Designer: Lonely Coyote / Armory: Lonely Coyote Stables

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Lasergunner posted this 26 July 2017

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Lasergunner posted this 26 July 2017

SOLARIS7: PROTOMECH TECHNICAL READOUT: ARCHIVE ID #31
TUESDAY, JULY 11, 2006
UPDATE: 7/17/2006
398 DOWNLOADS

Gnoll Proto

Level: Custom Level 2 / 3067

Technology: Clan

Tonnage: 8 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Wolf Clan

BATTLEROM IMAGE NOVEMBER 25, 3067

* FOR LOKI USE ONLY *


SOLARIS7: PROTOMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 500 kg

Engine: Fusion 75 2000 kg

Walk: 6 MP

Run: 9 MP

Jump: 5 MP

Heat Sinks: 0 0 kg


  Internal Structure Armor

  Standard Standard

Location 800 kg 1900 kg

Head 2 6

Torso 8 13

L/R Arm 2 4

Legs 5 8

Main Gun 1 3

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location kg

1 LRM 3 Torso 600

1 12 Shots LRM 3 Torso 300

1 Streak SRM 2 Torso 1000

1 5 Shots Streak SRM 2 Torso 100

1 Machine Gun Main Gun 250

1 10 Shots MG Main Gun 50

5 Jump Jets Torso 500

  Total

2800 kg

 

Overview:

The ProtoMech was a new and radical discovery by the Star League Forces, as they annihilated Clan Smoke Jaguar. Little new information about these unorthadox designs has filtered back from Clan space about new developments within the ranks of these "Mini-Mechs".

Recently, a new ProtoMech design has been seen by raiders into Clan Wolf territory. Originally mistaken as the smaller Centaur, the newly discovered Gnoll has a very similar weapons load with a much higer survival rate.

 

Capabilities:

The Gnoll weighs in two Tons heavier than the similar Centuar design. It is fast and Maneuverable, able to leap around, making it a difficult target even in open terrain. With a heavy load of Armor, it is a difficult target to take down.

Like the Centaur, the Gnoll sports an "over the shoulder" array of missiles, including an LRM 3, for pegging targets at range, and a highly efficient Streak SRM Rack for mixing it up at closer ranges. Initial estimates would consider the limited ammunition for the SRM a vulnerability, but as the Gnoll is Jump-Capable, the 5 Rounds of Ammunition for the Launcher is usually pleanty due to the innacuracy of getting a target-lock while in the air. The Streak system conserves the Ammo for just the right time.

The only other weapon on the Gnoll is an Anti-Infantry Machine Gun with enough Ammo to keep unarmored units at bay.

Individually, the Gnoll Might not look like much of a threat, but as they are deployed in "Points" of five units, their "Plink-a-Dink" damage adds up quickly against standard Inner Sphere Medium 'Mechs.

 

Deployment:

With Clan Wolf's shift to the Crusader viewpoint, we expected to see ProtoMechs eventually being deployed. The introduction of a new design was unexpected, seeing as it is still rebuilding from its clash with Clan Jade Falcon.



User Reviews

User Rating Posted Updated

Prince of Darkness 0 3/23/2007  

I like it. the lack of a laser weapon is a hinderance, but it carries enough ammunition for it's job.
Good work.

Lonely Coyote 0 7/17/2006  

Edit: Increased speed from 5/8/5 to 6/9/5 because I just noticed it's still a 2 Ton engine.

Lasergunner posted this 26 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #315
SATURDAY, JULY 09, 2005
231 DOWNLOADS

JackHammer JKH-K1

Level: Custom Level 2 / 3060

Technology: Inner Sphere Conventional

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE APRIL 10, 3060

* FOR COMSTAR USE ONLY *


FIGHTER BLUEPRINTS

Developed By Aerotech Shipyard


Vessel Name/Class: JackHammer

Technology Base: Inner Sphere - Level 2

Vessel Classification: Conventional Fighter

Vessel Hull: (Unknown)

Mission Profile: (Unknown)

Mass: 50 tons

 

Engine: 200 (Unknown) Fusion

Movement:

  Safe Thrust: 4

  Maximum Thrust: 6

Armour Type: (Unknown) Standard w/CASE

Armament:
1x Unknown MRM 20
2x Unknown LRM 10
 
Manufacturer:   (Unknown)
   Location:   (Unknown)
Communications System:   (Unknown)
Targeting & Tracking System: (Unknown)


Overview:

Developed as an experiment in Mine Clearing and Infantry Deployment strategies, the JackHammer is a new Conventional Fighter that breaks the ice on future developments in non-standard technologies.


Capabilities:

Featuring VSTOL capabilities, the JackHammer is able to bring its compliment of four Battle Armor Suits to nearly any location on the field of battle.

With the Nose-mounted MRM 20, the JackHammer can easily fulfill its primary role, as a Mine-Clearing unit. After dropping off the Battle Armor to a suspected minefield, the JackHammer can take to the air, and monitor the surounding terrain for enemy activity. As mined areas are found, it can easily dive-in and take care of the threat.

Backing up the MRM system are a pair of LRM 10s, one in each wing. The reach of the LRMs, along with their uncanny ability to strike at the internal systems of most Fighters gives the JackHammer the ability to scare-off many air-born agressors. Unfortunately, its reletively thin armor cover means that it cannot stick around if enemy units persist to threaten it.

The interesting choice to include of CASE on the Conventional Fighter was due to the large number of missiles that have to be loaded into the Fighter. Because the Battle Armor take up so much room inside of the Fighter, the crossfeed mechanisms for the LRM racks had to be awkwardly strung between the Pilot compartment and the Infantry Bay. Jamming was frequent in the early design stages. Many JackHammers were lost when jammed ammunition suddenly exploded, destroying the fighter and instantly killing all who were on board. The easiest solution, that kept the development process going, was to add blast baffles to funnel the explosion out of the bottom of the craft, away from all personnel. This gave everyone the chance to survive and eject from the doomed craft. While the jamming problem has been solved, CASE remains as an integral part of the design.


Battle History:

The JackHammer has undergone extensive field testing against periphery bandits on Draconis worlds near the edge of the Inner Sphere.

On many occasions, it has performed its duties well. On one more noteable engagement, the JackHammer went to work on an enemy minefield loaded with bombs. After the coordinated removal of the minefield, it dropped its payload to construct a new minefield. The Draconis units then tricked the bandits into chasing them into their own trap. Half of the enemy 'Mechs and vehicles were quickly disabled before the bandits knew what hit them.


Deployment:

The JKH-K1 has recently graduated to more extensive field testing, closer to the heart of the Inner Sphere.





Vessel Name/Class: JackHammer

Mass: 50 Tons

Vessel Details:     Mass

Engine: 200 Fusion   13

Structural Integrity: 5   0

Thrust:

 Safe; Thrust: 4 MP    

 Maximum; Thrust: 6 MP    

VSTOL     2.5

Heat Sinks: 10 - Single   0

Fuel Capacity: 320 Fuel Points   2

Cockpit and Controls:     5

       

Crew: 1   0


       

Armor: 48 points Standard   3

  -Standard Scale-    

      Armor

  Front:   12

  Left / Right:   12 / 12

  Rear:   12



           

Standard Weapons and Equipment: Loc Ammo Heat SRV MRV LRV ERV Mass

1 MRM 20 Nose 12 0 12

12

- 8

1 LRM 10 LW 24 0 6 6

6

6

1 LRM 10 RW 24 0 6 6

6

6

C.A.S.E Body

N/A

-

-

0.5

           

Tonnage Left:               4



Vessel Cost: 2,978,209 C-Bills

Battle Value: 367

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #734
THURSDAY, JUNE 30, 2005
UPDATE: 6/30/2005
205 DOWNLOADS

Silverback SVR-3C

Level: Custom Level 2 / 3026

Technology: Inner Sphere Tracked

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

BATTLEROM IMAGE SEPTEMBER 20, 3009

* FOR ISF USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 5

Engine: Fusion 200 13

Cruise: 2 MP

Flank: 3 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 10 7

Front 10 30

L/R Sides 10 30

Rear 10 22

 


Standard

Battle Value: 112

C-Bill Cost: 4651667

Qty Weapons and Equipment Location Tonnage

4 Thumper Artillery Gun Front 60

5 Ammunition (Thumper) 20 Body 5

  Total

65

 

Overview:

For many years, the Draconis Combine has been pushing the Lyran border further and further back. Lyran military strategists were called together to find a solution. They determined that the Dragon’s love of light 'Mechs could easily be countered by bigger guns, and thicker armor, so they turned their attention to the problem of the Draconis minefields that seemed to pop-up everywhere along the Lyran/Draconis border.

After many years of research, the Silverback Thumper Artillery Carrier was the result.

The Silverback Thumper Artillery Carrier is a recent addition to the Lyran Commonwealth’s arsenal. It has been developed by Red Devil Industries on Pandora for use as a cheap and efficient way to clear enemy minefields.

 

Capabilities:

Under armored and slow, this vehicle is meant to stay well behind the frontline, waiting for the call to come to action.

Once it is called, it only takes a couple of moments to zero in on the target area. After the area has been properly ranged, the quad Thumpers can clear a safe passage 120 meters wide, and nearly three-quarters of a kilometer long, in roughly four minutes. This is usually enough to cut through most minefields without the need to take the time to locate each and every single mine. Allied units are then free to advance, with room to maneuver in case of enemy detection.

The Silverback does not have any backup weaponry, and must depend on allied units for protection. As this vehicle rarely leaves the confines of its home base, this is rarely an issue.

 

Variants:

There have been a few attempts to alter the design parameters of the Silverback, with little luck. The most promising, so far, has replaced the quad mount with a pair of Long Tom Artillery Launchers. Unfortunately, the chassis was not designed to handle a simultaneous launching of the Long Tom Artillery Piece. Such use results in a critical fracture down the middle of the frame, shearing the vehicle in half.

 

Battle History:

The Lyran Commonwealth has used the Silverback in many campaigns against their most hated enemy, the Draconis Combine.

In a more recent deployment, the Mercenary, Yar’s Renegades, brought two Silverbacks along on a mission into the Bandit Kingdoms, on a pirate hunt.

When the group ran into some trouble with a well-defended bandit encampment, they ordered their Silverbacks into action. One peppered the encampment with light artillery fire, while the other hammered a path through the defenses, allowing the Mercs to walk right up to the encampment unopposed.

 

Deployment:

Red Devil Industries' primary production is for the ranks of the LCAF, although they are free to sell any extra production to limited mercenary groups.



User Reviews

User Rating Posted Updated

Prince of Darkness 5 1/12/2007  

Jesus Christ!



RUN AWAYYYYYYYY!!!!!
(I drop a five behind me for you while running)

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #768
THURSDAY, JULY 21, 2005
UPDATE: 7/21/2005
222 DOWNLOADS

Gustav GST-4V

Level: Custom Level 2 / 2750

Technology: Inner Sphere Hover

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

BATTLEROM IMAGE JUNE 13, 2750

* FOR WOLF'S DRAGOONS USE ONLY *


So I ask myself, "Self, what would be considered an effective artillery unit?"
I thought about this, and came up with the "Gustav"

BattleTech Vehicle Technical Readout

Type/Model: Gustav GST-4V 
Tech: Inner Sphere / 2750 
Config: Hovercraft 
Rules: Level 2, Standard design 

Mass: 50 tons 
Power Plant: 115 I.C.E. 
Cruise Speed: 75.6 km/h 
Maximum Speed: 118.8 km/h 
Armor Type: Standard 

Armament: 
1 Sniper Artillery 
Manufacturer: (Unknown) 
Location: (Unknown) 
Communications System: (Unknown) 
Targeting & Tracking System: (Unknown) 


Overview: 
Developed in 2410 to bolster the Free World League front against the Capellan's attempt to retake the Andurien worlds, the Gustav was designed to suppliment the Andurien Artillery assets.

Capabilities: 
Speed is the main defense of this unit. The sniper is built on the largest hover platform available, allowing it to travel over nearly any terrain, to settle down, and begin raining shells down on its opponents. In the event that it is discovered, it has the speed to outmaneuver nearly any opponent, and move to a more secure location.

It's armor coverage is barely sufficient to cover the machine, but the designers felt that the ability to escape capture was more important than staying to fight.

Featuring five tons of ammunition, the Gustav is capable of sustaining over eight minutes of continuous fire before needing to reload.

The controvercial choice of the hover platform, meant that several considerations needed to be made in the design. The Sniper Artillery piece needs a stable, secure platform to fire accurately. When the Gustav gets into position to fire, it must turn off its ventral fanjets, and "land" on four shock-absorbing padds.

The Artillery piece was mounted to the rear because it is the vehicle's only weapon. If the Gustav needs to flee an engagement, it has the ability to lower its cannon, and directly target persuers, making this a dangerous vehicle to follow. This is not seen as a detriment, because, even in reverse, it has the speed to keep up with the flow of nearly any battle.

Battle History: 
A company of Gustavs protected Shiro III from Capellan invasion in 2450. The Andurian forces stood behind a curtain of Artillery fire, taunting the invading forces to approach. The Capellan units rushed in, taking heavy losses, before turning back. Patiently, the Capellan commander waited for the shelling to let up, when the Gustavs stopped to reload.

The line was quickly broken, and the Gustavs overrun. The Company Commander, Captain Henery Stevenson, quickly rallied his Gustavs into a defensive line. They retreated, just infront of the Capellan forces, using what ammunition they were able to reload to cut down the invaders directly, sending them home with little to show for the attack.

Variants: 
The Gustav is a proven design, and the only changes to this tenatious machine have been to replace the aging electronics with modern equivalents.

Notable Vehicles & Crews: 
Captain Henery Stevenson was awarded for his quick thinking on Shiro III durring a Capellan invasion. He organized his Company of Gustovs, when the battle lines were broken, to push back the assault.

Deployment 
The Gustav was deployed along the Andurien/Capellan border, under the command of the Andurian Millitary forces. The capability of the design to escape being overrun, has kept the majority of Gustavs produced, in service with the Marik military, even to this day.


--------------------------------------------------------------------------------
Type/Model: Gustav GST-4V 
Mass: 50 tons 
Equipment: Items Mass 

Internal Structure: 20 pts Standard 0 5.00 
Engine: 115 I.C.E. 0 10.00 
Cruise MP: 7 
Flank MP: 11 
Heat Sinks: 0 Single 0 .00 
Cockpit & Controls: 0 2.50 
Crew: 4 Members 0 .00 
Lift Equipment: 0 5.00 
Armor Factor: 40 pts Standard 0 2.50 

--------------------------------------------------------------------------------
Internal Armor 
Structure Value 
Front: 5 5 
Left / Right Sides: 5 10/10 
Rear: 5 15 

--------------------------------------------------------------------------------
Weapons & Equipment: Loc Heat Ammo Items Mass 
1 Sniper Artillery Rear 0 50 2 25.00 
TOTALS: 0 2 50.00 
Items & Tons Left: 13 .00 

--------------------------------------------------------------------------------
Calculated Factors: 
Total Cost: 1,251,667 C-Bills 
Battle Value: 237 
Cost per BV: 5,281.29 
Weapon Value: 78 / 78 (Ratio = .33 / .33) 
Damage Factors: SRDmg = 6; MRDmg = 6; LRDmg = 6 
BattleForce2: MP: 7H, Armor/Structure: 0 / 2 
Damage PB/M/L: 1/1/1, Overheat: 0 
Class: GM, Point Value: 2 
Specials: artS 

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

Created with HeavyMetal Vee

 


User Reviews

User Rating Posted Updated

Knightmare 0 7/21/2005  

Reminds me of a designer that actually reviewed Artillery retreats. Very well done.
cheers

Warhawk 5 7/21/2005  

An interesting design, nicely fluffed and presented. An interesting location for the artillery piece, but with good fluff to back it up. An odd armor configuration, but understandable given the tactics.

Lonely Coyote 0 7/21/2005  

Rescued from an entry I made a while back in a, now archived, Artillery design competition.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #560
WEDNESDAY, FEBRUARY 16, 2005
UPDATE: 2/16/2005
235 DOWNLOADS

Hunter Light Support Tank TC Refit

Level: Custom Level 2 / 3060

Technology: Inner Sphere Tracked

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Taurian Concordat Periphery

BATTLEROM IMAGE JANUARY 29, 3060

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 2

Lift Equipment: None 0

Turret: None 0

Engine: Fusion 175 10.5

Cruise: 5 MP

Fank: 8 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3.5 6.5

Front 4 32

L/R Sides 4 24

Rear 4 24

 


Infantry Support

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Tonnage

1 Large Laser Front 5

1 SRM 2 Left 1

1 SRM 2 Right 1

1 SRM 2 Rear 1

1 Ammunition (SRM 2) 50 Body 1

1 CASE Body .5

1 Infantry Bay Body 3

  Total

12.5

 

Overview:

After the acquisition of the new Missile Carriers, Protector Jeffery Calderon realized that he still did not have a unit that could reliably support his realm's most important asset, its infantry. As Taurian Technical Industries was currently busy working on the new MHL-X1 Marshal, ce commissioned Vandenberg Mechanized Industries (VMI) to design a unit capable of supporting the Concordat's many Tracked APC's. They answered their Protector's call with a refit of the ancient Hunter design.

 

Capabilities:

As the name states, the Hunter is a support vehicle. Originally designed as a Fire-Support unit, the Hunter's role has changed little over the centuries. With the changes made by VMI, the primary role has not changed, although the units it is designed to support, has.

Exchanging the Long Range Missiles and Flamer for a host of new weapons, the Hunter's range has been cut back in favor of the better all-round coverage that VMI felt an Infantry Support Vehicle needs. Its new primary weapon is a Sunglow Type 2 Large Laser. This weapon is capable of punching through most standard bunkers with ease. To cover its flanks, three Harvester SRM 2 systems have been added to protect the vehicle. Unfortunately, as the Large Laser is not turret-mounted, the SRM's have had only moderate success in keeping the enemy away. Many times the APC's it is supporting will move in close to the sides of the Hunter, to add their Machine Guns to its flanks.

The armor coverage needed to be increased by half a ton, in order to cover the bulky Infantry Bay added to the rear of the vehicle. This bay is capable of carrying a full platoon of Foot Infantry into a combat-zone. A full Lance of Infantry Carriers, including two of the modified Hunters, and six Taurian Tracked APC's can bring a total of twelve tons of infantry to the battle-lines. To protect the crew, and the infantry it is carrying, the modified Hunter includes CASE. The addition of the CASE system was controvercial, as many commanders would have liked to see more armor, to protect the vehicle itself. The VMI design team has looked into the problem, and concluded that an additional half ton of armor would not significantly increase the survivability of the machine, while the CASE system nearly guarentees the survivability of the personnel. They stand by their choice of CASE to protect the crew and infantry.

 

Deployment:

The New Vandenberg plant has been producing a limited number of modified Hunter Light Support Tanks for distribution along the Concordat's borders. A few have also been seen in the ranks of the Magistracy of Canopus, but their low dependance on both infantry and vehicles means that sales to this realm will not significantly impact the New Vandenberg site.



User Reviews

User Rating Posted Updated

Orochi Cavalcanti 3 2/17/2005  

Its an average design with a good fluff.
One of the main problem with the design is already mentioned in the fluff: the three side mounted SRM2 ... I really dislike this configuration. Maintain it as is, and add a ps note saying that they are studying something better to replace the SRM2s :-)
The second problem is a matter of taste (my taste). I do not like APC with big teeth, because it makes it a threat, and a preferential target in the field. I prefer it with clearly defensive weaponry ...

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #740
SATURDAY, JULY 09, 2005
UPDATE: 7/9/2005
153 DOWNLOADS

PathFinder PFI-K7

Level: Custom Level 2 / 3060

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE APRIL 7, 3060

* FOR MI2 USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: Fusion 100 4.5

Cruise: 8 MP

Flank: 12 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3 4

Front 3 18

L/R Sides 3 18

Rear 3 16

Rotor 3 2

 


Standard

Battle Value: 797

C-Bill Cost: 1470000

Qty Weapons and Equipment Location Tonnage

1 MRM 20 Front 7

1 Ammunition (MRM 20) 12 Body 1

1 ER Medium Laser Right 1

1 ER Medium Laser Left 1

1 Battle Armor / Infantry Bay Body 4

  Total

14

 

Overview:

After the fall of the new Star League, the Draconis Combine had to prepare for the real possibility of renewed attacks from its neighbors. In an attempt to replace some of its aging military units that hadn't seen service since the beginning of the Clan Invasion, Draconis PathFinders have been rebuilt to take advantage of newer weapon systems.

 

Capabilities:

The new PFI-K7 PathFinder replaces the original LRM rack with a smaller MRM system with nearly the same mine-clearing capabilities.

The internals of the Vehicle have meen modified quite a bit to allow for a larger engine and the inclusion of an entire squad of Battle Armor Infantry. Each Battle Armor unit has the same mine-detecting capability as a full squad of Foot Infantry with the advantage of increased maneuverability and armor.

 

Variants:

This is an updated variant of the centuries-old PFI-H1 PathFinder.

 

Deployment:

The PFI-K7 has been recently added to the Draconis Combine's Military Roster.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #739
SATURDAY, JULY 09, 2005
207 DOWNLOADS

PathFinder PFI-H1

Level: Custom Level 1 / 2750

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

BATTLEROM IMAGE DECEMBER 29, 2750

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: Fusion 70 3

Cruise: 7 MP

Flank: 11 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3 3.5

Front 3 14

L/R Sides 3 14

Rear 3 12

Rotor 3 2

 


Standard

Battle Value: 843

C-Bill Cost: 1400000

Qty Weapons and Equipment Location Tonnage

1 LRM 20 Front 10

1 Ammunition (LRM 20) 6 Body 1

1 Medium Laser Right 1

1 Medium Laser Left 1

1 Infantry Bay Body 3

  Total

16

 

Overview:

The problem of securing heavily mined locations, during the Reunification War, prompted the Fledgling Star League to take a hard look at their current Mine Clearing technologies.

RnD Facilities within the Terran Hegemony realized that if they could somehow, merge, the efficient mine-locating capabilities of Conventional Infantry with the maneuverability and striking power of an innexpensive fast vehicle, they would have the edge in future opperations.

The PathFinder Infantry Support Vehicle was designed specifically for helping an Infantry Platoon get to and clear imbedded minefields.

 

Capabilities:

Featuring enough internal space for an entire platoon of Foot Infantry, the PathFinder can easily deliver. Once on-site, the platoon usually breaks down into individual squads to better cover a larger area. Once a mined area is descovered, the Infantry Squad "Flags" it and radios the PathFinder, which delivers a flight of missiles, either directly or remotely, to clear the location for safe passage.

The Heavy VTOL frame was chosen for its excellent maneuverability and general immunity to landmines.

Two Medium Lasers are the only defense on this lightly armored craft. While the first PathFinders had them both mounted to the front, It was soon descovered that this caused the pilots to stick around a "Hot-Zone" far too long, resulting in the destruction of the entire first production run before the second could be completed.

A redesign of the chassis placed the lasers to the sides of the craft. This change still allowed the PathFinder to defend itself and its infantry while encouraging the pilots to take a more defensive stance on the battlefield.

 

Variants:

As listed above, the only standard variant to be produced has both Medium Lasers to the front of the vehicle.

Through the years, the PathFinder has been modified to fill a variety of other roles.

House Marik PathFinders have been modified for City-Infiltration. The PFI-M3 reduces the LRM to a 10-tube Missile Launcher. The recovered mass was used to add a Six-Shot SRM rack below the LRM system along with a pair of Small Lasers alongside the Mediums.

Davion PathFinders remove te LRM altogether in favor of a Medium Auto Cannon. An additional Medium Laser to the Front, along with a Machine Gun to each, the Front, Right and Left Sides, makes the PFI-D2 a deadly Infantry Fighter.

Some Taurian PathFinders have had the LRM 20 exchanged for four LRM 5s and an additional ton of ammunition. Two of the LRM racks are mounted to the Front, and the other two are mounted one on each side. The Taurian Concordante uses their PFI-T4 PathFinders to seed the battlefield with Infantry and Thunder Munitions.

 

Deployment:

Through the centuries, PathFinders have found their way into nearly every fighting unit in the Inner Sphere.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #735
THURSDAY, JUNE 30, 2005
UPDATE: 6/30/2005
217 DOWNLOADS

Firefly AX-10

Level: Custom Level 2 / 3050

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

BATTLEROM IMAGE DECEMBER 27, 2690

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: I. C. E. 160 12

Cruise: 10 MP

Flank: 15 MP

Heat Sinks: 0 0


  Internal Structure Armor

  Standard Standard

Location 3 3

Front 3 12

L/R Sides 3 12

Rear 3 10

Rotor 2 2

 


Standard

Battle Value: 395

C-Bill Cost: 1184000

Qty Weapons and Equipment Location Tonnage

2 SRM 2 Front 2

1 SRM 2 Right 1

1 SRM 2 Left 1

1 Ammunition (SRM 2) 50 Body 1

1 TAG Body 1

1 ECM Suite Body 1.5

  Total

7.5

 

Overview:

The Firefly first appeared in the military of the Rim Worlds Republic in the late 2600's. This ill-loved VTOL was used extensively, during the coup, in scorched-earth campaigns throughout the Hegemony.

 

Capabilities:

The Firefly has the capability to advance into enemy territory, using its speed and stealth to maneuver into prime positions, where it can reap the most devistation, calling down artillery fire with its advanced Targeting Acquisition Gear, and spread general chaos with its Inferno SRM's.

While Armor on the Firefly is light, it is sufficient to allow the vehicle to escape most situations, intact.

The use of an Internal Combustion Engine allows for easy maintenance, and keeps the price of the vehicle low, allowing an army to field many of these in conjunction with their military units.

 

Variants:

As technology levels decreased with the first two Succession Wars, and spare parts became scarce, the advanced TAG and ECM systems were removed in favor of an additional half-ton of armor, and two tons of personnel space. The added room was large enough to carry two squads of infantry. This has changed the role of the Firefly from Deep-Penetration Skirmisher, to Infantry Support Vehicle. It performs these duties well, and has served admirably through to this day.

As the old technologies have been rediscovered, the Capellan Confederation has been rebuilding most of its Fireflys back up to the original specifications. Some modern Fireflys have been known to mount an Active Probe, in place of the ECM Suite. These are used as scouts to rout-out ambushes before the frontline forces enter the territory. About a quarter of all Fireflys are thought to be configured this way.

 

Battle History:

During the Usurper's coup, Fireflys were used extensively in scorched-earth tactics throughout the Hegemony. By Stefan Amaris' order, they called down artillery strikes on viliages, and burned towns with their Inferno SRM's.

The Succession Wars were not kind to this vehicle, but it still saw use through the past three centuries within the Capellan Confederation, who captured a large number of these during campaigns to take Hegemony worlds, after the fall of the Star League.

One of the more recent uses saw a lance of rebuilt Fireflys helping out Capellan frontline forces. The advancing Capellan military had stumbled onto a well-placed minefield. With the help of the Fireflys, coordinating with rear-guard Catapults, they were able to lay-down a precision line of artillery fire to clear a path through the minefield. The Capellan units were then free to move in on the flanks of the enemy forces. pinching them in a crushing blow.

 

Deployment:

While the Firefly has not been built in over three centuries, many have still survived to this day and serve valiantly in the ranks of the Capellan Confederation.

Lasergunner posted this 26 July 2017

Battle History:

Field testing of the Gambit proved its worth and orders for the design started comming in before the final tests had taken place. Hollis Inc. was not willing to push the design through, until it was satisfied that all technologies worked together. The next hurdle for them was pulling together the appropriate technologies through contracts from across the Inner Sphere. Nobody wanted to be left out of the chance to get a leg-up on the Terran Hegemony, so it did not take long before Hollis Inc. was receiving the inventory that they needed to bring themselves up to full production.

In 2693, the first Gambits began to roll off the assembly lines at Corey, Hesprus II, and New Avalon. Holly Missile Systems immediately saw the spike in sales of their Streak technology that they had expected nearly a quarter of a century before.

-----[Start : Comstar Update]----- 
The Gambit did not see much use within the Successor States, until after the fall of the Star League. Within its first ninety years, the Gambit was mainly shown off in parades. It DID see limited use within the Periphery, although the Gambit's true nature was only hinted at during this time.

At first there were sparatic freak incidents. A Gyro hit here, an Ammo explosion, there. Nothing that couldn't be explained away as unfortunate, but plausible. The sound construction and sturdy design always had the 'Mech back up and running in no time. Everyone either loved or feared the Gambit, depending on which side of its crosshairs they were on. As the time of the Star League drew to a close, more and more of these incidences came to light.

2760 : Duke Donald Ferdinand II 
On the Davion border world of Hyalite, in 2760, Duke Donald Ferdinand II was nearly killed during a parade when his Gambit tripped and fell, unexpectedly, into the crowd. Amazingly enough, nobody else was injured. Duke Ferdinand was immediately rushed to a hospital where he received medical attention for a number of broken ribs and a ruptured spleen. The 'Mech was torn apart to find out what had happened, but nothing wrong could be found. The growing dissent within the Taurian Concordante was blamed anyway, and the Duke was able to sanction increased SLDF defenses for around the main starport.

2765 : Captain Mishu Takama 
After the world of New Vandenberg, along with 17 other Taurian worlds seceded from the Concordat and by default, the Star League, in 2765, Star League divisions began moving into the Concordante to quell the uprising. Unfortunately, an incident with the First French Regiment only made the situation worse. After the incident, the entire Periphery, except the Rim Worlds Republic, rose up in rebellion. General Kerensky was left with no choice, and began moving many of the closest SLDF Divisions into the outer realms.

As SLDF forces evacuated across the hot, wet plains of Larsha, Captain Mishu Takama, watched from the cockpit of her Gambit in trepid silence. Her unit was to be left behind, while the rest of the SLDF forces were to be transported into Taurian space.

With the bulk of the SLDF forces gone, Captain Takama's unit was left to stand alongside the Capellan regulars. After an argument over who was in charge, between the Captain, and the Capellan commander, the pair faced eachother in single 'Mech combat. The Captain, in her Gambit dominated the duel, quickly outmaneuvering the commander's Warhammer. It was hobbled in moments as the Gambit tore it apart with ease. Then, in an event that has yet to be explained, the commander's final shot from his Warhammer pierced the Captain's cockpit window and instantly incinerated her.

With the collapse of the Star League, the Houses pulled the combined support that the Gambit required. The terrible violence of the First Succession War saw the Gambit Production Facilities in the Lyran Commonwealth and the Capellan Confederation as the first casualties.

2794 : Alhena System 
In the First Succession War, Marik forces charged a lance of Gambits during the Lyran invasion of Alhena. The Marik Company, mainly composed of Javelins, Firestarters and Clints quickly surrounded the lone Lance. The Gambits made quick work of the company, but could not seem to down a single 'Mech. When the battle was over, not a single Marik 'Mech had been knockled out of the fight. Although all were in need of extensive repairs, not a single one needed assistance getting back to the repair bays.

2830 : New Avalon Gambit Production Facility 
While the factory on New Avalon remained nearly untouched by the ravages of war, the factory itself exploded unexpectedly within the first months of the Second Succession War. Although everything from terrorists to dissention was blamed, no solid reason was ever found.

Continued savagery through the Second Succession War kept anyone from rebuilding their Gambit Production Facilities, and the design was lost to history when the last known Gambit was destroyed in 2984.

2984 : Lieutenant Jeffery Lancaster 
Lieutenant Jeffery Lancaster's Gambit was proof of the tenacity of the ancient Hollis design. While it had been rebuilt many times, and now only utilized the stunted technology of the day, Lt. Lancaster's Gambit was still an effective machine.

Unfortunately, the Gambit's eternal curse reared its head one final time in the lonely, desolate hills of Hesprus II.

Lt. Lancaster led his troop in a raid against the Lyran Commonwealth to secure vital resources for his home, back on Wing.

In a turn of fate only found in the storybooks, Lt. Lancaster discovered himself separated from his troop, and confronted by Lyran Commandos in the remains of the ancient Lyran Gambit Factory. Ambient radiation in the surrounding hills kept his calls for help from reaching his comrades, until it was too late.

When the rest of the Lieutenant's troop arrived, they could only guess at what had gone on. The Gambit's right foot was found, stuck inside the torso-mounted SRM rack of one of the downed Commandos. Deep ruts, and twisted 'Mech entrails revealed that the Commando had been dragged for nearly 100 meters, before the Gambit's foot had finally snapped off. Another Commando was leaning against a factory wall nearby. In place of its head, there was a smoldering chunk of charred metal. The SRM-Arm of the Commando remained outstreatched, still smoking from its final missile volley.

What remained of Lt. Lancaster's Gambit was at the other end of that volley, nearly 150 meters away. The armor plating of the Gambit was charred and twisted outward in a telltale sign of an ammunition explosion, although a majority of the external shell remained intact.

Lt. Jeffery Lancaster was found, dead, in his cockpit. Investigators have concluded that one too many SRM strikes to the head of the Gambit, along with the ammunition feedback through his Neural Helmet was enough to do him in. Underneath the Lieutenant's corred 'Mech, were the supplies that they had come for. His troop collected everything and returned home without further incident.

We find great irony in that a 'Mech called "Gambit" would have nothing but bad luck through its entire existance. 
-----[End : Comstar Update]-----

 

Deployment:

The Steiner, Davion, and Liao militaries are primarily fielding the Gambit, although a few can be found in nearly any corner of the Inner Sphere.

 

Lasergunner posted this 26 July 2017

 

 

 

Configuration / Variants:

Both Arms: Shoulder, Upper Arm Actuator, Lower Arm Actuator, Hand

Endo Steel Internal Structure: 3 RA, 3 LA, 2 RT, 2 LT, 2 RL, 2 LL

Ferro-Fibrous Armor: 3 RA, 3 LA, 3 RT, 4 LT, 1 H

-----[Start : Comstar Update]----- 
In spite of the Gambit's "cursed" nature, or more likely, because of it, hundreds of Gambits survived the first two Succession Wars.

Nobody wanted to pilot these machines, but the Great Houses were strapped for resources. They needed 'Mechs. They could not allow these valuable assets to sit around and collect dust any longer.

The Capellan Confederation was the first to step forward with a plan to "down-grade" the Gambit to a level of technology that they could sustain. The "leftover" advanced tech would be used to repair other Star League era machines with less of a stigma.

The "new" GMB-3L Gambit was refitted with all standard equipment. It fielded a Standard Large Laser in its Right Arm, and three SRM Four racks, one in each Side Torso, and on in the Left Arm. The ammo-bay was doubled and a half-ton was added to the armor, to help offset the loss of the Ferro-Fibrous. An additional Heat Sink was also added, but the weaponry was now divided by range.

It did not take long for House Steiner and House Davion to do the same. House Davion upgraded the Large Laser to a PPC and removed three of the SRM racks, replacing the remaining four with standard two-shot systems. Only one SRM rack remained in each location. Two Small Lasers round out the close-in support. Once again, another half-ton of Armor was added, along with an additional Heat Sink.

House Steiner did its best to avoid the whole "curse in combat" issue, by encouraging its pilots to stay as far back as possible. The GMB-3S Features a Standard Large Laser in the Right Arm with a pair of LRM Five racks, one in the Left Arm, and one in the Left Torso. Each LRM rack has its own bin of ammunition. A pair of Medium Lasers, one in the Center Torso, and one in the Right, rounds out its weaponry. The Armor has been increased by half a ton, and a Heat Sink has been added. 
-----[End : Comstar Update]-----

 

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4224
WEDNESDAY, AUGUST 03, 2005
UPDATE: 8/27/2005
395 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4224]

Gambit GMB-1T

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

House Liao Inner Sphere

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE APRIL 6, 2693

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 275 15.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 12 [24] 2T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 3 9

Head 3 9

Center Torso 18 22/10

L/R Torso 13 18/8

L/R Arm 9 16

L/R Leg 13 18

 


Standard

Battle Value: ?

C-Bill Cost: 5,031,506

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 Streak SRM-2 LA 2 3

2 Streak SRM-2 RT 2 3

2 Streak SRM-2 LT 2 3

1 Streak SRM-2 CT 1 1.5

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

1 Double Heat Sink RT 3 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

1 CASE LT 1 0.5

    Totals

19 19.5

 

Overview:

Hollis Incorporated designed and built the Catapult for the Star League military in a limited production run from 2571 through 2573. The good relationship between these two groups continued as the SLDF depended on Hollis Incorporated exclusively for supplies of missiles and components for their Catapults.

When Defiance Industries developed the Streak SRM 2 Missile Launcher in 2618, the Terran Hegemony did not have an immediate use for the technology. Looking to the close ties that Hollis Incorporated had with the SLDF, they granted the technology to Hollis Inc. for testing and the possible contract for a new 'Mech design utilizing this equipment. Hollis Inc., through their affiliate, the well known Holly Missile Systems, began production of the new technology. Even before Hollis's decision, Holly had an excellent reputation for producing some of the finest missile-systems for battlefield use. Even Terran firms utilized Holly-built launchers, including General Mechanics of Mars, for use on their highly successful Kintaro. With the new technology, testing began immediately.

Through the 2620s, the Terran Hegemony experienced an economic explosion. Throughout that decade, and well into the next, they slowly withdrew support from independent firms, outside of direct Terran control, to concentrate newfound gains on securing Hegemony dominance in military development and continued economic supremacy.

When Hollis Inc. realized that they had been left high-and-dry, they made the decision to take the new technology to the open market. House Steiner, always looking to gobble up any advantage they could garner to close the technology gap with the Terran Hegemony, took interest in the new Missile System.

Unfortunately, when the Council Lords passed Council Edict 2650, allowing them to double the size of their personal forces, Hollis Inc. was, once again, left out of the loop. As a provision of the edict, certain pieces of advanced Terran technology were authorized for release, leaving Defiance Industries free to sell a limited selection of their advanced technology on the open market. The next year, the Streak SRM 2 Missile Launcher made its debut in the Lyran Military, on the 40-Ton Defiance-built Sentinel.

While the Sentinel faired well, it failed to promote further integration of the Streak system into other designs. With Defiance’s near monopoly on Streak launchers, Hollis Inc. was having trouble selling its own Streak systems. Rather than let the technology languish in obscurity, Hollis Inc. chose to front a new design of their own, centered exclusively on the new Missile system.

Hollis R&D; chose the common 55-Ton wieght-class to feature their Streak technology and began development of an original design in 2680.

 

Capabilities:

While their original design concept of a fast jump-capable 'Mech, with 10 Streak SRM 2s worked, in theory, transforming their theoretical model into an actual design was much more than Hollis inc. initially realized.

Using state-of-the-art computer modeling, they were able to test the concept, and point out the strengths and weaknesses of the idea. The shear ammount of damage that the design was capable of dishing out showed great promise, but range and heat were both seen as issues that worked against it.

It was an easy case to counter the nagging heat issues. Double Heat Sinks were incorporated into the equasions, giving the design a more than respectable heat dissipation. The range issue, on the other hand, became a major contention within Hollis Industries.

Holly Engineers wanted to include their own brand of Long Range Missiles on-top-of the Streak racks. Unfortunately, the design was already pushing what a 55-Ton 'Mech was capable of. Instead, a Large Laser was put forward as a potential replacement to some of the Streak racks.

Taking out some of their new missile racks, for a foreign weapon system, was more than Holly Missile Systems was willing to allow, but after nearly a year of arguments and frustration, it was finally agreed upon that three of the Streak racks would be removed. The weight saved would be left open for the trial addition of a number of long-range weapons, for testing on the prototype frame.

A variety of weapons including Particle Cannons, Lasers, LRMs and even an AC/2 were tested. Hollis Engineers finally concluded that the concentrated punch of the Laser was a nice compliment to the shreading qualities of their Streak SRMs, but the mediocre range of the weapon was a dissapointment. An Extended Range version of the Laser was finally chosen. It weighed the same as the standard model, with a range more comparable to their LRMs. Holly RnD accepted the compromise and the first prototypes began their field-testing.

One of the major concerns was coordinating the targeting of so many weapons through a standard targeting and control computer. To the relief of Hollis Inc. Streak technology proved much easier to integrate into the prototype, than expected. Each Streak rack included its own lock-on scanners, so the potential stress on the computers was kept to a managesble level.

"It's amazing," said one prominent Hollis Engineer, "The new missile systems take care of themselves, freeing up the computers to focus on internal matters. It really is an innovative technology."

Hollis Inc. found the basic prototype to be well ballanced, but the design had more trouble dissipating the heat generated, than originally expected. To help offset the massive heat-spikes from the Laser and the large number of missile systems, the next generation prototype included a weight-saving Endo Steel frame, with the recovered mass going directly into an additional pair of Double Heat Sinks.

It was at this point, that Hollis Inc. realized that they were reaching beyond their capability to produce. While they had received a small number of Extended Range Large Lasers from the Terran Hegemony for use in new Star League prototypes, they no longer had a relationship with the only companies that could supply them with more. Their stockpiles of Endo Steel Internal Structure were also dangerously low.

It took everything Hollis Inc.'s Sales Department could put forth, just to get the Terran Hegemony to look at the prototype. If they could not get a contract for the advanced materials, then the entire design would be set back, indefifitely. All of the maneuvering got Hollis Inc. more attention than they expected.

The Terran Hegemony rejected the design, but it wouldn't be long before they regretted the decision. Hollis Inc. chose to continue refining the prototype, with encouragement from the Great Houses, themselves. The Federated Suns already had a working model of the Laser they required, and the Capellan Confederation had nearly completed research into the specialized Internal Structure. Hollis Inc. was free to bring together the technology that they thought best.

Next, the Engineering team looked at how to cover the sensitive internals from hostile intentions. Looking at how the design was being utilized in the simulators, everyone agreed that a subatantial percentage of armor needed to be placed to the rear, as the optimum range was between 100 and 200 meters, taking it into brawling actions more often than not. This didn't leave much armor for the rest of the 'Mech. To compensate, two additional features were included.

The first feature was a safety device, found to save 'Mech and pilot alike. Blast-plates were built-up around the ammunition, separating the main ammo-bay from the rest of the 'Mech. The protective CASE was designed to channel a critical ammunition discharge out of the back of the 'Mech, away from the engine and pilot. The second feature was the integration of the remaining mass into the new lighter-weight Ferro-Fibrous Armor. Gaining half a Ton of protection over the standard armor without CASE, the arms and torsos of the 'Mech were reinforced to more respectable levels.

The final prototype turned many heads, including Hegemony researchers. It was a technological masterpiece of integrated technologies that had the range to engage nearly any other unit currently being fielded, the speed to close, and the damage-potential to knock most pilots on their back before they knew what hit them.

 

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3352
FRIDAY, APRIL 01, 2005
UPDATE: 4/1/2005
187 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3352]

Grifftake GFT-K3

Level: Custom Level 2 / 3060

Technology: Mixed Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 270 (IS) 7.5T

Gyro: Standard 3T

--Walk: 6 MP

--Run: 9 MP

--Jump: 6 MP

Double Heat Sinks: 12 [24] (IS) 2T

  10 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2.5 9

Head 3 8

Center Torso 14 22/6

L/R Torso 11 18/4

L/R Arm 7 14

L/R Leg 11 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 Medium Laser LA 1 1

1 Medium Laser H 1 1

1 LRM-10 CT 2 5

1 Ammo (LRM-10) 12 RT 1 1

1 Jump Jets RT 1 0.5

1 Double Heat Sink RT 3 1

1 Jump Jets LT 1 0.5

1 Double Heat Sink LT 3 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

  ��Totals

20 18

 

Overview:

The mercenary company "Flaming Chest Wound", (with the bright red and yellow explosion of a Shadow Hawk suffering an ammo crit as their unit symbol) had made a number of successful excursions into Clan Space. The Grifftake was pieced together from salvage gained while on their most recent assignment for the Federated Commonwealth in the Jade Falcon Occupation Zone.

The mercs accidentally ran across a Steel Viper garrison as they made their way out of Clan space. When the fighting stopped and the smoke cleared, the mercs had lost a number of 'Mechs, but stood victorious over the enemy scout 'Mechs. In the center of the wreckage stood a pristine Shadow Cat. Its pilot could be seen kicking the foot of his towering 'Mech, whose myomers had given out during the opening maneuvers of the battle.

The "Flaming Chest Wound" mercs had not only salvaged a Clan 'Mech, but a pilot, as well. The rest of the salvage on the field was only icing on the cake.

 

Capabilities:

Unfortunately for Star Commander Gerald, the "Flaming Chest Wound" techs were still new at maintaining Clan tech, and so most of the 'Mech was gutted for lower-grade Inner Sphere tech.

The first exchange was the removal of the Engine. The techs were able to aquire a used Phoenix Hawk engine, so the 'Mech was able to keep its maneuverability, although the slaged Myomer accellerators were beyond the ability of the techs to replace.

Secondly, the Clan weaponry was removed. The Gauss Rifle and ER Medium Lasers went straight to the Commander's Marauder. Digging through the unit's inventory, the techs were able to come up with a pair of standard Medium Lasers, and a PPC. All of these lacked in range and damage capasity, from the original weapons, and bondsman Gerald was beginning to wonder if he had made a mistake in surrendering himself to these mercs. Realizing that the PPC was no match for the Gauss Rifle that it replaced, the techs dusted off an old LRM 10. It slid easily it in the Center Torso, utilizing the ammunition space from the removed Gauss.

The Active Probe was also a total mystery to the techs, and so it was also removed, and replaced with standard sensory equipment.

While the "Flaming Chest Wound" stockpiles didn't have enough Ferro-Fibrous Armor to accomodate the 'Mech, there was some weight saved in this new configuration. An additional two tons of armor was added to the frame, actually increasing the protection on the arms and torso.

An extra pair of Double Heat Sinks were also added to account for the heat-spike of the PPC while jumping.

 

Configuration / Variants:

This is a one-of-a-kind rebuild. Not even the "Flaming Chest Wound" mercs know how long it will last in its current configuration.

 

Battle History:

When bondsman Gerald took his "new" 'Mech out for a trial run, the techs noted that the weapons-profile was very similar to the ancient Griffin designs. (although with a much more favorable heat curve)

Captain Slade Crockett immediately christened the 'Mech the "Grifftake" as a play on the Clan word, and a reminder to the bondsman of his place.

 

Deployment:

Currently, the only Grifftake is being used by the "Flaming Chest Wound" mercenary company. The 'Mech and its pilot are both faring well in the group.

 

Noteable Mechwarrior:

Bondsman Gerald

Formerly a Steel Viper Star Commander, bondsman Gerald, of the "Flaming Chest Wound" mercenary company, is known as "The 150 Meter Man" because of his ability to keep his highly maneuverable 'Mech at exactly 150 meters from his opponent. While this keeps both his Medium Lasers and LRM rack effectively in "Medium-Range", his skills as a pilot allow him to hit quite fequently with all four of his weapon systems.

This tactic has earned bondsman Gerald many a "kill", along with the diciplinary actions for leaving his "Fire-Support" role that comes with them.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/7/2005  

An interesting redesign of the Shadow Cat. Your tech must be top of the line to be able to do such wonders. It might not be able to perform as well as Clan 'Mech but it is really a nice 'Mech for IS and as you pointed out it could work well as a "Griffin".
I also really like the approach you had and the temporary feelings coming out of your fluff.
Good job.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2587
WEDNESDAY, AUGUST 04, 2004
UPDATE: 1/4/2005
301 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2587]

Mauser Mk. 1

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Terran Hegemony Star League

Tags

No Tags posted

BATTLEROM IMAGE JUNE 12, 2674

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 45/14

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Long Tom CT 30 30

2 Ammo (Long Tom) 5 RA 2 2

2 Ammo (Long Tom) 5 LA 2 2

1 PPC RA 3 7

1 SRM-4 RA 1 2

1 Ammo (SRM-4) 25 RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser H 1 1

    Totals

41 46

 

Overview:

What do you get when you weld a Long Tom to the back of a Wolverine?

In an attempt to keep ahead of the technology curve, the Military designers of the ancient Star League attempted to create a Mobile Artillery Platform, capable of delivering massed support to any military action, anywhere. Able to be dropped from space, the Mauser Mk. 1 was to be the ultimate in Fire Support Technologies. Unfortunately, while the idea may have been good, the scientists found that actual application was disasterous.

 

Capabilities:

Prone to leg actuator breakdown, and a glitchy gyroscope, the Mauser never left the Prototype stages of development. The sear size, and weight of the Long Tom Artillery piece was too much for a single 'Mech to handle. Redesign of the entire Artillery system lead to poor targeting capabilities, and an auto-load system that never quite worked properly. To add insult to injury, every time the massive gun fired, the 'Mech was just as likely to explode, as it was to fall over.

Another redesign of the system allowed the exhaust gasses to help keep the 'Mech stable, but the shear forces on the 'Mech's frame exceeded the maximun acceptable levels, and quickly wore on the structure of the 'Mech, eventually rupruring the engine shielding after a limited number of engagements. Extensive maintenance was necessary, and a complete overhaul of the frame was required after every engagement. Add in the ammo-feed problems, and this project was doomed to failure.

While the backup weapons were much more than a Standard Long Tom Artillery vehicle, the 'Mech's size and limited speed caused it to still be out-gunned by the Artillery-hunting forces of the day. Two Medium 'Mechs could protect the standard Long Tom better than this 'Mech could protect itself, for about the same price-tag, and longer battlefield independance.

Overall, this was an expensive and ultimately futile trek into an alternate deployment of artillery.

 

Configuration / Variants:

The Long Tom Artillery Gun took up all available space in the Torsos and Legs, leaving only the Arms open for Ammo storage, and Secondary weapons.

 

Battle History:

The Mauser never left the development stage, and thus never saw battle. Modern equivalents, using the advanced Arrow IV Artillery System are proof that this was a good idea, even if the Mauser Mk. 1 never made it into production.

 

Deployment:

Only two prototypes survive to today, and both are held on display at the Thames Historical Museum in New Zealand.



User Reviews

User Rating Posted Updated

Darkone2 4 2/3/2005  

Intresting concept for a mech...also good fluff.

Knightmare 0 8/11/2004  

Lovely fluff here mate. Nice placement for the prototype as well. Easily could have survived the Fall lost in a member of the Commonwealth far from anything important. 

I almost wonder if the Long Tom fired with it rip itself off the 'Mech and slam into the ground? 
cheers

Ice Hellion 0 8/5/2004  

A big brother for the Maus and another failure.
However how could they think that the Long Tom would hold? It was more probably going to break after the first shot.
Anyway, good job at fluffing it.

OdMagnus 0 8/4/2004  

Nice prototype idea there. History is full of these failures, very cool to see some in the BT world too.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2588
SATURDAY, JULY 03, 2004
UPDATE: 1/4/2005
309 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2588]

Event Horizon EHZ-1N

Level: Custom Level 1 / 3025

Technology: Inner Sphere Quad

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE NOVEMBER 26, 2974

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 16  6T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 40/19

L/R Torso 21 30/12

L/R Arm 17 38

L/R Leg 21 38

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RT 10 14

2 Ammo (Autocannon/20) 5 RT 2 2

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

2 Ammo (Autocannon/20) 5 LT 2 2

2 Ammo (SRM-6) 15 LT 2 2

2 Heat Sink LT 2 2

1 SRM-6 RA 2 3

1 SRM-6 LA 2 3

1 SRM-4 RL 1 2

1 Heat Sink RL 1 1

1 SRM-4 LL 1 2

1 Heat Sink LL 1 1

1 Ammo (SRM-4) 25 CT 1 1

    Totals

32 40

 

Overview:

The Wandering scientist Harry Guinn was excavating an old Star League research facility, when he came across the plans for the Event Horizon. The Lyran Commonwealth was interested in testing the design that dated back to the First Succession War. It was noted to have been designed as a compeditor to the Atlas, and King Crab, although it never saw production. Unfortunately, at the time they were only able to construct a small handfull of these designs, for the ability to mass produce new designs had been lost over the past three Succession Wars.

 

Capabilities:

With only an LRM Rack for long-range strikes, the Event Horizon shows its bite within 300 meters when ALL of its other weapons come to light. A massive AC/20 is housed in the right torso as its primary short-range weapon while an array of SRM Racks protect the Event Horizon from all angles. The only major drawback to this design is when it comes to extended campaigns where it takes a full crew of techs over an hour to reload the extensive number of ammo bins.

 

Deployment:

Currently, the limited number of Event Horizons are only available to Lyran Units.



User Reviews

User Rating Posted Updated

Ice Hellion 0 7/4/2004  

Impressive quad assault design. 
It has some light troubles with heat management (especially since it can only fire most of its weapons at short range).
You are right that it falls short in middle range fights. Maybe you should exchange the SRM-4 for a Large Laser. The problem would then be that you have no real rear firing weapon (maybe putting a SRM-6 in the rear would do it). This way, you might be able to better manage the heat.

Lonely Coyote 0 7/3/2004  

The SRM 4 racks are supposed to be protecting the rear. I didn't see a way to designate this in construction.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2569
TUESDAY, MAY 04, 2004
UPDATE: 1/4/2005
280 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2569]

Mauler MAL-1X

Level: Custom Level 1 / 3050

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE AUGUST 16, 3033

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 28  18T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 14.5

Head 3 9

Center Torso 29 40/11

L/R Torso 19 28/8

L/R Arm 15 24

L/R Leg 19 26

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 LRM-15 RT 3 7

2 Ammo (LRM-15) 8 RT 2 2

6 Heat Sink RT 6 6

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

6 Heat Sink LT 6 6

2 Heat Sink CT 2 2

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

32 28

 

Overview:

Just like the Capellan Confederation, the Draconis Combine had been working on a new design when new technologies were being discovered. This is the prototype design for the MAL-1R Mauler being built by the Draconis Combine.

 

Capabilities:

Paired Large Lasers, and paired LRM 15's pack quite a punch. With plenty of Heat Sinks to keep the 'Mech running cool, this was a popular FireSupport 'Mech with the few pilots privilaged enought to bring them to combat.

 

Configuration / Variants:

This 'Mech has gone through an extensive rebuild, adding many advanced components along with four AC/2's.

 

Battle History:

Three of these mecha participated in the Ronin-purge of 3034 in the newly recognized Free Rasalhague Republic. They performed admirably as FireSupport/Command Units, raining down LRM's from a distance, and melting any opposition that approached within 450 meters. This design was so successful, that it was slotted for upgrade with advanced equipment even before full production of this model could begin. Unfortunately, the appropriate technologies wouldn't come together until nearly 3050. The extra time spent in development was well worth the wait, as the newly refitted MAL-1R Maulers helped in the decisive defense of Luthien against the combined might of the Smoke Jaguar, and Nova Cat forces.

 

Deployment:

Few of the -1X model remain, these are held exclusively by the Draconis Combine.



User Reviews

User Rating Posted Updated

Andrew Red 0 5/14/2004  

lacks close-range weaponry IMO

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2582
SATURDAY, AUGUST 28, 2004
UPDATE: 1/4/2005
178 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2582]

Hi-Clops HCL-PX

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE MAY 11, 3024

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 15  5T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 12.5

Head 3 9

Center Torso 29 35/14

L/R Torso 19 25/11

L/R Arm 15 15

L/R Leg 19 20

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RT 7 12

2 Ammo (Autocannon/10) 10 RT 2 2

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

1 SRM-4 CT 1 2

1 Ammo (SRM-4) 25 LT 1 1

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink CT 1 1

    Totals

23 28

 

Overview:

Strormvanger Assemblies first placed the CP 10-Z Cyclops into production in 2710. Designed as a heavy assault vehicle for use in assault lances, the Cyclops also proved a favorite among headquarters troops in higher-echelon formations. Except when the Cyclops is part of an assault lance, tactical doctrine usually places it in the reserve, where it can coordinate and support the overall actions of the other BattleMechs in its command.

Because of three centuries of war, the sophisticated technology of the Tacticon B-2000 battle computer that was originally installed into the Cyclops has been lost. The Draconis Combine was looking into alternate �modern� targeting and communications systems to replace the damaged B-2000 models.

When ScolTeck, manufacturer of the Hi-Scout Drone Carrier, stepped forward, combine engineers finally found what they were looking for.

After three years of research and design, the HCL-PX prototype has finally reached the testing stages. Dubbed the Hi-Clops, this new design retains many of the features of its parent �Mech.

 

Capabilities:

The Cyclops was designed primarily as a heavy assault 'Mech, but its sophisticated communications and information network equipment make it equally valuable as a command vehicle. With its StelthMat-Q Communications System, the Hi-Clops can find and identify enemy units on almost any part of a planet without being detected itself. Its maximum detection range is 60 kilometers, although the use of the vehicle�s drone sensor units may increase this range. The Hi-Clops has infrared, seismic, sound, motion, radio, radar, and hyperpulse detection systems.

The Hi-Clops' weaponry is mixed so that it can attack or defend itself against any opponent at any range necessary. The Shigunga LRM pack is capable of engaging the enemy at extreme range. The SarLon MaxiCannon autocannon can be used in the middle ranges. Finally, the two Diverse Optics Type 20 medium lasers with the Telos Four-Shot SRM quad can take on anything that gets nearer.

The popular command vehicle module, with its detachable section located on the upper rear torso of the Cyclops was retained, and modified to hold six sensor drones. Unfortunately, because of the space needed to store the drones, the original Hermes 360 engine had to be replaced with the more compact GM 270. Overall, this allowed Draconis engineers to match the drone payload of the Hi-Scout Drone Carrier. Three NapFind, and three PathTrack Sensor Drones can be carried into the combat arena on a special back mounting. While rear armor baffles were added to help protect the Drones, their mounting is still highly vulnerable.

(Game Note: While mounted, one of each drone type rests on each of the rear torso locations, similar to mounted Clan Elementals. The 'Mech is listed as being 15 tons underweight to take the weight of the Drones, when loaded, into account.)

The NapFind and PathTrack Sensor Drones use some of the most complex communications equipment ever developed. The NapFind�s sensor range is 10 kilometers, and the PathTrack's sensor range is 20 kilometers.

The NapFind drone uses a skirtless hover system, the most advanced lift system available in the Inner Sphere. Developed in conjunction with other military vehicle manufacturers, the system employs something called a "venturi-disk," the details of which have not been released to the public. The NapFind sensor system is one of the most advanced available, using infrared, seismic, sound, and motion detection systems.

The PathTrack is a tracked drone, similar in design to the NapFind, except that it has more powerful detection systems. The PathTrack has all the detection capabilities of the NapFind, except that it may also detect and intercept radio transmissions and relay them back to the Hi-Scout.

The Hi-Clops� MultiTrack Coordination System allows the ability to relay information from drone to drone, creating a "sensor chain" that increases detection range by over 100 percent. The only problem with this system is that some worlds have an unusual amount of background radiation, which can interfere with the MultiTrack.

 

Configuration / Variants:

As this is a prototype, many advancements, and weapons variations have been tried. The variant listed is the latest attempt in the research process.

There are rumors that the Draconis Combine is working with ScolTeck to develop a drone-less communications system that would utilize the sensor information gathered from allied units, negating the need for the vulnerable drones.

 

Battle History:

Battle History: In testing, the Drones work well with the Hi-Clops to give the commander the most accurate data of the changing battlefield available.

 

Deployment:

The Hi-Clops has advanced to field testing on Luthien. We expect to see Hi-Clopses reaching full production and entering the service of the DCMS within the next two years.



User Reviews

User Rating Posted Updated

Ice Hellion 0 8/30/2004  

Really good idea. Who said that in 3025 no innovative designs could be produced?
The range is increased by the use of a AC/10 and a LRM-15 over the AC/20 LRM-10 combo and the use of so many drones is making it a really decent command 'Mech for 3025 (although I would not like to go in the front line with it but this should not be its place after all).

James the Dark 0 8/29/2004  

It needs to be lvl3 to use cargo space. A decent 'Big Brother' design.

Knightmare 0 8/29/2004  

Interesting design...you should try and find a way to represent the Hi-fi Drones without just using a game note, perhaps designate cargo space or something equivalent?
cheers

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2572
WEDNESDAY, APRIL 28, 2004
UPDATE: 1/4/2005
125 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2572]

Drakkhen DRK-3N

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE FEBRUARY 1, 3054

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 15 [30] 5T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 15

Head 3 9

Center Torso 29 35/12

L/R Torso 19 25/10

L/R Arm 15 25

L/R Leg 19 32

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Arrow IV System RA 15 15

1 PPC RT 3 7

1 Double Heat Sink RT 3 1

1 PPC LT 3 7

2 Double Heat Sink LT 6 2

2 Ammo (Arrow IV) 5 LT 2 2

1 CASE LT 1 0.5

1 Ammo (Arrow IV) 5 CT 1 1

1 PPC LA 3 7

2 Double Heat Sink LA 6 2

1 TAG CT 1 1

    Totals

44 40.5

 

Overview:

When the call went out for an artillery vehicle that could defend itself against a lance of medium mecha, Luthien Armor Works jumped to the front of the pack with a surprise entry in the form of an assault-class 'Mech called the Drakkhen. Its ability to go anywhere, anytime helped to win it the contract over stiff vehicular competition. The Drakkhen was commissioned into the DCMS in 3054 as the Combine's first step into the realm of new mobile support units.

 

Capabilities:

While slow, compared to other mecha, a top speed of 54 kph is considered sufficient for the role that the Drakkhen was designed for. The goal was to provide enough artillery for at least one engagement, and enough firepower to defend itself, while remaining affordable and easy to repair. To achieve this, the Drakkhen was constructed from common, battle-tested, components. The engine, structural components, and armor are all standard components, used with other mecha within the Draconis Combine for over 300 years. The 'Mech's overall squat shape makes it both a small target for weapons and a difficult opponent to knock to the ground in a brawl. The 'Mech's thick-armored torso, especially its back, also gives the Drakkhen the ability to take punishment when surrounded by the enemy, and expected occurrence if an enemy hunter-lance, breaks through to attack the artillery line. Carrying 15 shots for its Shigunga Artillery Launcher, the Drakkhen is amply supplied to add support to any engagement. Its "backup" weapon systems are formitable in their own right, consisting of a tripple array of Lord's Thunder PPC's kept cool with a respectable allotment of Double Heat Sinks. The Drakkhen has proven itself as an assault unit, as well. One pilot was seen, in a training ecercise, launching an artillery shell almost straight up, into the air while discharging his shoulder-mounted PPC's at his opponent. Timing the PPC recycle time, with the shell, he was able to crush his opponent eight seconds later with a tripple-shot of blue-white plasma, while "TAG-ing" the other 'Mech with the 200-kilo shell, crippling it in under 15 seconds. The only problem the Drakkhen has come across is in the feed mechanism for the artillery cannon. Although the engineers installed a Durallex CASE system with the ammunition, the distance that the ammo-feed has to transport each shell has proven to be problematic. On two separate occasions, a severely damaged Drakkhen has been lost due to catastrophic failure of the CASE system, completely vaporizing the 'Mech and its pilot. Luthien Armor Works engineers are currently looking into the problem to determine weather it is a design, or a manufacturing problem.

 

Configuration / Variants:

The only concern Drakkhen pilots have reported, is the lack of short-range weaponry. LAW engineers are looking into the possibility of replacing one of the particle cannons with a tripple array of Medium Pulse Lasers.

 

Battle History:

The Drakkhen has only seen combat in training maneuvers. Its performance is prommissing, and the price makes it easy to field enough of these to make a difference.

 

Deployment:

The Draconis Combine is placing a number Drakkhen in strategic locations along their border with Clan space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/29/2004  

A good Assault and a decent artillery 'Mech, rather impressive.
It is slow, armoured heavily, carrying a heavy punch and has a name that sounds German, are you sure the DC designed it?

Warhawk 0 4/28/2004  

A pretty nice design. Good fluff, and I can see where that ton of ammo in the CT could be pretty bad to deal with.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2575
MONDAY, APRIL 19, 2004
UPDATE: 1/4/2005
129 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2575]

Shocker SHK-6L

Level: Custom Level 3 / 3067

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

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BATTLEROM IMAGE NOVEMBER 26, 3067

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 320 11.5T

Gyro: Extra-Light 2T

  Walk: 4 [5] MP

  Run: 6 [8] MP

  Jump: 6 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 15.5

Head 3 9

Center Torso 25 35/15

L/R Torso 17 24/10

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RT 2 5

1 Medium Laser RT 1 1

1 Small Laser RT 1 0.5

1 ER Large Laser LT 2 5

1 Medium Laser LT 1 1

1 Small Laser LT 1 0.5

1 Medium Laser H 1 1

1 Hatchet RA 6 6

1 Hatchet LA 6 6

2 Improved Jump Jets RT 4 4

2 Improved Jump Jets LT 4 4

1 Improved Jump Jets RL 2 2

1 Improved Jump Jets LL 2 2

1 Triple-Strength Myomer RT 1 0

1 Triple-Strength Myomer LT 1 0

2 Triple-Strength Myomer RA 2 0

2 Triple-Strength Myomer LA 2 0

    Totals

39 38

 

Overview:

Seen here with the late Robert "Hacksaw" McGee, the Shocker was developed in a joint Taurian/Liao venture to replace their ill-loved Chargers. This "Fast-n-Nimble" ASSAULT 'Mech has been built off of a modified Marauder chasis, and is seeing limited production on the Taurian planet of Pinard. [There seems to be a striking difference between the Shocker that is being sold (and has been seen), and the Shocker that House Liao is using in their own armies. For every Shocker sold to other forces, House Liao seems to be constructing two more. We have reason to believe that there are also other secrets hiding within the shadows of the Capellan Confederation. What this meens to the stability of the Star League remains to be seen.]

 

Capabilities:

A close-quarters fighter, this 'Mech runs hot, and prefers to stay that way, using its Jump Jets as its primary form of movement. The Shocker prefers to get into the middle of a heavy lance and just start swinging. The Diverse Optics Type 27P Lasers serve it well in close-quarters, while the paired hatchets, supplied by the Liao factory on Capella, make sure that this 'Mech will keep "swinging", even after sustaining damage that would send most mecha to the repair-bays. [This new design, seems to bring an entirely new weapons package to the battlefield. Able to strike at range, and manage its heat, the loss in mobility is a small price to pay. The -6L is MUCH more dangerous than its predacessor.]

 

Configuration / Variants:

This 'Mech fixes many of the problems that people had with the -3R model. 1) Price: By lowering the rating of the 400 XXL engine to a 320 XL, the techs were able to cut the price to less than half of the origional. The removal of an improved Jump Jet was the only casualty, as the -6L has nearly the same mobility as the -3R. 2) Range: The weight saved from the engine conversion was put to good use towards the addition of an entirely new weapons array. Lasers of all sizes were added to make sure that the 'Mech would be effective at all ranges. 3) Heat Management: The variety of weapons allows the pilot to manage his 'Mech around the "sweet spot" on his heat gauge. 4) Pilot Control: The biggest complaint about the -3R was the controls. The cockpit was so cramped, it made piloting a chore, which made the "Hatchets" less of a threat than they should have been.

 

Battle History:

The SHK-3R saw limited use along the Clan border within the Star League Army. It proved an addequate design, when the commanders kept the 'Mech in territory that complimented short-range combat. (Hills, Forests, City Scapes...) When hearded out into the open, they were usually nothing more than a target. [Although, reports still favor the performance, because of its speed, it was a difficult target, and it still packed quite a punch, it just wasn't cost effective to repace.]

 

Deployment:

Currently we have detected over two companies sparatically laced through the Capellan Military, and about the same number in storage.



User Reviews

User Rating Posted Updated

Lonely Coyote 0 4/19/2004  

I still kept the two hatchets, not because of the look, but because there is better than a one in four chance that an Internal hit on an arm will "silence" a hatchet. The weapons spread, while offering more than the SHK-3R, still doesn't stand up to "current" standards, all on its own.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2593
SATURDAY, APRIL 17, 2004
UPDATE: 1/4/2005
144 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2593]

Shocker SHK-3R

Level: Custom Level 3 / 3067

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

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BATTLEROM IMAGE MARCH 3, 3066

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Compact (Small) 2T

Engine: XXL 400 17.5T

Gyro: Standard 4T

  Walk: 5 [6] MP

  Run: 8 [9] MP

  Jump: 7 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 14.5

Head 3 9

Center Torso 25 33/10

L/R Torso 17 25/9

L/R Arm 13 26

L/R Leg 17 30

 


Standard

Battle Value: 1259

C-Bill Cost: 48,061,467

Qty Weapons and Equipment Location Critical Tonnage

2 Medium Pulse Laser RT 2 4

2 Medium Pulse Laser LT 2 4

1 Hatchet RA 6 6

1 Hatchet LA 6 6

2 Improved Jump Jets RT 4 4

2 Improved Jump Jets LT 4 4

1 Improved Jump Jets CT 2 2

1 Improved Jump Jets RL 2 2

1 Improved Jump Jets LL 2 2

2 Triple-Strength Myomer RA 2 0

2 Triple-Strength Myomer LA 2 0

2 Triple-Strength Myomer H 2 0

    Totals

36 34

 

Overview:

Seen here with the late Robert "Hacksaw" McGee, the Shocker was developed in a joint Taurian/Liao venture to replace their ill-loved Chargers. This "Fast-n-Nimble" ASSAULT 'Mech has been built off of a modified Marauder chasis, and is seeing limited production on the Taurian planet of Pinard.

 

Capabilities:

A close-quarters fighter, this 'Mech runs hot, and prefers to stay that way, using its Jump Jets as its primary form of movement. The Shocker prefers to get into the middle of a heavy lance and just start swinging. The Diverse Optics Type 27P Lasers serve it well in close-quarters, while the paired hatchets, supplied by the Liao factory on Capella, make sure that this 'Mech will keep "swinging", even after sustaining damage that would send most mecha to the repair-bays.

 

Configuration / Variants:

With the compact nature of the design, it is unlikely that modifications will be easily made to this 'Mech.

 

Battle History:

Having been tested on Solaris, "Hacksaw" McGee rose, nearly, into the top-ten before he died at the hands of an opposing Axeman. Up to that point, it served well, as a brawler, especially when it was out-numbered by mecha who would normally be able to out-maneuver a 'Mech as massive as this. The Capellan models have not seen enough significant service, on the open field of combat, to tell weather the 'Mech's performance is worth the extra cost of the advanced components.

 

Deployment:

The Capellan owned Shockers have been deployed across the Davian front.



User Reviews

User Rating Posted Updated

Warhawk 0 4/17/2004  

The speed is kind of nice, but you're only set-up for short ranged combat. Its almost pointless to put that much cost into a 'Mech that is only effective at close ranges. A medium 'Mech would be much more effective and you could build at least a lance of heavies for the cost of this single 'Mech.
The only redeeming factor of this 'Mech is that its not the typical super-Munch design with lots of Clan tech and no explanation about it at all.

Lonely Coyote 0 4/17/2004 4/18/2004

1) Yes, I realize that you cannot attack with both "Hatchets" in the same round, but... does it really need to? Call it "Insurance" against a freak critical blowing off an arm, and leaving this 'Mech a big fuzzy target. . . 2) Yes, a lance of heavies, or two lances of militia (possibly a full company). I have designed in the range weakness, along with the dual-hatchet "waste" in weight, and critical usage, on purpose. With a decent pilot, this would be fairly effective against slower IS designs, but Clan mecha would deffinately be able to rip this appart (especially the lighter/faster models). -There is still the question of weather it can take out its own cost in mecha before it goes down.-

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8401
FRIDAY, MAY 11, 2007
UPDATE: 5/11/2007
118 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8401]

Tyrant TYN-4T

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JUNE 11, 3025

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 225 10T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 20  10T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 13.5

Head 3 9

Center Torso 23 31/14

L/R Torso 16 22/10

L/R Arm 12 22

L/R Leg 16 27

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 RA 3 7

1 Ammo (LRM-15) 8 RA 1 1

1 LRM-15 LA 3 7

1 Ammo (LRM-15) 8 LA 1 1

1 SRM-6 RT 2 3

1 Ammo (SRM-6) 15 RT 1 1

2 Medium Laser LT 2 2

1 Ammo (LRM-15) 8 LT 1 1

1 Large Laser CT 2 5

4 Heat Sink RT 4 4

4 Heat Sink LT 4 4

1 Heat Sink RL 1 1

1 Heat Sink LL 1 1

1 Heat Sink H 1 1

    Totals

27 28

 

Overview:

The Tyrant is an ancient design, found in the Lyran Commonwealth. It was created, as a response to the Terran Hegemony�s deployment of the Orion, and sparked the beginning of a massive escalation of arms within the member states of the Star League.

 

Capabilities:

Intended as a command �Mech, the Tyrant was built with longevity in mind. Massive Long Range Missile Racks were placed in each arm. Each rack supports its own payload of missiles, with a reserve load, in the Torso, that is cross-fed to both racks. The Missiles are backed up by a centrally aligned Large Laser. Together, these weapon systems are able to deliver a massive amount of damage, at nearly any range.

To help compensate for the Long Range Missiles� deficiency within 120 meters, a pair of Medium Lasers, and a Six-Rack of Short Range Missiles cam be brought to bear, on anyone who survives to get this close. If an opponent dares to challenge the Tyrant at point �Blank range, the Arm-Mounted Missile Racks have been reinforced, and are quite able to survive putting out melee assaults.

With enough Heat Sinks to keep it running cool, with only a marginal thought to weapon choice, the Tyrant can deliver a steady stream of damage that does not waver, no matter what the range of the enemy.

Covering the Tyrant, is an impressive amount of Armor. All locations have been covered to near capacity. This has lead to a number of scenarios, where enemy forces have concentrated fore on it, with little visible results as it belches forth wave after wave of attacks.

Unfortunately, the impressive weapon load and armor coverage has come at the price of speed. Topping out at 54kph, the Tyrant is a slow moving monster that has had troubles keeping up with the flow of battle on a number of occasions. This has been marginally compensated for, by the Lyran�s favor of other slower �Mechs, but it still has a tendancy to fall behind, leaving it open to a number of attack strategies that more traditional command units rarely have to face.

 

Configuration / Variants:

For ease of Maintenance, the Tyrant does not have any Hand Actuators.

 

Deployment:

While few have survived the ravages of the Succession Wars, a Tyrant is not a completely uncommon sight within the ranks of the Lyran Military. It still serves in its original command duties, and is mostly deployed along the Marik border.



User Reviews

User Rating Posted Updated

Eldur Hall 3 5/11/2007  

I would be concerned about the low ammo loads. Its main guns seem to be the LRM-15s, which would run out after 8 salvos. In a one-on-one battle or other small skirmish, I'm sure this would be fine. In a larger battle, though, I don't know.

The picture is the Japanese release's Stalker... is that allowed?

Gauntlet 4 5/11/2007 5/11/2007

The fluff is a little spartan considering past works. Still, it gets the job done. The 'Mech itself is quite capable. Plenty of weaponry for long AND short ranges. I like the heat dissipation as well. The 3/5 movement fits well with Lyran standards, in addition to the heavy armor. All in all, you've got a tough "baby-assault" 'Mech on your hands.

Complaints? Well, as usual, it has no jump jets, so I would have loved to see some. Personally, I feel you could sacrifice some heat dissipation for the JJs. Thats my own personal opinion though, and I have built plenty of 'Mechs without JJs as well, so it's not a big gripe.

Well done.

Ice Hellion 4 5/11/2007  

Simple yet quite efficient for an old timer 'Mech.
It has the Lyran touch as well (and the weapons suit the picture).
Now, it only lacks some battles.

Cypher Himura 0 5/11/2007  

Impressive. I'm surprised you're not saving this for N&B. I really do love this design alot, simply due to its firepower

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