3 9

Center Torso 30 45/15

L/R Torso 20 30/10

L/R Arm 16 32

L/R Leg 20 40

BATTLEROM IMAGE NOVEMBER 26, 3067

* FOR LOKI USE ONLY *

 


Faction Availability

House Davion Inner Sphere

 

 

Standard

Battle Value: 3131

C-Bill Cost: 9,988,875

Qty Weapons and Equipment Location Critical Tonnage

3 C Double Heat Sink LA 6 3

1 C ER Large Laser LA 1 4

1 C Medium Pulse Laser LA 1 2

5 C Double Heat Sink LT 10 5

1 C ER PPC LT 2 6

1 Jump Jets LL 1 2

1 Jump Jets CT 1 2

3 C Double Heat Sink RA 6 3

1 C ER Large Laser RA 1 4

1 C Medium Pulse Laser RA 1 2

1 C Double Heat Sink RT 2 1

1 C Targeting Computer RT 5 5

1 C Double Heat Sink RT 2 1

3 C Medium Pulse Laser RT 3 6

1 Jump Jets RL 1 2

VALIDATED   Totals

50 35



Overview:

Although the Sagittaire saw production in mid-3063, Robinson's semi-isolationist policies with regard to the civil war kept the design out of the general militaries until much later. As the civil war progressed, however, the fighting took a nasty, personal turn for the worst.

MechWarriors began to demand machines that were superior at point-blank range, whether for fighting in narrow city streets or for brawls on the open no-man's-land between cities. The Sagittaire was just such a design.

By late 3064, A.I. had acquired one such machine and began a series of exhaustive trials, which ended in December 3064. Results show that the sheer lack of range on the inferior pulse lasers made the Sagittaire a walking target instead of a feared assault mech.

Cypher, on a whim, decided to use the last of his currently dwindling Clan supplies to construct a improved and superior version of the mech, adding the completed machine to his personal collection of Clan grade mechs.

 

Capabilities:

The first matter on hand was to remount the all rear pointed weapons to the front, so as to increase firepower and replace the inferior IS weaponry with the lighter and more efficent Clan grade ones.

The Magna 600P lasers were replaced by the more common Kolibri Delta series of medium pulse lasers, 3 of which are mounted on a turret like structure, thereby providing it with a wider arc of fire. The 2 Magna 900P pulse lasers were replaced with 2 Series 7W extended range large lasers to provide more of a long range punch, which was sorely lacking in the SGT-8R. Naturally, the Defiance 1001 PPC was replaced with a Clan Mk XVII, provide the Sagittaire C with the ability to head cap targets as well as lay some serious pain.

Using the mass spared from the weaponry, Cypher was able to mount a Heavy Force 285 standard engine, instead of a more vulnerable extra light version, to power the laser heavy Sagittaire C. Which naturally kept production costs down so low that it was comparable to that of a circa 3025 Atlas, as well as making the mech harder to take down.

The use of the above standard engine also freed up enough space to mount a clan grade targetting computer, which in turn resulted in a higher rate of accuracy for the medium pulse lasers. As a result, the heavily armored 11C, like the 8R, is still able to leap around and still hold an edge against most other BattleMechs. But when on terra firma or its equivalent, the 11C is devastating, no thanks to its superior weaponry and targetting system.

In order to compensate for the high heat output of such a energy weapon dependent based armament, some 24 double strength freezers were mounted about to help control the mech's internal temperature, thus allowing the SGT-11C to operate at a optimum level, without fear of the heat overwhelming the delicate systems.

 

Configuration / Variants:

Given the rarity of the availability of Clan tech, it is highly unlikely that Apharmd Ind will ever mass produce the machine. Hence there are no plans to manufacture or even create any variants at all.

 

Battle History:

So far, the sole prototype in existance is undergoing combat trials to evaluate its effectivenes in battle and all seems to be going rather well at the moment.

 

Deployment:

The sole prototype is housed in a private mechbay under Apharmd Ind's massive facility. Naturally, this being one of the mechs in the private collection of the CEO, no expense has been spared to ensure its security.

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Endo-Steel
4. Endo-Steel
5. ER Large Laser
6. Medium Pulse Laser


Head
1. Life Support
2. Sensors
3. Cockpit
4. Roll Again
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Endo-Steel
4. Endo-Steel
5. ER Large Laser
6. Medium Pulse Laser

Left Torso
1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. ER PPC
6. ER PPC

Center Torso
1. Fusion Engine
2. Fusion Engine
3. Fusion Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. Fusion Engine
3. Fusion Engine
4. Fusion Engine
5. Endo-Steel
6. Jump Jets

Right Torso
1. Double Heat Sink
2. Double Heat Sink
3. Targeting Computer
4. Targeting Computer
5. Targeting Computer
6. Targeting Computer

1. Targeting Computer
2. Double Heat Sink
3. Double Heat Sink
4. Medium Pulse Laser
5. Medium Pulse Laser
6. Medium Pulse Laser

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Jump Jets   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Jump Jets

 

User Reviews

User Rating Posted Updated

Lars 0 12/12/2003  

I don't remember but, did the original have an XL?

If it did thats really cool how you dumped it while making the weapons much better all at the same time.

acepilot_100 0 3/27/2003  

Hmm... what's up? I'm reading 5 tons of free tonnage on my Drawing Board...

But yes. One of the evilest mechs on S7 is back with a vengeance =)

Saint AJ 0 3/27/2003  

evil...it's just evil...

Lasergunner posted this 12 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1130
SUNDAY, MAY 25, 2003
258 DOWNLOADS

Apharmd Striker  RVR-33S1

Level: Custom Level 2 / 3050

Role: Militia

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 15 [30] 5T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 13.5

Head 3 9

Center Torso 22 32/11

L/R Torso 15 22/8

L/R Arm 11 22

L/R Leg 15 30

BATTLEROM IMAGE MAY 11, 3050

* FOR COMSTAR USE ONLY *

 


Faction Availability

House Davion Inner Sphere

 

 

Standard

Battle Value: 1648

C-Bill Cost: 7,095,574

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 LT 3 7

1 Artemis IV FCS LT 1 1

2 Ammo (LRM-15) 8 LT 2 2

2 Medium Laser LT 2 2

1 Jump Jets LT 1 1

1 Medium Laser H 1 1

2 Jump Jets CT 2 2

3 Double Heat Sink RT 9 3

2 Medium Laser RT 2 2

1 Jump Jets RT 1 1

1 PPC RA 3 7

1 Double Heat Sink RA 3 1

VALIDATED   Totals

43 26



Overview:

Conceived after the recovery of the GDL memory core, the Apharmd Striker was designed to be the new Heavy battlemech of choice for the Armed Forces of the Federated Suns.

 

Capabilities:

Based of the familiar Grasshopper heavy battle mech. the Striker is in all aspects a virtually well armored and upgraded version of that battlemech.

Taking on a humanoid appearance, the Striker moves and jumps as well as the Grasshopper does. It even carries the same engine as the latter, a hardy VOX 280. Yet the rest of the components in this hardy machine comes completely from AFFC territory.

The weaponry itself was also taken from the AFFC territory, although care was taken to use the closest sources as much as possible, so as to decrease transport time and costs.

A single shoulder mounted Coverntry Star Fire 15, tied to a Artemis IV FCS, provides the Striker with a highly damaging missile attack at range. A right arm mounted Johnston Parti-cannon complements the LRM rack as the Striker closes in, give the Striker a heavy punch that can threaten most mechs.

For the more nasty close in fighting, the Striker has a array of 5 medium lasers to aid in slagging the opponent. Of course with all these energy weapons, one would expect the Striker to run pretty hot, but on the contrary. Overheating is very minimal when running at full speed and firing.

Apharmd Industries expects a minimum of 5 of these mechs to be produced every 2 weeks, given the proximity of most of the parts used.

 

Configuration / Variants:

Another possibility is under exploration. The alternative variant would involve a lighter XL engine to provide for a more mobile and well armed design.

 

Battle History:

As of this time...none have been forwarded to the head office

 

Deployment:

Currently the Striker is being distributed to all AFFS units in need of a good mobile heavy mech. Priority has been given to Dispossed pilots, but demand may outstrip current supply as some pilots traded their antiquated machines for the newer Striker.

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Hand Actuator
5. Endo-Steel
6. Endo-Steel

1. Endo-Steel
2. Endo-Steel
3. Endo-Steel
4. Endo-Steel
5. Endo-Steel
6. Roll Again


Head
1. Life Support
2. Sensors
3. Cockpit
4. Medium Laser
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Hand Actuator
5. PPC
6. PPC

1. PPC
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. Endo-Steel
6. Endo-Steel

Left Torso
1. LRM-15
2. LRM-15
3. LRM-15
4. Artemis IV FCS
5. Ammo (LRM-15) 8
6. Ammo (LRM-15) 8

1. Medium Laser
2. Medium Laser
3. Jump Jets
4. Roll Again
5. Roll Again
6. Roll Again

Center Torso
1. Fusion Engine
2. Fusion Engine
3. Fusion Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. Fusion Engine
3. Fusion Engine
4. Fusion Engine
5. Jump Jets
6. Jump Jets

Right Torso
1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Medium Laser
5. Medium Laser
6. Jump Jets

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Endo-Steel   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo-Steel
6. Endo-Steel

 

User Reviews

User Rating Posted Updated

Anubis 0 11/22/2003  

Very nic design, yet another quality mech Cypher, though I must say the pic looks something 

Lasergunner posted this 12 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #819
WEDNESDAY, NOVEMBER 24, 2004
UPDATE: 11/24/2004
215 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=819]

Banshee BNC-4S

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 95 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Davion Inner Sphere

House Steiner Inner Sphere

House Steiner Inner Sphere

House Steiner-Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MAY 11, 3051

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 285 16.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 13 [26] 3T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9.5 18.5

Head 3 9

Center Torso 30 45/15

L/R Torso 20 30/10

L/R Arm 16 32

L/R Leg 20 40

 


Standard

Battle Value: 1770

C-Bill Cost: 9,959,040

Qty Weapons and Equipment Location Critical Tonnage

1 PPC LA 3 7

1 Double Heat Sink LA 3 1

1 PPC RA 3 7

1 Double Heat Sink RA 3 1

1 Gauss Rifle LT 7 15

1 SRM-6 LT 2 3

1 CASE LT 1 0.5

2 Ammo (Gauss Rifle) 8 CT 2 2

5 Medium Pulse Laser RT 5 10

1 Ammo (SRM-6) 15 RT 1 1

1 CASE RT 1 0.5

    Totals

45 46

 

Overview:

House Steiner's plans to produce a superior version of the Banshee paid off with the development of the BNC-3S. With a superior weapons complement, the BNC 3S was being slowly regarded as a superior assault mech mech once again. However, when the Clan invaded in 3050, the 3S model was ill equipped to handle the capabilites of the Invaders' mechs.

With respect to the discovery of the memory core discovered by the Grey Death Legion, House Steiner soon came out with the BNC-5S Banshee. However, the sheer cost of producing one BNC-5S was deemed too prohibitive by Apharmd Ind and this prompted engineers at Apharmd to improve the Banshee while cutting costs.

 

Capabilities:

The Banshee 4S is the result of some 12 months of planning and development. While the design is rather similiar to the 3S, rediscovered technology has been incorporated into the design.

While the designs particle cannons were kept, the Imperator B Class 10 autocannon was replaced by a Poland Main Model A gauss rifle, supplied with 2 tons of ammo. The short capability of the Banshee 4S was enhanced with the installtion of 5 Magna 400P medium pulse lasers, which traded range for accuracy.

Armor coverage was nothing short of 100% and CASE was installed on each side torso to save the mech in case of a catastrophic ammo or Gauss rifle explosion. The heat dissipation system is sadly not able to cope with a full alpha strike. Hence the mechwarrior must carefuly manage his fire or else risk his machine shutting down.

 

Configuration / Variants:

As the design is still new, A.I. engineers loathe to tamper the design till they have reason to do so.

 

Battle History:

None

 

Deployment:

Currently A.I. is calling for all Banshee 3S pilots to trade in their ancient machines for the new 4S. However response has been luke warm.



User Reviews

User Rating Posted Updated

Trent Ward 3 1/17/2005  

The only suggestion that I can give is drop one Medium Pulse Laser for another ton of Gauss Ammo and a Medium Laser or Small Pulse Laser (To keep with the better accuracy.). Or; still drop the Medium Pulse Laser and add another ton of Gauss Ammo and another ton of SRM-6 Ammo, both placed in the RT so all the ammo can be protected by the CASE.

LT. GEN Methos Coldsteel, Coldsteel Services

Lasergunner posted this 12 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4963
TUESDAY, MAY 11, 2004
212 DOWNLOADS

Apocalypse Mk II  APO-02

Level: Custom Level 2 / 3060

Role: Assault

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


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: 27 [54] 17T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19.5

Head 3 9

Center Torso 31 46/16

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

BATTLEROM IMAGE APRIL 8, 3060

* FOR COMSTAR USE ONLY *

 


Faction Availability

All Factions

 

 

Standard

Battle Value: 2644

C-Bill Cost: 23,030,000

Qty Weapons and Equipment Location Critical Tonnage

4 C Double Heat Sink LA 8 4

1 C Large Pulse Laser LA 2 6

4 C Double Heat Sink RA 8 4

1 C Large Pulse Laser RA 2 6

3 C Medium Pulse Laser LT 3 6

1 Ammo (Streak SRM-4) 25 LT 1 1

2 C Streak SRM-4 LT 2 4

2 C Double Heat Sink LT 4 2

1 C ER Large Laser H 1 4

1 C Double Heat Sink CT 2 1

3 C Medium Pulse Laser RT 3 6

1 Ammo (Streak SRM-4) 25 RT 1 1

2 C Streak SRM-4 RT 2 4

2 C Double Heat Sink RT 4 2

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

VALIDATED   Totals

47 38



Overview:

The original APO-00 Apocalyse raised quite a stir when it first appeared in the late 3058s. Packing firepower and armor into a assault package, it was truely one of the more rare 'Mechs seen in either IS or Clan space. Released to only certain armory owners for various reasons, the Apocalypse was a rare blend of Inner Sphere creativity and Clan engineering.

 

Capabilities:

The Apocalypse Mk II relies on a large collection of energy weapons as a major part of its arsenal. In order to accommodate its large energy drain, a Heavy Force 300 extralight engine powers the massive behemoth.

2 Kolibri Delta large pulse lasers and a series 7W extended range large laser provide most of the Mk II's long range capabilites. While the ER laser has a significant range advantage, the large pulse lasers are highly accurate and enable the Mk II to open up holes in the opponents armor.

Its short range arsenal is noting to be scoffed at. 6 Kolibri Delta medium pulse lasers and 4 Pattern JX Streak SRM launchers are mountd on the main body to provide a devastating short range barrage that few mechs can survive. Well stocked with 2 tons of ammo in CASEd bins, the missile launchers have little fear of running out of ammo in battle. Even when they do run out of ammo, the Apocalypse Mk II still has its complement of energy weapons to rely on.

Now, with all those energy weapons, the Mk ii is bound to run hot, but 27 double strength heatsinks do their best to enable a continous fire pattern in the heat of battle. A unique feature of the Apocalypse is that its missile launchers are hidden behind fire doors when open up when the weapon is use, thereby allowing a element of surprise for the initial contact.

 

Configuration / Variants:

As this is a unique design, there are no plans for any immediate variants.

 

Battle History:

Since the Apocalypse Mk II is rather new, there are no notes or details on its battlefield abilites

 

Deployment:

Classified

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. Large Pulse Laser
6. Large Pulse Laser


Head
1. Life Support
2. Sensors
3. Cockpit
4. ER Large Laser
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Double Heat Sink
4. Double Heat Sink
5. Large Pulse Laser
6. Large Pulse Laser

Left Torso
1. XL Engine
2. XL Engine
3. Medium Pulse Laser
4. Medium Pulse Laser
5. Medium Pulse Laser
6. Ammo (Streak SRM-4) 25

1. Streak SRM-4
2. Streak SRM-4
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

Center Torso
1. XL Engine
2. XL Engine
3. XL Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. XL Engine
3. XL Engine
4. XL Engine
5. Double Heat Sink
6. Double Heat Sink

Right Torso
1. XL Engine
2. XL Engine
3. Medium Pulse Laser
4. Medium Pulse Laser
5. Medium Pulse Laser
6. Ammo (Streak SRM-4) 25

1. Streak SRM-4
2. Streak SRM-4
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Double Heat Sink
6. Double Heat Sink   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Double Heat Sink
6. Double Heat Sink

 

User Reviews

User Rating Posted Updated

Ice Hellion 0 5/12/2004  

Costly, offering a nice set of weapons for all ranges (which correctly managed allows the pilot to efficiently manage the heat) and able to stay for long periods on the field.
An impressive design that will surely shine in the Clans (a bit too low for me but who ever heard of assault designs going well with Hellions? [])

Lonely Coyote 0 5/12/2004  

23 million?!? Ouch!
... but HEY, if you can melt a small army, you're gonna cost about the same.
Nice, straight-forward weapons selection, and efficient use of space. (And an extra half ton of armor for those last three points of protection ta-boot!) cool!

Lasergunner posted this 12 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5985
WEDNESDAY, OCTOBER 06, 2004
132 DOWNLOADS

Devastator C  DVS-11C

Level: Custom Level 2 / 3060

Role: Assault

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


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: 18 [36] 8T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 5 16

Head 3 9

Center Torso 31 46/16

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

BATTLEROM IMAGE NOVEMBER 25, 3060

* FOR LOKI USE ONLY *

 


Faction Availability

Clan Ghost Bear Clan

 

 

Standard

Battle Value: 2699

C-Bill Cost: 11,086,000

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle LA 6 12

2 Ammo (Gauss Rifle) 8 LA 2 2

1 C Large Pulse Laser LT 2 6

3 C Double Heat Sink LT 6 3

1 C Large Pulse Laser CT 2 6

1 C Large Pulse Laser RT 2 6

3 C Double Heat Sink RT 6 3

1 C Gauss Rifle RA 6 12

2 Ammo (Gauss Rifle) 8 RA 2 2

VALIDATED   Totals

48 46



Overview:

The Devastator was built from a Star League-era design, discovered in 3023 by Davion troops in the remains of a Star League base on the planet Hoff. Inner Sphere scientists and BattleMech manufacturers, however, lacked the technology to build the Gauss rifles, extra-light engines, and double heat sinks the design required. The blueprints for the Devastator languished in the files of the New Avalon Institute of Science for ten years, until advanced technological information uncovered in the Gray Death memory core enabled House Davion to construct a prototype of the BattleMech.

Originally designed by General Kerensky to correct the flaws in the prototype Titan BattleMech, the Devastator can deliver tremendous firepower at long range. The chaos of the Amaris Civil War disrupted the development of the original Devastator, though several prototypes reached General Kerensky's forces in time for the final assault on Terra. No record of the 'Mech's deployment during the Succession Wars exists; experts assume that all the prototypes accompanied General Kerensky in the Exodus.

They could never guess how right they were. Although the Devastator prototypes were mothballed in Brian Caches, along with all the the countless battlemechs that went along with Kerensky's Exodus, the need for durable war machines prompted Clan Ghost Bear to reactivate the ancient prototypes after some 300 years. Rechristened as the Devastator C, Clan Ghost Bear seeks to use the Devastator C as a one stop deterrent for any aggressors wanting to try their luck. By some stroke of luck Apharmd Industries managed to acquire a lightly damaged model and proceeded to reverse study the design.

 

Capabilities:

The advancement of battletechnology since the time of Kerensky has allowed Clan Ghost Bear to radically upgrade the Devastator C into a more durable machine that its earlier incarnation. While there is no change in the weight of the mech, the Apharmd research crew noted the radical changes in armament and internal components.

The most obvious change was the the usage of a 300 rated standard engine, instead of the vulnerable but lighter extra-light version. No doubt this change was to enhance the life span of the 'Mech on the battefield. The use of weight saving ferro-fiberous armor and Endo steel was unusual, but not unexpected in the 'Mech. It was projected that the weight savings allowed the Devastator C to change its weaponry so radically.

While its main weapon were still the deadly Gauss rifles, its secondary weapons systems consisted of a array of triple clan grade large pulse lasers spread out on the torsos. The Apharmd research crew believed that inherent accuracy must have been preferred over a higher damage from the possible ER PPCs originally carried. Or it could be assumed that for the heat produced by 2 ER PPCS, it could be better generated by the more accurate large pulse lasers. Some 18 double heatsinks cool the Devastator most satisfactorily, even in the heat of action.

 

Configuration / Variants:

This being a 2nd line mech, has no variants planned.

 

Battle History:

No doubt this venerable machine has taken part in many battles

 

Deployment:

The Devastator C is believed to be deployed in 2nd line and garrison units.

 

Critical Hit Table

Left Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Gauss Rifle
5. Gauss Rifle
6. Gauss Rifle

1. Gauss Rifle
2. Gauss Rifle
3. Gauss Rifle
4. Ammo (Gauss Rifle) 8
5. Ammo (Gauss Rifle) 8
6. Ferro Fibrous


Head
1. Life Support
2. Sensors
3. Cockpit
4. Ferro Fibrous
5. Sensors
6. Life Support Right Arm
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
4. Gauss Rifle
5. Gauss Rifle
6. Gauss Rifle

1. Gauss Rifle
2. Gauss Rifle
3. Gauss Rifle
4. Ammo (Gauss Rifle) 8
5. Ammo (Gauss Rifle) 8
6. Ferro Fibrous

Left Torso
1. Large Pulse Laser
2. Large Pulse Laser
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Ferro Fibrous
4. Endo-Steel
5. Endo-Steel
6. Endo-Steel

Center Torso
1. Fusion Engine
2. Fusion Engine
3. Fusion Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. Fusion Engine
3. Fusion Engine
4. Fusion Engine
5. Large Pulse Laser
6. Large Pulse Laser

Right Torso
1. Large Pulse Laser
2. Large Pulse Laser
3. Double Heat Sink
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink

1. Double Heat Sink
2. Double Heat Sink
3. Ferro Fibrous
4. Endo-Steel
5. Endo-Steel
6. Roll Again

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Ferro Fibrous
6. Endo-Steel   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Ferro Fibrous
6. Endo-Steel

 

User Reviews

User Rating Posted Updated

OdMagnus 0 10/9/2004  

I hope I don't end up facing you in a Clan assault contest. Very possibly the nastiest thing I've seen in this category.

Cypher Himura 0 10/8/2004  

I could mount the twin ER PPC + an LPL, but I would compromise with heat efficency, and I didnt want that. It sounds silly but I would rather sacrifice firepower for heat efficency in this case.

Lycaon 0 10/7/2004  

really solid design, my only qualm with this is that it kinda loses some of its devestator flair without the PPCs for me. Mounting 2 PPC and a Large pusle would still be a crazy set of secondary weapons. Still very good design, a very potent 2nd line machine.

Ice Hellion 0 10/6/2004  

Impressive firepower and accuracy at all ranges.
Only a Clan 'Mech could use three Large Pulse Lasers as secondary weapons. This means that once in battle few 'Mechs will be able to withdraw safely from it.

Warhawk 0 10/6/2004  

You're showing as being a ton underweight, but it looks as though instead of two tons of ammo for the RA GR you only put it as a single ton.

Impressive design, especially the use of the multiple LPLs as secondary weaponry for the GRs. This 'Mech has no heat problems at all and the use of the standard engine makes it even more survivable. A true assault 'Mech in every 

Lasergunner posted this 21 July 2017

 

Apharmd Industries

Company President: Cypher Himura

Planetary Location: New Avalon

Date Founded: 12/18/2002

Last Update: 11/4/2004


(All trademarks and images used are the properties of their respective owners. All rights reserved.)
(Cypher's Note: I am always in the process of continually fluffing & updating the site. I am trying to be a bit more professional like my peers .)

Header Notes:

  • Do Not Rate. Work In Progress.
  • This armory is best viewed in 1024 x 768 definition or larger
  • All mechs in this armory are created using Heavy Metal Pro.
  • Last updated on 04/11/2004, under the influence of Guilty Gear XX, Ky Kiske Theme �Holy Orders�.
  • Added design links, with commentry.
  • Added armory links.




Apharmd Industries
"Always Improving, Always Innovating" 


Background:


"How do you make sweeping statements about a family with a thousand year old history. No set of catchphrases can describe every individual in the Davion line accurately. Yet the Davions themselves have a old saying about their clan, one that echos what was said of the Claudian emperors of ancient Rome: "The Davions breed two kinds of children, the fair and the foul. But its not always clear which is which"
~ From the History of the Davions, by Enrico Rosario, Nova Press Interstellar, 3015



"Trusting Divine Providence to be our guide, We, the Sovereign Citizens of New Avalon, do this day ordain and approve this Covenant, that all Peoples upon the face of this planet shall be forever 7equal under the Law, that Justice shall rule the Strong as it does the Weak, that Freedom shall be our Sword and Hope our Strongest Shield."
~ From The Covenant of New Avalon, 2239 

The Federated Suns has been a military power almost from its inception. War expands its territory, frequently bolsters its economy and binds its otherwise loose-knit people together more than any other element of its society. Unusually for such a militaristic state, the glorification of military exploits coexists with a high degree of personal freedom and democratic local government. This democratic strain, a legacy of the nation's visionary founder, has provided a crucial counterbalance to the military-expansionist mindset at critical points throughout the Federated Suns history. Located on the ruling planet of the Davions, New Avalon, Apharmd Industries are among the few armories that are allowed on the planet itself. Due to its proximity to the location of the Davion throne, it has seen many rises and falls of the state and bears witness to the proud heritage of the Federated Suns and its Armed Forces.


History:

Found in early 2750 by 44-year-old Caine Masterson, a retired technician from the Davion Heavy Guards, Masterson Battle-Technology was among one of the finest Battlemech design firms in the Federated Suns. Having been in service of the Davion Heavy Guards for as long as he could remember, Caine had a deep hatred of the Capellans after hearing about how House Hiritsu mechwarriors destroyed his hometown and killed his entire family while in the process of escaping from a Davion pursuit force after a daring raid to a Davion research facility. Realizing that something had to be done to appease the souls of his lost kin and friends, he set aside his emotions and did something sensible instead. He took some time off from the business and wentaround and did some research of his own. Cain eventually invested his smallfortune into buying a small mech armory known as Big Bang Technologies on New Syrtis. Merging the 2 companies into 1, Masterson Industries was born. Devoting most of his effort and time into hiring like-minded people, the newly renamed Masterson Industries went on a creation frenzy, creating efficient and economical refits of popular mech designs. The AFFS were so impressed with the quality of workmanship of M.I. that the DQ was instructed to acquire the as much as possible, the production output of Masterson Industries (M.I.). Somewhat pleased by the sudden windfall that had come his way, Caine quickly capitalized on the sudden influx of revenue, expanding the company to the best he could.

On 27 December 2766, when Amaris staged his bloody coup of the Star League, M.I. produced mechs were among those fighting in the banner of Aleksandr Kerensky, against the foul Republican Guards of Amaris. At that time, M.I. had to use some of their production models to guard their facility from predations by Amaris�s troops and from that of the other ambitious Council Lords, who were already having plans of their own. Ever supportive of his lord, Caine gave the order to continue on with peak production at any cost so as to provide John Davion with sufficient material to help seize his claim as Lord of the Star League. Appreciative of Caine�s efforts to aid him in rebuilding and strengthening the Federated Suns, John Davion gave Caine complete access to world of Chebanse, citing that it would be best if he was �nearby�. Seeing nothing wrong with the Prince�s request, Caine shifted Masterson Industries to Chebanse.

Fortunately, the Prince rendered some assistance in the form of transport, making the long transition from New Syrtis to Chebanse smoothly and swiftly. Having grown immensely wealthy as a result of the increased mech production, Caine was given a land grant and a baron-ship at the age of 65 for his contribution to the Federated Suns in those dire times. He never remarried, despite his vast wealth. When asked, he commented, �As much as I want, I cannot forget Corrine. Even though its been a long time since I lost her, I will never forget her�her ever sky blue eyes and sweet smile make life in those unforgettable days much more worth living for�I would trade all my wealth just to have her back but she would laugh at me and say how silly I am�That�s why she�s the only woman I will ever love, now and forever� Caine then excused himself, saying that he was needed elsewhere, concluding the interview.

Unfortunately, tragedy struck the Masterson Ind. Caine was struck down by a sudden cardiac arrest while in the midst of making a trip to inspect the new section of the facility. His ashes were interred in his hometown in a private ceremony. His nephew, Peter Winfrey, took over the reins and pushed the company into greater heights. Eventually, over the years, M.I. absorbed several other small arms manufacturers and eventually relocated the entire facility to the throne world of the Federated Suns, New Avalon in 2780. Getting permission to relocate to New Avalon was easy, considering the fact that AFFS high command had long wanted a House loyal manufacturer in those difficult times and Masterson was such a shining example. Since then in 2785, the facility has been upgraded consistently to deal with internal and external changes. 40 year old Peter Winfrey then decided to completely revamped the management to better reflect the changing times as well. In short he spilt them into the following departments,

Department of Design Development - As one would expect, Design and Development deals with the design and development of the various Battlemechs produced, from conceptualization to actual field testing of the Mech. Every design goes through a review board consisting of veteran mechwarriors, who decide whether its makes or fails the grade. After which the design will be stored in the factory mainframe and a prototype produced for evaluation. Once the evaluation phase is successful, the review board will determine whether to actually put the machine into production.

Department of Liaisons - This section is in charge of maintaining House, Corporate and public relations. This where most of M.I.'s contracts come in and its pays to be on good terms with the clients. While it can be difficult at times, most of the problems encountered can be resolved swiftly and neatly, a testament to the efficency of the staff. The House/Mercenary liaisons are some of the most empathetic and persuasive in the Inner Sphere. However, to mistake their easy goingness for a flaw would be a folly, as some have found at their own expense.

Department of Marketing and Sales - As the title already suggests, this is where the mechs are marketed and sold, courtesy of the very persuasive staff. Naturally, they're backed by a very generous expense account, so as to facilitate better ties and contacts.

Department of Administration and Finance - Where all the nitty gritty paperwork details and financial affairs like company acquistion and account keeping are done by a battery of talented staff. A complete public audit is published at the end of every fiscal year to ensure that the books are in order. Depriving competitors of any ammo which they can use against you is always worth the extra effort.

Pleased with his revamp, Peter managed to expand M.I. into other fields, ranging from agriculture to telecommunication. While not exactly the market leader, M.I. subsidaries were often among the top 10 compaines in their own fields. With the inflx of such vast amounts of incomes, M.I. was able to provide excellent staff packages which were above the norm, to say the least. While Peter had quite a bit power, he never abused it in anyway. Instead he chose to focus on the common man and chose to improve their lives. Some 40 years later, he died in his sleep, passing the heavy mantle on to his son, Joshua Winfrey. Possessing the same wisdom and business acumen as that of his father, he and his equivalently talented heirs propelled M.I. into the 3040s, with each generation adding on its own legacy. Particulary of interest was that of Alexia Winfrey. One of the few women to ever head M.I., she singlehandedly revolutionsed what was then, a lacklustre M.I. and restored it back to its former glory in just a short time.


Dynatech and Nova Inc takeover:

However, things changed in the late 3040s. By then, all the hard work done by the previous Winfreys were about to be undone by the lastest heir, Patrick Winfrey. No thanks to undue influence from some advisors, M.I. was almost driven into heavy debt as a result of poor judgement on Patrick's part. Fortunately, the fate and luck stepped in and found a mysterious mega corporation, Dynatech and Nova Inc, who wanted to take over Masterson Industries in the early 3050. Upon the successful bid, the entire facility was scrapped and the newly renamed Apharmd Industries facility came into place. Serving as corporate HQ and production facility, the current facility incorporates state of the art equipment as well as recovered lostech, making the whole facility a technological marvel in itself.

After taking time out to familiarize himself with the previous protocols, 20 year old Cypher found out that he had a opportunity to expand and promote the company in a way that the Winfreys never thought of, particularly in those subsidiaries the Masterson Ind. had incorporated over the years.

Next, some departments were revamped & reorganized to reflect the change in management.

The Department of Design is renamed as Technical Optimization, a term Cypher found to be effective and modern sounding. However, despite is name change, it�s main duties are still to create new or upgrade current designs and test them. Also they are in charge of most of the company�s and AFFS�s R & D projects. Currently, there are 5 teams, Alpha, Beta, Gamma, Delta and Epsilon, working on various projects at any time.

The Department of Liaisons is renamed as Department of Military, Industrial, Mercenary & Public Relations. This reflects on A.I.�s new market base of providing material to the above-mentioned parties. They still handle all facets of A.I.�s dealings. Liaison officers are attached to each party to assist in administrative functions and to pass on A.I. orders in the case of the mercenaries.

The Department of Administration and Finance is also renamed the Department of Administration. This department is responsible for most of the paper work and assignments such as payroll and record keeping for A.I.

The Department of Marketing and Sales had to become the Department of Financial Affairs, as they now had to deal with company interests. They would be on the lookout suitable investment opportunities that would benefit the Company as well as continue marketing our models. As of this current time, A.I. is a licensed distributor of the Heretic from Calypso Armories.

The Department of Bio-Weapons Development. DN also authorized the formation of a new department called "the Department of Bio-Weapons Development" aka "White Umbrella". No one save Cypher knows why the department was created and he's is instructed not to tell anyone as per DN orders.





Present Situation:

Apharmd Industries is situated on the 2nd largest continent of Brunswick, enjoying a proximity to its 2 major spaceports but situated quite a distance away from the major population centers. Covering some 60 square kilometres above and below ground, the entire facility is a miracle of modern technology, thus prompting Dynatech and Nova Inc to spare no expense in protecting the facility from any form of predations. 

4 Westingland A-59 Fusion reactors power the entire facility. Following the latest in power generation, the facility reactors use a lithium hydride or 'dry' fusion plant and are capable of generating up to 3.6 Terawatts per reactor. The basic fuel for the plants is the crystalline powder form of lithium hydride (LiH). The specific gravity of the fuel is 0.82 metric tons per cubic meter, making it extremely space efficient while avoiding the problems of cryogenic storage associated with other reactors fueled by heavy hydrogen isotopes such as deuterium and tritium. The LiH plant accepts the powder as if it were a liquid and is administered into the powerplant as a blown dust. The fusion process comes directly from the dissociated LiH, which liberates considerable energy from the fuel with no waste product.

However, activation energy is extremely high, thereby requiring magnetic containment field densities and confinement times many times greater than conventional fusion reactors. The reactors are fully safeguarded against battle damage and are designed to go 'cold shutdown' the instant the reaction chamber is breached. In the event that the cooling systems are compromised, cold shutdown procedures are implemented and the dangerously hot coolant is vented into specially constructed containment units for disposal. In such an instance, auxiliary power is provided by 4 separated batteries of 4 Continental Electric AS-4B and AV-5 series Magneto hydrodynamic turbines, generating between 20-40 Megawatts each.

As for entertainment facilities and such, Cypher has spared no expense in obtaining the latest equipment in every field, physical or otherwise. However, despite the tense atmosphere on New Avalon, every employee is well treated and well paid well above the minimum wage. Hence, they are very loyal to the company. So even is these difficult times, Apharmd Industries employees are one big happy united bunch. Lately, there is another reason to rejoice. 2 new holiday resorts have been opened to reward loyal and hardworking employees and their families well as entertain off-world guests and friends and clients

Firstly, let�s proceed to the most northern continent on New Avalon, New Scotland. Often deep in snow for nine months of the year, the continent is famed for its hardwood trees and animal furs. A.I. has built an excellent Alpine resort much like those of Terra. Offering some of the most well known as well as popular winter sports known to man, A.I. also offers exclusive �shooting� expeditions to satisfy the more exotic urges of the visitors. As a safety precaution, a very well equipped medical facility has been constructed some distance away to provide prompt aid if needed. Staff are trained in cold weather injuries and afflictions as well as general medical care.

Next, We now head to the lush tropical islands of New Hebride. Lying near New Avalon's equator, the islands have the hot climate that makes tropical plants and fruits the region's main export. The New Hebrides also have some high mountain ranges. Combined with the islands' location, these mountains attract rather vicious hurricanes that often cause heavy damage to the local communities. However, in the calm season, visitors to the lush resort can expect nice sunny weather, excellent for most beach and water related activities as well as cool nights. As usual, an appropriate medical facility is nearby for immediate medical treatment.

The massive production lines are manned by the MechMaster construction machines. Capable of performing the most difficult and dangerous tasks of fusion engine installation, limb assembly and such, they are well worth their cost in C-Bills. Currently, Apharmd Industries has several massive semi automated and fully automated production lines, each capable of producing at least 3 or more mechs or components a month, depending on size. All completed models are held in our extremely large mech bays until time of export. Should the buyer express a wish for trial run before delivery, Apharmd Industries does possess a large advanced target range for which clients may test the design. While not as large as those fielded by the premier military academies, the Apharmd Industries range is more than adequate for most purposes. Expendables are secured on the huge facility armory, which also supplies the Grudge-Bringers for a minimal fee. Apharmd Industries also maintains several large repair facilities just in case of any problems occur.

Base security is provided by the mercenary unit known as the Orochis, one of the major shareholders in the company and security tests, ranging from simple visual confirmation to complex multi section tests. As per their agreement, the Orochis will partially fund and protect Apharmd Industries for first choice in acquiring the production output. Finding it of mutual benefit, the motion was passed by the board of directors. A highly advanced base defense system was implemented, courtesy of DN. Hidden and exposed turrets consisting of all sorts of nasty weapons are placed in the base, making any attack or capture perilous to the attacker. ECMs are also scattered about to deny the enemy any use of advanced electronics. The Facility is controlled by MAGI, a supercomputer.

It is said that MAGI is the brain of the Apharmd Industries. It devises, revises and solves many of its mysteries and plans. MAGI is composed of three systems. A final decision is made after a conference with these 3 computers. What makes MAGI so unique is that the computer is similar to a human, not just in the sense that it re-creates on a computer, the dilemmas usually held by a human, it is also similar in the sense that it uses a personality-transplant-OS which has the thought logic pattern of human transplanted to the computer. However, only Cypher knows the identities of the subjects. Should any attempt to infiltrate and takeover MAGI be made, a self-destruct sequence will be initiated at a critical moment to protect the data. Only the CEO or the Heads of the Orochis may terminate the sequence.

Oddly it seems as of late, deep cover W.O.B. agents are somehow getting into everything everywhere, like bugs, resulting in major data loss problems for all arms manufactuers in the IS.



The simulated prototype SAV-326 D Grys-Vok Supporting Assault Battlemech mounting the highly experimental Thunderbolt 5 missiles 


The Orochis:

The Orochis are among one of the larger mercenary units available in the chaotic Inner Sphere. While not quite the likes of the Dragoons, the Hounds or the former Erdani Light Horse in terms of skill, they can be said to be extremely fortunate or even lucky in building up to their current size all thanks to wise and massive investments at a correct time in the various stocks exchanges as well as futures trading. As a result of this treasure chest of resources, it has guided them through the rough and lean times as well as their more fortunate times. 

However, given that parts of the unit are on contracts to other places at all times, it is extremely difficult to ascertain how many are on the facility at any time. However, it can be expected that a fairly good-sized unit is left behind. Should a critical situation develop, the entire unit will be called back and assistance in the form of units will be called from allies.




Our Sales and Product Range:

Apharmd Industries is committed to producing some of the finest Battlemech designs in the Inner Sphere.(And not to mention perfectly Legal in game terms !!) 

Apharmd Industries (A.I.) produces mainly Inner Sphere Designs but given the correct resources, we are able to produce limited numbers of designs using Clan Technology. On occasions, we embark on joint ventures with other armories to produce excellent and efficient designs. Interested partners, please contact the A.I. CEO for discussions. As of the moment, we have massive trade agreements with some of the following companies, like Knight Industries, Calypso Armories, Nova Ting Industries and such as well as many House army units, mercenary units and private individuals. We are constantly on the look out to add valued partners to Apharmd Industries. 

While we are not as large as our fellow competitors and friends, we have a wide clientele of which to supply our products to. Regrettably, our limited distribution networks only allow us to market our products primarily to the AFFS, DCMS, Comstar and the Free Rasalhague Republic. We also accept personal customizations for a fee and we promise to meet your needs to the best of our ability. For clients who desire a preference of exotic technology such as Capellan stealth armor or Lyran heavy gauss rifles, we can supply them the equipment, for a price of course� However, if Clan grade weaponry and armor are desired, then we are sorry to say that they are rather difficult to come by, and hence are of a very limited and much sought-after nature.

Here is what Apharmd Industries is capable of producing on its facility and marketing to the public :

"Zapper II" Particle Projection Cannon
"Shocker II" Extended Range Particle Projection Cannon
"Soul Seeker 2" Streak Short Range Missile 2 Rack
"Soul Seeker 4" Streak Short Range Missile 4 Rack
"Soul Seeker 6" Streak Short Range Missile 6 Rack
"Martel De Fer" Gauss Rifle
"Dagger Dart 2" Rotary Auto Cannon 2
"Dagger Dart 5" Rotary Auto Cannon 5
"Truncheon" Ultra Autocannon 5
"Tyrant" Ultra Autocannon 10
"Ogre" Ultra Autocannon 20
"Fire Storm II 5" Long Range Missile 5 Rack
"Fire Storm II 10" Long Range Missile 10 Rack
"Fire Storm II 15" Long Range Missile 15 Rack
"Fire Storm II 20" Long Range Missile 20 Rack


 

Imports

 

Apharmd Industries, like many other armories, cannot truely claim itself to be truely self sufficent. Mech components and weaponry have to be obtained from somewhere and where better than else can one do so than in the Inner Sphere ? Like a connoisseur, one must select the finest each realm has to offer and Apharmd Industries is no exception. We import much of our mech components from the many established manufacturers and while we do have our own weapons line, its quite limiting and it does not cover every single known weapon type and hence we have to import extra weapons from other manufacturers. Below is a small snippet of what Apharmd Industries imports.

Defiance Industries (Hesperus II/Skye Province/LA)

- Defiance Hammerfist Heavy Gauss Rifle

Johnston Industries (New Syrtis/Capellan March/FS)

- BlazeFire Longshot Extended Range Medium Laser
- BlazeFire Systems Large Laser
- BlazeFire Sweetshot Extended Range Large Laser
- Johnston High Speed Extended Range PPC
- Poland Main Model A Gauss Rifle

 

Andurien Aerotech (Lopez/FWL)

- Magna MK II Medium Laser
- Magna Mk III Large Laser
- Magna Hellstar II PPC
- Magna Sunspot Extended Range PPC
- Magna 400P Medium Pulse Laser
- Magna 600P Medium Pulse Laser
- Magna 900P Large Pulse Laser

 

Luthien Armor Works (Luthien/Pesht District/DC)

- Shigunga Medium Range Missile 10 Rack
- Shigunga Medium Range Missile 20 Rack
- Shigunga Medium Range Missile 30 Rack
- Shigunga Medium Range Missile 40 Rack

 


The RVR-33 Series Apharmd Striker. Easily affordable and durable as well. Knife not included

Cypher�s Note: I have added some notes at the end of each mech to give you a rough idea of what the design is supposed to do and such. To view notes, place cursor over name of name to view. To instantly view TRO, click on the design.


Important !!!

Those mechs with this phrase � * - Limited production model - * � underneath them, indicate the use of Clan grade or/and House exclusive technology and therefore, are of a very limited nature, subjected to the availability of Clan grade or House technology. Hence, we seek your understanding if you are unable to obtain any of the following models. Thank you.

WVR-7D1 Wolverine

RVR-33S1 Apharmd Striker

DGR-5F Dragon Fire

CLGR-19 Challenger

CLGR-21 Challenger

BLR-3S2 BattleMaster

MAL-2R Mauler

TD-S ThunderStrike

NG-11C Naginanta C

SGT-11C Sagittaire C

APO-02 Apocalypse Mk II

DVS-11C Devastator C

TDK-11C ThunderHawk C

We also seek your understanding if you are unable to receive/order our product for any reason at all. Apharmd Industries thanks you for your patronage and hope that you enjoy using our products.


Recommendations and Referrals


While we are very proud of our achievements and products, we also would like to introduce you to other companies, as we may not be able to fulfill your request due to certain reasons. These, in our opinion, are some of the finest manufacturers (arranged in alphabetical order) that the Inner Sphere can offer. The trading status reflects on the volume of material traded between Apharmd Industries and the respective companies. It is rated in the following ascending order: None, Low, Medium, High, and Very High. This rating, however is not related to the good relationships that A.I. has with the companies in anyway

Should you feel that you should be added to this list, please drop me a line and I�ll check your place out ASAP.

To visit the armories themselves, click on the armory name and you will be redirected to the armory itself.

Anubis Mech Works: Blue Jaguar Armory : One of the better and more eye pleasing armories on S7, the company contents is nothing short of excellent and detailed. I suspect A.I. had given him a few ideas on his revamped AMW...

Bacchus Heavy IndustriesDionysus Light Industries (DLI)Tactical Mech Intelligence (TMI)All about GriffinsWarhawk's Happy Fun Place & Grill : Warhawk's little gems never fail to tell me how good he is and all his armories show that. As far as i know, he has a total of a little under 200 designs under his belt, and that's no mean feat.

Celsius Engineering : Oderac Magnus's armory on S7 is nothing short of a pleasure to view. Beautifully designed, Celsius Engineering shows that a minimalist design can work wonders.

Clan Coyote Military Engineering : Simple and to the point is CCME's trademark. Saint's designs do not disappoint and no self respecting Coyote should miss this.

COMMTECHCoventry AFFC Depot : COMMTECH and Coventry AFFC Depot Armory both have copious amounts of designs that no one should miss.

Cynar 'Mech Systems : A local competitor that i have no idea who, but still good in his own way.

Hector MechWorks Facility Zeta : By our favourite speed demon, Ice Hellion's facility does excellent work furthering the Hellion cause.

Hunter's 'Mech Yard : Underappreciated and overlooked, Magermh has tons of quality designs that wont disappoint.

Improbable Designs : One of my biggest competitors in the field of quality battletechnology, Thunder has consistently stayed ahead and I'm stumped as to how to beat him at his own game...

Knight Industries : One of my best friends on S7, RK has consistently pushed me to develop cutting edge designs, but his just seem so much scarier at times. Sadly, doesnt come around as much as he did before *sob*

Knightmare Battle Technology Incorporated : Graphically impressive, KBT just screams out to be noticed for its quality fluff and designs, something Knightmare prides himself on. So pop on over and see for yourself.

Kronos Battle Systems : Run, for the Cabbits are building mechs ! Jokes aside, Riker is a old friend and a miracle worker of lvl 1 tech. All aspiring designers should pay this place a visit.

MadDragon Modifications : Enormously well detailed, I'm just stunned by the depth of the detail that goes into the armory and the designs. Clearly one of the best on S7

Mike's Mechworks : An old friend, Fabrizo does great work that no one should miss.

Operation : Wolf RebornStarLeague Defense Industries : Taking S7 by storm, Lycaon has consistently produced outstanding designs and is definitely one of the best Clan Wolf and IS armories around

Orochi Teppo - JuazeiroOrochi Teppo - Marshdale : Mr Cavalcanti has definitely done an outstanding job in his armories and his designs no less. A visual treat for all visitors.

Robertson Mechworks : Outwardly looking innocently simple, but with downright interesting and effective designs.

Urbanmech Paradise : A armory dedicated to the underrated and under appreciated, Wolfshadow has gone from coventional, to down right quirky designs for everyone's favourite 30 ton mech.

War Toy/ 4 Horsemen Combine : Random's little place on S7 is, while plain, is well detailed and warrants more than a glance.

Winged Serpent Armories : WSA's products are nothing short of astounding, and that certainly says alot about the designer. Visit WSA today !

:



BattleMechs

BattleMech Name Tonnage Technology Level TRO Rvw

ThunderStrike-TD-S 80 Clan 2 3067 2

Sagittaire C-SGT-11C 95 Clan 2 3067 3

Naginata C-NG-11C 95 Clan 2 3058 1

Apocalypse Mk II-APO-02 100 Clan 2 3060 2

Devastator C-DVS-11C 100 Clan 2 3060 5

ThunderHawk C-TDK-11C 100 Clan 2 3060 3

Wolverine-WVR-7D1 55 Inner Sphere 2 3055 4

Bombardier-BMB-11D 65 Inner Sphere 1 2750 0

Guillotine-GLT-6M 70 Inner Sphere 2 3050 0

Apharmd Striker-RVR-33S1 70 Inner Sphere 2 3050 1

Dragon Fire-DGR-5F 75 Inner Sphere 2 3067 1

Challenger-CLGR-21 80 Inner Sphere 2 3060 2

Challenger-CLGR-19 80 Inner Sphere 2 3060 4

Battlemaster-BLR-3S2 85 Inner Sphere 2 3050 4

Mauler-MAL-2R 90 Inner Sphere 2 3055 4

Highlander-HGN-732AI 90 Inner Sphere 2 3050 3

Banshee-BNC-4S 95 Inner Sphere 2 3050 1


User Reviews

User Rating Posted Updated

Darkone2 4 1/18/2005  

I like your work. Also thanks for the plug.

Black Moor 4 11/16/2004  

Nicely Done, Well Built Mech's and Fluff to.

Lycaon 0 10/5/2004  

I see that im a bit late to the party on this armory however ill have to chime in and agree. Story for armory is top notch and designs are all in the solid to down right scary range. Very very nice job.

Verian 0 4/3/2004  

Oh...my...god...wipes a tear away its...so beautiful...

Knightmare 0 3/24/2004  

You know I go all ga ga over this thing everytime I look at it....
cheers mate

Oderach Magnus 0 8/2/2003  

The two paragraphs about the facility's power plant alone are worth good ratings. Everything here is top-shelf.

Cypher Himura 0 6/10/2003  

Apharmd Ind is temporarily closed, as I'm entering the armed services. I'll do whatever i can to pop online...

Cutter 0 5/24/2003  

Nice place get more mechs though

Richard Knight 0 5/5/2003  

Once again the great Apharmd Industries graces the pages of Solaris7. Cypher as always your use of HTML and color earns high marks. A well put together armory with good history and story line. Well done!

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #447
THURSDAY, MAY 08, 2003
UPDATE: 10/30/2004
165 DOWNLOADS

Naginata C NG-11C

Level: Custom Level 2 / 3058

Technology: Clan Biped

Tonnage: 95 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE NOVEMBER 24, 3057

* FOR LOKI USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 285 16.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 18 [36] 8T

  11 in Engine


  Internal Structure Armor

  Standard C Ferro-Fibrous

Tons 9.5 15.5

Head 3 9

Center Torso 30 50/10

L/R Torso 20 30/10

L/R Arm 16 32

L/R Leg 20 40

 


Standard

Battle Value: 2570

C-Bill Cost: 11,458,590

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink LA 2 1

1 C LRM-15 LT 2 3.5

1 C Artemis IV FCS LT 1 1

3 Ammo (LRM-15) 8 LT 3 3

2 C Medium Pulse Laser LT 2 4

1 C Targeting Computer LT 4 4

1 C ER PPC CT 2 6

1 C Medium Pulse Laser H 1 2

1 C LRM-15 RT 2 3.5

1 C Artemis IV FCS RT 1 1

2 Ammo (LRM-15) 8 RT 2 2

2 C Medium Pulse Laser RT 2 4

2 C Double Heat Sink RT 4 2

1 C LRM-15 RA 2 3.5

1 C Artemis IV FCS RA 1 1

1 Ammo (LRM-15) 8 RA 1 1

2 C Double Heat Sink RA 4 2

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

    Totals

47 39.5

 

Overview:

The Naginata is well known for its excellent long range firepower and its C3 system. When Apharmd Industries secretly planned for upgrades for its defense forces, the Naginata was among those selected for the upgrade program.

 

Capabilities:

This so called improved version of the Naginata involves the stripping of weapons for clan grade versions and extra armor, at the expense of the expensive and heavy C3 master unit. 

With the C3 command computer gone, enough tonnage was spared to enhance the Naginata's standard armor to clan grade ferro fiberous armor, resulting in a well armored but slow machine. While the increase in tonnage is minimal, the increased amount of protection offered by the extra armor ranged from 25% for the leg, 28% for the arms and varying values for the torsos. With the additional bulk, designers were able to give the Naginata a more streamlined profile. 

Weaponry wise, not much has been changed. The 3 Coventry Star Fire LRM 15 racks were replaced by the lighter and more compact Type XV LRM racks. These LRM racks remain in the same location as the parent design, yet each of these locations have been equipped with CASE to improve chances of survivability. Special covers have been installed to hide the missile racks when not in use. 

The Lord's light 2 ER PPC was naturally replaced by a compact and lighter Clan Mk XVII ER PPC. Its new position was also something worth explaining about. By mounting it in the center torso meant that the loss of the arm wouldn't affect the combat performance of the machine, thus giving it a deadly weapon to fire with. 

With quite a fair bit of weight and space remaining, it was decided to include a battery of Kolibri Delta medium pulse lasers for infighting. Taking a page out of Lexatech's MR-V2 Cerberus, the designers chose to hide the pulse lasers and PPC behind fire doors. During non-combat situations, they are invisible. Yet during combat, the doors slide away and the lasers extend out in protected sections, for a better fire angle. 

Yet there was one more item left and that was a clan grade targetting computer. Mounting one of these systems meant that the PPC and pulse lasers could be fired with more accuracy and have a tighter grouping of fire. 

To dissipate the weapon heat output, some 18 double heatsinks were mounted there about to provide adequate cooling power. The test pilot, a Mariko van Houten, was informed that she could fire the 3 missile racks and the PPC at range. If the target got to close fighting, she was advised to fire all the energy weapons while moderating LRM fire.

 

Configuration / Variants:

Given the rarity of the availability of Clan tech, it is highly unlikely that Apharmd Ind will ever mass produce the machine. Hence there are no plans to manufacture or even create any variants at all.

 

Battle History:

So far, the sole prototype in existance is undergoing combat sim trials to evaluate its effectiveness in battle and all seems to be going rather well at the moment.

 

Deployment:

The Naginata only exists in the form of a computer file stored at the A.I. mainframe at this point in time.


  

User Reviews

User Rating Posted Updated

Warhawk 0 10/18/2003  

Its a good design, but without the C3 Master system its almost not worth it. The Clan upgrade is rather nice and makes up almost for the lose of the C3 Master unit.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #444
SATURDAY, MARCH 29, 2003
UPDATE: 10/30/2004
326 DOWNLOADS

ThunderHawk C TDK-11C

Level: Custom Level 2 / 3060

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE APRIL 6, 3060

* FOR MI2 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: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 5 16

Head 3 9

Center Torso 31 46/16

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 2869

C-Bill Cost: 11,656,000

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC LA 2 6

1 C Gauss Rifle LT 6 12

4 Ammo (Gauss Rifle) 8 LT 4 4

1 C ER Medium Laser H 1 1

1 Ammo (Gauss Rifle) 8 CT 1 1

1 C Gauss Rifle RT 6 12

4 Ammo (Gauss Rifle) 8 RT 4 4

1 C Gauss Rifle RA 6 12

    Totals

44 52

 

Overview:

The ThunderHawk. One of the very few assault mechs feared simply for its triple gauss rifle payload, yet one of the more vulnerable designs, due to its XL engine.

 

Capabilities:

This upgraded version of the excellent Thunderhawk makes it a even more dangerous opponent than its Inner Sphere parent. While its speed and armor have remain unchanged, the weaponry itself has undergone slight changes to improve its long distance attack capabilites.

First and foremost, the Norse Storm Gauss rifles were replaced with the Clan EMRG "Captain" series of Gauss rifles, resulting in extra space and mass being released for tweaking. In a bid to increase the battlefield life expectancy of the rifles, 3 tons of ammo have been allocated to each Gauss.

Next, it was decided that the medium laser array needed to be replaced with something more damaging and a Clan Mk. XVII ER PPC was elected to be placed on the left arm to cover any attacks from the left flank of the Thunderhawk. Lastly, a single head mounted Series Mk. 3 ER medium laser rounds up the Thunderhawk's weapons system.

Unexpectedly, there lurked a possibilty that there might be a chance that it was possible that a heavier and hardier standard engine could be mounted instead of a more vulnerable extra light version. By employing the use of Endo steel and Ferro fiberous armor, sufficent mass was spared to mount a 300 rated standard engine, thus reducing its overall production cost to half of that of the standard model.

One interesting thing to note was its damage profile was quite similar to that of the Masakari primary configuration. Yet this loadout can do similar damage for barely 1/3 of the heat output of the Masakari Prime. Even if its engine suffers from 2 hits, the Thunderhawk still has enough cooling power to continually pummel opponents with its triple gauss rifles until forced to retreat.

 

Configuration / Variants:

Given the rarity of the availability of Clan tech, it is highly unlikely that Apharmd Ind will ever mass produce the machine. Hence there are no plans to manufacture or even create any variants at all.

 

Battle History:

So far, the sole prototype in existance is undergoing combat sim trials to evaluate its effectiveness in battle and all seems to be going rather well at the moment.

 

Deployment:

The T-hawk only exists in the form of a computer file stored at the A.I. mainframe at this point in time.


  

User Reviews

User Rating Posted Updated

Cypher Himura 0 5/24/2003  

Umm rear mounted weapons ? All of them are being forward mounted.

Hunting_Wolf 0 5/23/2003  

Wow, I mean, this is the first realistic mech that i've seen. The rear mounted weapon will be hard to use during a heated conflict, but by running past an enemy, you can always utilize the rear weapons, though i dont forsee this mech doing much running. A+

acepilot_100 0 3/29/2003  

Egads!!!

Another scary machine.
Lots of ammo, with an ERPPC and ER med to defend itself if it runs out. However, there is a possibility of rear strikes by Light Mechs, without a rear-mounted weapon to fend them off. That's the only nitpick about this thing.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #499
MONDAY, NOVEMBER 08, 2004
UPDATE: 11/8/2004
17 DOWNLOADS

Bombardier BMB-11D

Level: Custom Level 1 / 2750

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Davion Inner Sphere

House Kurita Inner Sphere

House Magnusson Inner Sphere

House Marik Inner Sphere

House Steiner Inner Sphere

House Steiner Inner Sphere

House Steiner-Davion Inner Sphere

BATTLEROM IMAGE MARCH 5, 2750

* FOR MI2 USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 260 13.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 14  4T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 13

Head 3 9

Center Torso 21 29/10

L/R Torso 15 22/8

L/R Arm 10 20

L/R Leg 15 30

 


Standard

Battle Value: 1073

C-Bill Cost: 5,620,011

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

2 Heat Sink LT 2 2

1 Medium Laser LT 1 1

2 Medium Laser CT 2 2

1 LRM-15 RT 3 7

2 Ammo (LRM-15) 8 RT 2 2

2 Heat Sink RT 2 2

1 Medium Laser RT 1 1

    Totals

18 22

 

Overview:

Often regarded as a inferior missile support mech to the Archers and Catapults, the newest revision of the Bombardier by Apharmd Industries not only improves on the 10Ds inadequacies, the 11D should also once again prove to be a valuable addition to any lance.

 

Capabilities:

While much of components of the 10D was retained in the 11D, the primary modification was made in its weaponry. While the LRM 20 had a bigger missile capacity, its effectiveness is severely handicapped by the number of reloads it carried. The decision to downgrade to a LRM 15 rack was made on following reasons. Namely the choice of a smaller LRM launcer would free up tonnage for replacement weapons, ammo and armor. Also the minor reduction in launcher size would not significantly reduce the primary capability of the 11D.

As such, 2 LRM 15s, well stocked with some 2 tons of ammo form the main capability of the 11D. With nearly thrice the original ammo load, the Bombardier enjoys a longer battlefield lifespan. With respect to the tonnage spared, the design crew was able to completely replace the SRM 4 and MG with 4 medium lasers, 4 extra heat sinks and a extra half ton of armor. 4 medium lasers ensure that the Bombardier pilot will have something useful in a brawling match, where the LRMs would be ineffective, and the installation of extra heat sinks allow the pilot to fire all the lasers with impunity. All in all, the 11D is clearly a superior model to the 10D

 

Configuration / Variants:

None as of this point in time

 

Battle History:

None

 

Deployment:

Because the 11D has a slightly lower price tag, Apharmd Industries is clearly getting ready for a 1 for 1 exchange, where the newer 11D will be given in exchange for any 10D brought in. These old machines will be refurnished to the 11D configuration and traded off. So far response has been heartening.


 

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2334
MONDAY, DECEMBER 27, 2004
UPDATE: 12/27/2004
58 DOWNLOADS

Guillotine GLT-6M

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Marik Inner Sphere

BATTLEROM IMAGE JANUARY 31, 3051

* FOR THE WATCH USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 17 [34] 7T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 12

Head 3 9

Center Torso 22 28/9

L/R Torso 15 20/7

L/R Arm 11 19

L/R Leg 15 27

 


Standard

Battle Value: 1532

C-Bill Cost: 6,626,884

Qty Weapons and Equipment Location Critical Tonnage

2 Large Laser LA 4 10

1 Double Heat Sink LA 3 1

1 Large Laser RA 2 5

1 Double Heat Sink RA 3 1

2 Double Heat Sink LT 6 2

1 Medium Laser LT 1 1

1 Jump Jets LT 1 1

1 SRM-6 CT 2 3

2 Double Heat Sink RT 6 2

1 Medium Laser RT 1 1

1 Jump Jets RT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 CASE RT 1 0.5

1 Jump Jets LL 1 1

1 Jump Jets RL 1 1

    Totals

48 25.5

 

Overview:

The early 3050s proved to be a chaotic yet profitable time for the armorers of the Inner Sphere. Be it the Clan invasion or the rediscovery of the data core by the Grey Death Legion, arms manufacturers were having a field day developing new machines incorporating recovered technology or bringing back designs thought lost to the mists of time and war.

In early November 3050, the LCCC convertly contacted Apharmd Ind for designs to aid in the defence of the League, and since their own manufacturing and production facilites were fully utilised in the helping the Drac Com and AFFC war efforts, the League had to outsource for designs using native components to defend its realm in case the DC and AFFC failed to contain the Clan invaders and their strange machines.

After some bargaining, the various engineering crews converged into one room and promptly set to work on the design. Their choice ? the GLT-4L Guillotine. Commissioned in 2499, the 'Mech saw action in every major Star League Defense Forces action and every major Successor State conflict. The Guillotine was the standard heavy 'Mech for generations, working with companies of Griffins to provide heavy firepower. As time passed, however, technological improvements made bigger 'Mechs possible, and today the Guillotine is no longer as common as it was in the past. Few of the newer, heavier 'Mechs can match the Guillotine's maneuverability, but the Guillotine's firepower is no longer exceptional. Consequently, its role on the modern battlefield has changed. Instead of serving as a front-line BattleMech, the GLT-4L Guillotine now serves almost exclusively as a raider.

 

Capabilities:

Built around a Crusis-II Deluxe Endo Steel frame from Irian Battlemechs Unlimited on Irian, the bulky, but light chassis spares extra weight for equipment at the expense of space. A Vox 280 standard fusion engine from the same manufacturer powers the Guillotine. While a extralight version could have been installed, the added cost and vulnerability was not acceptable. In keeping with the mobility of the parent design, 4 Anderson 398 jumpjets are installed, one on each leg and rear of the torso, thereby allowing the Guillotine to leap about on the battlefield.

Weaponry wise, the designers elected to replace the arm mounted weaponry with 3 Manga Mk II large lasers. While ER models could be mounted, it was felt that the extra heat generation from all 3 lasers would over burden the heat exchange system and affect the performance of the machine while in the heat of battle. While the choice of not using ER weapons reduces the engagment range of the Gullotine, it makes for a potent medium range attacker. The close range array consists of the ever reliable Magna Mk II medium lasers and a Irian Weapons Works 60mm short range missile rack.

The Irian's Weapons Works SRM rack replaces the quirky and somewhat unreliable Conventry-6 rack, whose arming regulator has a serious glitch of sometimes failing to arm missiles five and 6. The cause of the failure has never been traced despite a complete redesign of the arming system and countless hours of computer diagnoses. Hence it was decided that it was better to completely replace the missile launcher than risk it malfunctioning in the heat of battle and rendering a potent weapon useless.

Given the primarily laser based armament generates quite a bit fo heat, the installation of 17 double heat sinks allows the Guillotine to operate quite comfortably. It allows the machine to leap about the battlefield, while firing the triple large lasers at range, without any heat build up. In close quarters, the entire complement, minus 1 large laser, can be fired with impunity, while leaping about.

To protect the internals, some 12 tons of Durallex Heavy Special standard plate cover the entire chassis. While armor coverage is only 88%, design crews felt that it was acceptable since the Guillotine would not operate on a solo basis. The 90 missile reloads for the SRM are stored in a CASEd location to protect the pilot from any untimely explosions.

 

Configuration / Variants:

As this revision of the Guillotine is fairly new, Apharmd Ind loathes to tamper with the configuration unless there is a need to do so. However there are ideas which involve radically refitting the machine with extended range weaponry at the expense of close range fire, but the excessive heat output may prove to be counterproductive. Undoubly, there may be other configs waiting to be explored.

 

Battle History:

The Guillotines have yet to receive any actual combat experience, but that is expected to change once the LCCC receives the design. It is expected that the design will be put through every conceivable battle scenario that the LCCC crew can figure out to properly evaluate the design.

 

Deployment:

Currently a lance of the new Guillotines have been sent for testing. And while the results are not expected to be known for sometime, the crews state that the machine performs best when mixed into a lance with other machines of similar characteristics. In any case, the Guillotine is currently deployed primarily on the Apharmd Ind facility, until some buyer takes notice of the design.


 

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #446
MONDAY, JUNE 09, 2003
UPDATE: 10/30/2004
155 DOWNLOADS

Dragon Fire DGR-5F

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Steiner Inner Sphere

BATTLEROM IMAGE MAY 10, 3062

* FOR COMSTAR USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 14.5

Head 3 9

Center Torso 23 38/8

L/R Torso 16 26/6

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 1657

C-Bill Cost: 15,720,250

Qty Weapons and Equipment Location Critical Tonnage

1 Gauss Rifle LA 7 15

1 Medium Pulse Laser LT 1 2

1 Guardian ECM LT 2 1.5

2 Ammo (Gauss Rifle) 8 LT 2 2

1 Large Laser CT 2 5

1 Medium Pulse Laser H 1 2

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

1 CASE RT 1 0.5

1 Rotary AC/5 RA 6 10

    Totals

39 41

 

Overview:

When the fearsome MAD-3R Marauder was introduced to the Inner Sphere, House militaries and mercenary units alike hailed it as the first in a new generation of 'Mechs. Unfortunately, the Amaris Civil War prevented three other revolutionary 'Mech designs, including the Dragon Fire, from reaching full scale production. The technical information contained in the Gray Death memory core, recovered in 3028, allowed manufacturers to resume work on these designs. The DGR-5F Dragon Fire will be Apharmd Ind's 1st official refit package for the Dragon Fire

 

Capabilities:

In all aspects, much of the base chassis is kept unchanged. The only change was in replacing the Defiance Disintegrator LB autocannon with a with a Apharmd Dagger Dart rotary autocannon with 3 tons of ammo. This would enable the 5F to deal out much more damage where range is not much on a consideration, making it a deadly urban fighter or ambusher.

 

Configuration / Variants:

none

 

Battle History:

none

 

Deployment:

The first few refitted mechs have been distributed to AFFS line units for replacement of losses in the Civil War.


  

User Reviews

User Rating Posted Updated

Lars 0 6/10/2003  

Well, I love the dragon fire, and my only few experiences with rotary autocannons have been positive ones... I think I like this 'Mech.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #454
FRIDAY, JUNE 18, 2004
UPDATE: 10/30/2004
62 DOWNLOADS

Challenger CLGR-21

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

 


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE FEBRUARY 1, 3062

* 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: 0 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 15.5

Head 3 9

Center Torso 25 38/12

L/R Torso 17 26/8

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 1534

C-Bill Cost: 8,697,600

Qty Weapons and Equipment Location Critical Tonnage

4 ER Small Laser LA 4 2

1 Double Heat Sink LA 3 1

1 LB 10-X AC LT 6 11

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

1 CASE LT 1 0.5

1 C3 Slave H 1 1

1 LB 10-X AC RT 6 11

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

1 CASE RT 1 0.5

1 LB 10-X AC RA 6 11

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

    Totals

48 43

 

Overview:

The AWS-8Q Awesome is one of the most feared vehicles on the battlefields of the Succession Wars. First built in 2665 by the Technicron Manufacturing Conglomerate under license from the Star League, it soon became a popular assault 'Mech in many regimental assault lances. Based on the design of the STR-2C Striker, the original assault 'Mech, the Awesome soon superseded that aging vehicle as the main heavy assault 'Mech in almost all the Successor States. The STR-2C Striker is almost never seen in front-line 'Mech regiments today.

The Awesome is widely used as an initial penetration assault vehicle. Massed Awesome assault lances are sent to destroy a point in the enemy defenses, allowing units that follow to exploit the breach. The Awesome is also used in many defensive situations, where it is usually responsible for the most threatened or important areas of a perimeter.

In 3062 when the revolutionary rotary autocannon first appeared. Apharmd Industries seized the opportunity to incorporate the RAC into many of its products but realised that instead of constantly producing new RAC based products, surely there had to be a current machine that was capable of mounting the new autocannon and yet be as tough as nails. With that, they looked to the Awesome for inspiration and the Challenger was born.

 

Capabilities:

Deciding on the use of a light but bulky Techicron Type H Endo Steel chassis from a AWS-9Q, the design crew elected to use the General Motors 240 rated fusion engine from the Hellcat and Manticore, to power the Challenger at a respectable 32 kph.

The Federated Hunter Mk II TTS and Achernar Electronics HID-21, were sourced onworld to cut production costs and transport time. the crew, however, had decided to add a C3 slave after much thought. Since the HID-21 was not meant to support a addional C3s module, the HID-23 w C3S module had to be developed at extra cost to complete the electronics suite.

3 Mydron Excel LB-10X autocannoms form the primary capability of the Challenger. Capable of using cluster rounds, the Challenger is able to send a deadly hail of submunitions that is able to serious damage the delicate control surfaces of aricraft or sand off armor from 'Mechs or vehicles . 4 Diverse Optics Sunbeam ER small lasers are mounted on the left arm as a afterthought. Instead of having four holes on the limb, the Challenger sports six holes. The bottom two holes are not laser ports. Rather, they are hookup points for coolant hoses so that excess heat can be purged by cooler trucks.

CASE panels in the left and right torsos protect the sturdy mech from the highly explosive ammo while a C3S module allows it to share targetting data with other units.

 

Configuration / Variants:

The CLGR-19, replaces the Mybron Excel autocannons with 3 Dagger Dart Rotary autocannons with 3 tons of ammo per autocannon.

 

Battle History:

None as of this time

 

Deployment:

Currently, the Challenger is being distributed slowly due to the relative new-ness of the RAC. Once the RAC line on New Avalon is fully online, the distribution rate is expected to increase.


  

User Reviews

User Rating Posted Updated

Warhawk 0 6/18/2004  

Just as nasty as the variant mounting the Rotaries, but even nastier with lots of cluster rounds. Nice bit of fluff about the extra set of holes on the arm, sounds a lot like the entry for the Orion. Good job.

Ice Hellion 0 6/18/2004  

This is really a nice variation on the concept of the assault fire platform (not using rotary but lots of clusters ammo, a welcome change). 
The only drawback I see is the use of ER SL. I do not understand the use of so many of them. Anyway, if you like them, just go ahead.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #443
MONDAY, JUNE 07, 2004
UPDATE: 10/30/2004
69 DOWNLOADS

Challenger CLGR-19

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE JANUARY 30, 3062

* FOR HEIMDAL 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: 0 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 15.5

Head 3 9

Center Torso 25 38/12

L/R Torso 17 26/8

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 1852

C-Bill Cost: 8,087,400

Qty Weapons and Equipment Location Critical Tonnage

4 Small Laser LA 4 2

1 Double Heat Sink LA 3 1

1 Rotary AC/5 LT 6 10

3 Ammo (Rotary AC/5) 20 LT 3 3

1 CASE LT 1 0.5

1 C3 Slave H 1 1

1 Rotary AC/5 RT 6 10

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

1 CASE RT 1 0.5

3 Ammo (Rotary AC/5) 20 RA 3 3

1 Rotary AC/5 RA 6 10

    Totals

51 43

 

Overview:

The AWS-8Q Awesome is one of the most feared vehicles on the battlefields of the Succession Wars. First built in 2665 by the Technicron Manufacturing Conglomerate under license from the Star League, it soon became a popular assault 'Mech in many regimental assault lances. Based on the design of the STR-2C Striker, the original assault 'Mech, the Awesome soon superseded that aging vehicle as the main heavy assault 'Mech in almost all the Successor States. The STR-2C Striker is almost never seen in front-line 'Mech regiments today.

The Awesome is widely used as an initial penetration assault vehicle. Massed Awesome assault lances are sent to destroy a point in the enemy defenses, allowing units that follow to exploit the breach. The Awesome is also used in many defensive situations, where it is usually responsible for the most threatened or important areas of a perimeter.

In 3062 when the revolutionary rotary autocannon first appeared. Apharmd Industries seized the opportunity to incorporate the RAC into many of its products but realised that instead of constantly producing new RAC based products, surely there had to be a current machine that was capable of mounting the new autocannon and yet be as tough as nails. With that, they looked to the Awesome for inspiration and the Challenger was born.

 

Capabilities:

Deciding on the use of a light but bulky Techicron Type H Endo Steel chassis from a AWS-9Q, the design crew elected to use the General Motors 240 rated fusion engine from the Hellcat and Manticore, to power the Challenger at a respectable 32 kph.

The Federated Hunter Mk II TTS and Achernar Electronics HID-21, were sourced onworld to cut production costs and transport time. the crew, however, had decided to add a C3 slave after much thought. Since the HID-21 was not meant to support a addional C3s module, the HID-23 w C3S module had to be developed at extra cost to complete the electronics suite.

3 A.I. manufacturered Dagger Dart RAC 5 form the primary capability of the Challenger. Capable of firing some 6 shells per autocannon, the Challenger is able to send a deadly hail of shells that theoretically, is able to to remove in excess of some 5.5 tons of armor, assuming all 18 shells hit. 4 ChisComp 32 small lasers are mounted on the left arm as a afterthought. Instead of having four holes on the limb, the Challenger sports six holes. The bottom two holes are not laser ports. Rather, they are hookup points for coolant hoses so that excess heat can be purged by cooler trucks.

CASE panels in the left and right torsos protect the sturdy mech from the hihly explosive ammo while a C3S module allows it to share targetting data with other units.

 

Configuration / Variants:

The CLGR-21, replaces the Daggerdart RAC 5s with 3 Mydron Excel LB-10X autocannons with 2 tons of ammo per autocannon. When loaded with cluster rounds, the CLGR-21 is particularly potent against aircraft, even more when hooked up to a local C3M unit.

 

Battle History:

None as of this time

 

Deployment:

Currently, the Challenger is being distributed slowly due to the relative new-ness of the RAC. Once the RAC line on New Avalon is fully online, the distribution rate is expected to increase.


  

User Reviews

User Rating Posted Updated

Richard Knight 0 9/10/2004  

Very nice job here ole buddy. I always like the multi-RAC set up. Well done

Oderach Magnus 0 6/8/2004  

Standard engine, good ammo supply and armor, great job. None of the common RAC-zilla flaws are present here.

Ice Hellion 0 6/8/2004  

Nice work done here. 
The only question remaining is who will get the benefit from all the equipment salvaged?
It has an impressive firepower that will make the opponent run away (even veteran Clanners).
My only critic is with the ise of 4 small lasers. Putting two ML would do it with only 2 more points of heat per turn.

Warhawk 0 6/7/2004  

Absolutely terrifying design. I'm amazed with all that you managed to fit onto the chassis. Nice wording in the fluff about the coolant holes, reminds me of the entry in the old TRO 3025 for the Orion.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #445
FRIDAY, AUGUST 27, 2004
UPDATE: 10/30/2004
79 DOWNLOADS

Battlemaster BLR-3S2

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Davion Inner Sphere

House Steiner Inner Sphere

House Steiner Inner Sphere

House Steiner-Davion Inner Sphere

BATTLEROM IMAGE JANUARY 30, 3050

* FOR HEIMDAL USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 340 13.5T

Gyro: Standard 4T

  Walk: 4 [5] MP

  Run: 6 [8] MP

  Jump: 0 MP

Double Heat Sinks: 17 [34] 7T

  13 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8.5 16

Head 3 9

Center Torso 27 40/13

L/R Torso 18 26/9

L/R Arm 14 27

L/R Leg 18 35

 


Standard

Battle Value: 1463

C-Bill Cost: 22,625,994

Qty Weapons and Equipment Location Critical Tonnage

2 Double Heat Sink LA 6 2

2 Triple-Strength Myomer LA 2 0

2 Medium Pulse Laser LT 2 4

4 SRM-4 LT 4 8

2 Ammo (SRM-4) 25 LT 2 2

1 CASE LT 1 0.5

2 Medium Pulse Laser CT 2 4

1 Double Heat Sink RT 3 1

2 Medium Pulse Laser RT 2 4

2 Ammo (LRM-15) 8 RT 2 2

1 Triple-Strength Myomer RT 1 0

1 CASE RT 1 0.5

1 Triple-Strength Myomer RL 1 0

1 Triple-Strength Myomer LL 1 0

1 LRM-15 RA 3 7

1 Ammo (LRM-15) 8 RA 1 1

1 Double Heat Sink RA 3 1

1 Triple-Strength Myomer RA 1 0

    Totals

38 33

 

Overview:

Though produced in only moderate numbers at three factories, the BattleMaster is a relatively common sight because of its durability and versatility. The design is tough enough to withstand great punishment and valuable enough to make it worthwhile for Techs to go to great lengths to patch together a crippled BattleMaster. In addition to the standard design, Successor State armies deploy small numbers of BattleMasters in three other variations.

 

Capabilities:

The BLR-3S2 was developed by Apharmd Industries as a alternative to the BLR-3S model. Conceived as a add on, rather than a new model, the 3S2 has much in common with its predecessor.

However, the 3S2's armament and heat dissipation system are among the most effective of their time. The lighter Coventry StarFire LRM 15 rack replaces the heavier Farfire Maxi-Rack. While some critics may argue the loss of 5 extra missiles per shot may affect the performance of the 'Mech, the 3S2 has the added advantage of a Artemis IV FCS, which increase the numbers of missile in a strike. 2 of the 6 Defiance P5M medium pulse lasers were placed in the front instead of the rear, thus providing added accuracy and damage against agile mechs and Elementals. 4 locally produced Holly-4 SRM 4racks provide addtional bistering short range firepower. While conventional missiles are carried most of the time. Inferno rounds can be substitued to provide added offensiveness against vehicles and mechs.

Dispite all its armament, the 3S2 runs relatively cool, thanks to the generous usage of double heat sinks. The installation of TSM allows the 3S2 to virtually reach a speed of 86.4kph, a feat rarely matched by assault mechs. Not only does the TSM provide a extra bost of speed when activated, the myomer also allows the 3S2 to brawl with shocking efficency. Typical doctrine would be for the Battlemaster to close in as fast as possible and activate the TSM and punish the oppoment with savage physical attacks and blistering short ranged weaponry.

 

Configuration / Variants:

One possible variant would be shifting the LRM 15 rack to its SRM counterpart's position. The space spared by the loss of the SRM racks and the shifting of the LRM rack will be utilised in the installation of 2 extended range large lasers. While this drives the heat curve really high, Apharmd is undecided if the trade off of increased long range damage is worth the loss of the SRM racks

 

Battle History:

One Battlemaster 3S2 was spotted duelling on the arenas of Solaris 7. The "El Diablo", as the mech is popularly known as, has fared relatively well so far, but only time will tell if it can be among the cream of the crop.

 

Deployment:

Currently, the 3S2 is being produced as fast as Apharmd's manufacturing lines are able to handle the extra work. Priority is being given to mechwarriors who wish to trade in their older model BLRs or dispossed BLR pilots for the 3S2.


  

User Reviews

User Rating Posted Updated

Cypher Himura 0 8/31/2004  

Points taken...expect a amendment of the design when time permits. In this circumstances consider the Art IV to be replaced with a extra ton of LRM ammo.

Ice Hellion 0 8/30/2004  

Unfortunately Warhawk is right and you must mount Artemis IV in all your misiles or in none (and you cannot give it any Streak, Narc).
To be honnest, I would drop the LRM-15 and go for a fully short range 'MEch with Artemis IV SRM-6 and one ton of ammo for each.
This would really create a fearsome close range machine that could surpass even most Clan designs at short range. Obviously, it would need supressive fire and cover to come within range but those tactics are in line with the IS, so why not?

Oderach Magnus 0 8/28/2004  

Eh? I thought you could have LRMs w/ Artemis along with SRMs w/o Artemis, or vice versa. That's what TDB and HMA allow.
On the 'Mech, it's not something I'd like to face in the arenas, that's for sure. Short-range accuracy, melee strength, crit seeking.

Warhawk 0 8/27/2004  

Just one small problem with your design, if you carry Artemis for one of your missile racks you have to carry it for all of them.
A simple enough solution would be to drop the Artemis that you have in favor of more LRM ammo.
Or, you can drop two of the SRM racks, mount Artemis on the other two, and add in another MPL.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #449
WEDNESDAY, OCTOBER 27, 2004
UPDATE: 10/30/2004
40 DOWNLOADS

Mauler MAL-2R

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE SEPTEMBER 21, 3055

* FOR ISF USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 16 [32] 6T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 16.5

Head 3 9

Center Torso 29 41/14

L/R Torso 19 27/9

L/R Arm 15 28

L/R Leg 19 36

 


Standard

Battle Value: 1651

C-Bill Cost: 10,047,200

Qty Weapons and Equipment Location Critical Tonnage

2 Double Heat Sink LA 6 2

1 ER Large Laser LA 2 5

2 Double Heat Sink RA 6 2

1 ER Large Laser RA 2 5

1 LRM-15 LT 3 7

1 Artemis IV FCS LT 1 1

1 Double Heat Sink LT 3 1

2 Medium Laser LT 2 2

2 Ammo (LRM-15) 8 LT 2 2

1 CASE LT 1 0.5

2 Medium Laser CT 2 2

1 C3 Slave H 1 1

1 LRM-15 RT 3 7

1 Artemis IV FCS RT 1 1

1 Double Heat Sink RT 3 1

2 Medium Laser RT 2 2

2 Ammo (LRM-15) 8 RT 2 2

1 CASE RT 1 0.5

    Totals

43 38

 

Overview:

The Mauler is the Federated Commonwealth code name for an assault 'Mech the DCMS has just begun testing at the proving grounds of Luthien Armor Works. The Draconis Combine has maintained high security around the project, and all available information about the design has been culled from unconfirmed reports, speculation and analysis.

According to the most recent intelligence, the Mauler is a slow but advanced design that features an extra-light engine, ferro-fibrous armor, and double heat sinks. Several prototypes have been observed, but no one has yet been able to perform a detailed study of the 'Mech. In early 3054, Apharmd Ind was able to acquire more detailed information and noticed a perfect opportunity to correct the flaws found in the MAL-1R model and cut costs down in the process.

 

Capabilities:

While the MAL-1R is no doubt an advanced design, the design was noticed to be sorely lacking armor and heat efficency. The light, but expensive extralight engine further reduced the life expectancy of the assault mech.Having sneakily 'acquired' one off the DCMS, A.I. technical crews promptly stripped the mech down to its bare bones and decided on what they could do to improve this lacklustre design.

Firstly, a heavy but sturdy GM 270 engine was installed, giving the Mauler a longer lifespan on the field. The ER large lasers and Shigunga LRM racks were kept, with a minor addition of Artemis IV FCSs to the LRM racks. However, the AC 2 weres promptly dumped and the mass and space spared were used for the installation of traditional armor and the newest piece of equipment from the DCMS, a C3-slave unit. As a result, armor coverage is superior to the original design.

As a after-thought, A.I. techincal crews decided to install 6 medium lasers to compensate for the loss of the autocannons. While this addition inadvertedly bumps the heat burden of the Mauler, the crews felt that only in a desperate situation would mechwarriors fire all 6 lasers.

 

Configuration / Variants:

A variant of the MAL-2R, the MAL-2D will feature the inclusion of the more reliable triple strength myomers. In addition to the myomers, the 2D will feature hand actuators to allow the mechwarrior to benefit from the TSM implants.

 

Battle History:

None

 

Deployment:

While Luthein Armor Works is expected to be given the full schematics as a gesture of goodwill, the schematics have been edited to factor in probable Kuritan weapon manufacturer choices L.A.W. might choose. In return for the assistance, Apharmd Ind is expected to be allowed to produce some MAL-2Rs for its own purposes. The DCMS is expected to see the MAL-2R once L.A.W. retools its Mauler line to produce this sturdier model.


  

User Reviews

User Rating Posted Updated

Oderach Magnus 0 10/30/2004  

Nice version. Higher survivability with the sacrifices made in the right places an a close-range firepower upgrade as well. Really nice job.

Quetzalcoatl 0 10/28/2004  

Wouldn't a Mauler with hands just be a Hatamoto?

Ice Hellion 0 10/27/2004  

Another promising change for the Mauler.
Even if it is quicker, better protected and have a really decent firepower at close range, I will miss the AC/2.
On the other hand, the TSM variant is really appealing.

Warhawk 0 10/27/2004  

The one variant would be a truly strange sight indeed. Hands on a Mauler!

An interesting upgrade to say the least.

Lasergunner posted this 21 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1776
MONDAY, DECEMBER 13, 2004
UPDATE: 12/13/2004
53 DOWNLOADS

Highlander HGN-732AI

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Cypher Himura

Armory: Apharmd Industries

HMP (Heavy Metal Pro) File


Faction Availability

All Factions

BATTLEROM IMAGE AUGUST 18, 3050

* FOR WORD OF BLAKE USE ONLY *

 

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Double Heat Sinks: 11 [22] 1T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4.5 17

Head 3 9

Center Torso 29 43/14

L/R Torso 19 28/9

L/R Arm 15 29

L/R Leg 19 37

 


Standard

Battle Value: 2137

C-Bill Cost: 9,496,580

Qty Weapons and Equipment Location Critical Tonnage

3 SRM-4 LA 3 6

1 Gauss Rifle RA 7 15

2 Ammo (Gauss Rifle) 8 RA 2 2

1 Double Heat Sink LT 3 1

3 Medium Laser LT 3 3

2 Ammo (SRM-4) 25 LT 2 2

1 CASE LT 1 0.5

1 LRM-15 RT 3 7

1 Artemis IV FCS RT 1 1

2 Ammo (LRM-15) 8 RT 2 2

2 Ammo (Gauss Rifle) 8 RT 2 2

1 CASE RT 1 0.5

1 Jump Jets LL 1 2

1 Jump Jets RL 1 2

1 Jump Jets CT 1 2

    Totals

47 47

 

Overview:

A multiple-purpose assault 'Mech with a variety of capabilities, the ninety-ton Highlander was assigned to nearly every Star League Army unit soon after its introduction in 2592. Though slow-moving with a maximum speed of 54 kph, the Highlander can jump up to ninety meters, easily clearing almost any obstacle. In doing so the 'Mech causes considerable damage to the terrain around its lift-off point. In addition to its jump capability, the original Highlander carries fifteen and a half tons of Grumman-3 ferro-fibrous armor and has Cellular Ammunition Storage Equipment, plus an impressive array of weapons. While the Highlander is impressive, Apharmd Ind clearly realised that the design can be slightly tweaked to improve the mech's firepower at a modest cost.

 

Capabilities:

Using the 732 series as a base model, A.I. engineering crews promptly downsized the massive LRM 20 for a lighter and Artemis IV FCS equipped LRM 15. The added benefit of downsizing the launcher was the slight increase in ammo carrying capacity, a minor short coming in the original series.

However, that in itself was not satisfactory and A.I. engineering crews again decided to reconstruct the machine, this from ground up and using a light but bulky endo-steel skeleton. The added weight spared was immediately put to good use. Firstly the main weapon of the Highlander, the gauss rifle, was given an excessive amount of ammo to ensure long battlefield usage. The LRM 15 with Artemis IV was kept and while the tonnage of the ammo has not changed, there was at least 25% increase in the number of shots. The left arm short range missile array benefits from the installation of 3 SRM 4s over the 2 SRM 6 array, due to the significant increase in ammo. The left torso laser array also includes a addtional medium laser, thereby further improving the Highlander's short range punch.

The antiquated and inefficent heat dissipation system was replaced with a more robust and efficent cooling system that made use of double heatsinks and while this model carries fewer heatsinks, the improved cooling capacity makes up for it. While the 732 uses ferro fiberous armor, A.I. engineering had to make do with standard plate but due to the use of weight saving materials, armor coverage is at least improved to a modest 97%. Unfortunately the 732 A.I. is still very reliant on ammo based weaponry, although that has been somewhat offset by the incease in the ammo carrying capacity.

 

Configuration / Variants:

Currently there are no plans to produce a variant for domestic use. However if there is a need to, there may a chance of a alternate configuration.

 

Battle History:

As the design is still new, the 732 A.I. is expected to perform admirably in the defense of the Apharmd Ind facility

 

Deployment:

As mentioned earlier, the HGN-732 A.I. is meant for domestic use and is unlikely to appear outside of the Apharmd Industries facility unless with good reason.


  

User Reviews

User Rating Posted Updated

Ice Hellion 0 12/14/2004  

A much better 'Mech than the original. The increase in firepower at all ranges with more cooling capacities is really the winning combo.
Good work.

Cypher Himura 0 12/13/2004  

Repost made due to HMP file not present and minor typo errors corrected...

Knightmare 0 12/13/2004  

Good upgrade over the original. I enjoyed your weapons choices and the supportive fluff! Keeping the Standard engine was a nice touch. Good work.
cheers

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