Designer: Lonely Coyote / Armory: Lonely Coyote Stables

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  • Last Post 26 July 2017
Lasergunner posted this 26 July 2017

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Lasergunner posted this 26 July 2017

Lonely Coyote Stables

CEO: Lonely Coyote Location: Leyda Founded: 4/6/2004 Data Updated: 7/2/2009   A small mecha retro-fit company sits off to the side of a 40 acre ranch. The bay only fits a single mecha at a time with an expected three month turn-around for each mech taken in. The simple man who owns this facility works dilligently, with loving care at each masterpiece he creates. For a small fee, he could upgrade your mecha, as well.   

BattleMech

Name Technology Tonnage Level Year R # Posted Views

Sun Devil SecondLine Clan 60T 2 3055 0 2 8/23/2004 250

Syndicate Standard Clan 60T 2 3067 0 3 4/20/2004 187

Poacher PCH-3R Inner Sphere 25T 1 3025 5 2 4/23/2005 687

Blade SWT-5H Inner Sphere 30T 2 3058 0 1 4/12/2004 321

Lancer LNC-3R Inner Sphere 30T 2 3055 0 3 4/11/2004 260

Shunt 540-NT Inner Sphere 30T 2 3060 0 3 4/29/2004 129

Stinger LAM STG-LAM2 Inner Sphere 30T 3 3060 0 2 4/26/2004 385

Vixen-I (mod) Inner Sphere 30T 2 3067 0 1 5/3/2004 252

Jen Pan Li JPN-L1 Inner Sphere 35T 2 3055 5 4 8/24/2004 287

Nutrail NUT-R4XX Inner Sphere 35T 3 3075 0 2 12/12/2008 99

StingRay STG-R4 Inner Sphere 35T 3 3060 3 1 4/17/2004 226

Trounce TRN-C3 Inner Sphere 35T 2 2750 5 6 7/15/2005 505

UtiliTech 3600 Inner Sphere 35T 3 3075 4 8 12/7/2008 224

Crucible CRB-1L Inner Sphere 40T 3 3060 0 3 9/2/2004 216

Line Breaker LBK-3R Inner Sphere 40T 1 3025 4 6 7/12/2005 516

Cheshire Cat CHR-C7 Inner Sphere 45T 2 3067 5 5 7/21/2006 302

Tomahawk HWK-4T Inner Sphere 45T 2 3060 4 5 2/16/2005 387

HellHound II-S HLH-2S Inner Sphere 50T 2 3060 0 1 4/30/2004 390

Pack Hunter PKT-3R Inner Sphere 50T 2 3067 0 3 6/23/2004 234

Phantom GHO-5T Inner Sphere 50T 1 3050 0 2 4/7/2004 299

BushFire BSF-1R Inner Sphere 55T 3 3060 0 2 4/9/2004 251

Dredge IDR-42 Inner Sphere 55T 3 3060 4 1 10/10/2007 187

Gambit GMB-1T Inner Sphere 55T 2 2750 5 9 8/3/2005 582

GeoWing G3O-R6E Inner Sphere 55T 3 3060 4 4 4/24/2004 319

Griffin GRF-UG1 Inner Sphere 55T 2 3050 0 3 5/1/2009 46

Griffin GRF-WB Inner Sphere 55T 2 3057 0 1 5/12/2005 231

Sniper SNP-3R Inner Sphere 55T 1 3025 0 2 9/1/2004 502

Xiangua XNG-V1N Inner Sphere 55T 2 3060 0 1 5/2/2004 191

Gall GAL-41 Inner Sphere 60T 1 3050 4 2 12/10/2008 90

MAD-06 MadDog 1 Inner Sphere 60T 2 2750 0 3 4/7/2004 328

Onager ONG-3R Inner Sphere 60T 2 3060 0 2 4/29/2004 152

Guerilla GRL-1A Inner Sphere 65T 3 3060 0 3 1/16/2005 287

Maverik MVR-1K Inner Sphere 65T 2 3055 0 4 4/9/2004 153

Muerta MRT-A1 Inner Sphere 65T 2 3058 0 3 4/14/2004 143

Tortoise TRT-153 Inner Sphere 65T 1 3025 5 8 5/4/2006 368

Wei Shan WSH-4N Inner Sphere 65T 1 3025 4 6 11/10/2008 204

Lamprey LPR-3Y Inner Sphere 70T 1 2750 4 4 10/2/2007 128

OstRich OST-3H Inner Sphere 70T 2 3050 0 1 4/15/2004 146

Rattler RTL-3R Inner Sphere 70T 2 3050 0 2 11/19/2008 120

Warhammer II (IS) WHM-2W Inner Sphere 70T 2 3050 3 1 4/12/2004 394

Brutus BRT-U5 Inner Sphere 75T 3 3055 0 1 7/24/2004 258

EuroMech ERM-3H Inner Sphere 75T 2 3060 0 3 5/5/2004 172

Liberator MAD-L3R Inner Sphere 75T 2 3058 0 3 6/25/2004 150

Marauder MAD-LT Inner Sphere 75T 2 3067 4 6 10/5/2007 166

Tyrant TYN-4T Inner Sphere 75T 1 3025 3 5 5/11/2007 221

Shocker SHK-3R Inner Sphere 80T 3 3067 0 2 4/17/2004 245

Shocker SHK-6L Inner Sphere 80T 3 3067 0 1 4/19/2004 162

Drakkhen DRK-3N Inner Sphere 90T 2 3055 0 2 4/28/2004 160

Hi-Clops HCL-PX Inner Sphere 90T 1 3025 0 3 8/28/2004 231

Mauler MAL-1X Inner Sphere 90T 1 3050 0 1 5/4/2004 375

Event Horizon EHZ-1N Inner Sphere 100T 1 3025 0 2 7/3/2004 419

Mauser Mk. 1 Inner Sphere 100T 2 2750 4 5 8/4/2004 483

Grifftake GFT-K3 Mixed 45T 2 3060 0 1 4/1/2005 258

HillKing HLK-NG Mixed 100T 2 3067 4 7 11/7/2008 183

Vehicle

Name Technology Tonnage Level Year R # Posted Views

Firefly AX-10 Inner Sphere 30T 2 3050 0 0 6/30/2005 314

PathFinder PFI-H1 Inner Sphere 30T 1 2750 0 0 7/9/2005 299

PathFinder PFI-K7 Inner Sphere 30T 2 3060 0 0 7/9/2005 239

Hunter Light Support Tank TC Refit Inner Sphere 35T 2 3060 3 1 2/16/2005 322

Gustav GST-4V Inner Sphere 50T 2 2750 5 3 7/21/2005 298

Silverback SVR-3C

 

 

Aerospace Fighter

Name Technology Tonnage Level Year R # Posted Views

JackHammer JKH-K1 Inner Sphere 50T 2 3060 0 0 7/9/2005 313

   

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2567
MONDAY, AUGUST 23, 2004
UPDATE: 1/4/2005
202 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2567]

Sun Devil SecondLine

Level: Custom Level 2 / 3055

Technology: Clan Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

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BATTLEROM IMAGE NOVEMBER 25, 3055

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

C Double Heat Sinks: 15 [30] 5T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 3 7.5

Head 3 9

Center Torso 20 20/7

L/R Torso 14 20/6

L/R Arm 10 10

L/R Leg 14 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 C LRM-10 RT 1 2.5

1 Ammo (LRM-10) 12 RT 1 1

1 C ER Large Laser RT 1 4

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser RT(R) 1 1

1 C LRM-10 LT 1 2.5

1 Ammo (LRM-10) 12 LT 1 1

1 C ER Large Laser LT 1 4

1 C ER Medium Laser LT 1 1

1 C ER Medium Laser LT(R) 1 1

1 C Streak SRM-2 RA 1 1

1 C ER Medium Laser RA 1 1

1 C Streak SRM-2 LA 1 1

1 C ER Medium Laser LA 1 1

1 Ammo (Streak SRM-2) 50 RT 1 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 Jump Jets CT 1 1

    Totals

40 29

 

Overview:

The "Dervish" has been the workhorse of the Inner Sphere since the days of the Star League, so seeing this familiar form within the Clan ranks brought us no surprise. The fact that this well-known machine has been merged with one of the best in the, "Ost" series, shocked everyone. In another example of superior Clan engineering, the "Dervish" and "Ostsol" were combined into a devastating Heavy fighter.

Seeming to pre-date the "Vulture", the "Sun Devil" is a capable machine, performing both Fire-Support, and Brawling roles equally well. The only reason we can find as to why we haven't seen this 'Mech in greater numbers, is due to the prestige of the OmniMech over this versatile, yet static, design.

 

Capabilities:

Similar to the better-known "Vulture" OmniMech, the "Sun Devil" has the ability to perform both Fire-Support and Brawling actions. The familiar pair of LRM racks, supplemented by the "Ostsol's" Large Lasers provides the "Sun Devil" with ample long-range firepower, while four Medium Lasers compliment an accurate pair of SRM launchers when the "Sun Devil" chooses to close in.

An additional pair of Medium Lasers protect the "Sun Devil" from attacks from behind, although with the excellent maneuverability granted by the Jump Jets, this is a rare occurrence.

Rounding out this deadly Heavy 'Mech, is an ample supply of armor. While the weight is only that of the original "Dervish", the protection is that of the formidable "Ostsol".

 

Configuration / Variants:

Very few "Sun Devils" have been encountered, much less captured for study. The only observable difference from one encounter to another was the fact that an estimated one in five "Sun Devils" have had their rear firing lasers removed. We can only guess as to the use of the freed up space, but two possibilities would be to augment the LRM racks with a more accurate Artemis FCS, or suppliment the electronics with an ECM and Active Probe package, turning this machine into a formidable hunter.

 

Battle History:

The sight of this well-known profile, has lead many Inner Sphere pilots to underestimate this machine.

The first engagement between "Sun Devils", and Inner Sphere forces happened during a Lyran raid into Jade Falcon space. Two lances of Lyran raiders, composed mainly of Heavy-Medium 'Mechs, such as the "Shadow Hawk" and "Wolverine", assaulted the Falcon garrison on Sudeten. The two "Dervishes" accompanying the raiders were singled out by the Falcon "Sun Devil" commander. In a brutal example of Clan superior engineering, the "Sun Devil" tore the pair of "Dervishes" apart. Only one of the raiding 'Mechs was allowed to escape to bring back the first report of the existence of this impressive design to Inner Sphere Intelligence.

 

Deployment:

"Sun Devils" have been observed within the ranks of all of the invading Clans, albeit in very limited numbers. The majority of "Sun Devils" seen have been used as Garrison Command 'Mechs, leading us to believe that even though the "Sun Devil" is not a frontline OmniMech, it is still a prestigious, if underrated machine.



User Reviews

User Rating Posted Updated

Ice Hellion 0 8/24/2004  

Rather impressive mix between two nice 'Mechs.
Although it has some heat problems, the sheer firepower at all ranges, the allowed choice between several weapons for all ranges and the use of it only by expert warriors would be good points allowing it to overpass these heat problems.
Good job.

Quetzalcoatl 0 8/23/2004  

Very interesting combination mech. In particular I'm impressed by the mech's ability to handle the heat it generates.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2580
TUESDAY, APRIL 20, 2004
UPDATE: 1/4/2005
145 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2580]

Syndicate Standard

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Coyote Clan

Clan Diamond Shark Clan

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BATTLEROM IMAGE DECEMBER 27, 3067

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

C Double Heat Sinks: 13 [26] 3T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 3 9.5

Head 3 9

Center Torso 20 25/10

L/R Torso 14 20/8

L/R Arm 10 20

L/R Leg 14 21

 


Syndicate

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser RA 1 1

1 C Machine Gun RA 1 0.25

1 C ER Large Laser RA 1 4

1 C ATM-6 RT 3 3.5

1 C Ammo (ATM/6) 10 RT 1 1

1 C ER Medium Laser LA 1 1

1 C Machine Gun LA 1 0.25

1 C ER Large Laser LA 1 4

1 C ATM-6 LT 3 3.5

1 C Ammo (ATM/6) 10 LT 1 1

1 C ER Medium Laser H 1 1

1 C ECM Suite CT 1 1

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

1 Jump Jets CT 1 1

1 C Double Heat Sink RT 2 1

2 C Double Heat Sink LT 4 2

1 Ammo (Machine Gun) 100 RT 1 0.5

    Totals

38 29

 

Overview:

Apprentice-Tech:Enrique of Clan Coyote, submitted this design to his mentor, as a possible solution to Clan Diamond Shark's Thresher problem. Favoring Lasers over Auto Cannons, and incorporating the reletively new ATM technology. Even with the re-configured chasis, many of the components from the current Thresher design have been incorporated. Only minor re-tooling of the production facility would be needed to begin producing this design.

 

Capabilities:

Paired ER Lasers of all sizes to counter an attack from any distance. The two ATM 6 launchers have two separate ammunition bins located in the torsos. The various ammunition types available allow a MechWarrior some versatility, in the weapons configuration of his Syndicate. While this is nowhere near Omni-Mech technology, it does allow the pilot a limited ability to personalize his weapons load.

 

Configuration / Variants:

Studying the Thresher's mission profile, and performance-arc, A-T:Enrique found the only major problems are due to general lack of range, and dependance on ammunition. He felt that a "tweak" of the current design was needed more than an entirely new 'Mech. He did not realize what he was getting himself into when he took this goal upon himself. He started by tilting the engine forward, to lower the 'Mech's center of gravity, and incorporating reverse-actuated legs for stability, and agility. The longer Lower Legs increased the stride-length. This was done to help lower myomer-stress against the high-impact maneuvers caused by MASC activation. Next, A-T:Enrique replaced the Ultra-AC/10, and the Pulse Lasers with Paired ER Large, and Mediums. These were placed in the arms for maximum performance angle. With the real possibility that Clan Garison Units would see combat against Inner Sphere Units, a pair of Machine Guns, supported by a half ton of ammunition were also added to the arms for anti-infantry protection. The two SRM 6 racks were then upgraded to ATM 6 launchers, and moved from the arms to the torsos to incorporate a simpler/more reliable cross-feed mechanism for alternate ammunition in the two bins. The MASC just seemed excessive for what is intended to be a Garrison unit, so it was removed, in favor of an additional pair of Double Heat Sinks to help dissipate the added heat, caused by the main Laser systems. Finally, to help protect the Syndicate against advanced electronics, an ECM Suite was added, along with an upgraded Poly-Armor layout, incorporating angled surfaces to deflect incomming shells, and scatter enemy radar.

 

Battle History:

None.

 

Deployment:

Even though his mentor sponsored A-T:Enrique's design, the entry came too late to be considered. For now, it remains a computer simulation "on record" in both Clans.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/21/2004  

This 'Mech is not designed for new Mechwarriors. An Alpha strike is likely to destroy you completely.
I guess that an experimented pilot could use the mobility and the diversity of its weapons like a pianist to maximise the damage with the minimal increase in heat.

Warhawk 0 4/20/2004  

A pretty impressive design, but its a bit too expensive. You might to run the numbers in a 'Mech designer since the challenge states that the 'Mech can't be more expensive than the Thresher.
Otherwise a pretty good design.

Lonely Coyote 0 4/20/2004 4/21/2004

oops... I "lost" my 21+ lines that places the last two ES in the Right Leg, and the last two FF in the Left Leg. The additional Heat Sinks should help, but do not solve the problem, completely, for newer MechWarriors. [The new arrangement is very close to the origional Thresher price, but I believe that it comes under by a total of 800 C-Bills (including end pricing multipliers).]

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3520
SATURDAY, APRIL 23, 2005
UPDATE: 10/28/2005
525 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3520]

Poacher PCH-3R

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JANUARY 29, 3005

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 125 4T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  5 in Engine


  Internal Structure Armor

  Standard Standard

Tons 2.5 5.5

Head 3 9

Center Torso 8 10/5

L/R Torso 6 8/4

L/R Arm 4 8

L/R Leg 6 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

3 Small Laser RA 3 1.5

3 Small Laser LA 3 1.5

1 Large Laser CT 2 5

2 Heat Sink RT 2 2

2 Heat Sink LT 2 2

1 Heat Sink H 1 1

    Totals

13 8

 

Overview:

Near the end of the 30th Century the Lyran government quietly called upon its two main Mech-production facilities, TharHes on Tharkad, and Defiance Industries on Hesperus II, to develop a new Light to MediumMech for its forces. Archon Alessando Steiner had come to admit that his people's love for large `Mechs was leaving a huge gap in their front-line defenses, which the Kuritans gladly took advantage of with their mass of Jenner and Panther forces.

They needed a design that could straddle these two design concepts: 
Fast short-range 
Long-range striking power

The bidding was fierce between these two giants, but Defiance Industries eventually won-out, although it would be decades before its Hatchetman project would prove fruitful. During this time, the limited funding towards new innovations that TharHes RnD received was put towards developing a new light design, the Poacher.

The failure of Archon Alessando Steiner's "Concentrated Weakness" policy, and resulting forced retirement, has placed the Poacher program on indeffinite hold, but TharHes Industries was able to place a limited number of Poachers into the hands of the Lyran military before this.

 

Capabilities:

TharHes engineers began in 2996, with a hull-down concept and a steeply inclined profile. It was hoped that the sharp angles would help to deflect enemy missiles and ballistics. The original prototype model was actually built on a reinforced Locust chassis.

To give the Poacher the ability to close with the slowe Panther models, they imported a Doorman 125 Fusion Engine from Carlisle for the 25 ton frame. This gave the Poacher enough of a speed advantage, that they did not feel it necessary to include Jump Jets on the design.

For long-range striking ability, the TharHes engineers chose the TharHes Thunderbolt Large Laser. The range of this weapon easilly fit between the comfortable engagement envelopes of the Kuritan Jenner and Panther designs. This gave the Poacher the ability to strike enemy Jenners before they were able to come within range of their own weapon systems.

For Close-in firepower, a tripple-array of TharHes Small Lasers was installed into each arm. This not only makes the Poacher a deadly point-defense fighter, but the efficiency of the TharHes model means that the Poacher can deliver more consistant damage, over time, than the enemy Jenner model.

 

Configuration / Variants:

The short production history of the Poacher has allowed for little experimentation on the design, but the original construction files mention a possible upgrade of the Poacher's support weapons by replacing four of the Small Lasers with a pair of Mediums. This change would give the Poacher a more even damage increase as it closed with enemy units.

 

Battle History:

With the Lyran front-line defenses severely cut back by Archon Katrina Steiner in 3008, House Kurita made an attempt to raid a group of warehouses, protected by a light surveillance unit of the Waco Rangers, on Kobe.

Composed mainly of fast VTOLs, supported by Jenners and Panthers, the raiders approached the warehouses swiftly. While the VTOLs remained at range on a nearby bluff with the Panthers, the Jenners moved in to clear out the opposition. To their surprise, a Lance of the newly developed Poachers sliced through the oncomming Jenners with ease, taking-out or severely wounding many of them with the initial barrage.

The enemy Jenners scattered in confusion only to be gunned-down by a pair of Commandos, whos SRMs made short work of the Jenners exposed internals. This brought the Panthers down from their support-positions. Using the longer range of their Particle Cannons, they were able to force the Waco Rangers to fall back within the protective cover of the warehouses. The Panthers remained outside, keeping the Rangers pinned-down, and called in the VTOLs to begin picking through the Lyran supplies.

This gave the Rangers enough time to regroup. The remaining Lance of Poachers and Commandos rushed the grounded VTOLs, destroying two of them, before they could take off. THe Kuritan Panthers retaliated with PPC fire, destroying one of the Commandos brfore the Poachers could close with them. Both sides were heavilly damaged, and retreated within the confined spaces of the warehouses to play a deadly game of cat and mouse.

Two of the Panthers were destroyed, but they continued to hold the advantage, until the Waco Rangers' fire-support Lance of Crusaders and Archers moved in from a neighboring site. Only one of the Panthers was able to escape to bring news of the new Lyran `Mech back to the Draconis Combine.

 

Deployment:

As of 3025, only a handful of Poachers remain in use within the Lyran military. The immediate success of the Defiance Industry's Hatchetman leaves little room in the LCAF's budget for an even lighter design.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/28/2005  

A nice harrasser that could work well against 'Mechs from DC.
The weapons pack enough firepower at long range to worry the Jenner and the speed and heavy firepower at close range are more than enough to give troubles to the Panther. However if the Panther manages to stay at long ranges (probably in restricted grounds), it will be difficult for the Poacher to perform well.
An interesting lvl 1 design with its strengths and weaknesses.
Good job.

Warhawk 5 4/23/2005  

Nicely made light 'Mech. A bit on the slow side for fighting Jenners, but against a Panther that bit of extra speed is nice. Good protection and nicely fluffed. Always nice to see a well made lvl 1 'Mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2573
MONDAY, APRIL 12, 2004
UPDATE: 1/4/2005
226 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2573]

Blade SWT-5H

Level: Custom Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

House Liao Inner Sphere

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No Tags posted

BATTLEROM IMAGE MAY 9, 3056

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 240 6T

Gyro: Standard 3T

  Walk: 8 [9] MP

  Run: 12 [14] MP

  Jump: 8 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5

Head 3 8

Center Torso 10 10/4

L/R Torso 7 8/3

L/R Arm 5 9

L/R Leg 7 9

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Small Laser RA 2 1

1 Hatchet LA 2 2

1 Medium Laser H 1 1

2 Medium Laser CT 2 2

1 Beagle Active Probe LT 2 1.5

1 Heat Sink RT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

3 Triple-Strength Myomer RT 3 0

3 Triple-Strength Myomer LT 3 0

    Totals

38 11.5

 

Overview:

Origionally conflicting reports to the capabilities of the LNC-3R Lancer blinded us to the astonishing discovery of a joint Marik/Liao venture, into mecha design. Unfortunately, this venture was short lived, creating a schism within the engineering staff of what exactly the final capabilities of the 'Mech should be. The Marik wanted long range striking power, while the Liao side was looking for the most solid short-range hit available. This had lead to the confusing reports, and the split of the design team to produce this 'Mech, which, outwardly, looks the same as the Lancer, but performs very differently.

 

Capabilities:

Knowm as the SWT-5H Blade, this "Variant" of the Lancer design sports an almost complete rebuild of the basic chasis. Using a larger Cappellan built engine supporting only single heat sinks, along with the addition of Jump Jets, this 'Mech has proven that the effective use of TSM in a light 'Mech is possible. Our simulations show the very possiblility of this design being able to shear the head off of nearly any 'Mech currently in use. Weather this happens in practical use, will be seen. An interesting coincidence, is that, both the Lancer, and the Blade have the same top speed, but achieve it in a completely different manner.

 

Configuration / Variants:

While the Lancer is technically a completely different design, it is probably safe to note, that with these two mecha, sharing in eachother's beginning design stages, many of the basic parts should be interchangable with little modification.

 

Battle History:

[Pending]

 

Deployment:

Currently, SWT-5H Blades are being produced in Cappellan factories, and shipped directly to the Clan front within Draconis space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

This one is pretty nice too with an efficient use of TSM to increase the speed. However, I miss the long range firepower and I do not think that you will be able to get close enough to use efficiently your weapons without being noticed.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2578
SUNDAY, APRIL 11, 2004
UPDATE: 1/4/2005
155 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2578]

Lancer LNC-3R

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

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BATTLEROM IMAGE DECEMBER 27, 3053

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 210 4.5T

Gyro: Standard 3T

  Walk: 7 MP

  Run: 11 [14] MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5.5

Head 3 8

Center Torso 10 12/6

L/R Torso 7 8/3

L/R Arm 5 10

L/R Leg 7 10

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Hatchet LA 2 2

1 ER Large Laser CT 2 5

2 Small Pulse Laser RA 2 2

1 Beagle Active Probe LT 2 1.5

1 MASC RT 2 2

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

    Totals

30 12.5

 

Overview:

Adapted from the old Star League Mongoose Design, this fast 'Mech was intended to hunt down other light mecha, on its own, as the old Bounty Hunters used to do.

 

Capabilities:

To fulfill its "Bounty Hunter" role, the mech packs quite a bit of electronics into the small frame. The most striking feature is the triangle-shaped "hatchet" wielded in the left hand. The 'Mech is agile, and fast, making it a deadly opponent on the field. With only energy weapons , and the Hatchet, this 'Mech can stay out in the field indeffinately. The Active Probe allows it to ferrit out hidden enemy units, and protects this 'Mech from most ambushes.

 

Configuration / Variants:

The most likely variant we expect to see, is one that switches out the Active Probe for an ECM Suite. Another easy refit, would be to replace the Small Pulse Lasers, with standard, Medium Lasers. The slight increase in heat output, would be greatly countered by the increased damage potential at short to medium ranges. Conflicting reports plagued our investigation of this 'Mech before the final production model was released. These reports suggest alternate variant models that vary from this production model as much as exchanging the engine for a larger design, inclusion of Jump Jets, and the alternate use of TSM instead of the MASK in the current design. None of these "alternate" test models have shown themselves. The engineers on Shiro III deny having ever tested anything of the sort, and with the speed that this 'Mech has been brought from concept to production, I would tend to believe them. The money, and resources involved in the testing, and production of the current LNC-3R Lancer would have been tremendous enough.

 

Battle History:

The only recorded "official" battle the Lancer has been involved in, is on it's home planet of Shiro III, where it helped defend it's own production facilities against a riot inspired within the population by a radical. The Mech was able to keep the mob away from the factory, until the radical leader showed up, in a Cicada. The battle between the two mecha covered much of the city, and the surrounding terrain, as each attempted to out-maneuver the other. The final blow landed with the Lancer, on-top, and the radical leader, dead, in his crushed cockpit.

 

Deployment:

Currently only deployed in Marik space, although rumors have the third production run heading up to the Clan Front, under Stiener Control. Sketchy reports also place multiple unassembled Lancer chasis in Liao space on the planet of Betelgeuse, which produces the main brunt of Cappellan vehicles. What these were doing there, and if House Liao has recieved permission to produce their own Lancers, is not yet known.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

The combo of ER LL with a hatchet and some SPL is rather interesting.
However as pointed out by Warhawk and as suggested by one of your variants, I would drop the SPL for some JJ, a must for any hunter of light 'Mechs.

Lonely Coyote 0 4/13/2004 4/13/2004

My thought was that, since you were already there... why not take the easy hit? It is true, that medium lasers would make for an effective variant. The 'Mech still couldn't over-heat if it wanted to, and the potential damage would increase for ranges when the Hatchet could not be used. I will add it above. Thanks for the review.

Warhawk 0 4/12/2004  

I question the effectiveness of the IS pulse lasers that you have mounted, but overall this is a pretty nice Headhunter design. Another possible variant would be to replace the SPLs with a pair of MLs for a small heat increase.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2586
THURSDAY, APRIL 29, 2004
UPDATE: 1/4/2005
92 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2586]

Shunt 540-NT

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE NOVEMBER 24, 3060

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 180 3.5T

Gyro: Standard 2T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5.5

Head 3 8

Center Torso 10 10/6

L/R Torso 7 9/4

L/R Arm 5 9

L/R Leg 7 10

 


Standard

Battle Value: 897

C-Bill Cost: 3,813,400

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-5 RT 1 2

1 Artemis IV FCS RT 1 1

1 Ammo (LRM-5) 24 RT 1 1

1 CASE RT 1 0.5

1 LRM-5 LT 1 2

1 Artemis IV FCS LT 1 1

1 ER Medium Laser RA 1 1

1 Medium Laser RA 1 1

1 ER Medium Laser LA 1 1

1 Medium Laser LA 1 1

2 Jump Jets CT 2 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Double Heat Sink LT 3 1

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

    Totals

39 14.5

 

Overview:

A Light Raider/Support 'Mech developed by Curtiss Militech, in the Free Worlds League.

 

Capabilities:

With a top speed of 97 kph, and the ability to jump 180 meters, this is a mobile 'Mech, able to opperate in both open, and confined terrain. Its weapon selection allows it to strike at just about any distance. The paired Long Range Missile Launchers, supported by Artemis Fire-Control Systems let the Shunt hit from affar, while the arm-mounted Lasers serve the Shunt well in medium and short ranges. By mounting Double Heat Sinks, Shunt Pilots are able to manage the variety of weapons in any situation.

 

Configuration / Variants:

The current version of the Shunt mounts two different types of Medium Lasers (one "ER", the other "Standard"), although the design origionally came with all ER Lasers. The change was made on request of just about every pilot, this helps keep management of the heat curve easier, with little loss in damage potential. Some of the origional design may still be found.

 

Battle History:

[Pending]

 

Deployment:

Currently being sold on the open market, the only thing holding this light 'Mech back is its price-tag, although the added survivability, due to the CASE system is a redeaming factor.



User Reviews

User Rating Posted Updated

OpFor 0 4/30/2004  

Or use a larger launcher, you'll have fewer Artemis tons/crit.

MajorTom 0 4/30/2004  

Not to shabby for a Light 'Mech, though I agree with Ice, the Artemis is kind of a waste on a launcher so small. Maybe trade them in for another ton of armor and more ammo (so you could carry special munitions for them, etc...).

Ice Hellion 0 4/30/2004  

Nice light 'Mech. It has decent speed and can fire at all ranges quite efficiently.
My only question is on the use of Artemis IV for LRM-5, I think they are not worth their weight here. You could change it for more armor, ammo and another CASE system.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2574
MONDAY, APRIL 26, 2004
UPDATE: 1/4/2005
271 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2574]

Stinger LAM STG-LAM2

Level: Custom Level 3 / 3060

Technology: Inner Sphere LAM

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE SEPTEMBER 20, 3060

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 1.5T

LAM Conversion Equipment: 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1.5 6

Head 3 9

Center Torso 10 14/6

L/R Torso 7 10/4

L/R Arm 5 10

L/R Leg 7 14

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets CT 1 0.5

2 Double Heat Sink RT 6 2

2 Double Heat Sink LT 6 2

    Totals

48 9.5

 

Overview:

Having descovered the NAIS plans on developing a new 55 ton LAM, the "GeoWing", ISF tracked the development remotely, and reported back of the enormous expence, every one of these units would cost. In response, House Kurita LAM pilots are also getting an upgrade, but at a much lower cost.

 

Capabilities:

With a single Tiegart Magnum ER PPC as its weapon, the design seems unballanced, but Wakazashi Enterprises (producer of the Sai Light AeroSpace Fighter) has been instramental in the development the complicated flight-control surfaces, and computers for the refitted Stinger. As this weapon has an extreme range when compared to many others, it is expected that these LAM's will be able to avoid most combat, in favor of "skirting" the edges of an engagement, using its superior range to avoid taking hits. Its 10 standard Freezers keep the machine cool in all modes, and the new, Durallex Ferro-Alluminum Armor protects the craft much better than the origional plating. Although the speed has been reduced to handle the new weapons load, its speed still considered to be sufficient, because of the patrol speeds that this craft is able to achieve.

 

Configuration / Variants:

This is an extencive retrofit of the aging Stinger-LAM design.

 

Battle History:

[Pending]

 

Deployment:

As thes machine costs much less than the Davion counterpart, the Draconis Combine plans on fielding three for every one that their long-time rivals field, placing a "squadron" at any engagement that it is expected that the GeoWing is to be involved in.



User Reviews

User Rating Posted Updated

Mercer 0 4/28/2004  

Deffinately one of the best LAM retrofits out there.

OdMagnus 0 4/28/2004  

Almost a Panther LAM, good job.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2566
MONDAY, MAY 03, 2004
UPDATE: 1/4/2005
154 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2566]

Vixen-I (mod)

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JANUARY 30, 3067

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 240 9T

Gyro: Standard 3T

  Walk: 8 MP

  Run: 12 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1.5 6

Head 3 9

Center Torso 10 15/5

L/R Torso 7 10/4

L/R Arm 5 10

L/R Leg 7 14

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser RT 1 1

1 ER Medium Laser LT 1 1

2 Machine Gun RT 2 1

2 Machine Gun LT 2 1

1 Machine Gun H 1 0.5

1 Ammo (Machine Gun) 100 CT 1 0.5

1 CASE CT 1 0.5

1 Hatchet RA 2 2

1 Double Heat Sink RT 3 1

    Totals

42 7.5

 

Overview:

A surprise entry into the LightWeights, Hauptmann Jaden Clouse of the Lyran Guard has brought his captured Vixen to the arenas of Solaris VII.

 

Capabilities:

Having to replace nearly every system due to the intense conditions of atena combat, this design is almost an entirely new 'Mech. Jaden has been able to keep the ER Medium Lasers and Machine Guns of the origional design, although they have now ben replaced with Inner Sphere equivalents. The Clan XL engine proved too difficult to upkeep, and has been replaced with a Lyran-built 240 Light. In order to keep repair costs down, the Endo Steel, and Ferro Fibrous of the origional design are now Inner Sphere Standard, as well. The arm-mounted Large Pulse Laser has been left behind, proving too heat intensive for arena combat. In its place is a Light Hatchet, a popular weapon in the gladitorial arenas of Solaris VII.

 

Configuration / Variants:

This Vixen is a one-of-a-kind, being a variant of a small, fast Clan 'Mech.

 

Battle History:

Jaden Clouse has proven himself a capable pilot and is able to earn enopugh through his winnings to keep his modified Vixen in good repair.

 

Deployment:

Hauptmann Clouse has started his own stable of MechWarriors on Solaris VII. His Vixen is the show-piece of the three mecha owned by Clouse's Musketeers.



User Reviews

User Rating Posted Updated

Ice Hellion 0 5/4/2004  

I think this little devil would be nice for an arena fight.
I would just try to give it some JJ for added mobility and for the cheers of the crowd when looking at a DfA. Also due to the close range of most combat, I would exchange the ER ML for Pulse versions and the MG for some SL.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2584
TUESDAY, AUGUST 24, 2004
UPDATE: 1/4/2005
157 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2584]

Jen Pan Li JPN-L1

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE MAY 9, 3052

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 245 6T

Gyro: Standard 3T

  Walk: 7 MP

  Run: 11 MP

  Jump: 5 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 2 5.5

Head 3 9

Center Torso 11 12/6

L/R Torso 8 11/5

L/R Arm 6 10

L/R Leg 8 10

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 ER Medium Laser LA 2 2

1 Streak SRM-4 CT 1 3

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

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

1 Guardian ECM RT 2 1.5

1 Double Heat Sink LT 3 1

1 CASE RT 1 0.5

    Totals

45 15.5

 

Overview:

Battle ROMs from the Clan invasion showed the blaring deficits of the Draconis light 'Mechs. The popular "Panther" design had the necessary range to engage Clan 'Mechs, but was consistently out-maneuvered at every engagement. While the Combine's beloved "Jenner" model had the necessary speed, its lack of range meant that it was gunned down before it could close with the enemy. Senior Engineer Takashi Kurama of Alshain Weapons on Tok Do proposed a radical solution. Blend the "Panther's" range with the "Jenner's" speed and close-quarters maneuverability. Three months later, the "Jen Pan Li" was born.

While Luthien Armor Works concentrated on matching the Clans' OmniTechnology, Alshain Weapons was producing this fearsome 'Mech for those dispossessed by the invasion.

 

Capabilities:

The "Jen Pan Li" is a Light 'Mech, capable of striking its enemies from afar with its Diverse Optics Type 30X ER Large Laser. Former "Panther" pilots will appreciate the range and firing arc of the arm-mounted weapon. While it doesn't have the striking power of the Particle Cannons they are used to, it matches the range, with a manageable heat output due to the use of the Double Heat Sinks.

Those used to piloting a "Jenner" will find the added range of the pair of ER Medium Lasers, on the other arm, along with the new Guided Technologies 2nd Generation Streak Four's efficient use of ammunition a welcome advantage.

The speed and maneuverability of the original "Jenner" chassis have not been hampered. The use of advanced building materials, while bulkier than their counterparts allows this combination of weaponry and maneuverability to seamlessly meld into a single deadly machine.

Defensive components were also added. A Maximillian CASE system protects the "Jen Pan Li" from total destruction in the event of an uncontrolled ammunition discharge, and an advanced Matabushi Guardian ECM Suite, from Luthien, blankets the area surrounding the "Jen Pan Li", confusing enemy targeting sensors. These systems, along with a respectable armor protection, make the "Jen Pan Li" a tenacious fighter.

 

Configuration / Variants:

About a third of the "Jen Pan Lis" produced have their ECM components exchanged for either an Active Probe, or a TAG Artillery spotter and a Small Laser. These have been designated the JPN-L2 and JPN-L3 respectively. Their ability to work closely with the original model, to enhance performance is remarkable.

Unfortunately, due to the rushed design stages, it will not be possible to upgrade the "Jen Pan Li" into an OmniMech configuration.

 

Battle History:

In its short life, the "Jen Pan Li" has already proven itself against the Clan Juggernaught. A Lance of patrol 'Mechs, including a pair of "Jen Pan Lis", encountered a Star of raiding Smoke Jaguar 'Mechs in the wastelands surrounding the Tok Do facilities. While the patrol lance was no match for the Star of Clan 'Mechs, the "Jen Pan Lis" survived long enough to relay a warning back to the factory. By the time the Smoke Jaguar 'Mechs reached the factory, the defenses had been raised, and the Star was unable to penetrate the grounds.

 

Deployment:

"Jen Pan Lis" are being distributed to the many "Jenner" and "Panther" dispossessed pilots of the Clan Invasion.



User Reviews

User Rating Posted Updated

Prince of Darkness 5 11/15/2006  

Great.
Thats all I gotta say.

OdMagnus 0 8/28/2004  

Very very nice and mobile all-round light.

Silent_Coyote 0 8/24/2004  

good overall design.... but where is the panthers claim to fame the PPC? 
tonnage becomes the issue there. but you can fit it on another variant maybe...
where you exchange the ERLL, ECM, and a ER ML for the ERPPC but its up to you to decied on that 1

Ice Hellion 0 8/24/2004  

I really like this one. It perfectly mixes two concepts of Kurita 'Mechs: the Jenner and the Panther while adding to each of them something. Speed, increased close range firepower and better heat management to the Panther. Armor, long range firepower to the Jenner.
A really good mix.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2594
SATURDAY, APRIL 17, 2004
UPDATE: 1/4/2005
140 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2594]

StingRay STG-R4

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MARCH 5, 3060

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Compact (Small) 2T

Engine: XL 245 6T

Gyro: Standard 2.5T

  Walk: 7 MP

  Run: 11 [14] MP

  Jump: 7 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 2 7

Head 3 9

Center Torso 11 16/6

L/R Torso 8 12/4

L/R Arm 6 12

L/R Leg 8 16

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC w/ Capacitor RA 4 8

1 Angel ECM RT 2 2

1 Double Heat Sink RT 3 1

1 MASC LT 2 2

1 Jump Jets RT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets CT 1 0.5

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

    Totals

46 15.5

 

Overview:

The "Fast 'n' the Furious"... The StingRay is all that and more.

 

Capabilities:

Well armored, with one heck of a "stinger" this 'Mech might run hot, but always has the option to get out, and cool down. Able to protect itself, and its lance-mates with its improved ECM this little bugger is here to stay.

 

Configuration / Variants:

None, as of yet, and the compact construction will probably keep it that way.

 

Battle History:

No official engagements, yet, although there are stories running through the lesser reputed sections that this 'Mech has dodged many a Marik patrol, and that a number are watching enemy units deep within Clan space.

 

Deployment:

All known StingRays are positioned along the Capellan Confederation borders, although drunken rumors place this 'Mech deep within Clan space.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4144
FRIDAY, JULY 15, 2005
UPDATE: 12/6/2005
383 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4144]

Trounce TRN-C3

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Blood Spirit Clan

Star League Star League

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BATTLEROM IMAGE MARCH 4, 2698

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 210 9T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2 6

Head 3 9

Center Torso 11 12/5

L/R Torso 8 10/5

L/R Arm 6 10

L/R Leg 8 10

 


Standard

Battle Value: ?

C-Bill Cost: 3,090,825

Qty Weapons and Equipment Location Critical Tonnage

2 Medium Laser RA 2 2

2 Medium Laser LA 2 2

1 Large Laser CT 2 5

1 Double Heat Sink RT 3 1

2 Jump Jets RT 2 1

1 Double Heat Sink LT 3 1

2 Jump Jets LT 2 1

1 Jump Jets RL 1 0.5

1 Jump Jets LL 1 0.5

    Totals

18 12

 

Overview:

Combining the Speed and Maneuverability of the Falcon, with the Heavy-Hitting power of the FireFly, and the Punch of a Hussar, the Trounce is a masterpiece of integrated technologies.

The "Trounce" began development as a secret, Light-Superiority 'Mech, in the late 27th Century. Star League Military Analysts had determined that the Great Houses were catching up, technologically, to the Terran Hegemony they needed a new design, in order to keep their edge.

The Trounce began development in 2693, and within the next three years, had passed its preliminary design stages with flying colors. It was about to go through its final field testing, when tragedy struck.

In 2696, the "Saint Joan" incident rattled many of the "Top Brass" of the Star League Admirality. Those who had direct knowledge of the glaring defects in the Cameron Battlecruiser's design, resigned immediately, leaving the rest in the "hot seat" of public dissent.

Knowing that they needed to focus the "public eye" on something more positive, they unveiled the Trounce at that year's Martial Olimpiad. Elite Test Pilot, Colonel Frederick D. Gregory, bravely took the unproven 'Mech out onto the arenas, where he managed to "trounce" all challengers in a series of contests designed to show off the superior design capabilities of Star League RnD.

Data gathered from the arena competition shortened the field testing by two years, and by 2698, three Star League Production Facilities had been geared up to produce this popular design.

 

Capabilities:

Star League RnD knew that what they were looking for, had never been done. They started with a clean slate, deciding what technologies they were going to use in the Light Design.

First on "the cutting room floor" was XL technology, for the engine. They wanted their design to have a survivability comparable to the Light 'Mechs that were being fielded by the Great Houses. XL technology, they determined, made the design too fragile, for what would ammount to only a slight increase in speed and a massive increase in cost. To give the Trounce the maneuverability to match its lighter siblings, Jump Jets were included on the design.

Next, Star League RnD looked to the weapons. A great debate consumed the engineers for the next three weeks, as each touted the advantages of his or her favorite weapon systems, along with the shortcomings of their companion's choices. Eventually, the cost of fielding the design, won out over range and heat-effeciency. An all-laser weapons-load was agreed upon. Although the engineers toyed with the possibility of using an ER Large Laser in the design, initial calculations showed that, even WITH Double Heat Sinks, the Lasers would be pushing the maximum heat capacity that the 'Mech could handle.

The chosen equipment was installed into a custom 35 Ton Endo Steel II Frame and ballanced against the two Ton Gyro. While the mass that remained for armor was similar to the Falcon, the engineers chose to spread it over the 'Mech in more even slabs to give the pilot a better chance of survival in a tight predicament. The choice to utilize Standard Armor, as opposed to the readily available, Ferro-Fibrous variant was, once again, due to the long-term pricing concerns.

 

Configuration / Variants:

No Lower Arm or Hand Actuators.

Endo Steel: 3 RA, 3 LA, 4 RT, 4 LT

 

Battle History:

The popularity of the Trounce grew to such an extent, that the design showed up in droves, during the next Martial Olimpiad. Unfortunately, this also became the downfall of the design.

With the Trounce competing in so many of the, year 2700 events, the edge of the new design was lost.

So many people had fought in and against the design that, by the beginning of the 28th Century, the Trounce was just "another Light 'Mech".

 

Deployment:

The Star League Army uses the Trounce in a variety of roles, such as Scout-Fire-Support, Break-Through and Harasser although, being a light design, it is rarely seen outside of Striker and Hussar Regiments.



User Reviews

User Rating Posted Updated

Iron Wolf 0 12/6/2005  

The Mech looks good, but you seem to be using too many commas, which makes (for me anyways) the fluff harder to read.

Lord Cain 0 8/4/2005  

Ah free to post! I loved this little thing. It really did smoke the other mechs and for the life of me I can't put a finger on any single thing that did the trick (I know it wouldn't have been possible without double heatsinks ect ect) but it was the mix Coyote, the mix that came up pound cake here insead of being some weird Carrot and Tunafish combo.
Lord Cain

Fabrizo 0 8/2/2005  

A beautiful machine you got here LC, and nice fluff to boot.

Ice Hellion 0 7/16/2005  

Heavy firepower at all ranges and armor with above average mobility (for a light 'Mech). All this with a good fluff.
A nice light 'Mech.

Knightmare 5 7/16/2005  

Great work here. Well written fluff and a well balanced machine! A lovely addition to any SLDF Royal Regiment!. 
cheers

Warhawk 5 7/16/2005  

A nice light 'Mech. I could see it becoming a staple in the SLDF. Heavy firepower and good fluff to go with it, nice aside to your novella as well.
Always nice to see a well made light 'Mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2577
THURSDAY, SEPTEMBER 02, 2004
UPDATE: 1/4/2005
172 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2577]

Crucible CRB-1L

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

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No Tags posted

BATTLEROM IMAGE FEBRUARY 2, 2477

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: ICE 120 8T

Gyro: Standard 1.5T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 5T

  0 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4 5.5

Head 3 8

Center Torso 12 14/4

L/R Torso 10 10/3

L/R Arm 6 10

L/R Leg 10 8

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/5 RT 4 8

1 Ammo (Autocannon/5) 20 RT 1 1

1 SRM-2 LA 1 1

1 Machine Gun LA 1 0.5

1 Machine Gun RA 1 0.5

1 Ammo (SRM-2) 50 LT 1 1

1 Ammo (Machine Gun) 100 LT 1 0.5

2 Heat Sink LT 2 2

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

1 Heat Sink H 1 1

    Totals

15 12.5

 

Overview:

With the Terran Hemogony and Lyran Commonwealth both producing 'Mechs, the Capellan Confederation did not want to be left out in the cold, when it came to this new battlefield technology.

Using data gained from raids, and the single Lyran "Commando" they were able to salvage, the Capellan techs began working on their own design. After nearly ten years of development, the "Crucible" began full production at the newly built Shengli Arms Construction Facility, on Victoria.

The greatest hurdle that the Capellan techs were not able to overcome, was the construction of a stable Fusion Engine Core. The delicate magnetic shielding was beyond the House's ability to manufacture. This did not stop the techs from designing their first 'Mech.

 

Capabilities:

Combining a heavier Internal Combustion Engine with the 'Mech technology that they were able to reverse-engineer, the Capellan techs were able to produce the first medium-weight 'Mech.

Although slow, by modern standards, the techs felt that the speed was adequate to keep up with most major battles. As speed was not going to keep the 'Mech safe, as was common for the "Commando" and "Wasp", an unheard of five and a half tons of Armor was fitted onto the 40 ton frame.

Next, the Capellan techs looked to outfit the "Crucible" with weapons. Heat management was the greatest concern, so the techs chose low-heat weapons for their 'Mech. As the I. C. Engine was incapable of supporting Energy Weapons without a major overhaul, only Ballistic, and Missile Weapons were considered. The SRM 2 was chosen to match the "Wasp's" sting. While this missile rack was nowhere near as efficient as the "Commando's" pair of SRM's, the light-weight/low-heat Weapon carried enough Ammunition to outlast the longest campaign. The next weapon added was the reliable, shoulder mounted, AC/5. Although this weapon is fairly bulky, its superior range, combined with its heat-efficieny made it the right weapon for the job. Finally, the techs added the Machine Guns, as backup, to give the "Crucible" an Anti-Infantry support Weapon. The close-support weapons were needed to offset the AutoCannon's lower effectiveness at point-blank ranges. The weapons are mounted in the "Crucible's" arms to offer a wider angle of fire.

As much as the Capellan techs lacked in engine sophistication, they excelled in Heat Sink development. With only five Coolers to dissipate the "Crucible's" heat generation, they knew that placement was key. It was noted, that the Lyran "Commando" was prone to catastrophic Ammunition discharge once heat levels, inside the 'Mech, reached certain levels. By allocating a special coolant collar around the Ammunition in the Left Torso, they hoped to keep the heat in that location under control. Also, the Coolers in the Legs and Head featured a revolutionary radiator design. While the advantages of the new system were marginal, it did alow the "Crucible" to use shallow lakes to better manage its heat levels. The Head-Mounted Cooler was a welcome innovation, allowing the pilot-compartment to remain cool in even the worst conditions.

While the "Crucible" performed exactly as expected, its less-than-cutting-edge construction left it wanting when it came to fighting the lighter and faster 'Mechs of the other Houses. Even with the technological dissadvantage, the "Crucible" held its own, until the similarly weighted, Davion "Clint", produced thirty years later, out-matched this 'Mech in both speed and payload. After the turn of the Century, the "Crucible" had passed its ability to be useful, and was phased-out for more capable machines.

 

Configuration / Variants:

The only known varient, in the short life of the "Crucible", replaced the Machine Guns with a single Vehicle Flamer and a ton of the associated Ammunition. This version readily overheated if the pilot was not careful, and was not a popular design, even with the utility of the flamer.

 

Battle History:

The "Crucible was out-gunned and out-maneuvered at nearly every major engagement. The only role the 'Mech seemed to be able to fill, was that of Infantry Support. Even in this role, the only thing going for the "Crucible", was that it was cheap enough to lose.

On one occasion, two lances of "Crucibles" were guarding a supply depot, along with a lance of "Scorpion Light Tanks", and a Company of Infantry when a Marik DropShip set down just outside of range. A Lance of "Saracen Medium Hover Tanks" began raining Long Range Missiles down on the defenders, a short while later. When the defending Capellan units moved to engage, the Hover Tanks pulled back, using their superior mobility to stay at range. When they finally ran out of Ammunition, only five "Crucibles" and two platoons of Infantry remained to defend the Depot.

This is when the "Stingers" moved in. Having circled around, behind the depot, while the defenders were busy with the Hover Tanks, the lance of "Stingers" avoided the long-range engagement that the "Crucibles" favored. Using their superior maneuverability, the "Stingers" made short work of the "Crucibles" and Infantry, taking the entire supply of equipment.

 

Deployment:

The Capellan Confederation was the only House to deploy the "Crucible". This was a learning experience in design, and manufacturing for the Capellan Confederation, so all was not wasted.

[Note: Level 3 calculates the Gyro to the half-ton. This was not intended. The Mech's weight is correct with a full two-ton Gyro]



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2004  

Nice idea and good point about a first 'Mech with so many flaws. The main problem I see in it is that the fusion engine was rather well developed at the time of the Commando but that's a problem, you could probably fix with changing the affiliation to any remote Periphery state.

MajorTom 0 9/3/2004  

Interesting design and good fluff. Makes much more sense that 'mechs would first have ICE engines and the use of Fusion engines would come later. I don't think that pic's from Solaris though, I belive it is the Hermes II from the Japanese version of BT.

Knightmare 0 9/2/2004  

Nice design, interesting fluff. Some of the facts don't entirely add up, but all is forgiven witht he use of the Solarian pic. 
cheers

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4126
TUESDAY, JULY 12, 2005
UPDATE: 8/1/2005
334 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4126]

Line Breaker LBK-3R

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE FEBRUARY 1, 2810

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 200 8.5T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Standard Heat Sinks: 10  0T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4 4

Head 3 9

Center Torso 12 9/2

L/R Torso 10 8/2

L/R Arm 6 5

L/R Leg 10 7

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser RA 1 1

1 Small Laser RA 1 0.5

1 Medium Laser LA 1 1

1 Small Laser LA 1 0.5

1 Autocannon/2 RT 1 6

1 Autocannon/2 LT 1 6

1 Ammo (Autocannon/2) 45 CT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

1 Heat Sink RL 1 1

1 Heat Sink LL 1 1

    Totals

14 18.5

 

Overview:

Developed on Kalidasa, the Line Breaker was created for the exclusive purpose of using the Lyran love of large and slow 'Mechs against them.

 

Capabilities:

As the "David" to the Lyran "Goliath", the Line Breaker is an innexpensive machine.

It's primary "stone throwers" are a pair of Imperator Smoothie-2 Auto Cannons. Able to reach further than any other weapon currently fielded, these weapons are used at range to harass and annoy their opponent. Against the undiciplined Lyran military, this usually causes the targeted 'Mechs to break formation, in a futile attempt to chase down the much smaller 'Mech.

To make sure that it can stay well ahead of its opponent, even when moving backward, the Line Breaker has been fitted with a number of Rawlings type 50 Jump Jets. These give the Line Breaker enough maneuverability to play "keep-away" from even most Medium opponents.

If an enemy unit DOES manage to close with the Line Breaker, a pair of dual-mounted Hellion-V Lasers (one Medium and one Small) keep visitors at bay.

While many would consider the Armor to be light, for a Medium 'Mech, its intended role does not normally bring it into the direct line of enemy fire.

 

Configuration / Variants:

House Steiner has captured a number of Line Breakers through the years. They have exchanged the pair of Auto Cannons for a pair of Large Lasers. Three more Heat Sinks help the LBK-3S dissipate a majority of the heat created by these new weapons.

 

Battle History:

The Line Breaker recieved an initiation by fire when the Lyran Commonwealth attacked Kalidasa on 2812.

Local techs were in the process of loading up a company of Line Breakers for delivery, when the manufacturing facility was attacked.

Quickly, the company fanned out, to protect the merchandise. When it became apparent that the facility defenders were having trouble, one resourceful tech called his fellow techs and put together a plan.

Moving in, only a couple at a time, the techs began striking at the flanks of the Lyran attack. Even though they were not skilled warriors, they were able to get the attention of more than one Lyran 'Mech.

Slowly, they led the strays around the main fight, and right into the waiting guns of their Drop Ship. Scattered, and confused, the Lyrans were forced into a fighting retreat.

 

Deployment:

Though the Line Breaker has served valiently through the years, their numbers are slowly disappearing. The majority of surviving Line Breakers are in service with House Marik, although a few can be found scattered through the other Great Houses.



User Reviews

User Rating Posted Updated

Saint AJ 0 7/19/2005  

only thing I see wrong with it is it doesn't really have the ammo to make the AC/2s effective. I'd suggest deleting the small lasers for another ton of ammunition.

Zenigata 4 7/17/2005  

Not bad as a concept (although I'd hate to see the psych record of any MW who'd want to annoy the pilot of an Atlas or Awesome in a 40-ton 'mech with an AC/2 as the main armament ), and as a skirmisher, it's pretty solid -- perhaps a little light on armor, but that's just me. 
Personally, I'd probably have dropped the IMHO inefficient small lasers and AC/2 and installed an AC/5, and perhaps jiggered with the design to put on another half-ton to ton of armor -- then, you'd have something that'd make a lot of mechwarriors sit up and take notice.

Have a good one!

Ice Hellion 0 7/16/2005  

A harasser/fire support concept perfect to strike at the Steiner (minus some specific units).
I would however have prefered a LRM system as back-up weapons (less firepower but more in line with its intented role).

Knightmare 0 7/12/2005  

I honestly think you should keep the original picture up, minus the text. That is really funny. 
cheers

Lonely Coyote 0 7/12/2005 8/1/2005

Picture Contest at:
http://www.solaris7.com/Boards/topic.asp?TOPICID=2451

Contest Winner: Silent Coyote
Runner-up: True Grit

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6653
FRIDAY, JULY 21, 2006
UPDATE: 7/21/2006
150 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6653]

Cheshire Cat CHR-C7

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

  All Inner Sphere Factions Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JULY 14, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

Walk: 5 MP

Run: 8 MP

Jump: 5 MP

Standard Heat Sinks: 11 1T

  9 in Engine


  Internal Structure Armor

  Standard Ferro-Fibrous

Tons 4.5 7.5

Head 3 9

Center Torso 14 21/6

L/R Torso 11 16/4

L/R Arm 7 14

L/R Leg 11 15

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Small Laser RT 1 0.5

1 Small Laser LT 1 0.5

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Medium Laser H 1 1

1 ECM Suite RT 2 1.5

1 Active Probe LT 2 1.5

1 Heat Sink RT 1 1

1 Heat Sink LT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jet CT 1 0.5

  Totals

18 14.5

 

Overview:

The scrap at the end of the yard did not look very promising. There were pieces of a Dragon, twisted together with what I can only imagine once resembled a Jenner. Only time would tell what might be further underneath.

The records showed this as the "winnings" from various competitions that Gaunt Wolf Stables had participated in through the last couple of months... the "winnings" that were too torn up to be rebuilt. Senior Engineer Randolf Gomes has designated these to be cut up for scrap. Now it was my problem. I needed to find something in here to impress the senior engineer, and piece together a ride for the Stable Owner's niece.

Great. Just what I needed. My first project for "Big Jack" would be to build an Arena 'Mech for some Prissy Princess, just out of the academy. I mean... who gets a custom 'Mech from their uncle? I shook my head.

"Is there a problem, Journeyman?" Senior Engineer Randolf Gomes glared down at me with a glassy eye.

"No sir," I quickly answered. "This is just..." I took another look back at the heap of scrap metal, "... grand."

"Right then," he nodded. "Get to work. We aren't payin' ya to stand around and gape." He turned and limped away with his slow mechanical gate.

To the side were piles, which might have been considered "organized", of weapons and equipment. Lasers were separated from Auto Cannons and Missile Racks were set off in a third pile. They were all neatly stacked, but if I wanted to get anything, I would have to get the Heavy Mover and dig it out myself. First, though, I would need to know what kind of chassis I was working with.

The Jenner had been chewed up pretty bad, but the engine looked salvageable. Unfortunately there was little left of the inside of the Dragon. It looked like it had been cored from behind. Under the two obvious choices, was a Medium skeleton. The Myomers looked viable, but the Structure, itself was questionable. It was, unfortunately, the best I had to work with.

It was an old Chameleon Trainer 'Mech. The Actuators were all there, but the insides were a patchwork of years of abuse and repair. Memories of better days were long lost on this hulk.

I checked out the cockpit. The sour stench of stale sweat assaulted me, as I popped the hatch. I would have to replace lunch later. The controls looked pretty standard, and if the electronics hadn't been tampered with too much, it would serve well for nearly any weapons layout I eventually pieced together.

The old Chameleon's chassis was not as structurally sound, as I had hoped, and without the original engine, the Jenner's would have to do. Unfortunately, THIS had also seen better days. I had to shoehorn it into the skeletal frame by shaving off a Half Ton of the shielding. Fortunately, the cables were all pretty standard, so it wasn't too long before I was testing out the myomers and cockpit systems.

It only took about most of the day. It didn't look pretty, but if I could get the Gyro properly aligned, I was pretty sure that I would be able to walk this out of its cradle without too much more work.

If there was one thing that increased survivability in the Arenas, it was maneuverability. She would want to be able to jump. Unfortunately, the original Jets were not present. Digging through the piles, I found a number of Chilton 460s from an old Quickdraw. I would have to see if I could get them to work on this lighter design.

That would have to wait for another day.

I retired for the night, confident that I would have the 'Mech walking by the next day. The weapons would be next, with the Jump Jets and Armor sometime by the end of the week.

It took most of the next day to get the Gyro properly aligned. The 'Mech was moving, but in order to get it up to speeds resembling the original Chameleon stats, I had to overrate the poor Jenner's Engine. When I got the 'Mech up to speed, heat began pouring out of the Engine. Shaving the Engine Shielding, along with overrating the Engine was taxing Heat Sinks. After the minor maneuverability test the structure showed signs of stress. I would have to reinforce the entire frame. The Weapons and Armor would have to wait for another time.

Digging through the piles, I separated some extra Heat Sinks with a "surprise inside".

A brand-spankin'-new electronics suite somehow had made it to the bottom of the pile of "Miscellaneous Equipment". I quickly claimed the ECM and Probe systems and had them secured under a tarp by the Chameleon before anyone else noticed them.

The second thing that increased survivability in the arenas was to see, but not be seen. I could not believe this. This might just work out, after all.

The next day, the old Chameleon chassis was looking fit, although the frame was not going to be able to support a full load. The power conduits for the old Medium Lasers were shot, but the rest of the electronics were good. Of its original equipment, the Large Laser and a pair of Smalls were all that remained.

I wired in the Electronics Suite, and still had room to include a couple of Medium Lasers, to support the Large. The Ferro-Fibrous plates covered the 'Mech and helped to reinforce the structure better than I had planned.

On the last day, I strapped three of the massive Jets from the old Quickdraw onto the Chameleon's back. It wasn't pretty. To keep the stress on the frame to a minimum, I had to restrict the Jump to 150 meters. They worked, but the landing still rattled your teeth.

The final maneuvering trials proved that the 'Mech was viable, even with the light load. All in all, it came in 5 Tons underweight. This helped with the Engine problem, though, because with the lighter load, I was able to down-rate the engine, and keep the same performance. The Heat Spikes nearly disappeared.

It was a solid, well-balanced design to be somebody's first 'Mech.

It wasn't flashy, and didn't carry a bunch of fancy advanced tech, but it should do well in the Class C "beginner" matches. With luck, the young Kailynn Jaeger might even make it into the Class B tourneys before she needed to upgrade.

 

Capabilities:

Senior Engineer Randolf Gomes stood beside me, chewing his cigar. "So, tell me about 'er."

I beamed him a smile. "Well, sir, I started with the Chameleon chassis from the pile over there..."

"Just the basics, boy. How many more years you think I got in me?"

I nodded. "Right. Just the basics." I quickly reorganized my thoughts and continued. "Well, it's not quite as fast, but it still Jumps. The weapons load out is very similar to the original, although it's missing its anti-infantry Machine Guns. The Armor coverage is better all around, and the Heat Dissipation capabilities are superior to the Standard model."

"You took the Machine Guns out?"

"No, Sir, they were not there, to begin with."

"... but you didn't replace them, either."

"No, Sir. It is in my opinion, that Ammunition in your opponent's 'Mech is your best weapon. It is there, only to explode. Even with CASE, the pilot takes a nasty feedback jolt. I was not willing to risk Kailynn Jaeger's safety, on her first ride."

Senior Engineer Randolf Gomes considered me, with a glassy eye, and then checked his data reader. "Looks like you're a might underweight."

"It was necessary, Sir. The frame had seen better days, and the engine isn't quite up to handling the full 50 Tons."

"No Hatchet? Just a bunch of Lasers? What's the crowd supposed to watch?"

"With all due respect, Sir, you said this was going to be the Prissy Lit... that this was going to be Kailynn Jaeger's first 'Mech. I wanted to give her something reliable... something she would be familiar with. A Hatchet would only encourage her to get in too close, where moments are measured in the fraction of a second." I shook my head. "I felt it would be better to keep her at a distance, where she would have more time to react, and a better chance at recovering from a mistake." I smiled, as I pointed up to the 'Mech's massive Hands. "... and if she really wants to bash somebody over the head, the Arms have been reinforced to handle the blows."

His disapproving glare burned into me. "You still haven't answered my question. What's going to draw the crowd to watch a boring 'Mech, like this?"

"Sir. Better than half of the Class C Arenas, and most of the Class A and B Arenas have some sort of Terrain, to keep the battles in tight. With the advanced electronics, installed, this 'Mech nearly phases right off of your sensors, if it's not directly within line-of-sight. Think of the suspense of the hunt, instead of a flashy kill, when you think of this 'Mech.

"The old, 'cat-n-mouse'." He made a few notes. "So, what ya gonna call it?"

"Sir?"

"The 'Mech. It's gotta have a name."

I was stunned. It took me a moment to recover, but then the perfect name came to mind. "Cheshire Cat, Sir."

He nodded. "Right, then." He turned and began walking away. His slow, mechanical, gate stopped beside the ruined Griffin. He addressed me, without turning. "It seems that Jordan's Griffin has put him in the hospital for a couple of days, when his ammo-bin took a hit. See what you can do with the half of the 'Mech that's left, here."

 

Deployment:

The Cheshire Cat is a unique 'Mech, pieced together from scrap to be Kailynn Jaeger's first 'Mech. She is the niece of Caleb Justusson, owner of Gaunt Wolf stables on Solaris VII.



User Reviews

User Rating Posted Updated

Ice Hellion 5 8/3/2006  

The Cheshire Cat? Really in line with the fluff.
Interesting 'Mech with a background to it. It is for sure not a killer but the potential for "phasing" out is really nice when facing "old" 'Mechs.
I can imagine an updated version with Stealth Armor (and the needed DHS).

Gauntlet 5 7/21/2006  

Great work Lonely! Love the fluff, and the idea is great. You are 1.5 tons underweight according to HMP, which I'd have to say is just fine. It's a versatile machine, which will make a good hunter/seeker in the arenas. Great job!

Warhawk 5 7/21/2006  

Nice bit of fluff. I thoroughly enjoyed reading it. The 'Mech is interesting also.
Gauntlet's going to have a tough time running all of these baddies in combat.
Nice work.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3020
WEDNESDAY, FEBRUARY 16, 2005
UPDATE: 3/30/2005
273 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3020]

Tomahawk HWK-4T

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JANUARY 30, 3057

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 180 7T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 16  6T

  7 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4.5 7

Head 3 8

Center Torso 14 15/5

L/R Torso 11 14/4

L/R Arm 7 12

L/R Leg 11 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-10 RT 2 5

1 Ammo (LRM-10) 12 RT 1 1

3 Heat Sink RT 3 3

1 CASE RT 1 0.5

6 Heat Sink LT 6 6

2 Medium Laser RA 2 2

1 Large Laser LA 2 5

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

    Totals

21 15.5

 

Overview:

When Jeffery Calderon took control of the Taurian Concordat, he was appalled to learn of the staggering rate that Concordat, Hatchetman 'Mechs, were needing to be replaced. The light armor, and close-quarters fighting style of the Hatchet, lead to a much higher destuction rate than other comparable sized 'Mechs, within his realm. In order to help control military expenditures, he ordered Taurus Technical Industries (TTI) to come up with a refit that encouraged long-range combat. The success of this refit gave Jeffery Calderon the confidence to commission TTI to later develop the new MHL-X1 Marshal.

* Note: While it is produced at the same Taurian Factory that produces the HCT-3F Hatchetman, this refit was so drastically different from the original, that it has been re-designated the HWK-4T Tomahawk.

 

Capabilities:

A successful design, the Tomahawk is the furthest thing from the original concept of the Hatchetman. The first thing most MechWarriors notice, is the missing Hatchet. The TTI research team concluded that if you want to keep them out at long-range, take away the incentive to close. The next major change came in the replacement of the shoulder-mounted AutoCannon with a Delta Dart 10-shot Long Range Missile rack. This further pushed pilots back from a direct conflict, as the missiles have difficulty locking onto targets within 200 meters.

To give the 'Mech back some of its former punch, the team incorporated a Sterope-produced Sunglow Type 2 Large Laser into the Left Arm, pairing the Diverse Optics Type 18 Medium Laser from that arm with the other, on the right. While the Large Laser does not have the same kick as the AutoCannon, its range is comparable, and it suplements the Long Range Missiles well. The arm-mounting of the Large Laser has given the 'Mech's heaviest weapon a much wider targeting-field. More Heat Sinks have been added, to cover the heat generated from these weapon changes.

The defensive upgrades were twofold. First, the armor coverage was increased by 7.6 percent, in an attempt to correct some of the more blatant flaws in the Hatchetman's shielding. Second, the only advanced tech on the 'Mech, CASE, was incorporated into the ammo-bay, to keep the 'Mech from being hulled by a catastrophic ammunition discharge. The additional cost of the system was justified by the increased survivability of the 'Mech.

 

Configuration / Variants:

The HWK-4T weapons configuration has lead to the Tomahawk being called "the poor-man's Griffin". Emulating this even closer, the HWK-4P configuration regains some of the original Harchetman's punch by down-grading the LRM rack, to a pair of Delta Dart LRM 5 launchers, and upgrading the Large Laser to a Donal PPC, at the cost of a Medium Laser. Some feel that this field refit fulfills the original parameters better than the "official" version.

The Tomahawks that are being exported to the Concordat's new ally, the Magistracy of Canopus, are designated HWK-4R. These add a Shannon Fore SRM 4 launcher to the Center Torso, with the Short Range Missile ammunition situated underneath the LRM ammo, sharing in the protection of its CASE system. This was done at the expense of three Heat Sinks. While the pilot needs to be more careful about heat buildup, at long-range, the short-range combat heat is ballanced perfectly with the maneuverability of the 'Mech. The added short-range firepower makes this version more likely to close with an enemy, but the protection of the CASE system still allows the pilot a chance to retreat, when the fight gets too intense for the 'Mech.

 

Deployment:

The Taurian Concordat began producing the HWK-4T Tomahawk to replace their dwindling Hatchetman numbers late in 3057. The HWK-4P field refit began showing up through the next couple of years.

The HWK-4R Tomahawks are being exported to the Magistracy of Canopus, incorporating their own design specifications. This new open nature between the Magistracy and Concordat is helping to build a formitable power on the outskirts of the Inner Sphere.



User Reviews

User Rating Posted Updated

Magermh 5 5/18/2006  

Nice medium mech with a good ballince of fire power and movement. I love the addition of the jump jets. Its a step up from the Watchmen. The fluff is good read too. I wish i had more time but i will be back to check all your designs for more i missed.

Ice Hellion 0 2/19/2005  

A nice militia 'Mech that would work well in the open field (unlike so many garisson 'Mechs) plus the fluff is also nicely written. The only mistake is that the Hatchetman was never produced in the TC (it was there because of Richard's Panzer Brigade) but this is just a detail.

Knightmare 4 2/17/2005  

A poor man's Wyvern. I like it and could easily see this machine used a suppliment to the Marshal. 
cheers

Orochi Cavalcanti 4 2/17/2005  

I agree with Lord Cain.
It is a good "transition tech" machine, somewhat in the begin of the move from L1 to L2 ... I like it ...

Lord Cain 0 2/16/2005  

Fine fluff Coyote, and easy to convert this machine to a level one mech (x out the CASE) Aside from that little click, this is a solid machine 45 tonner with 7.0 tons of armor and jumpjets too. It sports good heat discharge and has the broad weapon ranges of the level 1 rules covered well.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2581
FRIDAY, APRIL 30, 2004
UPDATE: 1/4/2005
274 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2581]

HellHound II-S HLH-2S

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 3060

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 300 14.5T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 10.5

Head 3 9

Center Torso 16 24/7

L/R Torso 12 19/5

L/R Arm 8 16

L/R Leg 12 24

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 ER Medium Laser RT 2 2

2 Streak SRM-2 LT 2 3

1 Ammo (Streak SRM-2) 50 LT 1 1

1 CASE LT 1 0.5

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

2 Jump Jets CT 2 1

    Totals

28 14.5

 

Overview:

Light by most Lyran standards, the HellHound's heavy armor and strong strike capability is impressive. With its speed, the HellHound quickly out-maneuvered the slower Lyran designs. Unable to beat the Clan's range advantage, one group decided it was time to match their design, to protect the flanks of their main fighting units.

 

Capabilities:

Nearly matching Clan Jade Falcon's design, point-for-point, this Inner Sphere refit is an impressive achievement. Starting with the exchange of the Clan HellHound's standard engine for an InnerSphere 300 Light, Lyran techs were certain that they had gained enough weight to counter the clan's lighter equipment. The Inner Sphere versions of the ER Medium Lasers, and Streaks were easily installed into the bulkier Endo Steel chasis. The Jump Jets were next, and slid into place without a problem. When it came to matching the Clan's arm-mounted Large Pulse Laser, the techs had a choice: install an Inner Sphere Large Pulse, with its stunted range, or go with an ER Large Laser to match the Clan range, at a cost in heat generated. As the Clan, range advantage, had plagued the InnerSphere Fighting Forces throughout the invasion, the Lyran techs went with the ER Large Laser for its range. To counter the added heat output of the new weapon, over the origional design, two extra Freezers were installed into the engine. As the origional prototype neared completion, the Lyran techs realized that they had enough weight allocation remaining to match the Clan version, without having to resort to the expensive, and bulky Ferro-Fibrous.

 

Configuration / Variants:

No official variants are currently being produced, although some pilots have replaced the paired Streak Launchers with an MRM 10 in an attempt to increase the HellHound II-S's effective combat range.

 

Battle History:

Initial field trials proved that the HLH-2S is a solid design, filling the role that it was designed for. Unfortunately, then it comes to range, and damage potential, the Inner Sphere weapons are still only at 75 percent of Clan capacity.

 

Deployment:

LAAF units are receiving limited numbers of the refitted HellHound throughout the Alliance, although most are going to the Clan border.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/30/2004  

Nice conversion of the Hellhound. Not as efficient as the Clan version but nearly.
If I were you I would surely go for the version with MRM 10. The SSRM-2 is too weak and its range is really to short. With the MRM 10, you will increase the damage and the range at long-medium range.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2596
WEDNESDAY, JUNE 23, 2004
UPDATE: 1/4/2005
167 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2596]

Pack Hunter PKT-3R

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MAY 8, 3065

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 250 6.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 12 [24] 2T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 9.5

Head 3 9

Center Torso 16 18/9

L/R Torso 12 16/8

L/R Arm 8 16

L/R Leg 12 18

 


Standard

Battle Value: 1390

C-Bill Cost: 10,619,000

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

3 ER Medium Laser LA 3 3

1 Streak SRM-4 RT 1 3

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

1 Guardian ECM RT 2 1.5

1 Double Heat Sink RT 3 1

1 CASE RT 1 0.5

1 Beagle Active Probe LT 2 1.5

1 Targeting Computer LT 2 2

1 C3i LT 2 2.5

1 Double Heat Sink LT 3 1

1 TAG H 1 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets CT 1 0.5

    Totals

42 23.5

 

Overview:

The Pack Hunter Project was started after Precentor Martial Victor Steiner-Davion "apropriated" the Targeting Computer Technologies from Davion loyalists in NAIS.

 

Capabilities:

Built to be a Medium Hunter 'Mech, the Pack Hunter combines an impressive array of electronics in the 50 ton frame. Starting with an advanced Targeting Computer, tied through ComStar's C3i network, the Pack Hunter is capable at a multitude of ranges. Using the ER Large Laser to snipe, at long range, the Pack Hunter can strike other mecha while its companions close. As the enemy draws near, the Pack Hunter can add or exchange a tripple array of ER Medium Lasers with the ER Large. When the enemy is severely damaged, the Pack Hunter has the speed, and maneuverability to close, and search out criticals with its accurate, and efficient Streak Four-Missile Launcher. Along with nearly maximum Armor coverage, CASE protects the Pack Hunter from an unfortunate ammunition chain-reaction from reducing this expensive piece of equipment to so much rubble. Behind the weapons, is an impressive selection of electronics. An Active Probe searches for hidden units, while the ECM Suite protects the Pack Hunter from advanced enemy targeting systems. Rounding out the electronics suite, the TAG System can call down a rain of artillery on an unsuspecting enemy.

 

Deployment:

Com Star has placed a number of Level II units composed of only Pack Hunters along the Clan Borders. Pack Hunters have also been spotted within the Chaos Region surrounding Terra.



User Reviews

User Rating Posted Updated

Ice Hellion 0 6/23/2004  

Nice headhunter.
Can't the C3i be used as a TAG also? If so, then you could change it for something else.
Another though I had was to drop the SSRM-4 in favor maybe of an upgrade of the Laser weapons (since you have such a precise fire, you should try to stay out of range).

Cestusrex 0 6/23/2004  

Looks like somebody royally hopped up a Raven and added 15 or so tons. Nice, just wouldn't want to loose too many of them if I'm on a tight budget.

Warhawk 0 6/23/2004  

Impressive 'Mech. Good firepower and the addition of the TC makes it deadly at all ranges. Throw in the electronics suite and the 'Mech is worth its high price tag.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2568
WEDNESDAY, APRIL 07, 2004
UPDATE: 1/4/2005
220 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2568]

Phantom GHO-5T

Level: Custom Level 1 / 3050

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 3035

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 250 12.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 4 MP

Standard Heat Sinks: 14  4T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 8.5

Head 3 8

Center Torso 16 20/6

L/R Torso 12 18/6

L/R Arm 8 12

L/R Leg 12 15

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-5 H 1 2

1 Ammo (LRM-5) 24 RT 1 1

1 Large Laser CT 2 5

2 Medium Laser RA 2 2

2 Medium Laser LA 2 2

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

16 14

 

Overview:

Designed, under contract for the Free Worlds League, the GHO-5T Phantom is a late-in-comming low-tech design. It's design history is fraught with delays, and cancellations due to the Fourth Succession war, and the Andurian secession. The fact that this design has been completed, at all, is proof of the love of one Engineer, and her dream. The original concept was a merge of the speed, and firepower of the aging Jenner, and Locust Mecha. The young engineer, Heather Garnner, kept working on this idea, even after her initial design contract was cancelled. Selling her Whitworth for parts, she finished the prototype with the help of her daughter, and a healthy donation from, Austin's Gambit, the small mercenary company she was working for, at the time.

 

Capabilities:

The GHO-5T Phantom is a marriage of fire-power, and speed. Sporting a single Holly Long Range 5 Missile Rack supported by a Harmon Heavy Laser for a solid long-range hit, this mech has the ability to "reach out, and touch someone". For infighting, the four Argra 3L Medium Lasers have more than proven their effectiveness for the Jenner, for which they had been orrigionally manufactured. The Smithson Lifters give this mech the maneuverability to fight in all terrain from Open, to Forested Hills, to the close-in chaos of the City. While it's top speed, is standard, for a mech of this size, and much slower from the designs it was based off of, it's scouting capabilities are well above average, only needing to conserve ammunition for one of it's sysems.

 

Configuration / Variants:

Variants are pending until more field information can be gathered.

 

Battle History:

This design has already proven itself in minor engagements, along the periphery near the Marik/Stiener border. It has shown its tenasity on Cerillos when a company of Circinus Federation armor units, supported by a Lance of Mecha, and aerospace jumped the Marik Guard in a water-raid. Although, out-maneuvered on many occasions, by the periphery-hovercraft, and light mecha, its firepower cut through the enemy armor with little problem. In the final battle, a pair of Phantoms, along with a firestarter, and a Griffin cut through the enemy attack, and dove right into the unit's DropShip. Enemy infantry, and armor units were no match for the lance, as they tried to re-board their transport and escape. Limited to advancing two-at-a-time, the Vehicles were cut-down before they could fire a shot. When all was said and done, the Phantoms strode, victoriously out of their new prize.

 

Deployment:

This design is being field tested along the Marik/Stiener Front.



User Reviews

User Rating Posted Updated

Lonely Coyote 0 4/8/2004 10/28/2005

This should fix the problem.

Thanks for the review.

Ice Hellion 0 4/8/2004  

I like this design. It has a story on its own and although it might not be the design carrying more weapons or being the quickest, it has a certain flavour.
Just two points: first you are running a bit hot but I know most lvl 1 have this problem. The second problem is that your split of JJ is illegal as you must balance them equally between the left and right sides. Since you have already a Large Laser in the Center Torso, just drop one JJ and upgrade the armor a little.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2592
FRIDAY, APRIL 09, 2004
UPDATE: 8/20/2005
200 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2592]

BushFire BSF-1R

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE AUGUST 16, 3062

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XXL 275 5.5T

Gyro: Extra-Light 1.5T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Hardened

Tons 3 14

Head 3 9

Center Torso 18 16/5

L/R Torso 13 13/4

L/R Arm 9 12

L/R Leg 13 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 Rotary AC/2 LA 3 8

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Large Laser RT 2 5

4 Thunderbolt (OS) LT 4 4

1 Ammo (Rotary AC/2) 45 LA 1 1

    Totals

29 27

 

Overview:

The BushFire is another 'Mech designed by TarHes Industry on Tharkad, the creators of the origional BushWacker design. This upgrade, with the latest technology available, is a response to rumors of a MechWerks Prototype redesign of the Bushwacker being developed in the Draconis Combine. Some view the extreme nature of this new type as a waste of time, and money, as the ammount of new, unproven, technologies built into this design is staggering. The design team has only stated that the BushWacker has always been a platform for new ideas, and technologies.

 

Capabilities:

The Rotary AC, along with the PPC and Large Laser gives the mech a healthy long-range punch. The Thunderbolt missiles, that were origionally developed by Davion scientists on New Avalon, give this 'Mech a surprise short-range kick for anyone who dares to venture close.

 

Configuration / Variants:

None.

 

Battle History:

This design has yet to see battle.

 

Deployment:

The BushFire is intended for deployment in Stiener space, along the Clan front.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

A rather surprising mix of weapons like the original Bushwalker.
I like it this way and I think it will prove a nasty surprise to most foes.

Cain "Mordred" Arthur 0 4/9/2004  

not a bad spin on the ol bushwhacker. i would be concerned about the XXL enigne as they are more fragile then XL versions. As for the mech, its got an unusual selections of weapons. I like the thunderbolt's on it. They are kinda like the IS answer to the low-tech rocket launchers. not bad.

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