Designer: Major Tom / TRO: 3025

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Lasergunner posted this 4 weeks ago

   When the old Solaris7 site went down, it took a lot of irreplaceable media with it. There don't appear to be any official backups. There just seems to be what was saved for personal use. As someone who just enjoyed Battletech and the old Solaris7 TROs, I saved a modicum of material. I would like to repatriate it toward the new Solaris7's great success.

So, to start somewhere, let's begin with Major Tom.

 

 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #561
SUNDAY, SEPTEMBER 19, 2004
UPDATE: 11/8/2004
357 DOWNLOADS

Annihilator ANH-1

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE NOVEMBER 25, 3009

* FOR LOKI USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 200 8.5T

Gyro: Standard 2T

  Walk: 2 MP

  Run: 3 MP

  Jump: 0 MP

Standard Heat Sinks: 18  8T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 12.5

Head 3 9

Center Torso 31 25/10

L/R Torso 21 21/9

L/R Arm 17 24

L/R Leg 21 24

 


Standard

Battle Value: 1151

C-Bill Cost: 7,696,666

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RA 7 12

1 Autocannon/10 RT 7 12

1 Autocannon/10 LA 7 12

1 Autocannon/10 LT 7 12

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

2 Medium Laser CT 2 2

2 Ammo (Autocannon/10) 10 RT 2 2

2 Ammo (Autocannon/10) 10 LT 2 2

3 Heat Sink RT 3 3

3 Heat Sink LT 3 3

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

46 56

 

Overview:

Another of the mysteries of Wolf's Dragoons, the Annihilator is known only from experimental designs and blueprints scavenged from Star League research facilities. It is not known to have been deployed during the Star League era. It appeared in the Dragoon ranks after Jaime Wolf's first supply run in 3009.

This 'Mech is slow and heavily armored, packing massive firepower that outclasses most 'Mechs in both ranged and close combat. It is also quite expensive. Several Successor Houses have been attempting to copy this design, but none so far has yet created a satisfactory production model.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #561
SUNDAY, SEPTEMBER 19, 2004
UPDATE: 4/11/2006
753 DOWNLOADS

Annihilator ANH-1A

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


Faction Availability

Wolf´s Dragoons Mercenary

Tags

No Tags posted

BATTLEROM IMAGE SEPTEMBER 19, 3009

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Annihilator ANH-1A

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 100 tons

Chassis: Star League MN-01 Standard

Power Plant: 200 Nissan Fusion

Walking Speed: 21.6 km/h

Maximum Speed: 32.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Starshield Special-b Standard

Armament:
4 KaliYama Autocannon/10s
4 Martell Model 5 Medium Lasers
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    Garret T-19G
Targeting & Tracking System: Wasat Aggressor Type 5

Overview:

Another of the mysteries of Wolf's Dragoons, the Annihilator is known only from experimental designs and blueprints scavenged from Star League research facilities.   It is not known to have been deployed during the Star League era.   It appeared in the Dragoon ranks after Jaime Wolf's first supply run in 3009.

This 'Mech is slow and heavily armored, packing massive firepower that outclasses most 'Mechs in both ranged and close combat.   It is also quite expensive.   Several Successor Houses have been attempting to copy this design, but none so far has yet created a satisfactory production model.


Type/Model: Annihilator ANH-1A

Mass: 100 tons

Equipment:   Crits Mass

Internal Structure: 152 pts Standard 0 10.00

Engine: 200 6 8.50

   Walking MP: 2    

   Running MP: 3    

   Jumping MP: 0    

Heat Sinks: 18 Single 10 8.00

   (Heat Sink Loc: 3 LT, 3 RT, 2 LL, 2 RL)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 25

  Center Torso (Rear):   10

  L/R Side Torso: 21 21/21

  L/R Side Torso (Rear):   9/9

  L/R Arm: 17 24/24

  L/R Leg: 21 24/24


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/10 LT 3   7 12.00

1 Autocannon/10 RT 3   7 12.00

1 Autocannon/10 LA 3   7 12.00

1 Autocannon/10 RA 3 40 11 16.00

   (Ammo Loc: 2 LT, 2 RT)

2 Medium Lasers CT 6   2 2.00

1 Medium Laser LA 3   1 1.00

1 Medium Laser RA 3   1 1.00

TOTALS:   24   75 100.00

Crits & Tons Left:       3 .00


Calculated Factors:

Total Cost: 7,696,666 C-Bills

Battle Value: 1,151

Cost per BV: 6,686.94

Weapon Value: 1,587 / 1,587 (Ratio = 1.38 / 1.38)

Damage Factors:    SRDmg = 39; MRDmg = 22; LRDmg = 2

BattleForce2: MP: 2,   Armor/Structure: 5/8

    Damage PB/M/L: 7/5/-,   Overheat: 1

    Class: MA,   Point Value: 12

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #519
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
1221 DOWNLOADS

Atlas AS7-D

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


Faction Availability

  All Inner Sphere Factions Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MAY 8, 3025

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Atlas AS7-D

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 100 tons

Chassis: Foundation Type 10X Standard

Power Plant: 300 Vlar Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Heavy Special Standard

Armament:
1 Deathgiver Autocannon/20
1 Doombud LRM 20
4 Hellion-V Medium Lasers
1 Thunderstroke SRM 6
Manufacturer:    Yori 'Mech Works, Defiance Industries, Independence Weaponry
   Location:    Al'Nair, Hesperus II, Quentin
Communications System:    Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K

Overview:

The sight of BattleMechs lumbering across the terrain is a familiar one among the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas still manages to make even experienced MechWarriors break out in a sweat and brings the bitter taste of bile to their mouths.

The Atlas was designed as a last-ditch attempt to ensure the superiority of the Star League's Regular Army over the growing armies of the House Lords. It was an understandable reaction to the Cameron edicts passed from 2751 to 2761 by the High Council, which permitted the five Lords to double the size of their personal armies. General Kerensky himself set down the specifications for the Atlas. He said it should be "a 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."

Capabilities:

Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs might be taller and heavier, none have the Atlas' aura. Considerable effort went into making the Atlas' weapons as visible as possible, giving an opposing MechWarrior plenty of opportunity to see that he is outgunned and to decide he is not being paid enough to die. Designers spent an entire year fashioning the head and cockpit to create a perfect merging of function and gruesomeness. The result was a complete success, and so MechWarriors nicknamed the Atlas "Death's Head".

The Atlas was the first 'Mech to mount such a large and devastating autocannon. Even though it carries only ten rounds for its Class 20 AC, the mere threat of such a large autocannon is often enough to send some 'Mechs scurrying. The weapon's only problem is that it lacks a cooling jacket and can overheat easily.

The Atlas' long-range missile delivery system is a unique design. Upon discovering that 20 launching tubes would not fit into the 'Mech's torso, the designers decided to install five tubes with a feed system that can shoot four salvos within ten seconds. The feed system is fairly reliable, and Techs need only worry about shielding the ammo from heat emitted from the nearby reactor. Reloading is quick, as each missile tube system has its own ammunition clip. Completely loaded, the missile system can shoot twelve salvos of 20 missiles. The large aperture between the two missile systems may look like another weapon, but it is the omnicoupling, where power and coolant cables can be attached to start up or repair the Atlas.

The 'Mech's armor is thick, and the forward torso and legs are especially well protected. Someone once calculated that if a battalion of Stinger 'Mechs engaged an Atlas, the Atlas would retire for repairs an hour later, leaving only one Stinger still able to move.

The head is roomy enough to support a small disk antenna, giving the Atlas limited surface-to-space communications. When entering battle, the pilot can fold up the antenna and stow it in a protected portion of the Atlas' head.

The three medium lasers and short-range missiles make the 'Mech a good close-range fighter, while its internal structure gives the arms and hands enormous power. This has created many horror stories concerning Atlases and their ability to pick-up medium-sized 'Mechs with one hand and fling them to the ground as though they were mere toys.

The main drawback of the Atlas is its slow speed. Intelligent opponents will retreat before the forbidding machine, hoping either to draw it into tight quarters, such as a city or woods, or sucker it into water or mud. Once there, the Atlas' lack of mobility is compounded. If a company depends on an Atlas for fire support, then a wily enemy will hit and run, hoping to draw the swifter 'Mechs away from the slow Atlas.

Battle History:

The Atlas was first used against Stefan the Usurper. In the final battles to gain control of Earth's major spaceports, the Atlas was instrumental in securing beachheads to allow troops to land safely.

General Kerensky's second-in-command, General DeChavilier, spearheaded the final assault on the Usurper's last stronghold, the Imperial City. He continually exposed his Atlas to enemy fire, yet marched on as if the laser bolts, missiles, and cannon shells were nothing more than the annoying buzz of flies. When DeChavilier's Atlas pushed over the concrete outer wall surrounding the Imperial Palace, Kerensky headed for the Usurper's palace gates in his Orion.

Considering the Atlas' raw power, it is no wonder that Kerensky wanted all Atlases to accompany him into his self-imposed exile. Oddly, more than two-thirds of the pilots who refused to join him were Atlas pilots. Perhaps they felt that they could better their social standing by remaining in the Inner Sphere. The remaining Atlases and those still being produced on Hesperus and Quentin continue to inspire terror wherever they tread.

Variants:

With the passing years, it has become difficult to replace many Atlas parts, as most supplies have been destroyed or exhausted. The Atlas can use slightly different weapon designs, but they invariably decrease the size of the 'Mech's interior.

As for modifications, few Successor Lords have tried to tamper with success. Some have replaced the medium lasers on the 'Mech's hands with large lasers. This variant is only moderately successful, however, as the new lasers are unreliable when tied into the already-taxed battle computer.

Notable 'Mechs & MechWarriors:

MechWarrior Rodney Van Kleven
A member of the elite 6th Syrtis Fusiliers, Rodney Van Kleven is an aristocrat with the instincts of a democrat. Extremely personable, he is well-liked by everyone from fellow MechWarriors to the lowliest ship's cook.

On the battlefield, Van Kleven uses his Atlas, which he calls the Boar's Head, like a 100 ton scout. He stomps all over the field, creating general terror in the enemy lines and almost always overheating his 'Mech. He has won several land grants, but quickly loses the titles when his 'Mech overheats and shuts down on the battlefield.


General of the Army Vasily Cherenkoff
Commander of Lord Kurita's forces, Cherenkoff's Atlas is seldom in the vicinity of a raging battle. Preferring to park his red Atlas next to a mobile HQ, he uses it only in an emergency or when inspecting troops. The general is as abrasive as he is fat. The current joke among his troops is that the Atlas is the only 'Mech that can carry his weight, and that even its leg actuators groan under the strain.


Type/Model: Atlas AS7-D

Mass: 100 tons

Equipment:   Crits Mass

Internal Structure: 152 pts Standard 0 10.00

Engine: 300 6 19.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 0    

Heat Sinks: 20 Single 8 10.00

   (Heat Sink Loc: 1 HD, 1 LA, 1 RA, 1 LT, 2 LL, 2 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 304 pts Standard 0 19.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 47

  Center Torso (Rear):   14

  L/R Side Torso: 21 32/32

  L/R Side Torso (Rear):   10/10

  L/R Arm: 17 34/34

  L/R Leg: 21 41/41


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/20 RT 7 10 12 16.00

   (Ammo Loc: 2 RT)

1 LRM 20 LT 6 12 7 12.00

   (Ammo Loc: 2 LT)

2 Medium Lasers CT(R) 6   2 2.00

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 SRM 6 LT 4 15 3 4.00

   (Ammo Loc: 1 LT)

TOTALS:   29   65 100.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 9,626,000 C-Bills

Battle Value: 1,557

Cost per BV: 6,182.4

Weapon Value: 2,120 / 2,120 (Ratio = 1.36 / 1.36)

Damage Factors:    SRDmg = 30; MRDmg = 12; LRDmg = 5

BattleForce2: MP: 3,   Armor/Structure: 8/8

    Damage PB/M/L: 6/5/1,   Overheat: 0

    Class: MA,   Point Value: 16

    Specials: if

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #547
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
899 DOWNLOADS

Battlemaster BLR-1G

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


Faction Availability

  All Inner Sphere Factions Inner Sphere

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BATTLEROM IMAGE OCTOBER 23, 2830

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Battlemaster BLR-1G

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 85 tons

Chassis: Hollis Mark X Standard

Power Plant: 340 VOX Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: StarGuard Standard

Armament:
1 Donal PPC
6 Martell Medium Lasers
2 Sperry Browning Machine Guns
1 Holly SRM 6
Manufacturer:    Hollis Industries
   Location:    (Unknown)
Communications System:    HartfordCo COM 4000
Targeting & Tracking System: HartfordCo XKZ 1

Overview:

Even during the Star League era, the number of manufacturers capable of building a 'Mech like the BLR-1G was limited. After they won the bid to construct the 'Mech, Hollis Industries began production of the BattleMaster in 2830. Designed to be the largest and the most powerful 'Mech   ever fielded by the Star League armies, the BLR-1G filled the bill.

The 'Mech's sheer size required special manufacturing facilities, which meant that Hollis could build the BattleMaster on only a few planets. The cost and materials for the 'Mech also limited production somewhat.

Capabilities:

The firepower that the BattleMaster can generate in one volley is staggering and more than deadly at close range. The reliable Donall PPC is its main fire weapon, with the laser systems as close support fire.

The BattleMaster is one of the few 'Mechs equipped with rear firing weapons in the 1G configuration. It has two Martell medium lasers providing protection from the rear. The 'Mech is also equipped with machine guns against infantry attacks. The bulk of the ammunition for the SRMs and the machine guns is stored in one location, however, which at times results in internal explosions.

Even if the BattleMaster loses all its weapons it still has its manipulative hands. In emergencies, it can disengage the Donal PPC in order to have both hands free.

Though BattleMasters were not produced in great numbers, their sheer size, armor, and firepower have left many still functional despite the numerous battles they have fought in their nearly 200 years in the field. Further, the 'Mech's basic design has proved to be sound and reliable, with few flaws.

Battle History:

The attacks on Hollis Industries during the First Succession War brought production of the BattleMaster to a virtual stop. The fighting houses each grabbed the finished 'Mechs that were available, incorporating them into their respective forces. As BattleMasters were rare, it became unusual ever to find them fighting side-by-side.

During the battle for St. Andre in 2920, the three Houses of Marik, Liao, and Davion faced off. In making their bid to take the refinery stations near the city of Malta, elements of the Davion Guards' heavy regiment were equipped with the massive BattleMasters. Two lances, each with one BattleMaster, led the attack against the heavily defended refinery. Five lances of light recon 'Mechs fell quickly to the firepower of the two heavily armed attack groups, and Davion took the refinery for the moment.

The Davion planet Crossing was the site of another historic BattleMaster confrontation, in which elements of the NAIS Training Cadre on temporary assignment took on elements of House Kurita's 2nd regiment of the Sword of Light. In this case, there were several minor BattleMaster vs. BattleMaster encounters. Though the fights were not decisive, the raw firepower of these 'Mechs was truly put to the test in battle against one another.

House Davion converted several BattleMaster 1Gs into the variant that increased its armor even more and did away with the rear-firing lasers and the Holly SRMs. Four of these 'Mechs were re-assigned to a special attack lance attached to the 3rd Ceti Hussars. Dropped onto the Kurita-held planet of Royal in 2998, they secretly led a deep penetration into the Kurita lines. Kurita responded with such a blast of sheer firepower that the special lance losses were nearly four-to-one. In this instance, the BattleMaster lance was crushed.

Variants:

The only BattleMaster variations still in existence are the few modified by House Davion to do away with the rear-firing Martell lasers and the Holly SRM pack. Though the variant did solve the ammunition buildup difficulties, the 'Mech became more susceptible to a rear attack.

There have been reports that House Steiner has also been developing a modified version that replaces all but the small laser systems in favor of long- and short-range missile packs and ammunition. These reports also indicated an increase in the number of heat sinks, but no confirmation of this intelligence is yet available.

Notable 'Mechs & MechWarriors:

Major Thompson "Tommy" Dale
As a lance commander in the elite Davion Guards, Major Dale has earned the right to pilot the BattleMaster he calls Dark Death. His 'Mech is painted a deep grey and is in perfect working order.


Captain Jenny Circi
Jenny is currently assigned to the 3rd Proserpina Hussars, in command of the regiment's attack lance. Her dream of piloting a BattleMaster came true when she was promoted after the battle for Hoff. A small woman but a competent warrior, Captain Circi has been wounded many times in battle. Taking great pride in her 'Mech, which she cares for personally, Circi has been nicknamed "The Hawk" for her battlefield tactics.


Captain Art Mitchell
Captain Mitchell inherited his BattleMaster after his brother died fighting on the planet Amity. The 'Mech is in poor shape and has a weakened armor structure. Art is a fine warrior, however, and has been recently promoted to the heavy attack lance of the Fusiliers of Oriente's 1st Brigade.


Type/Model: Battlemaster BLR-1G

Mass: 85 tons

Equipment:   Crits Mass

Internal Structure: 130 pts Standard 0 8.50

Engine: 340 6 27.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 18 Single 5 8.00

   (Heat Sink Loc: 1 RT, 2 LL, 2 RL)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 232 pts Standard 0 14.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 40

  Center Torso (Rear):   11

  L/R Side Torso: 18 28/28

  L/R Side Torso (Rear):   8/8

  L/R Arm: 14 24/24

  L/R Leg: 18 26/26


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC RA 10   3 7.00

2 Medium Lasers LT 6   2 2.00

1 Medium Laser LT(R) 3   1 1.00

2 Medium Lasers RT 6   2 2.00

1 Medium Laser RT(R) 3   1 1.00

2 Machine Guns LA 0 200 3 2.00

   (Ammo Loc: 1 LT)

1 SRM 6 LT 4 30 4 5.00

   (Ammo Loc: 2 LT)

TOTALS:   32   52 85.00

Crits & Tons Left:       26 .00


Calculated Factors:

Total Cost: 8,501,244 C-Bills

Battle Value: 1,212

Cost per BV: 7,014.23

Weapon Value: 1,651 / 1,651 (Ratio = 1.36 / 1.36)

Damage Factors:    SRDmg = 24; MRDmg = 8; LRDmg = 2

BattleForce2: MP: 4,   Armor/Structure: 6/7

    Damage PB/M/L: 4/3/1,   Overheat: 2

    Class: MA,   Point Value: 12

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1046
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
399 DOWNLOADS

Bombardier BMB-10D

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Liao Inner Sphere

House Marik Inner Sphere

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BATTLEROM IMAGE JULY 15, 3025

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 260 13.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 12.5

Head 3 9

Center Torso 21 24/15

L/R Torso 15 20/10

L/R Arm 10 20

L/R Leg 15 26

 


Standard

Battle Value: 1015

C-Bill Cost: 5,636,511

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-20 RT 5 10

1 LRM-20 LT 5 10

1 SRM-4 RA 1 2

1 Machine Gun CT 1 0.5

1 Ammo (Machine Gun) 200 CT 1 1

1 Ammo (SRM-4) 25 RA 1 1

2 Ammo (LRM-20) 6 RT 2 2

    Totals

16 26.5

 

Overview:

Developed as part of a trend toward specialized 'Mechs, the Bombardier was intended to replace mechanized vehicles as rear artillery support. Such vehicles often fell behind their side's advancing BattleMechs, making them inviting targets for enemy 'Mechs that managed to penetrate the front lines. The Bombardier's designers hoped it might solve that problem.

Despite years of tests and war games, the Bombardier ran into trouble in extended combat. Prolonged fighting expended the 'Mech's specialized missiles so quickly that stores of Bombardier ammunition dried up on many planets after only three days of battle. With the Succession Wars disrupting space traffic and armies destroying munitions factories daily throughout the Successor States, resupply was haphazard at best. Ultimately, the Succession Wars destroyed so much of the Inner Sphere's industrial base that the Bombardier's complex guided missiles became impossible to manufacture.

As the First Succession War dragged on, more and more Bombardiers were ordered into front-line lances to act as close support. Not designed for slugging matches, the Bombardier quickly became a favorite target on the battlefield. As spare parts and replacements dried up, a number of damaged Bombardiers were cannibalized to keep other support 'Mechs running. Bombardier parts and equipment appear on patched-together 'Mechs to this day.

By the beginning of the Second Succession War, only a handful of Bombardiers remained in operation, most of them guarding the last few munitions factories that could make the Bombardier's specialized missiles. Since the destruction of those factories, Bombardiers have been equipped with less effective conventional missiles.

 

Capabilities:

Originally capable of traveling at 80 kph, the Bombardier is now constrained to speeds under 64 kph because the Inner Sphere no longer has the ability to maintain and build complex, ultralight engines. Unlike some Star League-era 'Mechs, however, the Bombardier has managed to retain all the advantages of its original armor and most of its weapons.

Technological backsliding during and after the Succession Wars forced the 'Mech to drop several important defensive features. Without the engineering techniques used to make certain materials, the Bombardier's special ammunition storage bins could no longer be replaced. When the components that combined sensors, guidance computers, and fire control could no longer be made to function reliably, the small automated machine guns that shot down incoming missiles were replaced by a standard machine gun.

Despite these drawbacks, the Bombardier is a solid 'Mech design for as long as its ammunition lasts. The Bombardier can adequately serve as a battlefield-support 'Mech as long as it finds a safe position from which it can easily withdraw and the pilot watches his 'Mech's heat levels. However, with only six reloads in the torso for each shoulder-mounted LRM-20 rack, the Bombardier cannot linger on the battlefield for long.

Even with an SRM-4 mounted in the right arm and a machine gun in the center torso, the Bombardier is not most MechWarriors' preferred ride. The 'Mech has been relegated to rear-guard duty and other defensive roles in support of other 'Mechs, while other missile-carrying BattleMechs such as the Archer and Catapult perform front-line duty.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #529
SUNDAY, APRIL 18, 2004
UPDATE: 11/8/2004
753 DOWNLOADS

Catapult CPLT-C1

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Liao Inner Sphere

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BATTLEROM IMAGE MAY 8, 2561

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 260 13.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 15  5T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 10

Head 3 9

Center Torso 21 24/11

L/R Torso 15 19/8

L/R Arm 10 13

L/R Leg 15 18

 


Standard

Battle Value: 1165

C-Bill Cost: 5,790,126

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 RA 3 7

1 LRM-15 LA 3 7

1 Medium Laser RT 1 1

2 Medium Laser CT 2 2

1 Medium Laser LT 1 1

1 Ammo (LRM-15) 8 RT 1 1

1 Ammo (LRM-15) 8 LT 1 1

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink H 1 1

    Totals

21 24

 

Overview:

The CPLT-C1 Catapult was produced by Hollis Incorporated in a limited production run between 2561 and 2563 under a special military contract with the Star League. It was officially classified as a close-support vehicle, designed as a second-line defense with strong offensive capabilities.

Early models of the Catapult were equipped with no close support weapons, but the most current versions carry four medium lasers for close support.

 

Capabilities:

The Catapult is equipped with the reliable Holly missile systems, in this case mounting two racks of 15 LRMs each. This gives the Catapult a range of nearly 630 meters, capable of destroying an enemy from a long distance without risking opposing fire.

On those occasions when the 'Mech is engaged at close range, it is more than able to defend itself with its four Martell medium lasers. The 'Mech does lack an effective anti-infantry defense system, however, because it was designed as a second-line fire-support system. Also, its lack of manipulative hands is a drawback in close combat situations.

The Anderson Propulsion 21 jump jets have been a problem for the Catapult ever since their installation. If used extensively, the system tends to break its conductive housing. This in turn vents some of the jet exhaust directly into the 'Mechs interior, leading to overheating. In 2566, the Star League Quartermaster Corps ordered a recall, but many units never came in to receive the replacement systems. Some models are therefore equipped with an Anderson Propulsion 25, which does not share the same design difficulties.

The 'Mech's emergency pilot escape system is a side-firing escape hatch instead of the very common roof hatch system. This can cause some damage to the MechWarrior, but is generally considered safer overall in an emergency situation.

 

Configuration / Variants:

There were several different production runs of the Catapult, and these produced two variations of the 'Mech. Most common of these is a Catapult with two Holly LRM-20s and nearly double the ammunition, but with only two Magna small lasers for defense and close support.

Another version was created by House Kurita technicians, who modified the basic Holly chassis as well as armor placement. The weaponry has also been changed to make the 'Mech more of a close combat system. The Kurita variant has five more heat sinks, two PPC's, twin machine guns, and two medium lasers. Despite this, the Catapult's lack of hands makes it better at fire support than at close-range combat.

 

Battle History:

With the fall of Star League, many Catapults disappeared with General Kerensky. Those remaining were mainly with the Capellan Confederation, where Hollis Incorporated was manufacturing them on the planet Corey. At the time war broke out, the facility was geared more for a newer model and for repair parts. Though a massive bombing attack all but leveled the facilities, many Catapults were still in the hands of House Liao.

House Davion made an attempt to capture a Liao arsenal containing several Catapults on the planet Ward during the autumn of 2904. After a number of long and drawn out battles, Davion eventually took several badly damaged Catapults for their own forces.

In 2934, House Marik attacked Hsien within the Capellan Confederation, hoping to secure the world's freshwater supplies. Defending were several Catapults stationed on Hsien with Liao's 15th Dracon in a defensive action against the Marik aggressors. Piloting a Catapult, Lieutenant Martin Davis led a command lance for the 15th Dracon against the Marik aggressors. His 'Mech's jump capabilities combined with its long-range fire support allowed Martin to hold the attacking force at bay for several days of fighting outside the village of Transe. He also discovered the inherent difficulties of the Anderson 21 jump jets when his overheated several times in combat.

House Steiner once possessed several Catapults, as they were attached to the Skye Rangers 4th Regiment based on the Lyran Commonwealth planet Deia. In 2990, Redjack Ryan led a daring raid on Deia, catching the 4th Regiment off guard. One of the Catapults was destroyed, another was scrapped for parts after the battle, and yet another is still unaccounted for. This tends to support a report that Redjack Ryan has a functional Catapult in his arsenal.

One of the few known House Kurita Catapults was engaged in the battles for the planet Hoff against House Davion, where they lost the 'Mech. The Draconis Combine has one Catapult assigned to Brion's Legion, but no others are reported with any regular Kurita unit.

 

Deployment:

Noteable 'Mechs & Warriors
Lieutenant Conan Davis
Son of Martin Davis, Lieutenant Conan Davis is currently assigned to his father's alma mater, the 15th Dracon. After Martin Senior died from wounds received in battle, his 'Mech was passed to his oldest son Conan. The Catapult is a standard model, but its left torso armor has some severe damage. The engine also has chronic difficulties, and the 'Mech suffers from the flawed jump jet design. As commander of a heavy recon lance, Lieutenant Davis has nevertheless proved his own skill and that of his Catapult in the battles for Gan Singh against House Marik forces.

MechWarrior Walter Finney
Walter is currently assigned to House Davion's Syrtis Fusiliers' 5th Regiment. His Catapult is in perfect running order, despite much action seen in several campaigns against Kurita along the northern front of the planet Breed. Initially a member of the Dispossessed assigned to the infantry, Finney was fortunate enough to discover a battered but salvageable Catapult during the fighting near Galatia. His prowess in combat has since earned him respect from enemies and friends.

MechWarrior Janice Abermann
As a member of the attack lance of the 21st Centauri Lancers, Janice has won a reputation as a cold-blooded killer who will risk much to win a battle. Because she will plunge into combat against any odds, her 'Mech is in constant need of repair. In her favor, however, is the fact that her 'Mech is equipped with the Anderson 25 jet propulsion system and thus is not plagued with overheating the way many other Catapults are.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1044
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
464 DOWNLOADS

Crab CRB-20

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3025

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BATTLEROM IMAGE JANUARY 29, 2719

* FOR HEIMDAL 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: 0 MP

Standard Heat Sinks: 16  6T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 9

Head 3 9

Center Torso 16 18/7

L/R Torso 12 14/5

L/R Arm 8 14

L/R Leg 12 22

 


Standard

Battle Value: 921

C-Bill Cost: 3,915,874

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 Medium Laser CT 1 1

1 Small Laser H 1 0.5

3 Heat Sink RT 3 3

3 Heat Sink LT 3 3

    Totals

12 11.5

 

Overview:

The Crab was designed as a medium-weight raider and stay-behind fighter. First built in 2719, fewer than 1,000 of these 'Mechs were delivered before the outbreak of the Succession Wars. The Crab received favorable initial reports, but experts saw the 'Mech's inability to jump as a limitation on its usefulness as a raider.

The Crab possesses good speed overall and can survive for weeks without resupply. All of its weapons are energy-based, which makes the Crab run slightly hotter than other 'Mechs of its weight class. The Crab might well have become the standard medium 'Mech of the SLDF, had events not forced General Kerensky and his loyalists to leave the Inner Sphere.

 

Capabilities:

When first delivered to the field, the Crab contained little new technology. Except for the targeting system and the communications equipment every major component on the Crab was first tested and proven on another 'Mech design. Technicians dream of assignment to a Crab, because it requires less than half the maintenance time of other 'Mechs in its class. In fact, the slang term "Crab walk" is synonymous with easy duty. Only the 'Mech's communications equipment gives its technicians any significant problems.

The Dalban Series K communications network provided the Crab with a superior C3 suite. The system houses seven microprocessors, each capable of performing its own special duty as well as duplicating the operations of the other six. More than a communication system, the Dalban network can identify the 'Mech's exact location on a planetary surface, as well as the locations of any known units on the planet. The system keeps its information current by monitoring all radio frequencies and short-wave bands and taking in data feeds from satellites and other military communications systems. When operating behind enemy lines, the system can forecast enemy troop movements, differentiating between suspected positions and known positions, and can project a path for arriving at any destination. Though not foolproof, the system does give the pilot an excellent recon report prior to his beginning patrol. Unfortunately, the system is difficult to maintain; the last known K-series qualified technician died some years ago, and so maintenance of the system has come down to guesswork. The depredations of the Succession Wars, however, have rendered this less of a drawback than it might seem. The military-communications infrastructure, command posts, orbital satellites, high-altitude surveillance drones and such on which the K series suite depended have largely been destroyed, rendering the system's more esoteric functions useless.

Most pilots consider the Crab's armor protection acceptable, though the replacement of its composite armor with the homogenous steel now used has reduced the Crab's survivability somewhat. Its arms and legs are well protected and even its weakest points can withstand a direct PPC blast without a breach.

The 'Mech's weapons systems are serviceable, if uninspired. Its matched set of large lasers, housed in its claws and forearms, provide an excellent arc of fire but are easily damaged during hand-to-hand fighting. Pilots tend to use the huge weapons as clubs, knocking the focusing mirrors out of alignment and rendering the lasers inoperable. Though readjustment is easy to perform, it requires the pilot to spend several minutes outside the cockpit with his head buried in the 'Mech's elbow.

To provide a secondary line of defense, designers added a medium Ceres Arms laser and Exostar small laser to the center torso and head, respectively. The medium laser is well protected from the engine, and heat sinks allow an unrestricted flow of heat through the center torso and out the back. The head-mounted small laser is normally used only as a last resort. Ineffective at long ranges, it works best against soft targets, such as infantry and rioting civilians. The cockpit is well insulated from the heat of the engine and the small laser. Pilots appreciate the relative comfort of piloting a Crab.

The 'Mech's ejection seat varies from the standard design, giving the pilot two methods of escape. If an explosion is imminent, the top hatch is blown back and the seat is jettisoned through the roof of the 'Mech. Seat thrusters stabilize the seat's descent to a controlled fall, and the pilot lands roughly 200 meters from his machine. If no explosion is likely, the seat is rotated 90 degrees and fired out the back. The pilot lands 20-50 meters from his 'Mech after a much shorter and gentler ride.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1043
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
481 DOWNLOADS

Champion CHP-2N

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


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BATTLEROM IMAGE JULY 14, 2602

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6 8

Head 3 9

Center Torso 20 22/9

L/R Torso 14 16/5

L/R Arm 10 10

L/R Leg 14 13

 


Standard

Battle Value: 839

C-Bill Cost: 5,071,200

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RT 7 12

2 Medium Laser LT 2 2

2 Small Laser CT 2 1

1 SRM-6 LT 2 3

2 Ammo (Autocannon/10) 10 RT 2 2

1 Ammo (SRM-6) 15 LT 1 1

    Totals

16 21

 

Overview:

Introduced in 2602, the CHP-1N Champion is a heavy BattleMech designed to be fast and maneuverable, with an array of weaponry to give it good combat flexibility. Weighing in at 60 tons and with a top running speed of 86.4 kilometers per hour, the Champion was intended to fill the roles of a heavy reconnaissance and strike BattleMech. The 'Mech also often serves with main-line units in more general combat roles.

Though many have criticized the vehicle as over-engined, oversized, under-gunned and too costly, the Champion's consistently excellent performance has made it popular among its pilots as well as MechWarriors who serve alongside it.

 

Capabilities:

The Champion's mass makes it a heavy BattleMech, but it has feeble weapons and light armor for this weight class. However, few of the more heavily armed and armored heavy BattleMechs can match its speed and maneuverability, and thus its higher survival rate. To achieve this speed advantage, the Champion uses a VIar 300 fusion engine that masses nearly 20 tons, one-third of the Champion's overall mass.

Critics claim that a medium 'Mech in the 50- to 55-ton range can move at similar speeds with a smaller engine, leaving room for much more weaponry and armor. Earthwerks Incorporated bid for the same contract with a proposal for the GRF-3N, a modified version of its 55-ton Griffin, to achieve the same performance as the Champion at notably less cost. But Bergan Industries, manufacturer of the highly successful Locust, lobbied so intensively that its Champion proposal ultimately won out with an order for 200 machines.

The original Champions included an improved missile fire-control system known as Artemis that improved the accuracy of its Harpoon missiles by up to 50 percent. However, as with most advanced weapons of the Star League era, the technologically impaired Inner Sphere of the Succession Wars could not maintain the Artemis, and no functional versions appear to remain in existence.

The Champion's weapons array consists of one Mydron Model B autocannon, one Harpoon-6 short-range missile launcher, a pair of Magna Mark II medium lasers, and two Martell small lasers. Though it carries extra ammunition, the Champion sometimes must withdraw from combat early or close quickly to engage targets with its SRM and lasers. The 'Mech's greatest weakness may be its tendency to run somewhat hot in heavy combat, mostly because its manufacturers installed low-efficiency heat sinks to reduce the machine's overall cost.



User Reviews

User Rating Posted Updated

Stormwind 0 11/15/2004  

The lack of long range firepower and thin armor bothers me somewhat but this lvl1 mech can easily best most mediums of its era which are often slower.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1047
SATURDAY, NOVEMBER 13, 2004
UPDATE: 4/11/2006
421 DOWNLOADS

Crockett CRK-5003-0

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3025

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BATTLEROM IMAGE SEPTEMBER 20, 2735

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Crockett CRK-5003-0

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 85 tons

Chassis: Geometric 530 Hard Core Standard

Power Plant: 255 Strand Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 Geotec 300 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: CarbonStrand 30 Weight AS Standard

Armament:
2 Magna Mk I Small Lasers
2 Holly SRM 6s
2 Magna Mk III Large Lasers
1 Blankenburg Heavy Autocannon/10
Manufacturer:    Blankenburg Technologies
   Location:    Terra
Communications System:    GRPNTR Groundpainter 5
Targeting & Tracking System: Scope 30 RNDST

Overview:

Originally designed as a battle-worthy training 'Mech, the Crockett proved far more versatile than anyone involved in the project expected. Blankenburg Technologies designated its training simulator the Crockett, named for Davy Crockett, the famous nineteenth-century Terran frontiersman best known for helping to defeat the Native American tribes using their own tactics. In 2735, the first limited production run of Crocketts was shipped to Star League military academies for use as training simulators to teach pilots how to most effectively handle heavy 'Mechs.

During the Hidden Wars, when tensions between Star League member-states led to both overt and covert military actions, the SLDF redeployed many of its BattleMechs to new posts, creating a demand for additional 'Mechs. Ten years after the Crockett's introduction, a number of commanders began to test the design for front-line combat use. They quickly discovered that the enemy's lack of familiarity with the 'Mech made its powerful weapons and jump capability, a rare feature at that time, even more effective, and immediately incorporated the Crockett into their units.

Its success as a front-line unit has virtually eliminated the Crockett from assault-' Mech training programs. Its popularity as a combat unit makes it difficult for Blankenburg to produce enough CRK-5003-0 Crocketts to keep pace with demand, and the company continues to devote its profits to expanding its production facilities.

Capabilities:

The Crockett was originally designed to train new recruits and MechWarriors in the rigors, restrictions, and skills of piloting a large BattleMech. The fact that it was jump-capable added to the huge machine's training potential and combat usefulness. The Crockett made a smooth transition from training to fighting partly because its original design sacrificed some of the armor protection typical of a 'Mech of its weight class in favor of additional heat sinks and weapons, greatly increasing its offensive capabilities. The Blankenburg engineers took seriously the Quartermaster Command's request that the trainer-' Mech also be battle-worthy, and so incorporated some powerful features.

The original Crockett combined the advanced Blankenburg Technologies large lasers with the Scope 30 targeting and tracking system, giving the weapon a longer range than any other lasers available at the time. However, repeated declines in technology throughout the centuries of the Succession Wars have made such advanced laser/targeting interfaces impossible. Blankenburg fits the new Crocketts with the more readily available Magna Mark III heavy laser, also mounting this replacement in the arms.

The Crockett still features a Blankenburg heavy autocannon, which has a range roughly equal to that of the heavy Magna lasers. Placed in the left torso in order to compensate for recoil, the autocannon can lay down devastatingly accurate fire.

The Holly-6 SRM launchers are among the most reliable missile launchers in the Inner Sphere. Engineers began using this model after early tests showed that a single jump of the 85-ton 'Mech could knock a missile out of alignment with tragic results. The proven Holly launchers eliminated this problem, allowing the pilot to take full advantage of the Crockett's maneuverability during combat.

A pair of Magna Mark I small lasers round out the 'Mech's weaponry. Their placement in the Crockett's arms gives the powerful assault 'Mech a nearly unbeatable defense against infantry attempting the unorthodox "swarm" assault.

The cockpit life-support system is the Crockett's chief weakness. Because the 'Mech was conceived as a simulator rather than a fighter, its life-support apparatus and systems used less durable materials. This flaw led to the deaths of three MechWarriors after the Crockett was pressed into full-time military service. Two years later, all 5003-1 Series 'Mechs were recalled and refitted, and the original design was modified to correct this flaw in new production runs of the Crockett.

The unique blend of movement capabilities, weapons, and their effective ranges make the Crockett a formidable battle machine.

The primary tactic of Crockett pilots is to maintain distance from an enemy, using the 'Mech's long-range lasers to slow and weaken an opponent. Then, before the enemy can accurately target the 'Mech, the pilot jumps the Crockett to the enemy's rear, quickly turning to fire on the opponent's weak back armor. A 'Mech turning to defend itself against such an attack automatically exposes his back to other hostile 'Mechs, making this tactic an effective one regardless of the initial results of the Crockett's attack.


Type/Model: Crockett CRK-5003-0

Mass: 85 tons

Equipment:   Crits Mass

Internal Structure: 130 pts Standard 0 8.50

Engine: 255 6 13.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 15 Single 5 5.00

   (Heat Sink Loc: 1 LT, 2 RT, 1 LL, 1 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 263 pts Standard 0 16.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 35

  Center Torso (Rear):   19

  L/R Side Torso: 18 25/25

  L/R Side Torso (Rear):   11/11

  L/R Arm: 14 28/28

  L/R Leg: 18 36/36


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser LA 1   1 .50

1 Small Laser RA 1   1 .50

1 SRM 6 LT 4   2 3.00

1 SRM 6 RT 4 30 4 5.00

   (Ammo Loc: 2 RT)

1 Large Laser LA 8   2 5.00

1 Large Laser RA 8   2 5.00

1 Autocannon/10 LT 3 20 9 14.00

   (Ammo Loc: 2 RT)

3 Standard Jump Jets:       3 3.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   29   58 85.00

Crits & Tons Left:       20 .00


Calculated Factors:

Total Cost: 7,456,425 C-Bills

Battle Value: 1,325

Cost per BV: 5,627.49

Weapon Value: 1,277 / 1,277 (Ratio = .96 / .96)

Damage Factors:    SRDmg = 23; MRDmg = 11; LRDmg = 1

BattleForce2: MP: 3J,   Armor/Structure: 7/7

    Damage PB/M/L: 3/2/-,   Overheat: 4

    Class: MA,   Point Value: 13

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #564
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
645 DOWNLOADS

Cyclops CP-10-Z

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3025

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BATTLEROM IMAGE FEBRUARY 1, 2710

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Cyclops CP-10-Z

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 90 tons

Chassis: Stormvanger HV-7 Standard

Power Plant: 360 Hermes Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Starshield Special Standard

Armament:
1 Zeus-36, Mark III Autocannon/20
1 Delta Dart LRM 10
2 Diverse Optics Type 20 Medium Lasers
1 Hovertec Quad SRM 4
Manufacturer:    Stormvanger Assemblies, Unlimited
   Location:    (Unknown)
Communications System:    Olmstead 840 with SatNav Module
Targeting & Tracking System: Tacticon Tracer 280

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. With its sophisticated holographic Tacticon B-2000 battle computer and its planet-wide communications capability, the heavy 'Mech proved highly useful in this role. 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. At regimental level and higher, the commander's Cyclops is usually guarded by a headquarters lance and supporting units.

Though individual commanders have occasionally made personal modifications, the present-day Cyclops is virtually identical to the prototype coming off the assembly line in 2710.

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. In battlefield situations, the 'Mech is capable of coordinating up to an entire BattleMech regiment with the B-2000 computer on line. It easily maintains planet-wide and orbital communications, too, using the Olmstead 840 tight beam commsystem and satellite assistance.

The Cyclops' weaponry is mixed so that it can attack or defend itself against any opponent at any range necessary. The Delta Dart LRM pack is capable of engaging the enemy at extreme range. The Zeus-36 Mark III autocannon can be used in the middle ranges. Finally, the two Diverse Optics Type 20 medium lasers with the Hovertec SRM quad can take on anything that gets nearer.

With its diverse weaponry, the Cyclops is somewhat limited in ammunition storage, and its projectile weapons tend to run out quickly in extended battle situations. For this reason, the Cyclops is usually well-protected when used by high-echelon commanders, who usually employ it to turn the tide of battle or to exploit an enemy weakness.

Though the Cyclops' head section is armored as heavily as its internal structure can handle, the armor is somewhat inadequate. In battle situations, most enemy 'Mechs will automatically aim at the head of the Cyclops, knowing any hits or near misses could damage or disable the sophisticated command and control equipment located there, as well as doing the usual damage to the MechWarrior inside.

Even with these minor drawbacks, the Cyclops is a formidable weapon to be found in the battle lances of almost every 'Mech regiment in the Successor States.

Battle History:

The Cyclops has been a part of every major engagement in the Succession Wars, having proved itself in both close combat and as an efficient command control vehicle.

During the initial advances by House Kurita into Davion-controlled space in May 2796, the headquarters lance of the 22nd Avalon Hussars covered the retreat and final DropShip embarkation of the beleaguered defenders of the planet Delacruz. Attacked by nearly a full-strength Kurita 'Mech battalion, three Cyclops and two supporting Warhammers withstood the onslaught until all but one of the DropShips had successfully launched. When the surviving Warhammer was ordered to withdraw, the three Cyclops launched a final missile barrage at the pursuing enemy. This disrupted them enough so that the Davion 'Mechs could escape under the protecting fire of some newly arrived AeroSpace Fighters. Though heavily damaged, the three Cyclops survived.

In early 2801, a raiding party of 'Mechs from Redjack Ryan's fortress planet of Butte Hold landed on Alkalurops. All that opposed them on the planet was the cadre and training formation of House Steiner's 32nd Lyran Guards. Led by the old battlefield tactician Brigadier Carson Enright in his Cyclops, the 'Mechs were deployed in a position to ambush the Bandit King's 'Mechs as they advanced toward the supply depot in the town of Allabad. Using stored mining explosives and missile fire, Brigadier Enright managed to bury the lead bandit 'Mechs and to cripple a number of others as they passed through a narrow defile. Enright then rose up in his Cyclops and charged the enemy, followed by his headquarters lance and some MechWarrior trainees. In the ensuing melee, Ryan's raiding party was completely smashed. The survivors fled back to their DropShips, leaving eleven disabled 'Mechs on the field.

Variants:

Several variants of the Cyclops have appeared. The most notable includes the popular command vehicle module, with its detachable section located on the upper rear torso of the Cyclops. When not in battle, the unit can be detached and set up in 15 minutes to become a fully operational headquarters bunker, equipped with communication and control equipment capable of coordinating up to a 'Mech regiment.

Many pilots also provide their Cyclops with false armor head protectors, which gives them the appearance of wearing a helmet. The rationale is that incoming missile and autocannon fire will explode against the false armor instead of the actual head armor. This is, at best, a poor solution to the problem.

Another variation on the Cyclops replaces the right torso-mounted autocannon with a second set of LRM racks and added armor protection for the arms. This alteration allows more long-range fire but lessens the Cyclops' punch at medium ranges.

Notable 'Mechs & MechWarriors:

Brigadier Carson Enright
Commander of House Steiner's 32nd Lyran Guard Regiment, Brigadier Enright has commanded brigade- and division-sized 'Mech units a number of times from his Cyclops known as the Archon's Eye. Enright is famous for his brash and unpredictable tactics on the battlefield. Out of his 'Mech, he is a soldier of the old school, scowling at the habits of those MechWarriors who are less disciplined than him and the troops he commands.


MechWarrior Sergeant Lenny Markbright
Noted tactician of the mercenary battalion Waco's Rangers, Markbright is one of the best known non-commissioned personnel to pilot a Cyclops. He is assigned as a tactical advisor to Colonel Wayne Waco's headquarters lance. In his Cyclops, the Polyphemus, Markbright accompanies the battalion commander during an operation, keeping his keen mind turned to the output of his modified B-2000 battle computer. Known for his analytical yet flexible thinking, Lenny Markbright is one of the major reasons for Waco's Rangers' many successes.


Type/Model: Cyclops CP-10-Z

Mass: 90 tons

Equipment:   Crits Mass

Internal Structure: 138 pts Standard 0 9.00

Engine: 360 6 33.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 12 Single 0 2.00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 160 pts Standard 0 10.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 30

  Center Torso (Rear):   11

  L/R Side Torso: 19 20/20

  L/R Side Torso (Rear):   8/8

  L/R Arm: 15 10/10

  L/R Leg: 19 17/17


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/20 RT 7 20 14 18.00

   (Ammo Loc: 2 LT, 2 RT)

1 LRM 10 LT 4 12 3 6.00

   (Ammo Loc: 1 LT)

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 SRM 4 CT 3 25 2 3.00

   (Ammo Loc: 1 CT)

TOTALS:   20   52 90.00

Crits & Tons Left:       26 .00


Calculated Factors:

Total Cost: 9,217,660 C-Bills

Battle Value: 965

Cost per BV: 9,551.98

Weapon Value: 952 / 952 (Ratio = .99 / .99)

Damage Factors:    SRDmg = 19; MRDmg = 7; LRDmg = 3

BattleForce2: MP: 4,   Armor/Structure: 4/7

    Damage PB/M/L: 4/3/-,   Overheat: 2

    Class: MA,   Point Value: 10

    Specials: if

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #544
SATURDAY, FEBRUARY 07, 2004
UPDATE: 11/8/2004
548 DOWNLOADS

Dervish DV-6M

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

No Tags posted

BATTLEROM IMAGE OCTOBER 22, 2520

* FOR ISF 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

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 7.5

Head 3 8

Center Torso 18 20/4

L/R Torso 13 15/4

L/R Arm 9 10

L/R Leg 13 15

 


Standard

Battle Value: 868

C-Bill Cost: 4,989,966

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 SRM-2 RA 1 1

1 SRM-2 LA 1 1

1 LRM-10 RT 2 5

1 LRM-10 LT 2 5

1 Ammo (SRM-2) 50 RA 1 1

1 Ammo (SRM-2) 50 LA 1 1

1 Ammo (LRM-10) 12 RT 1 1

1 Ammo (LRM-10) 12 LT 1 1

2 Jump Jets RL 2 1

1 Jump Jets CT 1 0.5

2 Jump Jets LL 2 1

    Totals

17 20.5

 

Overview:

Long the plodding workhorse of Successor States ground forces, the DV-6M Dervish has become the focus of a great deal of attention. As the last 'Mech designed to serve the Star League in large numbers, its role on the battlefield is as a poor-man's Archer. With its LRM-10 and SRM-2, it can give quick fire support where needed, freeing larger 'Mechs for other duties. The Dervish's jump jets make up in mobility what it lacks in armor.

Commissioned in 2520, the Dervish received only one major change over the years, the replacement of the 270 GM engine with the present-day 275 Core Tek to boost its maneuverability. Most Dervishes were made before the dissolution of the Star League and so have served in all corners of the universe.

 

Capabilities:

Though the Dervish is primarily a fire-support 'Mech, it can hold its own in a physical fight against lighter 'Mechs. Much maligned as a dull fighting vehicle, the Dervish does possess several noteworthy features.

The two sets of LRM-10s are deeply embedded in the 'Mech's torso (rather than exposed as on the Archer or Crusader), which ensures good protection for the missile systems and controls. The Dervish can carry twelve rounds for each LRM missile system, which is adequate for all but the most protracted battles.

The small two-shot SRMs are completely self-contained, along with their 50 rounds of ammunition, within the 'Mech's paddle-like hands. This placement allows the SRM to be aimed quickly without having to move the entire 'Mech. In the event that the pilot does run out of ammo for his missiles, the Dervish's two medium lasers ensure that he will always have something to fight with.

The jump jets, originally an afterthought, have also proved their worth time and again, giving the Dervish the mobility to exploit the surrounding terrain and the opportunity of closing quickly with an opponent. The jump jets also allow the Dervish pilot a chance to hit the panic button and jump his way out of a tight situation.

The Dervish's major drawback is its mediocre armor. It is well-armored enough to handle the attacks of small to medium weapons, but cannot cope with the increasingly lethal weapons found on today's battlefield. There have been many attempts to upgrade the armor, but they have all compromised the 'Mech's simple design.

 

Configuration / Variants:

The number of Dervishes has been steadily decreasing, due to battle losses or lack of parts. Only House Davion, with its BattleMech factory at Dorwinion, has the know-how and materials to build new Dervishes. Indeed, this technical readout is based on the Federated Suns' version of the 'Mech.

The prospect of losing the Dervish altogether is regrettable but not devastating to the Kurita, Marik, and Liao forces. Nor does Davion's ability to produce faze them much. What does concern Davion's enemies are the recent reports of brand-new Dervishes fighting under the flag of the Lyran Commonwealth, which raises the possibility of an enlarged alliance between the Commonwealth and the Federated Suns. The three are closely studying Lyran forces during any contact with them, and have made capture of a Lyran Dervish a top priority.

 

Battle History:

With its long history, even this 'dullest' of 'Mechs has had its share of glory and fame. Among these moments, none can compare with the story of the Whirling Dervishes of New Rhodes. In 2796, the Draconis invasion forces had made their way deep into the Federated Suns domain. The offensive had come so quickly that some of the defenders were swept aside to be dealt with later. It was New Avalon, the capital of the Federated Suns, that Lord Kurita was after.

New Rhodes was one of the planets in Kurita's path toward New Avalon. While the Combine forces approached the planet, the officers of the 17th Avalon Hussars had to make the difficult decision to send most of the planet's troops to the defense of New Avalon. Only a small guerrilla force led by Captain Conrad Warrent was left behind on New Rhodes.

Taking to the thick forests surrounding the planet's capital, the guerrilla force of Dervishes and Enforcers concealed themselves and waited. When elements of Kurita's 2nd Sword of Light dropped onto New Rhodes, they were surprised and angry to discover no armed resistance. In a week-long binge, the Kurita troops roughed up the population and destroyed the city as a substitute thrill.

Captain Warrent kept in touch with the city and learned of a huge buildup of lightly guarded arms and ammunition.

Three days after the Sword of Light's arrival, Captain Warrent and his men slipped from the forest into the large river bordering the airport. Unknown to him, his opponents were at that moment parading their awesome strength before the gathered but sullen populace. Just as Captain Warrent's Dervish crested the water, he was immediately spotted and fired upon by a guard.

Realizing his own plans were now awry, the Captain made a quick decision. Explaining the odds, he gave each man the chance to save himself by retreating. In reply, all his men punched their jump buttons, setting the river water to violent churning. Breaking clear of the river, the 'Mechs charged in among the piles of supplies.

The Dervishes went wild. Firing salvo after salvo, they aimed at piles of ammunition, choosing to ignore the approaching enemy for the moment. As one ammunition pile after another blew sky-high, the population sent up a cheer. Time and again, a Dervish would emerge from the flames, fire a group of missiles at an enemy 'Mech, then disappear back into the smoke and heat. It took Kurita's force ten hours to finally track down and kill four Dervishes and two Enforcers.

What it cost the Sword of Light, however, was the loss of over a thousand tons of ammunition, and thousands of spare parts. Though many believe the gallant action might have delayed the invasion of New Avalon, the vast resources that Kurita has at his disposal make it unlikely. The one undeniable effect of the attack of Whirling Dervishes, however, was that it boosted morale on both New Rhodes and on New Avalon, where smuggled tapes of the event were broadcast.

 

Deployment:

Noteable 'Mechs & Warriors
MechWarrior Hap "Madman" Carsburg
Something of a con man, Carsburg has seen his share of jails. At times when the success of his elaborate cons has made him rich, he plays the benevolent fool, sporting ridiculous hats and carrying a sword. When he evitably loses the money, he becomes dark and moody, waiting for the inspiration to create a new scheme. Carsburg fights according to his moods. When happy, he is a team player using his considerable skill with weapons to further the team's objectives. When depressed and moody, he is a loner, at times endangering his fellow warriors in the pursuit of some personal obsession. Hap Carsburg has been court-martialled and he has been awarded medals for bravery. His erratic behavior has placed him on probation, but with counseling for his wild mood swings.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #520
THURSDAY, APRIL 22, 2004
UPDATE: 6/28/2005
290 DOWNLOADS

Falcon FLC-4N

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3025

 


Faction Availability

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE MARCH 4, 3025

* FOR MI2 USE ONLY *

 


BattleMech Technical Readout

Type/Model: Falcon FLC-4N

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 30 tons

Chassis: Duralyte 296 Standard

Power Plant: 180 GM Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 PRS-60 Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: StarGuard II Standard

Armament:
2 Omnicron 1000 Small Lasers
2 Reginald Mark VI Machine Guns
1 Sunglow Type 1 Medium Laser
Manufacturer:    Stormvanger Assemblies, Light Division
   Location:    Caph
Communications System:    Garret T-20C
Targeting & Tracking System: Dynatec 150A

Overview:

A "lost" Star League design, the Falcon was produced in great numbers in the late 26th century.   The last known manufacture of the Falcon was at Hesperus during the First Succession War, but ironically, the Marik raid that destroyed the area of the 'Mech works where the Falcon was produced ("the Falcon wing") came just as the need for new Falcons was becoming most evident.   The Falcons that remain in Inner Sphere militaries are almost all extensively repaired, man of them becoming hybrids with arms taken from destroyed Ostscouts or weaponry from other 'Mech designs.   Only Wolf's Dragoons appear to have access to new, undamaged 'Mechs of this type. The Dragoons use this light pursuit 'Mech in its classic defensive deployment, to hunt down enemy recon lances.   They also use it in offensive formations as part of harassing movements, to back up heavier 'Mechs with secondary fire, and as a diversionary force.


Type/Model: Falcon FLC-4N

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 180 6 7.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 6    

Heat Sinks: 12 Single 5 2.00

   (Heat Sink Loc: 2 LT, 1 RT, 1 LL, 1 RL)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 96 pts Standard 0 6.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 14

  Center Torso (Rear):   3

  L/R Side Torso: 7 12/12

  L/R Side Torso (Rear):   2/2

  L/R Arm: 5 8/8

  L/R Leg: 7 13/13


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RA 1   1 .50

1 Small Laser LA 1   1 .50

1 Machine Gun RT(R) 0 200 2 1.50

   (Ammo Loc: 1 CT)

1 Machine Gun LT(R) 0   1 .50

1 Medium Laser RA 3   1 1.00

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   5   48 30.00

Crits & Tons Left:       30 .00


Calculated Factors:

Total Cost: 2,249,390 C-Bills

Battle Value: 523

Cost per BV: 4,300.94

Weapon Value: 180 / 180 (Ratio = .34 / .34)

Damage Factors:    SRDmg = 7; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 6J,   Armor/Structure: 2/3

    Damage PB/M/L: 2/1/-,   Overheat: 0

    Class: ML,   Point Value: 5


Created with HeavyMetal Pro

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #511
SUNDAY, APRIL 18, 2004
UPDATE: 11/8/2004
286 DOWNLOADS

Dragon DRG-1N

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE FEBRUARY 2, 2754

* FOR THE WATCH USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6 10

Head 3 9

Center Torso 20 27/12

L/R Torso 14 16/8

L/R Arm 10 14

L/R Leg 14 18

 


Standard

Battle Value: 952

C-Bill Cost: 5,046,080

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/5 RA 4 8

1 LRM-10 CT 2 5

1 Medium Laser LA 1 1

1 Medium Laser LT(R) 1 1

2 Ammo (Autocannon/5) 20 RT 2 2

2 Ammo (LRM-10) 12 LT 2 2

    Totals

12 19

 

Overview:

In the first years of the Kerensky Protectorate, the lackluster performance of the aging SHD-1R Shadow Hawk against newer designs made apparent the need to replace it. In a major contest, the Luthien Armor Works submitted its Dragon design and promptly lost the contract to the upgraded Shadow Hawk, the 2H.

Amazed and angered, the owners of Luthien Armor Works went ahead with production of a slightly less powerful Dragon. This design carried a Class 2 Victory autocannon on it right arm instead of the more powerful Imperator-A. It was this Dragon design that House Kurita privately commissioned in 2754 as the basis for the Combine's private army until the dissolution of Star League.

 

Capabilities:

With its high speed and better-than-average firepower, the Dragon is intended as a close assault vehicle. In stagnant battles with little or no movement, Kurita commanders often hold the Dragon in reserve until they discover a weakness in the enemy line. They then further soften this weakness with bombardment, troops, or tanks until a crack in the enemy line appears. At this point, the Dragons are turned loose to rush through the gap and exploit the advantage.

The Dragon's design serves this purpose well. 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 Dragon the ability to take punishment when surrounded by the enemy, a common occurrence. Even the normally delicate autocannon is placed within a thick protective sleeve that absorbs some of the shock when the Dragon punches with that arm.

Carrying 24 shots for the LRM system and a whopping 40 rounds for the autocannon, the Dragon is amply supplied for sustained battles without reloading. In the event a Dragon does run low on ammo, the medium left-arm laser ensures that the MechWarrior will always have another weapon to fire. The second laser also buys it the healthy respect of 'Mechs trying to approach from rear.

The efficiency of the design has one drawback, however. Some Dragon pilots become so overconfident of their 'Mech that they often risk themselves and their machines unnecessarily by confronting heavier opponents such as a Zeus or a Warhammer. Some extra discipline usually cures surviving warriors of this bad habit.

The Dragon also proves itself useful defensively. With its large ammo supply, it can lay down a good pattern of fire and hold a prepared position against approaching 'Mechs.

What the Dragon does not have are reliable hip actuators. The military brass disregarded engineering reports calling for a heavier actuator design in favor of a cheaper actuator made on nearby Luthien. As a result, the Dragon can suffer from burned micro-bearings, requiring frequent overhauls of the hip assembly.

 

Configuration / Variants:

A major variant on the Dragon design, known as the Grand Dragon, has appeared recently. Inspired by Takashi Kurita's desire for a more powerful 'Mech, Combine engineers have devised changes that make the Dragon an even more fearsome opponent.

Replacing the autocannon on the right arm is a Lord's Thunder PPC. Another medium laser takes the space vacated by the autocannon ammo. In an effort to compensate for the extra heat generated, two more heat sinks were added. As the Grand Dragon has yet to be battle-tested, no one is certain of how it will perform with the extra heat burden.

 

Battle History:

As the Dragon is manufactured on Luthien, capital of the Draconis Combine, the other Successor States can do little to halt its production. The only factor that slows the output of this 'Mech design is the delay caused by the need to import its chassis and com systems.

A company of approaching Kurita Dragons is a common sight on Successor State battlefields. The ruling Kurita family, especially the current lord Takashi, has been reorganizing its regiments by replacing heavy 'Mechs like Warhammers and BattleMasters with the more plentiful Dragons. The older 'Mechs are then put together into separate units, which makes them easier to maintain and more effective in battle.

A battle fought as recently as 3013 illustrates the role the Dragon plays in Lord Kurita's service. When House Steiner began to unearth large amounts of high-grade diamonds essential for the manufacture of BattleMech armor on the obscure Commonwealth world of Phalan, the Draconis brass decided to dispatch the 9th regiment of the Rasalhague Regulars to the planet. Once there, they were to search for and take the already-mined diamonds, then destroy the mines. The Second Battalion, "Burton's Firebreathers", was composed entirely of Dragons while the other two battalions were mostly light to medium 'Mechs.

Unknown to the Kurita strategists, House Steiner's 22nd Skye Rangers were also using Phalan for maneuvers. Though manned by green MechWarriors, most of the regiment's 'Mechs were heavy Warhammers and Archers. Moreover, the approach of the Rasalhague Regulars was tracked by Lyran picket satellites, which gave the Rangers plenty of time to prepare. When the 9th regiment hit the dirt in and around the city nearest Phalan's mines, the Rangers were able immediately to repulse them. Then, in an assault on the mining camp, Kurita's 'Mechs were again rebuffed by a concerted effort of Lyran 'Mechs and local air support. The Combine commanders quickly decided that the city, with its warehouse filled with diamonds, was the Regulars' best bet.

The attack resulted in a siege, with the young Rangers holding an island in the middle of a lake where the planet's cache of diamonds was warehoused. Luckily for the 9th regiment, the main bridge linking the island with the rest of the city was still intact.

They did not use the bridge, however. Perceiving a weakness on the far side of the island, the Kurita first and third battalions launched a diversionary attack using the bridge. In the meantime, Burton's Firebreathers waded through the lake and blasted through a high concrete wall. The Firebreathers were in and out with the diamonds before the Skye Rangers could make an effective counter-attack.

 

Deployment:

Noteable 'Mechs & Warriors
Lieutenant Leon "The Orator" Gambetta
As a lance commander in the elite 2nd Sword of Light Regiment, Gambetta's reputation as a tactician has spread throughout the regiment. His 'Mech, painted in city camouflage colors, is often assigned to lead the charge against heavily fortified positions. That a MechWarrior who has led so many dangerous missions should live to the age of 53 is unusual. That he should also be known as kind and considerate, with great concern for his men, is even more unusual in these dangerous times. 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #546
THURSDAY, APRIL 22, 2004
UPDATE: 6/28/2005
384 DOWNLOADS

Firefly FFL-4A

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE SEPTEMBER 21, 3025

* FOR ISF USE ONLY *

 


BattleMech Technical Readout

Type/Model: Firefly FFL-4A

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 30 tons

Chassis: Earthwerks Firefly Standard

Power Plant: 150 GM Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 4 Lexington Lifters Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: StarSlab/1 Standard

Armament:
3 Martell Medium Lasers
4 Martell Small Lasers
1 Coventry Five-Tube LRM 5
Manufacturer:    Coventry/Earthwerks Combine
   Location:    Terra
Communications System:    Datcom 18
Targeting & Tracking System: Radcom TXX

Overview:

The last example of this well-armed reconnaisance 'Mech was thought to have been destroyed during the Second Succession War.   Rumors that the Firefly might survive in isolated parts of the Periphery persisted for two centuries, but no one expected it to appear in such large numbers with Wolfs Dragoons.   The Firefly is one of the Dragoons' most important 'Mechs, serving in light lances and compiling an excellent preformance record.


Type/Model: Firefly FFL-4A

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 150 6 5.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 4    

Heat Sinks: 10 Single 4 .00

   (Heat Sink Loc: 2 LT, 2 RT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA, R: Sh+UA 12 .00

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 10 15

  Center Torso (Rear):   5

  L/R Side Torso: 7 11/11

  L/R Side Torso (Rear):   3/3

  L/R Arm: 5 10/10

  L/R Leg: 7 14/14


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser CT 3   1 1.00

1 Medium Laser LT 3   1 1.00

1 Medium Laser RT 3   1 1.00

1 Small Laser LA 1   1 .50

1 Small Laser RA 1   1 .50

1 Small Laser LT 1   1 .50

1 Small Laser CT 1   1 .50

1 LRM 5 RT 2 24 2 3.00

   (Ammo Loc: 1 RT)

4 Standard Jump Jets:       4 2.00

   (Jump Jet Loc: 2 LL, 2 RL)

TOTALS:   15   44 30.00

Crits & Tons Left:       34 .00


Calculated Factors:

Total Cost: 2,203,500 C-Bills

Battle Value: 649

Cost per BV: 3,395.22

Weapon Value: 335 / 335 (Ratio = .52 / .52)

Damage Factors:    SRDmg = 12; MRDmg = 4; LRDmg = 1

BattleForce2: MP: 5,   Armor/Structure: 3/3

    Damage PB/M/L: 3/1/-,   Overheat: 0

    Class: ML,   Point Value: 7


Created with HeavyMetal Pro

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1052
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
226 DOWNLOADS

Flashman FLS-7K

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Steiner Inner Sphere

BATTLEROM IMAGE APRIL 7, 2701

* FOR MI2 USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 23  13T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 13.5

Head 3 9

Center Torso 23 25/16

L/R Torso 16 22/10

L/R Arm 12 24

L/R Leg 16 27

 


Standard

Battle Value: 1192

C-Bill Cost: 6,341,125

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 Medium Laser RA 1 1

1 Medium Laser RT 1 1

1 Medium Laser LA 1 1

1 Medium Laser LT 1 1

1 Medium Laser LT(R) 1 1

1 Flamer H 1 1

2 Heat Sink RL 2 2

2 Heat Sink CT 2 2

2 Heat Sink LL 2 2

2 Heat Sink LT 2 2

3 Heat Sink RT 3 3

    Totals

21 16

 

Overview:

The Flashman is one of the most underrated 'Mech designs of the Star League era. Essentially a walking platform for a high-energy laser battery, it mounts a preponderance of energy weapons, along with a head-mounted antipersonnel flamer. This laser specialization makes the Flashman independent on the battlefield, not tied to ammunition supply lines. The Flashman can engage the enemy as long as its pilot remains conscious, making it one of the most sought after designs in the Star League military.

Because of its popularity and the limited production run it saw before the fall of the Star League, all available FLS-7Ks were assigned to the front lines in the First Succession War. The factory complexes of Renault-Prime, the Flashman's producer, were destroyed in 2796 along with all molds, prototypes, spare parts, and blueprints except for one. Always looking for a competitive edge in the BattleMech industry, Defiance Industries of Hesperus II had acquired a copy of the Flashman blueprints just weeks before the factory was obliterated.

DefHes immediately re-tooled one of their unused lines to produce the Flashman. Though the ravages of the First Succession War forced many compromises in production the engineers at Defiance managed to keep most of the firepower the 'Mech had when the advanced components used in its construction were readily available.

 

Capabilities:

First produced in 2701, the FLS-7K Flashman is a heavy 'Mech designed for intense combat independent of re-supply. Because post-Star League factories could no longer produce the extra-light engine that gave the original 'Mech speeds equal to most medium 'Mechs, the new Flashman relied on a less powerful 300 VIar engine that reduced the design's overall speed. Despite this drawback and the lack of jump jets, however, the Flashman remains quite nimble for a 75-ton 'Mech.

The FLS-7K is armed with three Thunderbolt A5M large lasers mounted in each forearm, precluding the use of hand actuators in the design. Five Defiance B3M medium lasers complement their larger cousins, mounted in the right and left torso and co-axially with the large lasers in the right and left arms. A rear-facing mount is also included, along with a Coventry Volcano flamer mounted beneath the pilot's cockpit.

The Flashman is most useful when assigned to line regiments. Ideally, each assault and heavy lance of a regiment should include a Flashman to provide energy-weapon support during attacks on prepared positions or in general field combat. In addition, the Mech is also well suited for a rearguard role when the rest of the lance runs low on ammunition. Flashman 'Mechs usually serve as the 'fire brigade' of an assault lance. During an advance, they follow a little to the rear, scanning for ambushes and offering supporting fire against hardpoints engaging the forward 'Mechs. When a defense force seems to waver, the Flashman can charge forward laying down fire all the way, as the pilot need not fear an ammunition explosion. If no reserves are available to the defenders, this tactic tends to succeed, but when attempted in the face of reinforcements it usually results in a disabled Flashman.

The need to reload is the reason most engagements fought during the Succession Wars have been nothing more than raids. If more 'Mechs like the FLS-7K become available, perhaps more decisive engagements will be conducted.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #549
THURSDAY, APRIL 22, 2004
UPDATE: 6/28/2005
584 DOWNLOADS

Flea FLE-4

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Marik Inner Sphere

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE SEPTEMBER 19, 3025

* FOR ISF USE ONLY *

 


BattleMech Technical Readout

Type/Model: Flea FLE-4

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Earthwerk Trooper Standard

Power Plant: 120 GM Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Livingston Ceramics Standard

Armament:
1 Olympian Flamer
2 Martell Small Lasers
1 Martell Large Laser
Manufacturer:    Earthwerks Incorporated
   Location:    (Unknown)
Communications System:    Neil 2000
Targeting & Tracking System: Dalban HiRez-B

Overview:

The Trooper was an early Marik 'Mech design that overheated easily, frequently misfired, and was prone to locking in its ankle and knee joints. Though the basic arrangement of armaments and armor remained unchanged after the Marik engineers got the bugs out, the system itself was so drastically changed that the Trooper name was abandoned in favor of the more descriptive Flea.   Since the onset of the Succession Wars, Fleas have been rare, as Earthwerks, Inc. has concentrated on production of heavier 'Mechs.   It is believed within our Blessed Order that the lull in the fighting between the Third and Fourth Wars has allowed Earthwerks to accept a contract with the Dragoons to keep them supplied with the light 'mechs necessary for the excellent reconnaisance that is their hallmark.

Capabilities:

Like most light 'Mechs, the flea is a fast-moving, lightly armed and armored vehicle that excels at quick strikes and retreats.

Variants:

The faster and slightly more heavily armed and armored FLE-15 has its extra laser and two machine guns camouflaged so that the two models look identical on a computer viewscreen.   This sometimes causes enemy recon 'Mech pilots moments of uncertainty as to the strength of their opponents.


Type/Model: Flea FLE-4

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 120 6 4.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 10 Single 6 .00

   (Heat Sink Loc: 1 LT, 1 RT, 2 LL, 2 RL)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA, R: Sh+UA 12 .00

Armor Factor: 32 pts Standard 0 2.00


    Internal Armor

    Structure Value

  Head: 3 5

  Center Torso: 6 5

  Center Torso (Rear):   2

  L/R Side Torso: 5 3/3

  L/R Side Torso (Rear):   1/1

  L/R Arm: 3 3/3

  L/R Leg: 4 3/3


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Flamer CT(R) 3   1 1.00

2 Small Lasers LA 2   2 1.00

1 Large Laser RA 8   2 5.00

TOTALS:   13   38 20.00

Crits & Tons Left:       40 .00


Calculated Factors:

Total Cost: 1,519,200 C-Bills

Battle Value: 360

Cost per BV: 4,220.0

Weapon Value: 113 / 113 (Ratio = .31 / .31)

Damage Factors:    SRDmg = 8; MRDmg = 4; LRDmg = 0

BattleForce2: MP: 6,   Armor/Structure: 1/2

    Damage PB/M/L: 2/1/-,   Overheat: 0

    Class: ML,   Point Value: 4


Created with HeavyMetal Pro

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #518
SUNDAY, APRIL 18, 2004
UPDATE: 11/8/2004
497 DOWNLOADS

Grasshopper GHR-5H

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


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BATTLEROM IMAGE OCTOBER 22, 2786

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 22  12T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7 13

Head 3 9

Center Torso 22 30/13

L/R Torso 15 20/10

L/R Arm 11 22

L/R Leg 15 26

 


Standard

Battle Value: 1268

C-Bill Cost: 6,024,574

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser CT 2 5

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 LRM-5 H 1 2

1 Ammo (LRM-5) 24 RT 1 1

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 Heat Sink RA 1 1

1 Heat Sink LA 1 1

4 Heat Sink RT 4 4

5 Heat Sink LT 5 5

    Totals

23 16

 

Overview:

When it first appeared on the battlefield in 2786, the Grasshopper was a revolutionary design. Although it had a mass of 70 tons, it was jump-capable. A heavy 'Mech, with all the firepower and armor of its weight classification, the GHR-5H was designed as a highly mobile close-range fighter.

The GHR-5H was expected to engage and destroy light to medium 'Mechs at close range, clearing the way for less mobile, better-armed units. In a duel with another heavy 'Mech, the Grasshopper is usually out-gunned, but its heavy armor and high mobility allows it to inflict substantial damage before having to retreat.

 

Capabilities:

The Grasshopper is not heavily armed, but it can keep up a much higher rate of fire than many other heavy 'Mechs. This has given the GHR a reputation as a high-intensity fighter. With 24 reloads for its Conan/S LRM-5 and needing no ammunition for its lasers, the Grasshopper is able to continue its assaults for long periods away from supply depots.

Its ability to operate independently makes the 'Mech useful as a raider and guerrilla fighter. Instead of relying on long-range bombardment to weaken the enemy's defenses, the Grasshopper relies on surprise and superior mobility to overwhelm its victims.

The Grasshopper is also famous for its ability to outflank an enemy and attack from the rear. Though light and medium 'Mechs have always had this ability, the appearance of a heavy 'Mech with jump capacity required a complete revision of lance tactics.

A lance was traditionally grouped closely to concentrate firepower. However, the Grasshopper could jump into the middle of a tight formation well under the minimum range of any of the lance's big guns. This provided it with a choice of several targets at close range. The tactic was particularly effective in lances where the heavy 'Mechs lacked substantial short-range armament.

The Grasshopper usually leads a lance of jump-capable 'Mechs. During major offensives, it falls to this lance to outflank key enemy positions, forcing their opponents to fight on two fronts.

 

Configuration / Variants:

At this time, there are no common variants of the GHR-5H Grasshopper.

 

Battle History:

Because it was often used to spearhead assaults against heavily defended positions, the Grasshopper gained renown as a storming 'Mech in the First Succession War. The GHR had been designed during the Civil War, but when the Grasshopper finally went into production in 2780, the fighting was over. By November of 2784, most Regular Army regiments had received a number of GHRs. During the chaos of Kerensky's Exodus and the defection of Regular Army units to the Successor Lords, these 'Mechs fell into the hands of one House or another.

By October of 2786, dozens of border skirmishes had already been fought along the Free Worlds/Capellan border. It was during just such a conflict on Lopez that the Grasshopper made its first appearance in battle. House Liao mobilized a heavy company of the Twenty-First Centauri Lancers against an expeditionary force from the Free Worlds League. The Capellan commander, Captain Vincent D. Wen, encountered the Marik force in a forested area near the southern pole. Splitting his force, Wen sent his two Grasshoppers ahead with orders to circle around the enemy and to attack from behind at his signal. Waiting until the enemy force was fully committed to battle, Captain Wen then ordered his GHR-5Hs to move in. Jumping into the center of the enemy, the Grasshoppers spread confusion throughout the troops. Taking full advantage of the situation, the Twenty-First Centauri Lancers pressed their advantage and added another victory to their distinguished record.

While on garrison duty with the Arcturan Guards on Alphecca, a lance led by MechWarrior Steven Greycloud detected a force of 'Mechs advancing slowly from the northeast. The enemy was one of Redjack Ryan's raiding forces: eight 'Mechs of various tonnages. Although outnumbered two to one, the Arcturan Guards took up a defensive position and waited. As soon as the first long-range missiles began falling around them, the Guards started to advance. Within minutes, they were among the invaders, locked in close combat. Unaware of its jump capability, Redjack's heaviest 'Mechs concentrated on the Grasshopper attempting to box it in. Suddenly, the GHR jumped for the first time, travelling a full 100 meters and landing feet-first on the shoulders of the heaviest of the enemy 'Mechs, an ancient Warhammer. The 'Mech fell to the ground with a crushed cockpit. The attack so surprised Redjack's forces that they fell back in panic.

During a routine patrol on Soul, a Grasshopper pilot attached to Kurita's Night Stalkers noticed an unusual reading on his heads-up display. The source of the unusual reading was a BattleMaster, its right side crushed but otherwise very operational. The 'Mech had no indent markings, but made its intentions clear with a blistering salvo of missiles. More interested in being credited with downing a BLR than in asking questions, the Grasshopper pilot threw himself into the fight. Even damaged, the BattleMaster was not an easy kill. It was only by constantly jumping behind the heavier 'Mech that the GHR pilot managed to pierce the 'Mech's center torso and destroy the fusion plant. He gained his victory, but it almost cost him his own 'Mech.

 

Deployment:

Noteable 'Mechs & Warriors
Captain Steven Greycloud
Greycloud was decorated for his bravery on Alphecca. Although conservative by nature, he will often act on impulse under stress. He has shown a fondness for physical attacks during combat, using his 'Mech's tonnage to inflict crippling blows. This has earned him the nickname "Old Thrash'n'Blast", which he hates.

Lieutenant Timothy O'Neil
This young MechWarrior has little battlefield experience. He is notable because his battle-scarred Grasshopper was one of the original pair to first enter combat in 2786. Since its first combat mission, this GHR has never been on the losing side of battle. Aware of his 'Mech's unique history, O'Neil considers it a sort of charm against defeat. Whether this charm is proof against a heavy laser bolt remains to be seen.

Lieutenant Lysle "Death-from-Above" Martin
This member of the 21st Centauri Lancers is famous (some would say infamous) for the fury of his attacks. An accomplished guerilla fighter, Martin has played a significant part in a dozen major campaigns, and has earned himself a reputation as a dogged, determined commander. His men share his determination and would follow his battered 'Mech anywhere. Martin's Grasshopper is in good condition, but numerous scars beneath the tan and olive drab camouflage tell of tough encounters.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1042
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
454 DOWNLOADS

Guillotine GLT-4L

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Marik Inner Sphere

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BATTLEROM IMAGE OCTOBER 22, 2499

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 22  12T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7 12

Head 3 9

Center Torso 22 27/12

L/R Torso 15 22/8

L/R Arm 11 20

L/R Leg 15 22

 


Standard

Battle Value: 1222

C-Bill Cost: 6,062,484

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LA 2 5

2 Medium Laser RA 2 2

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 SRM-6 CT 2 3

1 Ammo (SRM-6) 15 RT 1 1

1 Jump Jets RT 1 1

1 Jump Jets LT 1 1

1 Jump Jets RL 1 1

1 Jump Jets LL 1 1

5 Heat Sink LT 5 5

4 Heat Sink RT 4 4

1 Heat Sink RL 1 1

1 Heat Sink LL 1 1

    Totals

24 17

 

Overview:

The Guillotine is a venerable design. Commissioned in 2499, the 'Mech saw action in every major Star League Defense Forces action and every major Successor State conflict. The Guillotine was the standard heavy 'Mech for generations, working with companies of Griffins to provide heavy firepower. As time passed, however, technological improvements made bigger 'Mechs possible, and today the Guillotine is no longer as common as it was in the past.

Few of the newer, heavier 'Mechs can match the Guillotine's maneuverability, but the Guillotine's firepower is no longer exceptional. Consequently, its role on the modern battlefield has changed. Instead of serving as a front-line BattleMech, the GLT-4L Guillotine now serves almost exclusively as a raider.

 

Capabilities:

The Guillotine's primary weapon is the left-arm-mounted Sunglow large laser, backed up by four Exostar II medium lasers, one on each side of the torso and two mounted on the right arm. These energy weapons give the 'Mech considerable force, but not quite the punch of other heavy 'Mechs. Though the Sunglow is a dependable weapon, occasional problems arise with the power cables leading from the chest to the arm. As the cables pass through the shoulder, they run near the surface of the underarm and may bind when the 'Mech raises its left arm over its head. Experienced pilots know to lower the arm and try again, but rookies sometimes attempt to force the line, snapping the feeds in the process and rendering the 'Mech's most potent weapon inoperable. Repairs are costly and time-consuming, as each severed cable must be completely rerun from chest to forearm. If a rookie survives this mistake, he never makes it again.

The medium lasers on the Guillotine use different housings than other medium lasers, making field repair difficult at best. Each laser has two components, the power-supply unit in the heart of the GLT-4L and the fire-control system in the barrel. Eight pairs of fiber-optic cables carry power to the firing mechanism. Fortunately for Guillotine technicians the system has an excellent combat survival rate because the bulky power supply, normally the first casualty, is well-hidden.

The secondary weapon is the Coventry-6 short-range missile system located in the center torso. As with many add-ons, the system initially had several annoying glitches, most of which were repaired early in the 'Mech's career. Some, however, persist to this day. The most serious is the arming regulator. For unknown reasons, the system sometimes fails to arm missiles five and six. The cause of the failure has never been traced despite a complete redesign of the arming system and countless hours of computer diagnoses. Because the problem occurs irregularly, it has not stopped the production of the Guillotine, nor significantly decreased the 'Mech's usefulness.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1048
SATURDAY, NOVEMBER 13, 2004
UPDATE: 12/7/2004
291 DOWNLOADS

Highlander HGN-733

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Steiner Inner Sphere

BATTLEROM IMAGE JULY 15, 2592

* FOR WORD OF BLAKE USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Standard Heat Sinks: 13  3T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 17.5

Head 3 9

Center Torso 29 41/17

L/R Torso 19 28/10

L/R Arm 15 30

L/R Leg 19 38

 


Standard

Battle Value: 1424

C-Bill Cost: 8,307,180

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RA 7 12

1 LRM-20 LT 5 10

1 SRM-6 LA 2 3

2 Medium Laser RT 2 2

3 Ammo (LRM-20) 6 LT 3 3

2 Ammo (SRM-6) 15 LT 2 2

2 Ammo (Autocannon/10) 10 RT 2 2

1 Jump Jets RT 1 2

1 Jump Jets CT 1 2

1 Jump Jets LT 1 2

1 Heat Sink RL 1 1

1 Heat Sink CT 1 1

1 Heat Sink LL 1 1

    Totals

29 40

 

Overview:

The Highlander was originally introduced in 2592 as a dedicated city/installation defender. Its wide range of weapons and powerful jump jets enabled it to cover virtually any contingency for fighting in a typical Inner Sphere city with low buildings, winding streets and dead-end alleyways.

Because of its variety of weapons, however, commanders began assigning the 'Mech to more active units and using it to break through enemy lines and wreak havoc along the front. Modern-day Highlanders often serve in mobile fire lances alongside BattleMechs such as the Catapult, Grasshopper and Exterminator.

 

Capabilities:

Though the Highlander's massive HildCo jump jets were designed to lift the BattleMech over inconveniently placed buildings, initial combat trials showed that Highlander pilots often used them to execute the popular death-from-above maneuver. The engineers re-designed the structure and armor of the lower legs and switched to sturdy Lang composite armor so that the Highlander's actuators could withstand the repeated stress caused by this devastating maneuver. Over the years, a Highlander's death-from-above attack became known as a "Highlander burial."

The HGN-733 Highlander's weapon systems are diverse and well-suited to the confused maelstrom of combat. The 'Mech's primary weapon, the Mydron heavy autocannon, has enough power and range to punch through most armor before the target can effectively return fire. Its low heat buildup enables the MechWarrior to keep up a nearly continuous barrage without stressing the Highlander's heat dissipation capabilities. The cannon's position, mounted on the right arm, gives the pilot a wide firing arc that allows him to fire to the rear when the 'Mech's torso is rotated completely to the right.

The reliable Holly missile launchers work well alone and as part of the overall weapons package. The long-range missiles, mounted in the left torso along-side the autocannon, scour the armor from an enemy and allow the short-range missiles mounted in the left arm to exploit the gaps left in the armor by the bigger weapons. Highlanders carry more than enough ammunition to sustain a frantic pace in combat, though the cautious MechWarrior will avoid overtaxing the heat sinks. A pair of torso-mounted Martell medium lasers round out the weapons package and serve to protect the MechWarrior when the ammunition finally runs low.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #522
MONDAY, SEPTEMBER 20, 2004
UPDATE: 6/28/2005
213 DOWNLOADS

Hermes HER-1A

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


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BATTLEROM IMAGE DECEMBER 29, 2632

* FOR HEIMDAL USE ONLY *

 


BattleMech Technical Readout

Type/Model: Hermes HER-1A

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 30 tons

Chassis: Irian Chassis Class 10 Standard

Power Plant: 270 GM Fusion

Walking Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Starshield Standard

Armament:
2 Hellion-V Medium Lasers
1 Flamer
Manufacturer:    Irian BattleMechs Unlimited
   Location:    Irian
Communications System:    Irian TelStar
Targeting & Tracking System: Alexis Photon Targeting Acquisition System

Overview:

The Hermes was designed as a heavy scout for the Star League Defense Forces. Commissioned in 2632, the 'Mech was delivered in record time. Though the design requirements were fulfilled to the letter, the Quartermaster Command was skeptical of the swift delivery. Line officers were not surprised, therefore, when many of the first Hermes 'Mechs turned out to have glitches in the electronics bay, making their targeting systems useless. When the source of the problem was discovered many months later, techs had to spend hours in field-repair time rewiring the electronic bays of the new Mechs.

Once this glitch was corrected, the Alexis Photon Target Acquisition System became a point of pride for Irian. The Alexis paints the target with a low-intensity targeting laser before actually firing either laser. If the Alexis fails to lock onto a high-density target, such as an armored vehicle or Mech, the system suspends the order to fire. The fire order is held in a memory buffer until the system acquires a valid target. If no target is achieved within two seconds, the order is canceled. While the heat buildup in the laser capacitor still has to be dissipated, the system saves wear and tear on the laser focusing apparatus, thus reducing maintenance requirements. Like many pieces of Star League lostech, most Alexis systems are no longer functional and have been replaced with more readily available targeting systems.

The Hermes design called for a 'Mech as fast as any then in service. The end product greatly exceeded initial expectations, but only at the cost of extremely weak firepower. The high cruising speed was seen as desirable, but the lack of significant firepower made the 'Mech unpopular. Scout pilots could not get used to a 30-ton 'Mech with only two medium-range weapons. As a result, the Hermes saw service for nineteen years, after which time the 'Mech was taken out of active service, put into storage and the manufacturing line shut down.

The Succession Wars brought the Hermes out of storage and sent it back into combat. 'Mechs were at a premium, and even an unpopular design such as the Hermes gained renewed value. By 2798, Irian elected to reopen the Hermes manufacturing line, upgrading the design to the Hermes II by 10 tons, using less advanced components. As the wars slowly ground on, techs replaced the advanced composite armor featured on the original with inferior quality plate. Like most 'Mechs of Star League lineage, the few surviving Hermes are a patchwork of bits and pieces, the serial number plate remaining as the only original part.

Capabilities:

The main asset of the Hermes is its tremendous speed. Capable of sustained bursts of speed, the 'Mech fulfills its scout role admirably until it encounters the enemy. Then its light armor protection puts it at a significant disadvantage.

The hand flamer of the Hermes is an older design using a fuel mixture rather than tapping into the fusion plant's plasma field. When the weapon is triggered, the upper cylinder releases a napalm gel. The gel is forced along pressure hoses toward the nozzle. Instead of exposing the napalm to open flame, the gel mixes with small amounts of phosphorus suspended in water. When the phosphorus hits the air, it bursts into flame, igniting the napalm. The system is considered among the safest devised, because the napalm is stored far from the igniting agent. Only a small amount of phosphorus is required to ignite the mixture, and so damage to the storage cylinder usually causes only minor damage to the limb. As a further safeguard, ejection racks can jettison the storage cylinders away from the 'Mech.


Type/Model: Hermes HER-1A

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 270 6 14.50

   Walking MP: 9    

   Running MP: 14    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA+H 15 .00

Armor Factor: 56 pts Standard 0 3.50


    Internal Armor

    Structure Value

  Head: 3 7

  Center Torso: 10 7

  Center Torso (Rear):   4

  L/R Side Torso: 7 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 5 5/5

  L/R Leg: 7 6/6


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1.00

1 Flamer LA 3   1 1.00

1 Medium Laser CT 3   1 1.00

TOTALS:   9   33 30.00

Crits & Tons Left:       45 .00


Calculated Factors:

Total Cost: 2,569,970 C-Bills

Battle Value: 501

Cost per BV: 5,129.68

Weapon Value: 192 / 192 (Ratio = .38 / .38)

Damage Factors:    SRDmg = 8; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 9,   Armor/Structure: 1/3

    Damage PB/M/L: 2/1/-,   Overheat: 0

    Class: ML,   Point Value: 5


Created with HeavyMetal Pro

 

 

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