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


Faction Availability

All Factions

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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


Faction Availability

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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

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #538
THURSDAY, APRIL 22, 2004
UPDATE: 11/8/2004
252 DOWNLOADS

Hoplite HOP-4B

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE DECEMBER 28, 3025

* FOR HEIMDAL USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 220 10T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 16  6T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 11.5

Head 3 9

Center Torso 18 25/10

L/R Torso 13 18/8

L/R Arm 9 18

L/R Leg 13 26

 


Standard

Battle Value: 994

C-Bill Cost: 4,355,759

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 LRM-15 LA 3 7

2 Ammo (LRM-15) 8 CT 2 2

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

4 Heat Sink LT 4 4

    Totals

16 16

 

Overview:

A Star League design long thought lost, the Hoplite has reappeared in the ranks of Wolf's Dragoons. No one has yet discovered where the mercenaries got the BattleMech, but it seems likely that the Dragoons simply found some mothballed on a forgotten Periphery world. Most of the Hoplites fielded have an autocannon and a small LRM launcher, but several have been seen with a PPC and a larger missile launcher. The PPC variant is much more efficient than the autocannon design, requiring less ammunition and capable of delivering more firepower to the target. With plenty of armor and efficient heat dissipation, this PPC-armed Hoplite has proved that it can stay on the battlefield for long periods, delivering fire support. With no short-range weapons and arms nearly incapable of physical attacks, however, the Hoplite can be vulnerable up close, and is often paired with another 'Mech such as the Enforcer to help protect it.

-4th Succession War Battlepak-

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #512
THURSDAY, APRIL 22, 2004
UPDATE: 11/8/2004
208 DOWNLOADS

Hoplite HOP-4C

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE JANUARY 30, 3025

* FOR HEIMDAL USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 220 10T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 16  6T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 11.5

Head 3 9

Center Torso 18 26/9

L/R Torso 13 18/8

L/R Arm 9 18

L/R Leg 13 26

 


Standard

Battle Value: 836

C-Bill Cost: 4,093,809

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RT 7 12

1 LRM-5 LT 1 2

1 Ammo (Autocannon/10) 10 CT 1 1

1 Ammo (LRM-5) 24 CT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

4 Heat Sink LT 4 4

    Totals

18 16

 

Overview:

The Hoplite is a design that was believed lost, but was returned to prominence by the Dragoons. As a medium 'Mech, the Hoplite is a reliable design with low maintenance requirements, and its battlefield record is solid enough to warrant its continued use. It makes a good accounting for itself against its opposite numbers, such as the Griffin and the Wolverine.

-Wolf's Dragoons Sourcebook-

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #556
THURSDAY, APRIL 22, 2004
UPDATE: 6/28/2005
433 DOWNLOADS

Hornet HNT-151

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 Davion Inner Sphere

Wolf´s Dragoons Mercenary

BATTLEROM IMAGE MAY 9, 2990

* FOR COMSTAR USE ONLY *

 


BattleMech Technical Readout

Type/Model: Hornet HNT-151

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Fischer HNT Standard

Power Plant: 100 Hermes Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Pitban LFT-50 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Bulletban-80 Standard

Armament:
1 Holly LRM 5
1 Martell Medium Laser
1 Martell Small Laser
Manufacturer:    Kallon Weapons Industries
   Location:    Talon (Wernke system)
Communications System:    Tri-World Duplex 4880
Targeting & Tracking System: Dalban HiRez II

Overview:

The Hornet is a light 'Mech designed in the 2990s for urban reconnaisance.   The earliest models were used on Davion/Capellan and Davion/Periphery worlds to hunt down subversives before demonstrations could get out of hand.   As this lightly armed but (for a recon 'Mech) heavily armored machine is good for little else, the Federated Suns' government has ordered far fewer of them since the advent of the Fourth War.   Jaime Wolf, meanwhile, has applied his legendary tactical brilliance to finding legitimate combat uses for the Hornet in his light and recon lances.


Type/Model: Hornet HNT-151

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 100 6 3.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 10 Single 6 .00

   (Heat Sink Loc: 3 LT, 3 RT)

Gyro:   4 1.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 6 8

  Center Torso (Rear):   4

  L/R Side Torso: 5 8/8

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 6/6

  L/R Leg: 4 6/6


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 5 RT 2 24 2 3.00

   (Ammo Loc: 1 LT)

1 Medium Laser RA 3   1 1.00

1 Small Laser LA 1   1 .50

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   6   42 20.00

Crits & Tons Left:       36 .00


Calculated Factors:

Total Cost: 1,248,700 C-Bills

Battle Value: 429

Cost per BV: 2,910.72

Weapon Value: 132 / 132 (Ratio = .31 / .31)

Damage Factors:    SRDmg = 5; MRDmg = 3; LRDmg = 1

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

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

    Class: ML,   Point Value: 4


Created with HeavyMetal Pro

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #566
SATURDAY, FEBRUARY 07, 2004
UPDATE: 11/8/2004
769 DOWNLOADS

Hunchback HBK-4G

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Kurita Inner Sphere

House Liao Inner Sphere

House Marik Inner Sphere

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BATTLEROM IMAGE DECEMBER 28, 2572

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 200 8.5T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 13  3T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 10

Head 3 9

Center Torso 16 26/5

L/R Torso 12 20/4

L/R Arm 8 16

L/R Leg 12 20

 


Standard

Battle Value: 851

C-Bill Cost: 3,467,876

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RT 10 14

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Small Laser H 1 0.5

2 Ammo (Autocannon/20) 5 LT 2 2

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink CT 1 1

    Totals

20 18.5

 

Overview:

The HBK-4G Hunchback is a heavy-hitting fighting vehicle. Serving in medium and assault lances of many regiments of the Successor States, it has earned a distinguished fighting record. Designed in early 2572, the Hunchback continues as a popular vehicle both in House Liao and House Kurita regiments. It is also used extensively by House Marik armed forces.

The Hunchback is widely known for its streetfighting abilities in the confined spaces of urban battles. With its massive firepower at close range and its two heavy battle fists, it is more than a match for many heavier 'Mechs.

 

Capabilities:

The Hunchback is armed for short- to medium-range combat. At medium ranges, its combined armament of two Ichiba 2000 medium lasers and its massive Tomodzuru Type 20 autocannon mount can rip through even the heaviest armor. At close ranges, the powerful autocannon and the Diverse Optics Type 10 small laser make it very dangerous to attack the Hunchback.

From a defensive point of view, the Hunchback's armor fits its tonnage class. The medium amount of armor carried plus the immense close-in firepower ensure that it will overcome many other medium 'Mechs. Too many MechWarriors, however, consider the Hunchback a match for heavy 'Mechs, only to find that its armor just does not have the staying power for extended combat with the behemoth heavy models.

The 'Mech's maneuverability and heat dispersion are also average for a medium machine. Unfortunately, its large Tomodzuru Type 20 autocannon creates so much heat when fired that a pilot must take great care to avoid buildup.

 

Configuration / Variants:

Because of the serious heat buildup associated with use of the Type 20 autocannon, most variations of the Hunchback design have dropped this weapon in favor of smaller weapons systems. Some of these include SRM six-racks, LRM five- and ten-racks, increased numbers of medium lasers, and smaller autocannon. Indeed, a variety of weapons variations exist throughout the Successor States. Eliminating the Type 20 autocannon from the Hunchback makes it almost an entirely new 'Mech. Because of this, many warriors refer to aHunchback with no AC-20 as a "Swayback", as removal of the massive weapon totally alters the 'Mech's torso.

 

Battle History:

During the Battle of Pike IV in 3012, Right's Medium Lance of Pasquesi's Battalion led the assault on the city of Paramus. The two Hunchbacks of the unit were first into the city, and began to tear apart the light 'Mechs left as a screen by the 42nd Armored Lightning Regiment. As Pasquesi's assault lances came charging into the central business district, they saw the two Hunchbacks of Right's Lance in a fistfight with two Crusaders. A third Crusader leaned drunkenly against a skyscraper, its center torso shot through. Before Pasquesi's heavy 'Mechs could come to the aid of the Hunchbacks, the 'Mechs had eliminated both their adversaries. One Crusader had a punched-in head section, and the right leg of the other had been ripped off with a point-blank autocannon shot.

During the attack on New Ivaarsen in October 3021, House Kurita's Fifth Galedon Regulars charged their assault and medium lances against the Davion defense position outside the fortified city of Twin Peaks. Organized as city-busters for this campaign, the Fifth Galedon unfortunately lacked enough 'Mechs with long-range projectile weapons, as the Kurita commander never expected that House Davion could set up an effective defense outside the city.

The Hunchbacks and other 'Mechs of the Kurita assault lances were ordered to force their way into Twin Peaks, but the charge was short-lived. Peppered with Davion's long-range missile and autocannon fire, many Galedon 'Mechs were disabled before getting halfway to the city gates. Unable to return effective fire, first one, then many MechWarriors turned their 'Mechs around, and charged for the nearest cover. The defenders held Twin Peaks until substantial Davion reinforcements arrived, then forced the Fifth Galedon Regulars to retreat.

 

Deployment:

Noteable 'Mechs & Warriors
Commandant Isoroku Kurita
Commander of the First Regiment, Sun Zhang Academy Cadre, lsoroku Kurita swears by the Hunchback and would not consider piloting any other. An expert in urban 'Mech combat, he is Takashi Kurita's nephew. He is presently more of an instructor than a front-line MechWarrior, however. lsoroku has taken part in over 30 engagements and destroyed 22 'Mechs while commanding his Hunchback, the Murakumi (Cloud-Gatherer). For example, he spearheaded the assault on the city of Barnstable in the Fourth Battle of Harrow's Sun. In that foray, he suffered head injuries when his Hunchback was knocked down by the rubble from a building collapsing nearby. While recuperating from this injury, he was given command of a cadre regiment.

Captain Shawn Phillips
Commander of House Liao's Phillips' Company of Ling's Battalion, 15th Dracon Regiment, Shawn Phillips is a serious and deadly MechWarrior in his Hunchback, the Retribution. Orphaned at a young age by a Davion counterattack on his home planet of Lincoln V, he was adopted by a sergeant in the repair section of the 15th Dracon Regiment, which was then stationed on Lincoln V for R & R. Phillips learned BattleMech combat from the ground up, first helping to repair damaged 'Mechs, then rebuilding those destroyed but shipped back from the front. Phillips built his own Hunchback from spares and cannibalized parts, and so the design is unusual. The Type 20 autocannon has been replaced with two SRM six racks (15 shots each) and two arm-mounted medium lasers. This mixed bag of weaponry has caught many opponents by surprise over the years.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #501
SUNDAY, SEPTEMBER 19, 2004
UPDATE: 4/11/2006
567 DOWNLOADS

Imp IMP-2E

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

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BATTLEROM IMAGE MAY 11, 3009

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Imp IMP-2E

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 100 tons

Chassis: Star League IM-03x Standard

Power Plant: 300 Strand Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Maximillian 300 Standard

Armament:
2 Magna Hellstar PPCs
1 Mitchell Systems LRM 15
5 Martell Model 5 Medium Lasers
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    Pauley-Bronson Z
Targeting & Tracking System: Wasat Aggressor Type 8

Overview:

Several of the Imp's features were found in late Star League 'Mechs, but there is no record of this precise design until the appearance of Wolf's Dragoons, who have had great success with it.   Heavily armed and armored, the Imp carries enough heat sinks to allow it to fire almost continuously without massive heat buildup.   The Successor Houses have taken notice of the Imp's success and are scrambling to copy it, but they have had little success.


Type/Model: Imp IMP-2E

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: 30 Single 18 20.00

   (Heat Sink Loc: 1 HD, 6 LT, 7 RT, 2 LL, 2 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA, R: Sh+UA+LA 13 .00

Armor Factor: 288 pts Standard 0 18.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 40

  Center Torso (Rear):   21

  L/R Side Torso: 21 30/30

  L/R Side Torso (Rear):   12/12

  L/R Arm: 17 25/25

  L/R Leg: 21 42/42


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC LT 10   3 7.00

1 PPC RT 10   3 7.00

1 LRM 15 RA 5 8 4 8.00

   (Ammo Loc: 1 LT)

2 Medium Lasers CT 6   2 2.00

1 Medium Laser LT 3   1 1.00

1 Medium Laser RT 3   1 1.00

1 Medium Laser LA 3   1 1.00

TOTALS:   40   61 100.00

Crits & Tons Left:       17 .00


Calculated Factors:

Total Cost: 9,420,000 C-Bills

Battle Value: 1,619

Cost per BV: 5,818.41

Weapon Value: 2,648 / 2,648 (Ratio = 1.64 / 1.64)

Damage Factors:    SRDmg = 26; MRDmg = 20; LRDmg = 9

BattleForce2: MP: 3,   Armor/Structure: 7/8

    Damage PB/M/L: 5/4/2,   Overheat: 1

    Class: MA,   Point Value: 16

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1053
SATURDAY, NOVEMBER 13, 2004
UPDATE: 12/7/2004
370 DOWNLOADS

King Crab KGC-0000

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE MAY 8, 3025

* FOR COMSTAR USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 15  5T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 17

Head 3 9

Center Torso 31 39/12

L/R Torso 21 29/10

L/R Arm 17 33

L/R Leg 21 34

 


Standard

Battle Value: 1401

C-Bill Cost: 9,622,000

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RA 10 14

1 Autocannon/20 LA 10 14

1 Large Laser RT 2 5

1 LRM-15 LT 3 7

1 Ammo (Autocannon/20) 5 RT 1 1

1 Ammo (Autocannon/20) 5 LT 1 1

1 Ammo (LRM-15) 8 LT 1 1

2 Heat Sink LT 2 2

1 Heat Sink RT 1 1

    Totals

31 43

 

Overview:

Introduced just before the collapse of the Star League, the King Crab filled General Kerensky's order for an assault 'Mech able to "cripple or destroy another BattleMech in one salvo." Though not as well-armored as the heaviest assaults, the King Crab's firepower fulfills the role as described.

Originally introduced with advanced communications gear, it quickly became apparent that expensive electronics were not well-suited to a BattleMech whose primary assignment was to close and slug it out with the enemy. The advanced communications suites have been replaced by the more common Dalban VirtuTalk in all production models.

 

Capabilities:

The KGC-0000's role is simple: smash down any opposition that stands in the way. Its primary weapon systems, the twin Imperator-D super-heavy autocannons, make this an easy task. The combined damage output is enough to strip the armor from even the strongest 'Mech after a few bursts. Because they mounted these weapons in the arms, the designers also installed very simple hand actuators, which serve primarily as housings to protect the massive Imperator autocannons when not in actual use. The actuators open and close during combat, an effect that gives them the appearance of pincers or claws-one of the characteristics from which the 'Mech draws its name.

To soften up the enemy at range, the King Crab houses a Doombud LRM-15 rack in the left torso. The ammunition feed requires a delicate balance and regular, careful maintenance to keep it in working order. Field conditions often tempt techs assigned to this 'Mech to by-pass or jury-rig a constant variety of temporary "fixes" to this system, which only compound the problem after repeated use.

The drawback to using such large weapons is the lack of ammo for extended operations. By mounting the Magna heavy laser in the right torso, the engineers hoped to give the BattleMech some staying power on the field and a little extra punch at long range. Though the Magna is one of the most reliable heavy lasers in the Inner Sphere, that single weapon offers no real solace to a MechWarrior who hears his last reload spin into place.

[Editors Note: The AC/20's are split between the arms and side torso's. There are 8 Criticals in each arm, and two Criticals in each side torso.]

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5138
THURSDAY, JANUARY 05, 2006
UPDATE: 1/9/2006
264 DOWNLOADS

King Crab KGC-000

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

Word of Blake Inner Sphere

Star League Star League

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BATTLEROM IMAGE FEBRUARY 2, 2741

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: King Crab KGC-000

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 100 tons

Chassis: Hollis Mark II 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: Aldis X Ferro-Fibrous

Armament:
2 Deathgiver Autocannon/20s
1 Simpson LRM 15
1 Exostar Large Laser
Manufacturer:    Cosara Weaponries
   Location:    Northwind
Communications System:    Dalban Commline
Targeting & Tracking System: Dalban HiRez-B

Overview:

When General Kerensky called for the design of a powerful new 'Mech in 2741, he received blueprints for the King Crab, the largest 'Mech ever designed.   The armor is nearly as heavy as an entire light 'Mech, with the firepower to destroy medium 'Mechs in one salvo.   It is obviously not designed for speed but for sheer firepower.   The Dalban electronics and communications gear are state-of-the-art, while the same Dalban Hirez-B targeting system is an engineer's showpiece, containing every piece of new technology.

[Editor's Note: The King Crab entered full production but proved to be less versatile than the later 100-ton Atlas.   Though not nearly the command vehicle the Atlas was, the King Crab was ideally suited to close fighting and remained in service.   Almost all left with the Exodus.]

Capabilities:

The King Crab carries 16 tons of Ferro-Fibrous Armor, with no weak points in its protection.   Its secondary weapons systems are the long-range missile launchers in the left torso and the large laser in the right, but its primary weapons are in its huge, handless arms.   These are twin Deathgiver Autocannon/20s, among the most potent weapons ever created.

Opponents of most slow but dangerous 'Mechs try to keep their distance while attempting to pick away at the armor.   The King Crab's Simpson long-range missile system makes that possibility chancy at best, however.   When the missiles finally run out, the King Crab can still blast away with its huge Exostar laser.   The only proven way to destroy the 'Mech is by outnumbering it, preferably with heavy or assault 'Mechs.   The King Crab will still wreak plenty of havoc before it goes down.

If the King Crab has a weakness, it is that its autocannon takes up so much space in the 'Mech's arms.   Though well-armored by any standard, the arms are probably the most susceptible to damage.   One internal hit to either arm will usually silence the cannon and greatly increase an enemy's chance of survival.   If both cannon are lost or run out of ammo, the King Crab will usually retire from the field.   Without constant resupply, it is little more than a large target.   Though impressive, the large laser provides insufficient firepower alone to justify keeping the 'Mech in the field.   Once the shelling stops, enemy 'Mechs pounce on the King Crab before it can make its withdrawal.


Type/Model: King Crab KGC-000

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: 15 Single 3 5.00

   (Heat Sink Loc: 1 CT, 1 LL, 1 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: 287 pts Ferro-Fibrous 14 16.00

   (Armor Crit Loc: 1 HD, 4 LT, 6 RT, 1 CT, 1 LL, 1 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 40

  Center Torso (Rear):   16

  L/R Side Torso: 21 30/30

  L/R Side Torso (Rear):   12/12

  L/R Arm: 17 34/34

  L/R Leg: 21 35/35


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/20 RA 7 10 12 16.00

   (Ammo Loc: 1 LT, 1 RT)

1 Autocannon/20 LA 7   10 14.00

1 LRM 15 LT 5 8 4 8.00

   (Ammo Loc: 1 LT)

1 Large Laser RT 8   2 5.00

CASE Equipment: LT RT     2 1.00

TOTALS:   27   78 100.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 10,122,000 C-Bills

Battle Value: 1,509

Cost per BV: 6,707.75

Weapon Value: 1,586 / 1,586 (Ratio = 1.05 / 1.05)

Damage Factors:    SRDmg = 25; MRDmg = 12; LRDmg = 4

BattleForce2: MP: 3,   Armor/Structure: 7/8

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

    Class: MA,   Point Value: 15

    Specials: if

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1054
THURSDAY, NOVEMBER 11, 2004
UPDATE: 12/7/2004
396 DOWNLOADS

Lancelot LNC25-02

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

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BATTLEROM IMAGE AUGUST 18, 2581

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 19  9T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6 9.5

Head 3 7

Center Torso 20 21/16

L/R Torso 14 16/10

L/R Arm 10 14

L/R Leg 14 14

 


Standard

Battle Value: 968

C-Bill Cost: 4,769,600

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 PPC RT 3 7

1 Medium Laser CT 1 1

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

18 18

 

Overview:

In 2581, Krupp Stellar Technologies Inc. was awarded a Star League contract to produce a medium-weight combat BattleMech. Though well known for their weapons and battle computers, Krupp had yet to produce a 'Mech for the Star League military. Their engineers outdid themselves in the effort to perfect their design, which they named the Lancelot. The new 'Mech came in slightly over its intended weight, putting it in the heavy classification.

The Star League Quartermaster Command had laid down relatively simple criteria for the prototype. They asked for a speedy Mech that could operate with limited dependence on ammunition or support, and that had sufficient firepower to be a viable force in combat. When finally introduced into service, the Lancelot more than fulfilled these requirements. Advanced technology made it faster than any other heavy 'Mech of the time, while giving it the punch of an assault 'Mech. It was perfectly suited to its role as an ammunition-independent harasser, often picking at the enemy from long range and moving away when threatened. Luthien Armor Works obtained copies of the blueprints after the Second Succession War and has managed to keep the Mech in production, though with significantly reduced capabilities.

The ravages of centuries of warfare have forced the Lancelot into a role for which it was never designed, with equipment that cannot keep it alive for long against anything but the lightest BattleMechs. While it still packs a considerable punch, it no longer possesses the speed or heat-dissipation capability to deliver its formidable firepower consistently and safely.

 

Capabilities:

The deadly Lord's Light PPC serves as the main weapon system for the LNC25-02 Lancelot. Concentrated PPC fire opens huge rents in the armor of most BattleMechs, enabling the Lancelots secondary weapon systems to do serious internal damage to the enemy. The armor on the right torso is thin, but still substantial enough for the particle projector cannon to take one or two hits before being destroyed.

The twin arm-mounted Sunglow heavy lasers continue the job at closer ranges. Together, they can boil away fifty percent more armor from a target than the Lord's Light PPC. If a Lancelot's pilot is willing to risk shutdown from overheating, he can use all three weapons to create a withering hail of fire.

The biggest problem with the design is that it can no longer move faster than 64 kph and it lacks the armor to withstand more than a few solid hits. Because it has neither significant armor protection nor sufficient speed to get out of serious trouble quickly, pilots have taken to calling the Lancelot "the Coffin".

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #573
TUESDAY, DECEMBER 09, 2003
UPDATE: 6/28/2005
1262 DOWNLOADS

Locust LCT-1V

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

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BATTLEROM IMAGE FEBRUARY 1, 3025

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Locust LCT-1V

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Bergan VII Standard

Power Plant: 160 LTV Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: 1/Star Slab Standard

Armament:
1 Martell Medium Laser
2 Sperry Browning Machine Guns
Manufacturer:    Bergan Industries
   Location:    (Unknown)
Communications System:    Garret T-10B
Targeting & Tracking System: O/P 911

Overview:

The Locust was one of the most produced and common Battlemechs of the fallen Star League.   Bergan Industries began production of the 'Mech at eight of their facilities in 2499, and was still in peak production when the Star League fell several years later.

Several variants of the 'Mech have been produced and modified over the years, creating quite distinct versions.   All modifications involve upgrading the Locust's firepower.

Capabilities:

The Locust was originally designed as a light and fast recon vehicle, a role it has fulfilled well for both the old Star League and the later Successor States.   Lightly armed and very mobile, it offers fast recon ability as well as quick strike capability.   The Locust of 3025 retains these features, but in many cases also acts as a front-line 'Mech.

The 'Mech's weakness is its size.   Though it often packs a great deal of firepower, many Locusts do not have enough heat sinks to be able to use all their weapons effectively.

As speed is one of its major assets, the LCT-1V is often placed where the front is fluid, as it is quick enough to respond to a possible enemy breakthrough.   More often, however, the Locust must fight a holding action until larger, better equipped 'Mechs can arrive.

It is the rare Mechwarrior who enjoys piloting a Locust for any length of time.   It is currently the smallest of all 'Mechs used and thus is outclassed by just about every other 'Mech on the field.   Lacking the jump jets and hands of other smaller 'Mechs, the Locust is limited in close firefights or in 'Mech-to-'Mech combat.

As a direct hit by almost any weapon on the battlefield can destroy or quickly cripple a Locust, it is usually deployed in groups of three, which then have the ability to encircle opposing 'Mechs.   Many large 'Mechs that wander off in battle have fallen to such an attack.

Battle History:

During the First Succession War, many commanders of the day were still using the tactics of warfare developed over the past 200 years of the Star League and the Reunification War.   As House Kurita forces drove onto the Davion world of New Avalon, the Davion generals saw that the time had come for bolder tactics.

General Kessem of House Davion found his forces dug into a stalemate confrontation with Kurita forces on the world of Ludwig.   In a desperate gamble, he quickly reorganized his troops to form five lances made up almost totally of Locusts and other fast-moving units.   In a bold attempt, he ordered these 'Mechs to attack the weakened front of the Kurita border.   Davion losses were staggering, but once the 'Mechs had penetrated the Kurita lines, they moved quickly to the rear areas.

The Locusts themselves did not pose a threat, but they did manage to pull several crack Kurita units off the front line to search them down.   This allowed General Kessem to mount a strong counter-attack that slowed the fall of Ludwig by several months.

In more current battles, House Steiner engaged House Marik on the world of Callison on 3020.   Elements of Marik Militia's 10th Regiment were supporting several recon lances composed of Locusts and their variants.   In the city fighting at Rolso on Callison, these units more than proved their worth by their ability to navigate narrow streets and play havoc with the infantry in the nearby buildings.

During the Davion-Kurita battle over Royal, House Davion saw Locusts at their best and worst.   On the good side, several all Locust detachments from the 8th Regiment of the Deneb Light Cavalry managed to flank Kurita lines and caused considerable destruction and confusion in Kurita rear areas.   But this disruption did not prevent the almost complete annihilation of the 3 companies of 10TH Deneb Locusts who blundered into an ambush of Kurita Heavy and Assault Lances.

Another notable engagement involving Locusts was an attack by Helmar Valasek against a small Kurita garrison on Prothos in 3024.   In that engagement, a bandit Union Class DropShip slid past the fighter cover and disembarked several fast combat lances consisting of Locusts, Wasps, and Stingers.   In a lightning attack on an arsenal, the bandits seized the supplies they had come for and escaped off world.   Though the Kurita garrison was well defended, its 'Mechs were too slow to pursue the attacking Locusts.

Variants:

The prototype Locust-1V, with its medium laser and machine gun armament, is the most common of the class, accounting for more than 75 percent of the still-functioning Locusts on Successor State battlefields.   Several short-run production prototypes were later introduced, and several modifications also appeared after the start of the First Succession War.

Model 1S supports less armor and carries two SRM two-packs, as well as 50 rounds of ammunition and a Martell medium laser.

The Model 1M Locust reduces its armor and carries two LRM 5-packs, 24 rounds of ammunition, and the popular Martell medium laser.   This version is used mainly by House Davion's Ceti Hussars.

Model 1E is the Locust variant least produced and least resembling the others.   Reducing its armor in favor of more weaponry, the 1E carries two arm-mounted medium lasers as well as two small lasers.

Notable 'Mechs & MechWarriors:

Lieutenant Martha Maveries
Lieutenant Maveries is currently assigned to the recon lance of the 32nd Lyran Guard's support regiment.   Maveries is a tall, thin woman whose cheeks are scarred heavily from a childhood accident.   She pilots a Locust named The Stomper after her actions in a battle in the city of Shull on the planet Alexandria.   In that engagement, Maveries became famous for stepping on small hovercraft and other vehicles defending the city.

Mechwarrior George McPhearson
Attached to House Davion's Capellan March Militia, McPhearson commands a light recon unit in the regiment.   He has turned down several opportunities to pilot larger 'Mechs in favor of his Locust, Wanda's Wonder, which is named after his sister, a Mechwarrior lost in the battle for Hoan.   He never refers to his 'Mech as a Locust but rather as "a garbage can with firepower".   McPhearson is respected and well known throughout the Free Worlds League for his fighting skills in the small 'Mech.

 


Type/Model: Locust LCT-1V

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 160 6 6.00

   Walking MP: 8    

   Running MP: 12    

   Jumping MP: 0    

Heat Sinks: 10 Single 4 .00

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

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 6 10

  Center Torso (Rear):   2

  L/R Side Torso: 5 8/8

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 4/4

  L/R Leg: 4 8/8


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser CT 3   1 1.00

1 Machine Gun RA 0 200 2 1.50

   (Ammo Loc: 1 CT)

1 Machine Gun LA 0   1 .50

TOTALS:   3   35 20.00

Crits & Tons Left:       43 .00


Calculated Factors:

Total Cost: 1,512,400 C-Bills

Battle Value: 356

Cost per BV: 4,248.31

Weapon Value: 103 / 103 (Ratio = .29 / .29)

Damage Factors:    SRDmg = 5; MRDmg = 1; LRDmg = 0

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

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

    Class: ML,   Point Value: 4


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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3550
MONDAY, APRIL 25, 2005
165 DOWNLOADS

Longbow LGB-7Q

Level: Standard Level 1 / 3058

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

ComStar Inner Sphere

House Allard-Liao Inner Sphere

House Davion Inner Sphere

House Kurita Inner Sphere

House Liao Inner Sphere

House Magnusson Inner Sphere

House Marik Inner Sphere

House Steiner Inner Sphere

  New Star League Inner Sphere

Word of Blake Inner Sphere

Circinus Federation Periphery

Magistracy of Canopus Periphery

Marian Hegemony Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

Rim Worlds Republic Star League

Star League Star League

BATTLEROM IMAGE NOVEMBER 24, 2610

* FOR LOKI USE ONLY *

 


BattleMech Technical Readout

Type/Model: Longbow LGB-7Q

Tech: Inner Sphere / 3058

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 85 tons

Chassis: StarCorp 100 Standard

Power Plant: 255 Strand Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: StarSlab/9.5 Mk II Standard

Armament:
2 Holly LRM 20s
2 Delta Dart LRM 5s
2 Ceres Arms Medium Lasers
Manufacturer:    StarCorps Industries
   Location:    Crofton / FC (SCI), Loburg / LA (SCI), Emirs IV / FWL (SCI)
Communications System:    O/P 3000 COMSET with Irian TelStar
Targeting & Tracking System: AntiAir Flak Systems-1, Octagon Tartrac System C

Overview:

       Introduced in 2610, the 7Q Longbow was designed to cure some of the problems in the original OW Longbow, such as the lack of sufficient heat sinks, the lack of short range weapons, and insufficient armor protection. The 7Q is still produced along with a few OW models at StarCorps' three remaining BattleMech factories in the Free Worlds League [only one is actually in the FWL; the other two are in the FC and LA respectively].

Capabilities:

       The 7Q Longbow's 255 fusion engine is a vast improvement over the original Longbow's huge VOX 340 engine. Lighter and more efficient, the new fusion engine gives the 7Q Longbow a slightly faster top speed while enabling the 'Mech to carry three tons of additional armor spread across the three front torsos, the arms, and the legs. The 7Q Longbow is fitted with twenty two heat sinks, which allow it to keep up with advancing 'Mech forces and still deliver deadly missile fire. Two medium lasers give the 7Q Longbow short-range fighting ability; as the 'Mech was never intended for front line duty, the designers felt that these short-range weapons were sufficient. The 7Q shares with its OW model predecessor an anti-aircraft targeting and tracking system widely considered to be one of the best in the Inner Sphere.

Variants:

       StarCorps also offers a major upgrade of the 7Q Longbow known as the 7V, which replaces the fusion engine with an XL engine. The 7V also replaces the twenty two standard heat sinks with fourteen double heat sinks, and drops the LRM 5 racks in order to accommodate one and a half tons of additional armor. To make the 7V a more potent front line fighter, it mounts an extended range large laser and four medium pulse lasers, plus two additional tons of ammunition for its LRM 20 racks. Both torsos are equipped with CASE to protect the pilot from ammo explosions. To make the LRMs more accurate, each of the 'Mech's arms sports a fire control system. The medium lasers have been dropped, and a medium pulse laser installed in the Longbow's head.

Deployment

       StarCorps factories in Marik territory are currently running at full speed to fill all the orders for 7Q Longbows for the Free Worlds League military. They have no plans as yet to sell any to mercenary units. The Federated Commonwealth has sent several lances of its Longbows to its Periphery border, and the Lyran Alliance has deployed several lances to its borders with the Jade Falcon occupied zone and Marik space. StarCorps factories in the Federated Commonwealth are reportedly selling the Longbow to mercenary units employed by the Commonwealth government, and the single StarCorps facility in the Lyran Alliance has announced its intention to sell Longbows to mercenary units stationed within Alliance borders.


Type/Model: Longbow LGB-7Q

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: 0    

Heat Sinks: 22 Single 12 12.00

   (Heat Sink Loc: 4 LT, 4 RT, 2 LL, 2 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 232 pts Standard 0 14.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 37

  Center Torso (Rear):   12

  L/R Side Torso: 18 26/26

  L/R Side Torso (Rear):   10/10

  L/R Arm: 14 23/23

  L/R Leg: 18 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 LA 6   5 10.00

1 LRM 20 RA 6 24 9 14.00

   (Ammo Loc: 2 LT, 2 RT)

1 LRM 5 LT 2   1 2.00

1 LRM 5 RT 2 24 2 3.00

   (Ammo Loc: 1 CT)

1 Medium Laser LT 3   1 1.00

1 Medium Laser RT 3   1 1.00

TOTALS:   22   58 85.00

Crits & Tons Left:       20 .00


Calculated Factors:

Total Cost: 7,408,325 C-Bills

Battle Value: 1,376

Cost per BV: 5,383.96

Weapon Value: 1,818 / 1,818 (Ratio = 1.32 / 1.32)

Damage Factors:    SRDmg = 15; MRDmg = 24; LRDmg = 13

BattleForce2: MP: 3,   Armor/Structure: 6/7

    Damage PB/M/L: 4/4/3,   Overheat: 0

    Class: MA,   Point Value: 14

    Specials: if


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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #527
SUNDAY, SEPTEMBER 19, 2004
UPDATE: 4/11/2006
904 DOWNLOADS

Marauder II MAD-4A

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

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BATTLEROM IMAGE AUGUST 17, 3012

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Marauder II MAD-4A

Tech: Inner Sphere / 3050

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 100 tons

Chassis: GM Marauder Standard

Power Plant: 300 Vlar Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 Chilton 600 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Valiant Lamellor Standard

Armament:
2 Magna Hellstar PPCs
2 Magna Mk II Medium Lasers
1 Magna Mk III Large Laser
Manufacturer:    General Motors/Blackwell Industries
   Location:    New Valencia
Communications System:    Dalban Micronics
Targeting & Tracking System: Dalban HiRez II

Overview:

In 3010, the Dragoons approached the Blackwell Corporation with the project of modifying the existing, highly successful 75-ton Marauder into a 100-ton assault 'Mech.   The prototype Marauder II was completed in early 3012.   It featured a new, more heavily armored leg structure, and the troublesome AC/5 was replaced by a chin-turreted heavy laser.   Combining the firepower of the original Marauder with more armor protection and the increased mobility of a jump jet pack, this model has served the Dragoons well.   Blackwell continues to produce the Marauder II under exclusive contract with Wolf's Dragoons, and to date, no other unit or state has deployed it.


Type/Model: Marauder II MAD-4A

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: 3    

Heat Sinks: 29 Single 17 19.00

   (Heat Sink Loc: 9 LT, 6 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: 304 pts Standard 0 19.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 45

  Center Torso (Rear):   16

  L/R Side Torso: 21 31/31

  L/R Side Torso (Rear):   11/11

  L/R Arm: 17 34/34

  L/R Leg: 21 41/41


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC LA 10   3 7.00

1 PPC RA 10   3 7.00

1 Medium Laser LA 3   1 1.00

1 Medium Laser RA 3   1 1.00

1 Large Laser RT 8   2 5.00

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   34   59 100.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 9,356,000 C-Bills

Battle Value: 1,769

Cost per BV: 5,288.86

Weapon Value: 2,406 / 2,406 (Ratio = 1.36 / 1.36)

Damage Factors:    SRDmg = 23; MRDmg = 17; LRDmg = 5

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

    Damage PB/M/L: 5/3/2,   Overheat: 0

    Class: MA,   Point Value: 18

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #516
TUESDAY, APRIL 20, 2004
UPDATE: 11/8/2004
1072 DOWNLOADS

Marauder MAD-3R

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


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BATTLEROM IMAGE MARCH 5, 2625

* 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: 16  6T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 11.5

Head 3 9

Center Torso 23 35/10

L/R Torso 16 17/8

L/R Arm 12 22

L/R Leg 16 18

 


Standard

Battle Value: 1089

C-Bill Cost: 6,636,000

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 PPC LA 3 7

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Autocannon/5 RT 4 8

1 Ammo (Autocannon/5) 20 LT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

17 25

 

Overview:

The MAD-3R Marauder is considered one of the most effective BattleMechs in existence. When first built by GM in the early 2600s, its unique design was intended as the precursor of a new generation of 'Mechs. With the fall of Star League, however, the other 'Mechs in the Marauder series remained on the drawing board. Although the Marauder is a common 'Mech today, many of its design elements remain unique.

 

Capabilities:

Originally intended as a heavy attack/support 'Mech, the addition of sophisticated Dalban Micronics comgear enabled the Marauder to function as a command vehicle in areas of heavy fighting. It continues so today, with Marauders often appearing in command lances.

Though its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.

The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.

The Magna Hellstar PPCs that provide the Marauder's main armament are of an advanced design, compact enough to be carried in the 'Mech's arms and durable enough to withstand the heavy shocks of hand-to-hand combat.

The Marauder's secondary armament, a GM Whirlwind autocannon, was added almost as an afterthought. The cannon's linkage to the chassis has been troublesome (see below), and the gun itself tends to be rather temperamental, often refusing to function at crucial moments.

The 'Mech's unusual profile makes it a harder target than other manlike 'Mechs, but some design flaws occasionally plague Marauder pilots. The tenuous linkage between the autocannon and the main chassis is a frequent target, because a successful hit would disable the autocannon. The same applies to the rotation ring between the chassis and the leg assembly. Numerous Marauders now bear improvised armor around these vulnerable areas. Another source of trouble is the Dalban HiRez tracking system located in the Marauder's forward section, which severely limits the operator's field of vision. These problems are comparatively minor, however. The Marauder remains a potent battlefield weapon.

In addition to its command duties, the MAD-3R operates as a dangerous heavy-attack vehicle, outclassed only by 'Mechs such as the Stalker and the rare BattleMaster. Capable of shooting lighter 'Mechs to pieces and battling hand-to-hand with more heavily armored opponents, the Marauder is usually deployed in a heavy shock unit, along with Warhammers and Thunderbolts. Its PPC and autocannon also enable the 'Mech to lay down a long-range barrage before actual combat.

 

Configuration / Variants:

There are now four major variants of the durable and versatile Marauder. House Davion's Marauder-D has dispensed with the troublesome autocannon altogether, replacing it and its vulnerable linkage with a heavy Magna Mark III laser. This modification is not without its problems. The addition of the laser has forced the removal of a heat sink, and the laser's high heat buildup occasionally limits the Marauder-D's effectiveness.

Overheating and the lack of reliable PPCs have forced House Marik to replace the Marauder's characteristic twin PPCs with heavy lasers. The reduction in heat has, to some extent, compensated for the concurrent reduction in firepower, and so the Marauder-M is a widely used variant.

A compromise between the two extremes is Liao's Marauder-L, which seems to have satisfied no one. Replacing one PPC with a heavy laser has caused problems, as the Dalban fire control system is sometimes unable to coordinate the two different weapons on the same circuit. Attempts to repair or modify the system have been unsuccessful, as no one alive understands the technology. Often, Marauder-L pilots will disconnect the heavy laser from the fire control unit altogether, and simply use a manual switch to shoot.

 

Battle History:

After the fall of the Star League, the Marauder found ample employment in the hellish chaos of the Succession Wars. This common, dangerous 'Mech continues in the retinue of every Successor State.

An early example of Successor State use of Marauders was in 2828, when Duchess Ilsa Liao sent Barton's Battalion of the 1st Regiment, McCarron's Armored Cavalry, against House Marik on Pella II. Barton's Battalion consisted of 90 Marauders massed together with 18 Warhammers.

This experiment, tantamount to Duchess Liao placing all her eggs in one basket (House Liao possessed only a few hundred Marauders at this time, and Barton's unit represented a large portion of them), was a success. The Marauders annihilated the inferior 'Mechs placed in their way by the beleaguered Mariks, while losing only four of their number.

Barton's Battalion continued to be extremely successful, until Marik forces, falling back on Graham VI, caught them in a gorge outside the city of Gijia. Realizing that they had finally cornered the infamous Major Barton, the Mariks threw two full battalions of Archers and Riflemen against them. Unable to close in on the Marik 'Mechs, and with their field of fire restricted by the rock walls and the Dalban optical system, the Liao Marauders withdrew with heavy losses.

Realizing the value of her Marauders and the folly of concentrating them all in individual units, the Duchess dispersed Barton's battered 'Mechs to other units. Ilsa Liao's noble experiment has yet to be repeated on such a scale, but it is not uncommon for lances and companies to have a high number of Marauders.

 

Deployment:

Noteable 'Mechs & Warriors
The Bounty Hunter
This MechWarrior's bright green Marauder, decorated with credit symbols, is a much-feared sight in the Successor States. No one knows The Bounty Hunter's real name, and few save the men who fight alongside him have actually seen his face. What is known is that he is a ruthless mercenary, as infamous for his treachery as for his fighting skill. Neither the lives of his men nor those of innocent civilians stand in The Bounty Hunter's way as he destroys enemy 'Mechs for the prize money or to sell for spare parts. The credit symbols decorating his 'Mech are a reflection of his own true nature.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #532
MONDAY, SEPTEMBER 20, 2004
UPDATE: 6/27/2005
306 DOWNLOADS

Mercury MCY-98

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


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BATTLEROM IMAGE OCTOBER 22, 2742

* FOR ISF USE ONLY *

 


BattleMech Technical Readout

Type/Model: Mercury MCY-98

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Bergan MX II Standard

Power Plant: 160 LTV Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Star Slab Standard

Armament:
2 Martell Medium Lasers
2 Small Lasers
Manufacturer:    Mitchell Vehicles
   Location:    Graham IV
Communications System:    Datacom
Targeting & Tracking System: Scarborough Track

Overview:

The unveiling of the Mercury was heralded as the dawn of a new age in BattleMech design. Billed as an obvious successor to the aging Stinger and Wasp, the Mercury answered many dreams of scout lance pilots.

Initial specifications called for the light 'Mech to be faster and better armed than any other in its class, all without a reduction in armor.

Deployed for the first time in 2742, the Mercury was an electronic marvel, the showpiece of the Star League Defense Forces. At the unveiling, Mitchell Vehicles spokesmen described multiple breakthrough systems only in general terms, and none of the new 'Mechs were allowed outside the direct control of the Regular Army.

Up to the time of the Exodus, the new Mercury 'Mechs remained posted with units that were stationed on Terra, and at the factory on Graham IV. All these units left with General Kerensky. The highest concentration to remain behind were with the Eighth Recon Battalion of the Third Regimental Combat Team, known as the Eridani Light Horse, which later became a renowned mercenary unit. The Eighth lost all twelve of the its Mercury 'Mechs during fighting on Sendai in 2798.

Over the years, replacement parts for the Mercury's more exotic electronic equipment have become more and more difficult to find. The specialized myomer that allowed the Mercury to put on great bursts of speed is no longer available, nor is the advanced composite armor with which the 'Mech was originally equipped. As a result, the remaining operational Mercurys must make do with inferior replacement parts.

Capabilities:

With its high speed and energy-based weapons, the Mercury is an ideal scout and raider, capable of remaining in the field as long as the pilot is able to withstand the stresses of battle.

The few critics of the design decry the Mercury's lack of jump jets, pointing out that in combat conducted in built-up areas such as a city, the ability to jump gives a smart pilot the ability to get behind an opponent and attack the weaker rear armor. Despite this apparent drawback, the Mercury is well accepted by light lance commanders, because urban combat is far less common in 3025 than it was during the First and Second Succession Wars. Though comparable in weight to the Stinger or Wasp, the Mercury's heavier weapons and armor give it a decided edge in combat, and its superior ground speed allows it to quickly withdraw from larger opponents.

The Hessen IX small lasers in the head and the center torso are a matched pair. The lasers are slipped into place, bolted down and connected in three places to the power circuits and cooling feeds. If the lasers are damaged or destroyed, the bolts can be removed and the entire system replaced, usually within minutes. This modular replacement system was expected to revolutionize the logistical support of field units, but the Exodus and First Succession War effectively put an end to any radical departure from standard military procedure.

Though both Martell medium lasers use the same type of barrel and targeting feeds, they feature completely distinct power systems. The right arm laser diffuses the power all along the upper and lower arm, housing redundant systems in both sections to provide backup capabilities should one part of the arm be damaged. The torso mount, however, clusters the entire system into a compact area. Any damage to the torso, other than a direct hit on the power system, is likely to pass through, missing the laser entirely.


Type/Model: Mercury MCY-98

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 160 6 6.00

   Walking MP: 8    

   Running MP: 12    

   Jumping MP: 0    

Heat Sinks: 10 Single 4 .00

   (Heat Sink Loc: 2 LL, 2 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: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Head: 3 6

  Center Torso: 6 8

  Center Torso (Rear):   4

  L/R Side Torso: 5 7/7

  L/R Side Torso (Rear):   3/3

  L/R Arm: 3 6/6

  L/R Leg: 4 7/7


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser LT 3   1 1.00

1 Small Laser HD 1   1 .50

1 Medium Laser RA 3   1 1.00

1 Small Laser CT 1   1 .50

TOTALS:   8   39 20.00

Crits & Tons Left:       39 .00


Calculated Factors:

Total Cost: 1,580,440 C-Bills

Battle Value: 484

Cost per BV: 3,265.37

Weapon Value: 209 / 209 (Ratio = .43 / .43)

Damage Factors:    SRDmg = 10; MRDmg = 1; LRDmg = 0

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

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

    Class: ML,   Point Value: 5

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3534
SATURDAY, APRIL 23, 2005
89 DOWNLOADS

Merlin MLN-1A

Level: Standard Level 1 / 3058

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

Magistracy of Canopus Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

BATTLEROM IMAGE MARCH 5, 3025

* FOR MI2 USE ONLY *

 


BattleMech Technical Readout

Type/Model: Merlin MLN-1A

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 60 tons

Chassis: Heavy Star QAT-4 Standard

Power Plant: 240 Pitban Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Pitban LFT-50 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Longanecker PlastiSteel Standard

Armament:
1 Magna Hellstar PPC
2 Martell Model 5 Medium Lasers
1 Holly LRM 5
1 Sperry Browning Machine Gun
1 Zippo Flamer
Manufacturer:    Mountain Wolf BattleMechs
   Location:    Alpheratz
Communications System:    Magestrix Alpha
Targeting & Tracking System: Magestrix Gamma

Overview:

       MechWarriors hailed the Merlin as a breakthrough when it was introduced in 3010 - not because it offered advanced features, but because the Merlin was one of the first new 'Mech designs to be produced in the Inner Sphere in several centuries. Rugged and reliable, the Merlin is suitable for a variety of assignments. Its versatility makes it a popular choice in the Periphery and with mercenary units throughout the Inner Sphere.

Capabilities:

       In designing the Merlin, its engineers sought to create a BattleMech that would stand up to hard use, serve multiple roles, and that could be easily repaired using commonly available parts. They succeeded on all counts. The Pitban 240 gives the Merlin speed comparable to most heavy 'Mechs used in the Inner Sphere and the ten-plus tons of armor offers protection adequate for most situations. A balanced mix of long and short-range weapons makes the Merlin versatile enough to handle 'Mechs and infantry with equal ease, and its jump jets provide satisfactory mobility.

Variants:

       In   3052, Alliance Defenders Limited of the Outworlds Alliance signed a licensing agreement with Mountain Wolf to build the Merlin for the Outworlds military. In 3053, Alliance Defenders introduced the Merlin 1B. This model removes the machine gun and MG ammo, adds another heat sink, and moves the LRM ammo from the center torso to the left torso.

Deployment

       The largest concentration of Merlins in active service belongs to the mercenary unit known as the Wolverton Highlanders, who have spent the last ten years hunting pirates along the border where Steiner and Marik space and the Periphery meet. Though the Merlin does appear in House units, those militaries usually can afford more specialized units specifically tailored to the type of tactics those troops favor. Because mercenary troops must be prepared to accept any number of assignment types, they tend to purchase 'Mechs that can handle many tactical styles.


Type/Model: Merlin MLN-1A

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6.00

Engine: 240 6 11.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 18 Single 9 8.00

   (Heat Sink Loc: 5 LT, 4 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 168 pts Standard 0 10.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 26

  Center Torso (Rear):   11

  L/R Side Torso: 14 18/18

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 16/16

  L/R Leg: 14 19/19


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC RT 10   3 7.00

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 LRM 5 RT 2 24 2 3.00

   (Ammo Loc: 1 CT)

1 Machine Gun LT 0 100 2 1.00

   (Ammo Loc: 1 CT)

1 Flamer LT 3   1 1.00

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 LL, 2 RL)

TOTALS:   21   52 60.00

Crits & Tons Left:       26 .00


Calculated Factors:

Total Cost: 4,960,000 C-Bills

Battle Value: 1,039

Cost per BV: 4,773.82

Weapon Value: 939 / 939 (Ratio = .90 / .90)

Damage Factors:    SRDmg = 15; MRDmg = 10; LRDmg = 4

BattleForce2: MP: 4J,   Armor/Structure: 4/5

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

    Class: MH,   Point Value: 10


Created with HeavyMetal Pro

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #537
TUESDAY, APRIL 20, 2004
UPDATE: 11/8/2004
683 DOWNLOADS

Orion ON1-K

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 Marik Inner Sphere

Tags

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BATTLEROM IMAGE OCTOBER 23, 2570

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 14.5

Head 3 9

Center Torso 23 36/10

L/R Torso 16 22/10

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 1069

C-Bill Cost: 6,674,500

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Autocannon/10 RT 7 12

1 LRM-15 LT 3 7

1 SRM-4 LT 1 2

2 Ammo (Autocannon/10) 10 RT 2 2

2 Ammo (LRM-15) 8 LT 2 2

1 Ammo (SRM-4) 25 LT 1 1

    Totals

18 28

 

Overview:

The ON1-K Orion is an ancient BattleMech design. Created by the Terran Hegemony as the first truly heavy 'Mech, the Orion acted as the brute force of major offensives for nearly 500 years. Even today, the Orion is still a formidable 'Mech.

The original design was created in response to the theft of BattleMech blueprints by commandos of the Lyran Commonwealth. To ensure the continued dominance of the Hegemony's 'Mechs, engineers built the "Ultimate BattleMech." Commissioned in 2570, the Orion first saw action in the bloody Reunification Wars along the Periphery. The original Orion, the 1-C, did not have long-range missiles, and sported a Class 5 autocannon instead of the Class 10 seen today.

 

Capabilities:

The longevity of the Orion is due to the simple, yet efficient placement of systems within the 'Mech's roomy body. Techs enjoy working on Orions, marveling at the ease of finding and replacing bad systems.

The Free Worlds League is the only Successor State currently manufacturing Orions. The other States only occasionally produce spare parts for their Orions.

The KaliYama autocannon is a temperamental weapon. Its feed system, which draws new rounds from the 'Mech's torso, fails often, which mystifies Techs. Oddly enough, if only 19 rounds instead of 20 are placed in the weapon's clip, the autocannon does not jam. The autocannon itself is placed awkwardly, restricting right arm movement, and can be jarred out of alignment when struck accidentally.

The Death Bloom missile system is mounted on the Orion's left shoulder. The system launches 15 long-range missiles in a very concentrated pattern, which is effective against both ground and air vehicles. Unfortunately, the control cables of the missile launchers travel through a narrow shoulder area. Thus, the shoulder is subject to excessive heat, and the actuator or missile system frequently shuts down.

The other missile system, the Irian Weapon Works Class 4, consists of four tubes mounted around the medium laser on the left arm. Shooting short-range missiles, the system holds 25 rounds. Instead of four holes around the medium laser, the Orion sports six holes. The bottom two holes are not missile tubes. Rather, they are hookup points for coolant hoses so that excess heat can be purged by cooler trucks.

The armor protection of the Orion is excellent. It carries a total of 14.5 tons of armor spread about its squat frame. It carries far more than many 'Mechs its own size. The center torso is the best protected, while the rear torso is least protected. The armor coupled with its speed, makes the Orion a formidable opponent.

An excellent assault 'Mech, the Orion is also very good against enemy aircraft, as it can unleash a barrage of missile fire. The Wasat Aggressor battle computer is well-suited for this secondary role. Thus, an Orion sometimes accompanies mobile HQs to defend against both enemy 'Mechs and AeroSpace fighters.

 

Configuration / Variants:

For a 'Mech this old, there are many variations in the Inner Sphere. A variant known as the Orion V sports another four-shot missile system on the right hand, exactly like that of the left. While this may seem to be an obvious improvement, the computer system is not strong enough to handle this new system's extra computations and controls.

To solve that problem, the Orion V-A drops the LRM missile system. Although the 'Mech's computer can then cope with the second SRM system, its long range fighting ability is significantly reduced, making it ill-suited to challenge AeroSpace Fighters.

As noted above, the only Successor State still producing new Orions is the Free Worlds League. Rumor has it that Marik has a secret agreement with Marius O'Reilly for spare parts in exchange for the services of Technicians.

 

Battle History:

The Orion BattleMech has a long, colorful history of battles both large and small. In October of 2779, for example, Earth was liberated from the hands of Stefan the Usurper. General Kerensky and his olive-drab Orion accomplished the final act of this liberation by kicking open the thick palace gates. All who witnessed this ferocity realized the fate of Stefan and his family.

In 2787, one of Minoru Kurita's initial acts as 'First Lord of the Star League' was the virtual genocide of Eblar. After fighting off the garrison of Federated Suns 'Mechs, a regiment of Kurita Orions poisoned the sole water supply of the planet's largest city. Millions died.

During the tenth battle for the Lyran planet of Hesperus II, Orions played a major role in the rout of Kurita forces. The relief force, led by the now-Archon Katrina Steiner, left the planet from one hemisphere and dropped onto another hemisphere so swiftly that the enemy was caught totally off guard.

The Fifth Defenders of Andurien of the Free Worlds League is composed almost entirely of Orions. Veterans of many campaigns against the Lyran Commonwealth, they are one of the few units that do not receive new color schemes according to the type of battlefield in which they would fight. They chose to remain a royal purple, and have earned the nickname "The Hunters".

 

Deployment:

Noteable 'Mechs & Warriors
MechWarrior Sylvan Greenspan
A member of the elite Wolf's Dragoons, Sylvan is an extremely personable young woman off the battlefield. She is also an expert Tech, making her a vital member of her lance. On the field she is a tenacious fighter. Preferring the ugliness of close-in combat, she has often come away victorious, but with only half a 'Mech. However, when the next day dawns and the troops muster, her Orion (dubbed the Phoenix) emerges from the Tech shed looking good as new.

Colonel Tomaso Kinchurhara
Commander of a battalion in the First Regular Hussars, Tomaso is a stickler for detail. His demands for regulation uniforms, salutes, and his overall pickiness have made him the butt of many a joke. Nevertheless, his adherence to the book has saved his battalion more than once, and has twice given his group the opportunity to win fame by assaulting enemy strongholds.

MechWarrior Yvonne Morticia
Looking as if she slinked out of a vampire video, Yvonne Morticia is the sexy, slightly disturbing member of the equally weird Team Banzai. Besides being an excellent gunner, she is also a DropShip pilot and the commander of Team Banzai's JumpShip, the Nth Dimension. It often seems as if Yvonne participates in a land battle to divert her from more intellectual tasks. She views the victims of her black Orion, named the Lurch, with pity and a hint of contempt for their lack of skills. She has been offered a newer 'Mech, but turned the offer down, saying that the Lurch was too close a friend.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #535
THURSDAY, DECEMBER 11, 2003
UPDATE: 11/8/2004
739 DOWNLOADS

Panther PNT-9R

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Kurita Inner Sphere

Tags

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BATTLEROM IMAGE JANUARY 29, 2739

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 140 5T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 13  3T

  5 in Engine


  Internal Structure Armor

  Standard Standard

Tons 3.5 6.5

Head 3 9

Center Torso 11 14/7

L/R Torso 8 10/5

L/R Arm 6 10

L/R Leg 8 12

 


Standard

Battle Value: 664

C-Bill Cost: 2,485,710

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 SRM-4 CT 1 2

1 Ammo (SRM-4) 25 LT 1 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

2 Heat Sink RT 2 2

3 Heat Sink LT 3 3

3 Heat Sink RA 3 3

    Totals

17 12

 

Overview:

Designed as a fire support vehicle for reconnaissance units, the prototype Panther was first built for Star League during the closing years of the Cameron dynasty. After being commissioned in 2739 to produce the 'Mech, Alshain Weapons began immediate delivery of Panthers to League ground troops fighting renegade bandits along the Periphery.

The 'Mech's poor performance at the Battle of St. John in 2759 pointed out both a flaw and a strength in it. The flaw was that the large laser carried in the 'Mech's right hand lacked effective range and power. The strength was the 'Mech's basic hardiness. To improve this battleworthy machine's firepower, Star League engineers replaced the large laser with a PPC.

The Draconis Combine is the only Successor State that today uses the Panther in any significant numbers. The current model, the 9R, is a compromise developed by Combine engineers. Though lacking the original Panther's sophistication, its systems are more adaptable to present-day factories.

 

Capabilities:

The Panther's main function is as fire support for light and fast-moving light 'Mech units. It has played this role for almost 300 years, providing covering fire for more mobile 'Mechs who are in mid-maneuver, whether toward or away from the enemy.

Its PPC is unusual for a 'Mech of its size. An extraordinary weapon, the Lord's Light PPC combines the firepower of a standard PPC with the lightness and flexibility of an arm-carried weapon. The weapon's designers only partially solved the problem of reducing the number of coolant tubes needed to pass from the 'Mech through access navels of the right hand and elbow into the weapon, however. Many MechWarriors report that rugged use, such as hand-to-hand combat or bashing buildings, often pinches off the coolant tubes at the navel. This creates overheating, which in turn causes the weapon to shut down. To meet this problem, three of the Panther's 13 heat sinks are mounted directly on its right arm. Though these do provide extra cooling for the PPC, the original problem remains.

For close-in work, the Panther carries four SRM tubes with enough ammunition for 25 shots. The reliable Telos system is placed in the 'Mech's chest area, which ensures it good protection.

It was discovered early in the Panther's career that it is well-suited to the dirty tactics of city fighting. The nimble 'Mech easily moves through the restricted spaces of a city, while its PPC gives it the chance of disabling all but the heaviest 'Mechs with a few aimed shots. From rooftop ambushes to muggings on dark streets, the Panther has gained quite a reputation. For its city-fighting prowess, Lyran Commonwealth MechWarriors have nicknamed it "the Alley Cat."

What it cannot do, even in a city, is face a heavy 'Mech such as the Warhammer or Zeus in a head-on engagement. Finding himself in that situation, the Panther pilot must rely on good shooting and the 'Mech's superior mobility to leave the field in one piece.

 

Configuration / Variants:

The PNT-8Z, the last of the Star League Panther designs, differs from the 9R only in its more advanced communications equipment and smaller fire-control computer.

 

Battle History:

As noted above, the Draconis Combine is the only Successor State deploying the Panther in large numbers. This is because the Combine controls the only working Panther factory, located on the temperate world of Alshain. Other Successor States do still have a few Panthers, usually the 8Zs, but their numbers are fast dwindling due to lack of parts.

Though there have been many attempts to knock out the factory at Alshain, the fact that it is housed in the bowels of a mountain makes it a tough target. The factory is churning out Panthers for Kurita as fast as possible, slowed down only by the delay in getting target computers delivered from clear across the Combine.

Kurita first used Panthers in a large-scale offensive action on the planet Quentin during the First Succession War, and the action remains a model for how the Combine employs the 'Mech. Once the Second Legion of Vega was reorganized with Panthers as the mainstay of its light units, it was ordered to assault the agricultural planet Quentin, owned by Duke Davion. Catching Davion's 42nd Avalon Hussars off-guard, the Second Legion mauled them severely. Though the Hussars' 'Mechs were generally heavier and had more firepower, they could not react fast enough to the fleet-footed Panthers firing heavy hits with their PPCs. The Hussars retreated, giving up the only major city and spaceport on Quentin.

The victory on Quentin paled in significance, however, when Minoru Kurita was assassinated on Kentares IV at about the same time. To support his rage against the people of Kentares, Jinjiro Kurita took troops and supplies away from the Second Legion of Vega, and had them sent as reinforcements to the Kentares front. In the meantime, the 42nd Avalon Hussars had been reinforced by elements of the 4th Deneb Light Cavalry.

Suddenly on the defensive, the Panthers of Kurita's Second Legion bore the brunt of the Hussars' counterattack. From prepared positions in and around the city, the Panthers held off an onslaught by Davion Warhammers and Marauders. This delaying action, led by Captain Ted "Red Beard" Henry, created enormous confusion in the Davion advance. His troops' actions allowed the safe withdrawal of the Second Legion when it became apparent that there was no hope of reinforcements.

 

Deployment:

Noteable 'Mechs & Warriors
MechWarrior Melinda Carlyle
As a member of Hansen's Roughriders, Carlyle's Panther is one of the few seen outside the Combine. Painted a dull green with bright yellow stripes, her 'Mech, the Tooth-puller, is a well-known terror to the enemy. Melinda Carlyle is a loner whose one joy is deflating the large egos of Combine MechWarriors who believe they are the only ones able to handle a Panther. Upon sighting an enemy Panther, Carlyle will seek out and hunt him down, even if it means leaving her post. Having reached the ripe old age of 47 years, she has proved who is the better Panther pilot more than a few times.

Colonel Richard Ahrmram
As commander of the 3rd Proserpina Hussars, Colonel Ahrmram is entitled to a heavier 'Mech more befitting his high rank. As the colonel is a tradition-bound man whose blue and gold Panther, the Lord Yama, belonged to his father, he sees no reason to give it up. If anyone ever worried whether Ahrmram would be able to keep up with the flow of battle in such a small 'Mech, they don't any longer. It is the colonel's command group that has to keep up with him as he jumps from front to front keeping personal tabs on the battle and participating, if necessary. More than once, Ahrmram's gunnery skill has helped turn the tide of battle.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #559
SUNDAY, APRIL 18, 2004
UPDATE: 11/8/2004
880 DOWNLOADS

Rifleman RFL-3N

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE JULY 15, 2770

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6 7.5

Head 3 6

Center Torso 20 22/4

L/R Torso 14 15/2

L/R Arm 10 15

L/R Leg 14 12

 


Standard

Battle Value: 797

C-Bill Cost: 4,860,800

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 Autocannon/5 RA 4 8

1 Autocannon/5 LA 4 8

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Ammo (Autocannon/5) 20 CT 1 1

1 Heat Sink RL 1 1

    Totals

16 29

 

Overview:

The first Rifleman was built for Star League by Kallon Industries in 2505. Designed as a medium fire-support vehicle, this early model was lighter and less heavily armored than the current version, and mounted Kallon Class C laser cannon. Chronic overheating forced the addition of more heat sinks and the replacement of the old lasers with more efficient Magna IIs and IIIs.

The current incarnation of the Rifleman, the RFL-3N, was first built in 2770, during the collapse of Star League. Arm-mounted Kallon Imperator-A autocannon replaced the Mark II lasers, producing the familiar configuration of two medium and two heavy lasers and two medium autocannon. Although designed to be primarily a fire-support 'Mech, the Rifleman can hold its own in close combat against lighter 'Mechs.

 

Capabilities:

The Imperator-A autocannon is an excellent long-range weapon system, combining striking power with good range and low heat buildup. Although earlier Rifleman models were plagued by ammunition-feed problems, the autocannon system is now at the heart of the 'Mech's success on the battlefield.

Though outclassed by better-armed vehicles such as the Warhammer and the Hunchback, the versatile and reliable Rifleman can nevertheless perform as an effective component in more complex battle plans.

Lack of ammunition is the one major flaw in the Rifleman's autocannon system. As each 'Mech can carry only 20 rounds, or ten for each cannon, it becomes a problem in longer campaigns, for example, where supply lines are fragile. The Rifleman's four lasers provide some compensation, however, as well as providing the 'Mech with close-combat capability.

The Rifleman's secondary role is that of anti-aircraft platform, as its Garret D2j tracking system provides excellent acquisition of swift-moving aerial targets.

Although the Rifleman is admirably suited to its fire-support role, its lack of hands and comparatively low mass make it less effective in close combat against larger machines. Despite this, the 'Mech easily overpowers lighter opponents. Its pilot is well advised, however, to avoid head-on confrontation with machines such as the Marauder and Warhammer.

Although the Garret T11-A com system is highly efficient, its wing-shaped antenna system tends to draw fire, occasionally disrupting communications in Rifleman-led units. Some units have been equipped with the more compact, less vulnerable Tek Battlecom system, which provides highly reliable communications even in heavy combat situations. As Battlecom systems are available only by scavenging Phoenix Hawks or Wolverines, most Riflemen retain the Garret unit and its troublesome antenna.

Today, the Successor Houses deploy the RFL-3N primarily in a mobile overwatch capacity. The 3Ns hold the heights, providing long-range bombardment for the advance of the heavier 'Mechs such as Marauders or Thunderbolts. This also enables the Rifleman to function as an effective reserve, using its lasers at close range if the main advance bogs down. As a last resort, it can even rush into physical combat against enemy forces that might penetrate the main line.

 

Configuration / Variants:

Hanse Davion has attempted several interesting variations on the basic Rifleman design, including replacing the autocannon with PPC. This model, intended to compete with the heavier Warhammer, has severe overheating problems, which have forced an increase in the number of heat sinks. Although this variant is hardly a smashing success, Hanse Davion continues to tinker with PPC-armed Riflemen. Davion has also been attempting to mount heavier autocannons by sacrificing the heavy lasers and some of the Rifleman's armor. This model shows promise, but has yet to be tested in battle.

 

Battle History:

The Rifleman was originally designed for use by Star League defense forces. With the collapse of the League, the Successor Houses appropriated Riflemen for use in their individual military retinues. In the ensuing and disastrous Succession Wars, many Riflemen (and other BattleMechs) were destroyed. However, new production has re-established the 'Mech as a common sight on the battlefields of the Successor States, with 3Ns scattered through various units.

House Davion maintains the largest number of Riflemen. As Hanse Davion is personally fond of the design, he has attempted a number of modifications (see below). Davion's Riflemen have seen action all across Davion territory, playing important roles on Ferris and against House Kurita on Hoff.

The early campaigns of the Succession Wars took a heavy toll on House Davion, and Riflemen also figured prominently in many of those battles. In the first Succession War, when Minoru Kurita's ruthless 'Mech legions almost reached New Avalon, the planet of New Rhodes III was the scene of fierce fighting between the two houses. When the spaceport city of Polis was threatened, Davion Garrison Commander Colonel Hezekiah Walden deployed a mixed force of Riflemen and Archers on the heights above the strategic mountain pass leading to the city.

A Kurita force of Marauders and Warhammers was dispatched to take the pass. Davion 'Mechs held them back while the Riflemen and Archers poured down a hail of deadly fire on the Kurita troops, who were unable to respond. Kurita then dispatched light Wasps and Locusts up onto the heights to stop the ranged fire, but the Davion Archers met and engaged them while the Riflemen continued to blaze away at the 'Mechs below.

Eventually, Davion air support arrived to drive off Kurita, and the Riflemen participated in the pursuit that destroyed a large portion of the attacking force. The defeat at Polis helped to blunt the attack on New Rhodes and drove back the Kurita invasion.

As a result of this and several other battles in which Riflemen played an important role, House Davion values the 'Mech highly and has used it in many a later campaign. In the Third Battle of Harrow's Sun, for example, Davion Riflemen were employed in an anti-aircraft role, keeping Kurita fighters at a respectful distance while the Davion siege of the city of Mura progressed.

 

Deployment:

Noteable 'Mechs & Warriors
Lieutenant "Gentleman Johnny" Clavell
Perhaps the most famous Rifleman, Gentleman Johnny's 'Mech is always maintained in perfect working condition, and carries many victory silhouettes on its gleaming grey-and-silver armor. Serving in the notorious Black Widow Company of Wolf's Dragoons, Clavell has earned a reputation as a brilliant but occasionally foolhardy commander. The Widow's Recon Lance, headed by Clavell's Rifleman, has a reputation as one of the finest in all the Successor States. 

Lasergunner posted this 4 weeks ago

OLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #554
TUESDAY, SEPTEMBER 21, 2004
UPDATE: 11/8/2004
441 DOWNLOADS

Sentinel STN-3K

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE DECEMBER 29, 2651

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4 6

Head 3 9

Center Torso 12 12/7

L/R Torso 10 10/5

L/R Arm 6 8

L/R Leg 10 11

 


Standard

Battle Value: 536

C-Bill Cost: 3,150,630

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/5 LA 4 8

1 Small Laser RT 1 0.5

1 SRM-2 RT 1 1

2 Ammo (Autocannon/5) 20 LT 2 2

1 Ammo (SRM-2) 50 RT 1 1

1 Heat Sink LT 1 1

    Totals

10 12.5

 

Overview:

The Sentinel is a medium BattleMech, though its 40-ton mass puts it at the low end of its weight class. Designed to provide battalion-level BattleMech support for infantry and light-armor units, the 'Mech has good maneuverability, long-range hitting power, and an advanced communications system. Equipped with the powerful VidCom-17 and Targa-7 long-range targeting and tracking system, the Sentinel is ideal for patrols or as a mobile observation post. The 'Mech also carries a StarLink/Benicia Model AS829G communications system. Capable of simultaneous operation on multiple frequencies, this system not only allows the Sentinel to closely monitor and command units operating under it, but also keeps the Mech in close contact with rear-area artillery units so that it can easily call for fire when needed.

Defiance Industries first produced the Sentinel in 2651 for House Steiner's private army. The 'Mech appeared one year after the Star League Council passed an amendment allowing the Council Lords to double their personal household forces. Originally intended for infantry support, the 'Mech soon took on the role of guarding military installations and the Steiner family's major landholdings. By the early 28th century, the SLDF and the private armies of Houses Davion and Marik had also begun to deploy Sentinels.

After the fall of the Star League, the Sentinel appeared most often in the vanguard of the Steiner and Marik armies. In this position, the Sentinels took disproportionate losses. Currently only a handful of Sentinels remain, more heirlooms than weapons of war.

 

Capabilities:

The Sentinel's 40-ton frame is powered by an 11.5-ton Pitban 240 fusion engine, giving the 'Mech a walking speed of 65.4 kph and a top running speed of 97.1 kph. Shortly after the 'Mech's original deployment, concern arose over the choice of the Pitban 240 because of rumors about shielding problems with the Pitban 240s being produced by Defiance Industries. After a number of Sentinels were pulled from the field because of chronic overheating, an investigation found that the heat circulation system rather than the engine shielding was at fault. The faulty components were replaced in all subsequent versions, which includes most of the remaining Sentinels.

Well-equipped for combat, the Sentinel carries a Defiance autocannon, a Defiance-2 SRM launcher, and a Defiance B-1A small laser. The original design included a Kawabata autocannon, which had twice the Defiance autocannon's cyclic rate of fire, but which also turned out to have serious problems. When fired at its maximum rate, the weapon vibrated violently, jarring the internal circuitry in the BattleMech's weapon arm. This often caused the pilot to lose control of the arm effectively rendering the autocannon useless and cutting the Sentinel's combat capabilities almost in half. Repairs, though relatively simple, kept the 'Mech out of combat for half an hour or more. Modifications to the mount and circuitry reduced the problems somewhat, but by 3014 the Sentinel's manufacturers decided to reequip the 'Mech with the easier-to-maintain Defiance autocannon. Trouble also cropped up with the original design's Defiance A-1 small laser, which was prone to problems after extended field operations. The designers therefore substituted the more rugged B-1A laser in 2678.

The Defiance B-1A small laser is mounted in the right torso, just below the Streak-2 SRM launcher, an arrangement that has caused problems of its own. The addition of the B-1A small laser displaced the SRM ammo feeding system by half a meter. Though not a problem under normal circumstances, this shift made the missile-feeding mechanisms prone to jamming whenever the 'Mech fires its SRMs while performing an abrupt maneuver. When this occurs, the pilot has one more shot, but must correct the problem before he can fire again. The standard procedure for clearing such a jam is to open up the ammo-feeding access panels and manually readjust the missile rounds. As this is impossible to do in combat, many pilots tap hard against their machine's chest area with the 'Mech's free right hand to clear up the problem.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #531
SUNDAY, SEPTEMBER 19, 2004
UPDATE: 4/11/2006
489 DOWNLOADS

Shogun SHG-2E

Level: Standard Level 2 / 3025

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3025

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


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Wolf´s Dragoons Mercenary

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BATTLEROM IMAGE APRIL 8, 3009

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Shogun SHG-2E

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 85 tons

Chassis: Kitushi Shogun Standard

Power Plant: 255 Strand Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 Anderson Propulsion 21 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Riese-350 Standard

Armament:
2 Thunderstroke SRM 6s
2 Coventry Star Fire LRM 15s
1 Magna Hellstar PPC
Manufacturer:    Mitchell Vehicles
   Location:    Graham IV
Communications System:    HartfordCo COM 4000
Targeting & Tracking System: HartfordCo XKZ 1

Overview:

Produced by Mitchell Vehicles shortly before the fall of the Star League, the Shogun was the heaviest 'Mech ever to carry jump jets until the Marauder was modified to jump.   It was intended for fighting in cities and close terrain, where it can traverse buildings, rubble, and other obstacles more quickly than other 'Mechs.   The Shogun is also capable of delivering the devastating, if dangerous, Death from Above attack.   The Shogun has performed well in combat, often landing unexpectedly behind or amid enemy 'Mechs, damaging them, and departing.   The Dragoons use the Shogun this way, though its role as a straight assault 'Mech has not been neglected.


Type/Model: Shogun SHG-2E

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: 17 Single 7 7.00

   (Heat Sink Loc: 1 HD, 3 LT, 1 CT, 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: 248 pts Standard 0 15.50


    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 22/22

  L/R Leg: 18 36/36


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 SRM 6 RT 4 30 4 5.00

   (Ammo Loc: 1 LT, 1 RT)

1 SRM 6 LT 4   2 3.00

1 LRM 15 LA 5   3 7.00

1 LRM 15 RA 5 16 5 9.00

   (Ammo Loc: 1 LT, 1 RT)

1 PPC RT 10   3 7.00

CASE Equipment: LT RT     2 1.00

3 Standard Jump Jets:       3 3.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   28   58 85.00

Crits & Tons Left:       20 .00


Calculated Factors:

Total Cost: 7,955,000 C-Bills

Battle Value: 1,498

Cost per BV: 5,310.41

Weapon Value: 1,393 / 1,393 (Ratio = .93 / .93)

Damage Factors:    SRDmg = 16; MRDmg = 17; LRDmg = 9

BattleForce2: MP: 3J,   Armor/Structure: 6/7

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

    Class: MA,   Point Value: 15

    Specials: if

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #541
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
629 DOWNLOADS

Stalker STK-3F

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


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  All Inner Sphere Factions Inner Sphere

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BATTLEROM IMAGE SEPTEMBER 19, 2594

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Stalker STK-3F

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 85 tons

Chassis: Titan H1 Standard

Power Plant: 255 Strand Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Valiant Lamellor Standard

Armament:
2 Jackson B5c LRM 10s
2 Magna Mk III Large Lasers
4 Magna Mk II Medium Lasers
2 Thunderstroke SRM 6s
Manufacturer:    Triad Technologies
   Location:    (Unknown)
Communications System:    Cronol PR
Targeting & Tracking System: Spar 3c Tight Band

Overview:

The Stalker is the most famous and most common heavy assault 'Mech. A product of the Reunification War, the first prototype was produced as early as 2594. Early models were not very heavily armed, but field tests suggested that the STK would be most effective if it mounted weaponry with differing optimal ranges. Although the resulting 'Mech had far more weapons than could be fired in a single salvo, it has an extremely flexible response capacity. The League computer systems determined a target's range and suggested the optimum mix of weapons for the situation. The resulting fire control system was the best available. The STK represents BattleMech technology at its height.

Few Stalkers still retain the original computer equipment so vital to proper operation in battle. The STK is still a fearsome 'Mech, but with the loss of the computer, its pilots must be cautious not to overuse their tremendous firepower. The large quantity of waste heat generated by the lasers can quickly overheat the 'Mech despite its 20 heat sinks.

Capabilities:

Stalkers are often used to lead major advances while flanked by other heavy 'Mechs. This heavily armored spearhead was intended to blow holes in the enemy line through firepower and endurance. These steady advances suit the STK-3F well. With a maximum speed of 54 kilometers per hour, it is one of the slowest 'Mechs on the battlefield. The Stalker was not intended for hide-and-seek guerilla warfare, but for dogged fire-fights.

In urban battles, the Stalker is a particularly deadly opponent. With a wide range of short-range weaponry, the STK is most effective at ranges of 30 to 270 meters. In cities, where most fighting occurs at close range, the Stalker can take full advantage of its weight and short-range weaponry.

The STK-3F can be employed to clear a path through buildings or fortifications. Its heavy armor allows it to crash through even hardened walls without serious damage. A favorite tactic of many Stalker pilots is to wait inside a building until another 'Mech comes into range, and then step through the wall and into the street. Often, the Stalker can appear behind its intended victim and fire before the other 'Mech can turn.

The Stalker is also an adept defender. It can absorb tremendous amounts of abuse before being forced to retreat, and its cross-section of weapon types allows it to return fire effectively at any range. However, the STK-3F is more likely to carry the fight to the attackers rather than adopt a defensive position. Because of its highly efficient short-range firepower, a Stalker will usually attempt to close with the enemy and concentrate its attack on the heaviest 'Mech.

Battle History:

There are few major engagements in which the Stalker has not been involved. All of the Successor States use the STK as the foundation of heavy cavalry units. These units are usually composed of medium and heavy 'Mechs. They will usually be in the first line of battle, followed by medium lances. The light lances take up the rear to engage stragglers or to dispatch damaged opponents. When operating on the defense, the Stalker is usually deployed with 'Mechs having long range weapons. Archers are favored for this role.

In 2787, at the Battle of Saffell, House Kurita used Stalkers to stem the advance of Federated Sun forces. When Davion Archers and Trebuchets bombarded them at long range, the heavier units of the Draconis Combine were forced to retreat. Though plagued by the Stalkers' LRM systems, the besiegers reached the fortification wall, where they found most of the Stalkers waiting for them. Their heavy armor had allowed them to survive the bombardment, and they offered stiff resistance to the Davion main column.

During the Battle for Hoff in 3022, Wolf's Dragoons deployed several heavy lances led by Colonel J. Elliot Jameson in his Stalker. At Tarn Hill in the Johnson Sector, Colonel Jameson's command lance was attacked by a full company of Eridani Light Horse 'Mechs. Outnumbered but not outgunned, Jameson's lance began systematically destroying the heaviest of their opponents. Jameson's own first charging attack crushed an enemy Rifleman, and a short-range salvo of medium lasers and SRMs stripped most of the armor from a nearby Griffin. The sudden brutality of the attack surprised the Eridani, who fell back in confusion. Although the Stalker took heavy damage to its armor, it left the field completely operational.

Stalkers from Burrows' Crashing Thunder Regiment are credited with winning a battle on Travis V during the summer of 3024. Assigned the job of clearing invasion routes into the city, the Stalkers methodically punched straight paths through defenses, defenders, and buildings alike. The balance of Burrows' Regiment poured in after them. Expecting the attackers to advance along the roadways, many of the defenders were outflanked, isolated, and destroyed in short order. Although it took weeks to achieve a complete victory, it was the Stalkers' unorthodox method of attack that tipped the balance for Burrows and his forces.

Variants:

Due to the great weight of the Stalker, its skeleton is prone to deterioration due to stress. The usual cure is to lighten the 'Mech by 10 to 15 tons. The twin LRM-10s are often removed to achieve a lighter 'Mech that still possesses its close-range firepower. Occasionally, Techs remove only one LRM, but remove a number of lasers instead.

To increase their long-range firepower, some models have refitted their LRM-10s with LRM-20s at the price of their heavy lasers. This produces an extremely efficient siege fighter.

Notable 'Mechs & MechWarriors:

Colonel J. Elliot Jameson
This officer of Wolf's Dragoons is known as a bold strategist. His tactics are simple to the point of eloquence and are almost always effective. Wolf usually assigns him to problem areas that need his careful planning and his Stalker's massive firepower. Jameson's 'Mech is deeply scarred on all sides, and its engine operates inefficiently, but it is still a fearsome machine.


Captain Tiberius Sartini
Sartini has served with the Avalon Hussars for 20 years. His immense pride in his Stalker is reflected in the mirror shine of its armor. Although the 'Mech has been seriously damaged in battle several times, he has always managed to purchase or confiscate the parts necessary to effect repairs. In addition, he is stockpiling spare parts for his personal use. By doing so, he risks his commission (personal stockpiles are strictly forbidden), but Sartini's first priority is to keep his Stalker in mint condition.


Type/Model: Stalker STK-3F

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: 0    

Heat Sinks: 20 Single 10 10.00

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

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 216 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 36

  Center Torso (Rear):   11

  L/R Side Torso: 18 25/25

  L/R Side Torso (Rear):   7/7

  L/R Arm: 14 23/23

  L/R Leg: 18 25/25


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 10 LA 4   2 5.00

1 LRM 10 RA 4 24 4 7.00

   (Ammo Loc: 1 LA, 1 RA)

1 Large Laser LT 8   2 5.00

1 Large Laser RT 8   2 5.00

2 Medium Lasers LA 6   2 2.00

2 Medium Lasers RA 6   2 2.00

1 SRM 6 LT 4   2 3.00

1 SRM 6 RT 4 30 4 5.00

   (Ammo Loc: 1 LT, 1 RT)

TOTALS:   44   57 85.00

Crits & Tons Left:       21 .00


Calculated Factors:

Total Cost: 7,463,825 C-Bills

Battle Value: 1,152

Cost per BV: 6,479.01

Weapon Value: 1,394 / 1,394 (Ratio = 1.21 / 1.21)

Damage Factors:    SRDmg = 23; MRDmg = 15; LRDmg = 6

BattleForce2: MP: 3,   Armor/Structure: 5/7

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

    Class: MA,   Point Value: 12

    Specials: if

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3549
MONDAY, APRIL 25, 2005
118 DOWNLOADS

Striker STC-2C

Level: Standard Level 1 / 3058

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


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House Liao Inner Sphere

House Steiner Inner Sphere

Star League Star League

BATTLEROM IMAGE JANUARY 29, 2550

* FOR HEIMDAL USE ONLY *

 


BattleMech Technical Readout

Type/Model: Striker STC-2C

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 80 tons

Chassis: Ford CVX 21 Standard

Power Plant: 320 Pitban Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Leviathon Plus Standard

Armament:
1 HellStar PPC
1 Defiance B3L Large Laser
1 Pontiac Light Autocannon/5
3 Hellion-b II Medium Lasers
Manufacturer:    Stormvanger Assemblies, Unlimited
   Location:    Production Facility Destroyed in 2867
Communications System:    Basix 200
Targeting & Tracking System: Rander Crosshairs

Overview:

       First built in 2550 as one of the SLDF's earliest assault 'Mechs, the Striker has proved its worth many times over. As technological advancements enabled the Star League to build heavier assault 'Mechs, the Striker was relegated to second line and garrison units. Over the long centuries of the Succession Wars the number of Strikers left in the Inner Sphere steadily decreased, and at present less than 300 Strikers remain operational. The primary production facility for the Striker was destroyed during a Kurita raid in 2867, and no new Strikers have been produced in recent years.

Capabilities:

       Built with the largest fusion engine available at the time of its initial design, the Striker was the fastest and heaviest 'Mech in the Star League inventory until advances in technology displaced it. The massive weight of the Striker's engine limited the weapons the design team could install, but they gave the 'Mech the heaviest arsenal it could carry. The primary weapon is a HellStar PPC, supplemented by a large laser to give the Striker a knockout one-two punch. Secondary weapons are an AC-5 with one ton of ammunition and three medium lasers. The Striker also has fifteen heat sinks and thirteen and a half tons of armor.

Variants:

       The only known variant of the Striker, the 2D model used by the Capellan Confederation, replaces the original fifteen heat sinks with twelve double heat sinks and adds two tons of armor. In addition, the HellStar PPC is replaced with a Magna FireStar extended range PPC, and the three medium lasers are replaced with two medium pulse lasers.

Deployment

       The armed forces of House Steiner and House Liao possess most of the Star League-era Strikers, and all of the Steiner machines remain in military forces stationed in the Lyran Alliance. House Liao has recently deployed its Strikers in its front line 'Mech units, whereas most Lyran Strikers are in militia units along the Steiner Periphery border near Marik space. The rest of the known Strikers are spread throughout the Inner Sphere and the Periphery, reportedly in the possession of several mercenary units.


Type/Model: Striker STC-2C

Mass: 80 tons

Equipment:   Crits Mass

Internal Structure: 122 pts Standard 0 8.00

Engine: 320 6 22.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 15 Single 3 5.00

   (Heat Sink Loc: 2 LT, 1 RT)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 216 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 35

  Center Torso (Rear):   10

  L/R Side Torso: 17 25/25

  L/R Side Torso (Rear):   8/8

  L/R Arm: 13 22/22

  L/R Leg: 17 26/26


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC RT 10   3 7.00

1 Large Laser LT 8   2 5.00

1 Autocannon/5 LA 1 20 5 9.00

   (Ammo Loc: 1 LT)

2 Medium Lasers CT 6   2 2.00

1 Medium Laser HD 3   1 1.00

TOTALS:   28   45 80.00

Crits & Tons Left:       33 .00


Calculated Factors:

Total Cost: 7,709,701 C-Bills

Battle Value: 1,154

Cost per BV: 6,680.85

Weapon Value: 1,376 / 1,376 (Ratio = 1.19 / 1.19)

Damage Factors:    SRDmg = 16; MRDmg = 11; LRDmg = 4

BattleForce2: MP: 4,   Armor/Structure: 5/6

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

    Class: MA,   Point Value: 12


Created with HeavyMetal Pro

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #507
TUESDAY, DECEMBER 09, 2003
UPDATE: 6/27/2005
664 DOWNLOADS

Stinger STG-3R

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

BATTLEROM IMAGE JUNE 11, 3025

* FOR COMSTAR USE ONLY *

 


BattleMech Technical Readout

Type/Model: Stinger STG-3R

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Earthwerks STG Standard

Power Plant: 120 GM Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 Chilton 360 Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: Riese-100 Standard

Armament:
1 Omicron 3000 Medium Laser
2 LFN Lindblad Machine Guns
Manufacturer:    Earthwerks Incorporated
   Location:    (Unknown)
Communications System:    Datacom 26
Targeting & Tracking System: Dynatec 990

Overview:

The STG-3R Stinger was the second mass-produced scout and recon 'Mech to be completed.   First designed after Earthwerks won the bid against General Mechanics, Incorporated (the designers of the WSP-1A Wasp), the Stinger was put into production along with the Wasp because of the great need for light scouts and also because of the similarities in the design of the two 'Mechs.

In 2479, the first Stingers came off the assembly line.   In the next four centuries, nearly 200,000 more units would be constructed.   Estimates place the number of operation Stingers currently used by the Successor States at 5,000 or more.   Indeed, the 'Mech is still being produced in a number of facilities both in and out of the Inner Sphere.

The Stinger was designed as a scout and reconnaissance 'Mech, although it is also used as a training 'Mech in some Mechwarrior academies, replacing the TRC-4B Chameleon.   The Stinger is lightly armored and mounts limited weapons.   Its speed and maneuverability, however, make it a difficult target and a tough 'Mech to pin down.

Capabilities:

If used as its designers intended, the STG-3R Stinger is an efficient and dependable 'Mech.   It mounts an Omicron 3000 medium laser in its right arm, and two LFN Linbald machine guns on the right and left forearm.   Though the Stingers armor is minimal, it is considered average for light 'Mechs.   Its real defensive strength lies in its speed and maneuverability.   With maximum speeds surpassing 90 kph and the powerful jump capability of its Chilton 360 jump jets, the Stinger can get itself out of most tight spots.

Overheating is almost never a problem with the Stinger design.   The coolant jackets of the Linbald machine guns effectively block all heat emissions from those weapons, and the heat buildup from the Omicron 3000 medium lasers is minor.   Even with its jump jets firing continuously, the Stinger rarely develops heat problems.

One of the biggest complaints of Stinger pilots is the cramped cockpit space.   Many times, a pilot must literally squeeze himself into the control seat, and then often cannot get out again without help from his Tech.   Stinger pilots are the reverse of the knights of feudal Earth who could not mount their steeds without help from their squires because of the weight of their armor.

Battle History:

During a rain on Fallon II by elements of the Seventh Crucis Lancers in 3019, Captain Mercer Ravannion led a unit of six Stingers and Wasps in the famous "Charge of the Horde" during the Battle of Markerson.   Attacking the recon lance of the elite McKinnon's Raiders, Captain Ravannion's horde of lighter 'Mechs was torn to bits by the heavier enemy units.   None of the damaged Stingers or Wasps were recovered, although Ravannion escaped after ejecting from his disabled Wasp.   Returning to the Kurita defense area, Ravannion insisted his tactics would work on anybody other than elite Mechwarriors.   After the Battle of Markerson, however, no House was willing to risk more 'Mechs on his theories.

Elements of the Wolf's Dragoons raided the Davion plane of Doneval II in 3021.   During the raid, a part of cadets of the Meistmore Mechwarrior Academy were training on Stingers in a deserted area of the planet, where they were ambushed by a lance of the elite Black Widow Company of Wolf's Dragoons.   Almost immediately, the cadets' instructor was put out of action.   Meanwhile, the cadets ran for cover, with only the Wasp of the Black Widow Company keeping up.   It happened that the first cadet disabled was a woman to whom each of the other four cadets was attracted.   Though she ejected successfully, the Black Widow Wasp was quickly upon her.   As one, the other four cadets turned around to engage the Wasp, knocking it out before it could get to the girl.   The cadets then picket her up, and ran into the wilderness before the heavy enemy 'Mechs could come into range.   It was said that the pilot of the Black Widow Wasp nearly died of shame to be taken out by "a bunch of kids".

Variants:

Unlike its near-sister Wasp, the Stinger has undergone relatively few variants in its career.   Some Mechwarriors have altered their Stingers with the help of the Techs, however, dropping items such as the twin machine guns in favor of additional armor and an additional medium laser (usually in the left arm).   This variation does cause the normal heat problems suffered by many other 'Mechs, but makes the Stinger a more potent scout.

Notable 'Mechs & MechWarriors:

Captain Scope Kinugau
Once well known throughout the Successor States, Kinugau foreswore his allegiance to House Kurita by joining the 'Mech regiments of the Magistracy of Canopus beyond the Periphery.   It was said he had fallen in love with the bewitching Magistrix Kyalla, leader of the Magistracy and herself a former BattleMech leader.   Since then, Kinugau and his Stinger, newly renamed the Centrellan Hope (after Kyalla's House name), have become important additions to the Canopan forces.

A veteran of nearly 50 engagements in service to Kurita, Scope Kinugau is now in charge of Mechwarrior scout training in the Magistracy of Canopus.   Kyalla is rumored to be negotiating an alliance with House Liao, which would make her a combatant in the Successor Wars.

Mechwarrior Boris Sillader
A member of House Davion's First Ceti Hussars, Boris Sillader has the dubious distinction of having had more Stingers shot out from under him than any other Mechwarrior, alive or dead.   With a record-breaking total of nine Stingers either destroyed or disabled with him at the controls, Sillader seems to be on the luckiest warriors ever to step into battle.   Regardless of his past history, Boris has no intention of giving up his Mechwarrior status, and always managed to find a new Stinger to replace one lost.   Now piloting the Lots-O-Luck XII, Boris Sillander plans to keep this Stinger longer than his last.

 


Type/Model: Stinger STG-3R

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: 6    

Heat Sinks: 10 Single 6 .00

   (Heat Sink Loc: 3 LT, 3 RT)

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: 48 pts Standard 0 3.00


    Internal Armor

    Structure Value

  Head: 3 4

  Center Torso: 6 6

  Center Torso (Rear):   4

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 4/4

  L/R Leg: 4 5/5


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1.00

1 Machine Gun LA 0   1 .50

1 Machine Gun RA 0 200 2 1.50

   (Ammo Loc: 1 CT)

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   3   47 20.00

Crits & Tons Left:       31 .00


Calculated Factors:

Total Cost: 1,615,440 C-Bills

Battle Value: 320

Cost per BV: 5,048.25

Weapon Value: 75 / 75 (Ratio = .23 / .23)

Damage Factors:    SRDmg = 5; MRDmg = 1; LRDmg = 0

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

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

    Class: ML,   Point Value: 3

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #508
MONDAY, SEPTEMBER 20, 2004
UPDATE: 6/27/2005
658 DOWNLOADS

Thorn THE-S

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

No Tags posted

BATTLEROM IMAGE DECEMBER 28, 3025

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Thorn THE-S

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Chariot Type II 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: Durallex Standard

Armament:
1 Zeus LRM 5
2 Medium Lasers
Manufacturer:    Ford Military Limited
   Location:    (Unknown)
Communications System:    Olmstead 30
Targeting & Tracking System: Omicron VII

Overview:

The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during the late twenty-fourth century. It was the first 'Mech to incorporate the Endo Steel II skeleton. The basic skeleton used an alloy produced by mixing high strength steel with lower-density titanium and aluminum in a zero-gee environment. The resulting alloy was twice as strong per unit of weight as alloys created using conventional techniques, but also bulkier.

By the beginning of the Second Succession War, the orbital manufacturing facilities supplying this alloy had been destroyed. As a result, Ford Military had to use a heavier chassis for the Thorn, which required other trade-offs in order to keep the unit in production. Armor protection for the rear quadrant and head was reduced, and an innovative ammunition storage technique that protected the 'Mech from the catastrophic result of an ammo explosion was removed. These changes made the Thorn easier to manufacture, but significantly degraded its ability to survive a firefight.

Capabilities:

The Thorn has received mixed reviews throughout its service. Supporters point out that the design packs more punch per ton than any other 'Mech. In a long-range toe-to-toe slugfest, the Thorn can usually reduce an opponent of equal weight to scraps in minutes.

Like the Hussar, the Thorn was designed to serve in frontline combat units as a quick-reaction fire support platform, rather than a scout. Based on this goal, its inability to jump was not considered detrimental. Nonetheless, the many commanders who tried to use all light 'Mechs as scouts found the Thorn to be all but useless. The close-in ambush-style engagements that scouts typically face negated the firepower of the Zeus missile launcher, and the 'Mech did not have sufficient speed to quickly break off an engagement.

Opponents of the design also note that a 'Mech cannot hit what it cannot reach. Though the 120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets leaves the Thorn at a disadvantage if its target jumps behind a stand of trees or a convenient hill.

This willingness to favor weapons over maneuverability has made the Thorn a favorite of 'Mech companies looking for rapid fire support. The weapon placement and ease of maintenance have given the design high marks in every technician's manual. The arms and legs are completely accessible, allowing a service crew to actually enter the limbs and work on repairs from inside.

The Thorn's main armament consists of two medium lasers. The design is noted as a "cool running" 'Mech, but the placement of one laser directly under the pilot's feet commonly deceives the MechWarrior into believing the Thorn is running hotter than the systems indicate. Extensive cooling is provided in the cockpit area, but the lack of an effective venting system for the medium laser makes repeated firing uncomfortable for the pilot.

The Zeus long-range missile system is extremely accurate, and the arm mount allows the pilot to switch targets quickly. If damaged, the entire system can be replaced in a few hours. This is a fortunate feature, because the launcher can easily be destroyed if the 'Mech engages in hand-to-hand combat. The missile-feed system, which routes reloads from the torso storage compartment, is average at best. If damaged, reloads can become lodged in the upper arm, where additional damage has been known to cause detonation, destroying the arm.


Type/Model: Thorn THE-S

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: 2 LT, 2 RT, 2 CT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 6 8

  Center Torso (Rear):   4

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   3/3

  L/R Arm: 3 6/6

  L/R Leg: 4 7/7


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 5 RA 2 24 2 3.00

   (Ammo Loc: 1 RT)

1 Medium Laser HD 3   1 1.00

1 Medium Laser LA 3   1 1.00

TOTALS:   8   39 20.00

Crits & Tons Left:       39 .00


Calculated Factors:

Total Cost: 1,558,320 C-Bills

Battle Value: 445

Cost per BV: 3,501.84

Weapon Value: 224 / 224 (Ratio = .50 / .50)

Damage Factors:    SRDmg = 8; MRDmg = 3; LRDmg = 1

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

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

    Class: ML,   Point Value: 4

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1049
SATURDAY, NOVEMBER 13, 2004
UPDATE: 12/7/2004
266 DOWNLOADS

Thug THG-10E

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Liao Inner Sphere

House Marik Inner Sphere

BATTLEROM IMAGE MARCH 6, 2572

* FOR MI2 USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 320 22.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 19  9T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 14.5

Head 3 9

Center Torso 25 33/10

L/R Torso 17 24/8

L/R Arm 13 25

L/R Leg 17 33

 


Standard

Battle Value: 1203

C-Bill Cost: 7,760,641

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 PPC LA 3 7

1 SRM-4 RT 1 2

1 SRM-4 LT 1 2

1 Ammo (SRM-4) 25 RT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink LT 1 1

2 Heat Sink RT 2 2

    Totals

16 19

 

Overview:

Originally introduced in 2572 by Maltex as a replacement for the Warhammer, the THG-1OE Thug admirably fulfilled the role of an all-purpose assault 'Mech. Using the maxim "the best defense is a strong offense" as a design parameter, the designers kept the Warhammer's firepower while strengthening the new BattleMech's armor protection. Maltex produced Thugs until 2835, when their primary plant was destroyed. Since then, Earthwerks has continued production under its license from Maltex.

Earthwerks has not allowed the post-Star League degradation of Inner Sphere technology to hurt the Thug much. Earthwerks designers replaced the original Thug's specialized ammunition storage bins with traditional ammo bins and more armor; they have also replaced the lightweight armor previously used on the Thug and other 'Mechs with armor common to all armies of Inner Sphere. The net result is a 'Mech no less effective in combat, though the pilot is considerably less safe should the 'Mech's ammunition be hit in combat or cook off from overheating.

 

Capabilities:

The Thug is an impressive design that has withstood the vagaries of battle for centuries. Its heat sinks allow it to sustain a continual barrage from its twin PPCs, and it has enough armor to survive any return fire. Should enemies close with the Thug, its pilots can engage their twin SRM launchers or devastate opponents with crippling physical attacks.

In general, Thug pilots initially remain at long range to support their lancemates and pummel the enemy with the 'Mech's twin Donal PPCs, one of which is mounted in each arm. Because of the superior protection afforded by the Thug's more than fourteen tons of Durallex armor, the Thug can withstand all but the most concentrated long-range firepower.

After almost a full minute of long-range bombardment, Thug pilots often move in on damaged opponents. The able Holly short-range missile racks come into their own at close ranges, their barrage of warheads exploiting the openings torn in a foe's armor by earlier fire. Special dilating covers on the Thug's side torsos protect the launchers when not in use, which can also surprise an opponent not familiar with the design.

Because they are built to last, these BattleMechs see almost constant battle. The original equipment of the Thug had to be replaced over the years as parts become worn beyond repair or were destroyed outright. Ironically, technicians have had to modify stockpiled supplies for the Warhammer to replace the Thug's weapons. Newer Thugs are now built with these parts, eliminating the need for extensive field modifications to make the weapons fit their new housings.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #504
THURSDAY, DECEMBER 11, 2003
UPDATE: 6/28/2005
645 DOWNLOADS

UrbanMech UM-R60

Level: Standard Level 1 / 3050

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

House Liao Inner Sphere

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BATTLEROM IMAGE JULY 16, 3025

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Urbanmech UM-R60

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 30 tons

Chassis: Republic-R Standard

Power Plant: 60 Leenex Fusion

Walking Speed: 21.6 km/h

Maximum Speed: 32.4 km/h

Jump Jets: 2 Pitban 6000 Standard Jump Jets

   Jump Capacity: 60 meters

Armor Type: Durallex Medium Standard

Armament:
1 Imperator-B Autocannon/10
1 Harmon Light Small Laser
Manufacturer:    Orguss Industries
   Location:    (Unknown)
Communications System:    Dalban Interact
Targeting & Tracking System: Dalban Urban

Overview:

Called upon to produce an effective light 'Mech for city-fighting, Orguss Industries replied with the Urban-Mech. Cheap to produce, but potent in its assigned duties, the 'Mech was manufactured in large numbers, many of which have survived into the present era. Now common in city garrisons and defense units, the UrbanMech continues as an effective battle weapon.

Capabilities:

At 30 tons, the UrbanMech is only slightly heavier than Wasp and Stinger scout 'Mechs, and so its slow speed seemed a distinct liability. It was designed for city combat, however, an environment that severely limits most other 'Mechs. The 'Mech's Durallex Heavy armor provides considerable protection, and its low, stocky profile makes it a difficult target.

On some models, Orguss Industries followed an unorthodox, armless design. While this further streamlined the machine's profile, it handicapped the UrbanMech in other ways. The 'Mech was obviously unable to defend itself in hand-to-hand combat, and damage that would normally have struck the 'Mech's arms was transferred directly to the torso. Thus, armless UrbanMechs were usually deployed where the likelihood of meeting enemy 'Mechs was small.

The Imperator-B Class 10 autocannon is the UrbanMech's primary weapon. With its low heat buildup and reliable design, the weapon suited the UrbanMechs hit-and-run fighting style. The light laser that supports the Imperator is only marginally effective, but is useful in persuading hostile infantry to keep their heads down.

Battle History:

The UrbanMech was used by the Star League to suppress urban guerrillas and hostile light 'Mechs in heavily populated areas. With its comparatively heavy armor, the 'Mech could withstand combat with others of similar or higher tonnage. Though not intended to engage in slugging matches with Marauders or Crusaders, the UrbanMech often found itself up against such vastly superior opponents in the thick of city fighting.

Standard tactics consisted of a UM lance splitting up into individual units that used buildings as cover for sniping at enemy vehicles. Then the units would fall back to regroup along the next line of defense.

Though the UM's low speed handicapped it, the confining spaces of Star League cities also reduced the mobility of heavier 'Mechs. On the other hand, the 'Mech's low profile helped protect it from enemy fire.

UrbanMechs were, in fact, among the last defenders of the Star League, fighting for control of vital urban centers as civil authority collapsed around them. Many were destroyed in the carnage, which is why the 'Mech is rarely seen outside Liao space.

In the present era, House Liao maintains a relatively large number of UrbanMechs, deploying them in the fortified cities along its frontiers, where they have encountered both Davion and Marik forces.

During a recent border clash, several regiments of the Marik's Regulan Hussars were sent on a parts raid against Liao storehouses on Carver IV. There, the city of Fort Lyons held a sizeable stock of 'Mech components, defended by the urban defense regiments of the Chesterton Reserves, including several UrbanMechs. Commanding Fort Lyons' defense, Colonel Teresa Keed deployed her Urbanmechs as the city's first line of defense. The UMs confronted a Marik Marauder company as it moved into the city.

Supported by smaller armored vehicles and infantry, the Liao UMs used classic tactics, engaging the Marauders with pop-up fire, then vanishing among the buildings. The Marik Marauders wound up with a major fight on their hands, and the assault bogged down as they stopped to engage the Liao defenders.

The Marik attackers eventually pushed the Liao forces back, but sustained losses that greatly lessened their effectiveness. When Liao reserves finally arrived, the Marik Marauders were forced to withdraw with only a fraction of the booty they had anticipated.

Another recent example illustrates the UrbanMech's weaknesses. When a Bandit raid on Angell II caught Marik defenders by surprise, garrison commander Major Alan Roberts was forced to deploy the Marik Militia's UrbanMechs in open country to stave off the Bandits' attacks.

Although the Marik pilots fought bravely, the Bandit 'Mechs blasted them to pieces with concentrated long-range missile fire. Roberts took a severe reprimand for this misuse of his UMs, but he did not have many other options as commander of an urban defense unit lacking heavy 'Mech support. The defense may have been doomed to failure, but Colonel Roberts was able to buy enough time so that civilians and key Marik officials were able to escape before the Bandits could take them.

The UrbanMech is at its best when battling infantry and armor in the heart of the city. In another recent encounter, Davion forces made effective use of an UrbanMech lance to destroy a Kurita commando/terrorist squad.

Variants:

As noted above, the major variant of the UrbanMech is the armless version. The disadvantages of this design proved fatal, and so very few have survived to the present. House Liao has a few UMs with Imperator-Zeta Class 20 autocannon, but the weapon's heat and mass have kept the 'Mech from gaining any great popularity.

Notable 'Mechs & MechWarriors:

MechWarrior Gordon Stuart
The Chesterton Reserves are often called upon to defend the vulnerable Liao border, and few have seen more intense city combat than MechWarrior Stuart. He has twice refused promotion in favor of remaining with his urban defense lance and his battered but serviceable UrbanMech, the Gallant.

Although a loyal Liao soldier, Colonel Stuart has made no secret of his contempt for Liao's allies, House Kurita. Consequently, Stuart has lately been assigned to hot spots along the Marik border, where his superiors secretly hope he will meet with an unfortunate accident. Stuart, however, continues, to win fame, and those who fight alongside him echo his anti-Kurita sentiments.

Lt. Patricia Wellseley
This able officer commands an urban defense lance of Kurita's St. Ives Armored Cavalry. Although considered by many to be something of an eccentric (she collects teapots with passionate enthusiasm, and tends toward bizarre reading habits), her command of Wellseley's lance has been flawless, and her actions in defense of New Kolis on Lapida II against a Davionist raiding party have been used as examples of textbook tactics at Kuritist military schools and academies. As with many MechWarriors, Wellseley's quirks are tolerated, even encouraged by superiors eager to find a competent commander.

 


Type/Model: Urbanmech UM-R60

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 60 6 1.50

   Walking MP: 2    

   Running MP: 3    

   Jumping MP: 2    

Heat Sinks: 11 Single 9 1.00

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

Gyro:   4 1.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 96 pts Standard 0 6.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 11

  Center Torso (Rear):   8

  L/R Side Torso: 7 8/8

  L/R Side Torso (Rear):   4/4

  L/R Arm: 5 10/10

  L/R Leg: 7 12/12


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/10 RA 3 10 8 13.00

   (Ammo Loc: 1 RT)

1 Small Laser LA 1   1 .50

2 Standard Jump Jets:       2 1.00

   (Jump Jet Loc: 2 CT)

TOTALS:   4   47 30.00

Crits & Tons Left:       31 .00


Calculated Factors:

Total Cost: 1,471,925 C-Bills

Battle Value: 454

Cost per BV: 3,242.13

Weapon Value: 160 / 160 (Ratio = .35 / .35)

Damage Factors:    SRDmg = 9; MRDmg = 5; LRDmg = 1

BattleForce2: MP: 2J,   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 #528
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
639 DOWNLOADS

Victor VTR-9B

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 80 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 JULY 15, 2510

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Victor VTR-9B

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 80 tons

Chassis: HildCo Type V Standard

Power Plant: 320 Pitban Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 HildCo Model 12 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Durallex Heavy Standard

Armament:
1 Pontiac 100 Autocannon/20
2 Sorenstein V Medium Lasers
1 Holly SRM 4
Manufacturer:    HildCo Interplanetary
   Location:    (Unknown)
Communications System:    Opus III Highbeam
Targeting & Tracking System: MaLandry 34

Overview:

The VTR 9B Victor was originally built under a defense contract with the Star League in 2510. Defined as a heavy BattleMech, it was used as a strong support 'Mech with jump capabilities. Earlier models carried a sophisticated array of anti-infantry weaponry systems, later discarded due to the overheating problems common for a heavily armed 'Mech. Also technicians felt that this heavy-support 'Mech would not engage infantry, and so the flamer and machine gun systems were removed. The Victor was originally outfitted with a Standus 20 tracking system, but it was removed from all but the first-run prototypes due to its tendency to project targets that did not exist.

HildCo Interplanetary produced the 'Mech out of three plants whose facilities were destroyed during the First Succession War. Most of the firm's records fell into the hands of House Kurita, however. Thus, the total number of Victors produced has been determined to be nearly 1000. Many were lost during Kerensky's exodus from the Star League, and still more were lost during the First Succession War.

Capabilities:

Unlike heavy 'Mechs, the Victor has a jump capability. It is equipped with the HildCo Model 12 jump jets, providing it with the ability of full jump as well as all related forms of attack. As most MechWarriors do not expect a heavy 'Mech to be able to jump when they encounter a Victor, that can spell their doom.

The Pontiac 100 autocannon provides the Victor with medium-range capability as well as the power to inflict a great deal of damage. Although some models have reported some ammunition feed problems, this does not appear to be a common problem.

The Victor's left arm sports the mainstay of its close-range weapons, the twin Sorenstein V medium lasers. These lasers are supplemented by the Holly short-range missile rack, intended for close-range fire support.

Battle History:

During the chaos of the First Succession War, the Victor was considered one of the greatest prizes that could be looted from the wrecks of the battlefield. Kurita's now-defunct Arterson Dark Horse Regiment utilized these 'Mechs. Involved in several battles along the Davion border the unit suffered so many casualties that it was disbanded and reassigned. Needless to say, many of the fallen Victors became the property of the Davion occupation troops.

Davion's infamous Avalon Hussars used their Victors advantageously against House Liao forces in the mountains of Tsanna, Wei, and Redfield. With their jump capability, the Victors proved to be more dangerous in some situations than the more heavily armed BattleMasters. Several Hussar pilots and officers still use the Victor Class 'Mechs.

McGee's Cutthroats used these 'Mechs in the battles for Suk. Several months of battles reduced the number of operational Victors, but the 'Mech turned the tide in more than one battle. During the long fight for this planet, Steiner forces captured several of the fallen Victors.

In the several engagements between the forces of House Marik and House Liao, the Victor Class showed some minor weaknesses. In 3001, while battling for the city of Shul on the planet Berenson, the lack of close-support weapons caused the downfall of several Victors assigned to Marik's Regular Hussars. Several fell in Shul, not by air attack or other 'Mechs, but by infantry. Because the 'Mechs were not equipped with infantry weapons, several heavily armed platoons swamped the Victors in the city and destroyed them.

The Avalon Hussars' remaining Victors later engaged Liao 'Mechs on the planet Wright in 3012. A Hussar attack lance consisting of several Victors encountered two battered recon lances of Wasps and Locusts. The Victors' jump attacks and autocannons reduced the two lances to rubble in a matter of minutes.

One regiment of Davion's Crucis Lancers had an attack lance of Victor 'Mechs that was assigned to invade the Kurita world of Ronel in 3020. A hidden fighter support group caught the Union Class DropShip off guard and destroyed the ship before the Victors could be deployed. All of the 'Mechs were lost.

Variants:

Several of the earlier Victor Class 'Mechs have surfaced in recent years, mostly in the form of the VTR 9A, which supports slightly less torso armor in exchange for twin flamers and a machine gun mount. A modified Victor supporting a Holly SRM 6-rack also appeared within the Lyran Commonwealth.

Notable 'Mechs & MechWarriors:

Lieutenant Ramsey Donal
Currently, Lieutenant Donal is working for the Twelfth Vegan Rangers in the attack lance. His 'Mech is in fair condition, but his Holly missile rack has had firing difficulties ever since he tangled with a Kurita Warhammer at close range on the planet Tripoli. This occurred when he was working freelance for House Davion.


MechWarrior Tammie Holston
A veteran of Marik's Regular Hussars, Tammie led the attack lance that engaged the two Liao recon lances on the planet Wright. Her Victor was responsible for taking out three 'Mechs. She was demoted later, but still serves in the same attack lance and hopes to regain her rank and command of the unit.


Captain Debbie Malgur
This competent MechWarrior is currently employed by Helmar Vasasek, who gave her command of a heavy recon lance. Her Victor is a 9A variety, which supports less armor on the front torso, mounts twin machine-guns in the legs and carries a small supply of ammunition. Her history and where she acquired the 'Mech are unknown, but her skill is reputed to be excellent.


Type/Model: Victor VTR-9B

Mass: 80 tons

Equipment:   Crits Mass

Internal Structure: 122 pts Standard 0 8.00

Engine: 320 6 22.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 15 Single 3 5.00

   (Heat Sink Loc: 1 RT, 1 LL, 1 RL)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 184 pts Standard 0 11.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 30

  Center Torso (Rear):   15

  L/R Side Torso: 17 20/20

  L/R Side Torso (Rear):   10/10

  L/R Arm: 13 15/15

  L/R Leg: 17 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/20 RA 7 15 13 17.00

   (Ammo Loc: 3 RT)

2 Medium Lasers LA 6   2 2.00

1 SRM 4 LT 3 25 2 3.00

   (Ammo Loc: 1 LT)

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 CT, 1 LL, 1 RL)

TOTALS:   16   53 80.00

Crits & Tons Left:       25 .00


Calculated Factors:

Total Cost: 8,044,321 C-Bills

Battle Value: 1,165

Cost per BV: 6,905.0

Weapon Value: 1,058 / 1,058 (Ratio = .91 / .91)

Damage Factors:    SRDmg = 25; MRDmg = 4; LRDmg = 0

BattleForce2: MP: 4J,   Armor/Structure: 5/6

    Damage PB/M/L: 5/3/-,   Overheat: 0

    Class: MA,   Point Value: 12

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #574
SUNDAY, APRIL 18, 2004
UPDATE: 11/8/2004
986 DOWNLOADS

Warhammer WHM-6R

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3025

DBM (The Drawing Board) File


Faction Availability

All Factions

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 2515

* FOR WOLF'S DRAGOONS 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: 0 MP

Standard Heat Sinks: 18  8T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7 10

Head 3 9

Center Torso 22 22/9

L/R Torso 15 17/8

L/R Arm 11 20

L/R Leg 15 15

 


Standard

Battle Value: 978

C-Bill Cost: 6,070,984

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 PPC LA 3 7

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Small Laser RT 1 0.5

1 Small Laser LT 1 0.5

1 Machine Gun RT 1 0.5

1 Machine Gun LT 1 0.5

1 SRM-6 RT 2 3

1 Ammo (Machine Gun) 200 CT 1 1

1 Ammo (SRM-6) 15 RT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink RA 1 1

1 Heat Sink LA 1 1

1 Heat Sink H 1 1

    Totals

23 23

 

Overview:

Construction of the Warhammer BattleMech, which was designed primarily as an assault 'Mech, began in 2515 and continued up until after the fall of the Star League. The original requisition by General Sternson to StarCorp Industries called for "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower". StarCorp's answer was the Warhammer. There were several different production runs of the 'Mech, including the Class 6D and the Class 6K. In the current era, several modified versions have also been developed within the Successor States.

 

Capabilities:

Because of its size and weaponry, the WHM-6R Warhammer is one of the most dangerous and powerful 'Mechs ever placed in the field. In particular, its Donal PPCs and support weapons give it the sheer firepower a first-line fighter needs. All Warhammers are equipped with a special searchlight that ties directly into their O/P 1500 ARB tracking system, making the 'Mech a formidable night-fighter. Mounted on the 'Mech's left torso, the system can function either as a simple searchlight or as part of the targeting system.

The WHM-6R is also equipped with both small lasers and machine guns, making it a threat to any infantry and support craft foolhardy enough to close in on it.

The 6R carries 18 heat sinks, while some of the variant versions have as many as 20 heat sinks. Thus, the Warhammer has the heavy weapons as well as the means to fire those weapons on a prolonged basis.

 

Configuration / Variants:

Several variants on the Warhammer have appeared since the fall of the Star League, and usually involve additional heat sinks and altered weaponry.

The WHM-6D supports less weapons, lacking the machine guns as well as the missile delivery system of the 6R. However, it also adds two heat sinks and increases the 'Mech's leg armor. House Davion uses the WHM-6D, as well as the WHM-6K variant, which retains the missile systems, but adds two heat sinks in place of the machine guns.

Also known as the "Hot Hammer", the WHM-6L is a House Liao variant that replaces the machine guns with two flamers.

 

Battle History:

During the battle with Stefan the Usurper near the end of the Star League era, the WHM-6R Warhammer played an important role as a front-line combat 'Mech. With the fall of the Star League, the 'Mech remained in wide use by all five Houses.

At Carl Davion's request in 2876, House Davion forces created two crack lances almost totally from Warhammers, with some Riflemen support 'Mechs. These functioned as heavy attack lances in several battles on the planets David and Mara against House Kurita. Using the tactic of combined firepower, the Warhammer lances easily punched a hole in the Kurita defense. The victorious units eventually became a part of the Syrtis Fusiliers, but many of the Warhammers had to be replaced with other 'Mech classes, due to losses and damage.

In 2990, House Marik's 6th regiment of the Defenders of Andurien successfully launched several critical attacks against House Liao in the Alder Highlands of the planet Teng. Using a combat lance made up mainly of Warhammers, the Marik victories showed how powerful the Warhammer could be when properly supported in combat. Their losses were minimal, while House Liao forces were driven to a drastic change of strategy due to the damage their forces took.

In 3021, the Warhammer proved itself again in battles fought by the Black Widow Company of Wolf's Dragoons while in service to House Steiner. In that year, Wolf sent The Black Widows to the planet New Wessex, a forward base and staging are for several of Kurita's 'Mech regiments. In the famous battle for Harlow's Wood, Kerensky's Warhammer led The Black Widows in a running, week-long battle that mauled two of Kurita's 20th Draconis battalions, then escaped offworld.

 

Deployment:

Noteable 'Mechs & Warriors
Captain Natasha Kerensky
Natasha Kerensky's black Warhammer is as infamous as its pilot. Currently assigned to Wolf's Dragoons, Kerensky is the feared and respected leader of the Black Widow Company, which is named for her murderous efficiency. Though very little is known about her past, Natasha is one of the great tactical leaders on the modern battlefield. Her Warhammer is a 6R and is in perfect fighting condition.

Lieutenant Harvey Calahan
Presently assigned to the attack lance of House Steiner's Richard's Panzer Brigade, Calahan is a mercenary who was previously employed by the Eridani Light Horse. Though a mercenary, he is also reputed to be a gentleman soldier who will spare life when possible but fight savagely when necessary. His 6K Warhammer is maintained in perfect condition.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #555
TUESDAY, APRIL 20, 2004
UPDATE: 4/11/2006
706 DOWNLOADS

Zeus ZEU-6S

Level: Standard Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: MajorTom

Armory: TRO 3025

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


Faction Availability

House Steiner Inner Sphere

Tags

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BATTLEROM IMAGE JUNE 11, 3025

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Zeus ZEU-6S

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 80 tons

Chassis: Chariot Type III Standard

Power Plant: 320 Pitban Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Valiant Lamellor Standard

Armament:
1 Thunderbolt A5M Large Laser
1 Coventry Star Fire LRM 15
2 Defiance B3M Medium Lasers
1 Defiance Type J Autocannon/5
Manufacturer:    Defiance Industries of Hesperus II
   Location:    Hesperus II
Communications System:    TharHes Calliope ZE-2
Targeting & Tracking System: TharHes Ares-7

Overview:

The heavy 'Mech ZEU-6S Zeus is the Lyran Commonwealth's pride and joy. The initial design ideas were first put to paper just after the start of the war with the Draconis Combine in 2407. Three years later, when enemy forces were threatening Hesperus II, two Zeus prototypes were already lumbering across test terrains.   The speed with which the Zeus was brought from idea to reality astounded even the most optimistic generals.

The Zeus also had the best field testa new 'Mech could hope for.   When Kurita forces assaulted Hesperus II, the two Zeus prototypes were there, aiding in the defense of the vital BattleMech factories. These prototypes carried PPCs on their left arms. After the battle, the pilots reported that the PPC was extremely erratic and unreliable. Further research revealed that the PPC's insufficient shielding created wild magnetic interactions between it and the 'Mech's engine. The designers thus decided to drop the PPC in favor of the simpler autocannon to ensure quick delivery of the 'Mech to the front. The autocannon gave the Zeus less punch but the same range as the PPC.

The Defiance factories on Hesperus II are the only ones currently producing the Zeus, which first came off the production lines in 2411.

Capabilities:

The Zeus was designed to engage enemy 'Mechs with its long-range weapons while the enemy force is still no more than an approaching blot in the distance. It was created in response to requests by Commonwealth commanders for a heavy 'Mech that could perform hit-and-run tactics. The combination of long-range missiles, autocannon, and large laser works well to perform this task.

The Coventry Starfire, which has 15 launchers, is an excellent, proven missile system used in several other 'Mech designs. In the Zeus, however, the tolerance of the Starfire missile system was stretched to the limits. Designers placed the 'Mech's missile tubes around and set back from a large central core. Though its appearance is odd, the design is a clever attempt to protect the missile system while still allowing the Zeus a formidable punch. That central core serves no purpose except as a bludgeon for punching, much like a fist on other 'Mechs. The missiles, being set back and away from the impact point, are safe beneath the armor of the forearm.

The drawback of this arrangement is that the missile-loading system is complicated and prone to breakdown if not serviced regularly. Another problem is that the Zeus can only carry eight reloads for its missile system. More than once, a Zeus pilot has pressed the trigger, only to hear a silence louder than any reassuring whoosh of missiles launching.

The large laser is another adaptation. Finding themselves without enough room for the standard laser design, the Zeus engineers decided to create a more compact large laser. As the engineers at Hesperus II are among the few teams who can still use fiber optics, they managed to totally dispense with the bulky rifle-like barrel of other large lasers. On the Zeus, the large laser is tucked quite comfortably beneath the left arm.

Even though the Zeus functions mostly as a stand-off weapon, it has no problem closing and grappling with an enemy. Excellent armor protection, especially around the chest and legs, is more than enough to withstand all but the heaviest fire. Strong, heavily armored legs also make the Zeus a feared kicker, while the loaded left arm is very effective in dispatching unfortunate 'Mechs with its punches.

Battle History:

The first appearance of Zeus 'Mechs in significant numbers was during the recapture of Sakhalin. Elements of the 15th Lyran Commonwealth's Guard attacked an equal force of Draconis Combine's 32nd Dieron Regulars. Composed mostly of Zeus 'Mechs and a few Commandos, the Lyran force moved toward and captured a high ridge overlooking two large forests and a grassy plain beyond. The Dieron Regulars were made up of an even mix of BattleMasters and Dragons, which failed in their attempt to storm the ridge because of the concentrated LRM, laser, and autocannon fire it encountered. This, coupled with flanking attacks staged by the Lyran Commandos, forced the Combine forces to resign themselves to the flat plain for the night. The Lyran Guards did not pursue, making it clear that they were content to wait it out on the ridge. At nightfall, a heavy rain began.

During the night, the Lyran forces silently moved down from the ridge and spaced their Zeus 'Mechs evenly between the narrow gap separating the two forests. At sunrise, the surprised Dieron Regulars immediately charged the distant row of 'Mechs, but their attack had neither plan nor sense. The weight of the lumbering BattleMasters and Dragons soon turned the grassland into a sea of mud. Because of it, 'Mechs in the rear of the advance had difficulty keeping up, which caused the formation to spread out.

When the enemy advanced far enough into the funnel created by the two forests, the Lyran commander ordered the line of Zeus 'Mechs to open fire. 'Mechs in front of the enemy advance could fire back at the Lyran 'Mechs, but those in the rear could not. Worse yet, the stumbling about was making the already bad footing impossible. Some of the BattleMasters and Dragons tripped and fell, creating further confusion and a growing panic among the Regulars. The Commandos hiding in the woods chose that moment to open fire with their SRMs.

The rout was on. 'Mech stumbled over 'Mech in the rush to escape the Steiner trap. Those 'Mechs that had fallen were often permanently disabled by their comrades stepping on them to avoid stumbling in the mud. In all, the 32nd Dieron Regulars suffered a loss of eight BattleMasters and five Dragons, while the 15th Lyran Guards lost only one Zeus and three Commandos.

Variants:

A major upgrading of the Zeus is in the works, now that the Steiner engineers have solved the problem that originally led to the PPC being replaced by the autocannon. New arm assemblies containing the Lightning Strike PPC and an extra heat sink are about ready for Commonwealth-wide distribution. A second heat sink will also fill the void in the left torso that once held autocannon shells.

Notable 'Mechs & MechWarriors:

MechWarrior Sealth
Of North American Indian heritage, Sealth is a very reluctant warrior. Joining the 10th Skye Rangers only after his own world was attacked, Sealth has spent the last three years fighting in his forest-green Zeus. The 'Mech, called Skokomish, is capable of amazingly graceful motions under Sealth's control. An enemy warrior will often have Skokomish in his targeting crosshairs, only to see it execute a complicated maneuver and vanish from his sights entirely.

Sealth looks forward to leaving the military in two years' time. His officers, however, have been trying to get him to stay on and teach his skills to young recruits. As this moment, Sealth is still set on returning to the simple life on his homeworld, which is now out of the fighting.


Type/Model: Zeus ZEU-6S

Mass: 80 tons

Equipment:   Crits Mass

Internal Structure: 122 pts Standard 0 8.00

Engine: 320 6 22.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 17 Single 5 7.00

   (Heat Sink Loc: 1 CT, 2 LL, 2 RL)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 184 pts Standard 0 11.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 26

  Center Torso (Rear):   9

  L/R Side Torso: 17 18/18

  L/R Side Torso (Rear):   6/6

  L/R Arm: 13 22/22

  L/R Leg: 17 24/24


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Laser LT 8   2 5.00

1 LRM 15 RA 5 8 4 8.00

   (Ammo Loc: 1 RT)

1 Medium Laser LT(R) 3   1 1.00

1 Medium Laser CT 3   1 1.00

1 Autocannon/5 LA 1 20 5 9.00

   (Ammo Loc: 1 LA)

TOTALS:   20   47 80.00

Crits & Tons Left:       31 .00


Calculated Factors:

Total Cost: 7,617,901 C-Bills

Battle Value: 1,148

Cost per BV: 6,635.8

Weapon Value: 1,488 / 1,488 (Ratio = 1.30 / 1.30)

Damage Factors:    SRDmg = 18; MRDmg = 15; LRDmg = 6

BattleForce2: MP: 4,   Armor/Structure: 5/6

    Damage PB/M/L: 4/2/1,   Overheat: 0

    Class: MA,   Point Value: 11

    Specials: if

 

Lasergunner posted this 4 weeks ago

Umbraco !

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4828
SUNDAY, NOVEMBER 13, 2005
1862 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=4828]
Wasp_LAM_3025.jpg

Wasp LAM WSP-105

Standard Level 3 / 3025 Age of War/Star League [Advanced Rules] Inner Sphere  LAM 30 Tons
MajorTom TRO 3025
Wasp LAM HMP (Heavy Metal Pro) File

Faction Availability


Wasp LAM WSP-105

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: Never


Chassis: Harvard 12K Standard

Power Plant: GM 180 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: GM ATO

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Martell Medium Laser

     1 Holly SRM-2

Manufacturer: Harvard Company, Inc.

Communications System: Rand 1200

Targeting and Tracking System: Rand LAMTar 100


Overview
After the intial success of the Stinger LAM, many other manufacturers jumped on the bandwagon, purchasing several different classes of 'Mechs upon which to construct conversion systems. Many firms developed conversion systems for the Wasps, but the conversion process hampered the accuracy of the Wasp's weapons systems, making them either inaccurate or inoperable. Finally, Dr. Katherine Piscalla joined the Harvard Company staff as lead engineer on the LAM program. Her design for a conversion system was a stunning success. Within two years, she managed to develop a Wasp LAM that passed field testing by the armed forces of the Star League.

Capabilities
The Wasp LAM can convert faster than any other LAM, making it a highly coveted product. When the Succession Wars erupted, most of Harvard Company's plants were reduced to rubble. General Kerensky took with him a large number of Wasp LAMs when he vanished from the Inner Sphere. As others were stationed at remote garrisons within the Star League, almost every house in the Successor States also seized a few.

The only real difference between the Stinger and Wasp LAMs rests with the Wasp's weaponry system. Armed with a Martell 200 high-energy medium laser and one Holly SRM rack, the Wasp LAM is a threat to many light 'Mechs. Its armor placement is identical to that of the Stinger LAM, except that the Wasp LAM's emergency ejection system ejects the pilot backwards, through the back of the 'Mech's head, instead of upward. This system is rather unreliable, however, and a number of pilots have died using it. The attack and recon capabilities of this 'Mech are well documented, and it moves quickly in both fighter and 'Mech mode.

Battle History
Wasp LAMs served in many battles during the First Succession War, which drastically reduced the availability of these 'Mechs. In 2891, the battle for Lablon along the Steiner/Kurita border brought attention to this 'Mech.

Spies from House Steiner discovered that Kurita forces were massing several LAMs to take control of Lablon. Because these 'Mechs were adept at outmaneuvering battle formations, House Steiner moved quickly against the LAM unit. in a series of desperate raids, Steiner forces succeeded in pinning down the LAMS, which delayed by several months Kurita plans to control Lablon.

Wanting to add to their LAM forces, House Liao paid well for information that House Davion had several Wasp LAMs in for repairs on the planet Lee. Hoping to capture these 'Mechs, House Liao mounted a deep raid to Lee in 2943. Tipped off by a Davion double agent, the Wasp LAMs were fully repaired and ready for battle when the Liao forces arrived. The Liao DropShips were totally surprised to meet the LAM welcoming committee, and fled home quickly.

Kurita replaced its fighter force on Capra with a contingent of Wasp LAMs from the Dieron Regulars. In 3017, Davion recon forces studied the world and detected no fighters on the landing fields. Thinking that the planet had no air defense, Davion DropShips descended with little fighter cover. Suddenly, their DropShips were confronted by no less than 15 LAMS, most of which were Wasp LAMs temporarily assigned to the Regulars. The Davion forces were held at bay for some time, and were eventually repelled. This was the largest unit made up solely of LAMs to be employed in combat.

Known Variants
The only known variants of the Wasp LAM (WSP-105-LAM) were the original prototypes built by Harvard Company. Many of these were scrapped long ago due to their conversion difficulties. Despite the variant's problems, House Liao currently has a few different versions of the Wasp LAM.

Notable 'Mechs and Mechwarriors
The raid on Capra made heros of its LAM MechWarriors that pilot the LAMs. Most of the prominent pilots of this 'Mech are attached to House Kurita.

Sharon Dorsee
Recently reassigned to the Pesht Regulars after her duty on Capra, Sharon is one of the few MechWarrios who is both an AeroSpace Pilot ace with eight kills and a MechWarror ace with over 13 kills. She was hurt badly in her last duty on Capra, after she tangled with a Warhammer. Both she and her 'Mech spent nearly a year recuperating.

Lieutenant Mandrake Matherson
Lieutenant Matherson was the leader of the Twelfth Air Lance of the Dieron Regulars on Capra. In several major skirmishes on that world, he proved himself to be a brilliant warrior by using his Air 'Mech configuration to the fulles advantage. While he lacks certain aerospace skills, he was given command of the Twelfth Air Lance due to his performance on Capra. His Wasp LAM is in perfect condition, and was recently refitted with armor plating from a Star League bunker on Galtor. This new armor is stronger and more effective than any in the Successor States, and he considers it an honor to have it tested on his 'Mech.


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 3,917,095 C-Bills

BV1: 611 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 180 Fusion Engine 7.00

Walking MP: 6 (2)

Running MP: 9 (3)

Jumping MP: 6 (18) Standard

Jump Jet Locations: 2 LT, 2 RT, 1 LL, 1 RL 3.00

Heat Sinks: 11 - Single (7 in engine) 1.00

Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 80 points - Standard Armor 5.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 12

Center Torso (rear):   3

R/L Torso: 7 9

R/L Torso (rear):   3

R/L Arm: 5 6

R/L Leg: 7 10

Weapons and Ammo Location Heat Criticals Tonnage

SRM-2 CT 2 1 1.00

Medium Laser HD 3 1 1.00

Ammo: SRM-2 (50)

CT

1 1.00

Conversion Equipment

--

3.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 5

6j 1 1 0 0 1 0 Structure: 3  

Special Abilities: SRCH, SRCH, ES, SOA, VSTOL, SPC

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4827
SUNDAY, NOVEMBER 13, 2005
2034 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=4827]
Stinger_LAM_3025.gif

Stinger LAM STG-A5

Standard Level 3 / 3025 Age of War/Star League [Advanced Rules] Inner Sphere  LAM 30 Tons
MajorTom TRO 3025
Stinger LAM HMP (Heavy Metal Pro) File

Faction Availability


Stinger LAM STG-A5

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2688

Extinct By: Never


Chassis: LexaTech 300 Standard

Power Plant: GM 180 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: GM ATO 100

     Jump Capacity: 180 meters

Armor: Riese-100 Standard Armor

Armament:

     3 Magna Medium Lasers

Manufacturer: LexaTech Industries

     Primary Factory: Irece

Communications System: O/P 900

Targeting and Tracking System: O/P LAMTRACK 50


Overview
In 2680, the Star League military asked designers to engineer a series of 'Mechs that could fly as well as function as light ground 'Mechs. Due to the high cost of designing such a 'Mech, many top firms bowed out of the competition for the contract. By 2688, LexaTech Industries introduced the Stinger Land Air 'Mech (LAM) based on the old Stinger design.

Through a specialty designed hydraulics system, the 'Mech could transform itself from a standard fighting 'Mech to an Air 'Mech, then to a light fighter craft. While some military scientists thought it a waste of funds, others believed it to be a unique weapon. Though never produced in large numbers, there are still many Stinger LAMs in service during the Succession Wars.

Capabilities
The Stinger LAM is the best of both worlds: a 'Mech with both firepower and speed, making it very useful for recon duty. In the Air 'Mech configuration, the 'Mech uses the GM AT0100 jet system, which produces high speeds. Though fast, it still maintains some heavy firepower capabilities. The Stinger LAM is considered a light 'Mech, as it weighs in at 30 tons.

The Stinger LAM's light armor is its primary weakness. Superior firepower can easily damage its internal systems, which could prevent a conversion in an emergency. Also, when transforming, most of the conversion systems are exposed, making a juicy target for enemy gunners. If it takes a hit during conversion, the Stinger LAM could be stuck half-converted, and rendered helpless.

Battle History
Before the Succession Wars, LexaTech Industries' facilities were located in Draconis Combine space. Thus, after the fall of the Star League, these facilities fell into the hands of House Kurita. Several planetary garrisons in the Federated Suns and the Lyran Commonwealth also possessed several Stinger LAMS. Because of their unique nature, many of these 'Mechs worked in raiding or commando units. Their ability to take off from a DropShip as a fighter, land, and convert into a BattleMech made them highly desirable.

In 2840, at the Battle for Hansers Ford, elements of House Kurita engaged House Davion units on the planet Proserpina. The Draconis forces used two full lances of LAMS, consisting primarily of Stinger LAMS, to lead their defensive action. These fighters flew through the enemy garrison and landed behind Davion lines, where they converted into 'Mechs. House Davion was forced to pull several of their front-line units, including elements of the Deneb Light Calvary, to track down the two lances. As soon as they were cornered, the Stinger LAMs converted and flew away. The Draconis 'Mechs continued these actions, which tied down Davion forces for several days and altered the outcome of several engagements on the planet.

House Steiner made a raid on Shiloh within the Free Worlds League in 2955. In the battle of Randersville, Steiner forces found themselves pinned while trying to regain control of a supply cache within the city. In a bold move, several of the Arcturan Guards' Stingers took off in the fighter mode and landed in the center of the city. Then, they converted to the 'Mech mode and searched for the cache. After taking the supplies, the 'Mechs converted to Air 'Mech mode and blasted their way through Marik lines. Though losses were heavy, the supplies retrieved by the Stinger LAMs more than compensated for the damage.

In 3020, Hanse Davion ordered a recall of all LAMs and their pilots for reassignment. Most are presently at the Fulker Military Academy, where they are in training for close support and deep raiding missions. Military tacticians speculate that the LAMs will be reassigned to the Davion Guards. Rumors abound that House Kurita is also reorganizing its LAMs into elite raiding units.

Known Variants
The Stinger LAM STG-10 is found primarily in the Draconis Combine. This heavily armored 'Mech has one head-mounted Magna medium laser and two Martell small lasers on the arms/wings. Though somewhat difficult to manage in flight, this 'Mech does offer better protection to both its pilot and its vital systems.

Notable 'Mechs and Mechwarriors
Harvard Willis
Harvard is a MechWarrior for House Kurita's Legion of Vega. He led several successful raids during his career, and nearly lost his life in the Battle for Hoft while engaging elements of House Davion. During the battle, his 'Mech was severely damaged, and it spent the better part of a year in repair. His heroic actions earned him a promotion and the leadership of Kurita's training program for LAM pilots. Most MechWarriors consider him eccentric buy very amiable.

Simon Temmlin Rastler II
Simon is currently a member of House Steiner's Skye Rangers. His father participated in the daring Steiner raid during the Battle for Shiloh, and, for the most part, Simon has ridden on the coattails of his famous father. Most officers consider Simon a pilot whose fighting prowess is based on luck rather than tactics. His family's large estate supports his Stinger LAM, which is in almost perfect condition, despite the scarcity of LAM parts.


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 4,014,920 C-Bills

BV1: 874 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 180 Fusion Engine 7.00

Walking MP: 6 (2)

Running MP: 9 (3)

Jumping MP: 6 (18) Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 11 - Single (7 in engine) 1.00

Heat Sink Locations: 2 LL, 2 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 80 points - Standard Armor 5.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 12

Center Torso (rear):   3

R/L Torso: 7 9

R/L Torso (rear):   3

R/L Arm: 5 6

R/L Leg: 7 10

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Medium Laser HD 3 1 1.00

Conversion Equipment

--

3.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 7

6j 2 2 0 0 1 0 Structure: 3  

Special Abilities: ENE, SRCH, ES, SOA, VSTOL, SPC

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #538
THURSDAY, APRIL 22, 2004
2096 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=538]
/files/members/69/Hoplite_3025_4B

Hoplite HOP-4B

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 55 Tons
MajorTom TRO 3025

Faction Availability


Hoplite HOP-4B

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: Never


Chassis: Star League HO-01a Standard

Power Plant: DAV 220 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: DuraShield 12-b.1 Standard Armor

Armament:

     1 Magna Hellstar PPC

     1 Mitchell Systems LRM-15

Manufacturer: Martinson Armaments

     Primary Factory: Terra

Communications System: MultiGab 2000

Targeting and Tracking System: Dalban HiRez II


Overview
A Star League design long thought lost, the Hoplite has reappeared in the ranks of Wolf's Dragoons. No one has yet discovered where the mercenaries got the BattleMech, but it seems likely that the Dragoons simply found some mothballed on a forgotten Periphery world. Most of the Hoplites fielded have an autocannon and a small LRM launcher, but several have been seen with a PPC and a larger missile launcher. The PPC variant is much more efficient than the autocannon design, requiring less ammunition and capable of delivering more firepower to the target. With plenty of armor and efficient heat dissipation, this PPC-armed Hoplite has proved that it can stay on the battlefield for long periods, delivering fire support. With no short-range weapons and arms nearly incapable of physical attacks, however, the Hoplite can be vulnerable up close, and is often paired with another 'Mech such as the Enforcer to help protect it.

-4th Succession War Battlepak-

 


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 4,322,758 C-Bills

BV2: 1,162 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 220 Fusion Engine 10.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 - Single (8 in engine) 6.00

Heat Sink Locations: 4 LT, 2 LL, 2 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 184 points - Standard Armor 11.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 26

Center Torso (rear):   9

R/L Torso: 13 18

R/L Torso (rear):   8

R/L Arm: 9 18

R/L Leg: 13 26

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

LRM-15 LA 5 3 7.00

Ammo: LRM-15 (16)

CT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 12

4 2 2 2 0 2 0 Structure: 5  

Special Abilities: SRCH, EEE, ES, SOA, IF 1

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #512
THURSDAY, APRIL 22, 2004
1669 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=512]
Hoplite

Hoplite HOP-4C

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 55 Tons
MajorTom TRO 3025
Hoplite SSW (Solaris Skunk Werks) File

Faction Availability


Hoplite HOP-4C

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2578

Extinct By: Never


Chassis: Star League HO-01a Standard

Power Plant: DAV 220 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: DuraShield 12-b.1 Standard Armor

Armament:

     1 Luxor HV Autocannon/10

     1 Conan/5 LRM-5

Manufacturer: Martinson Armaments

     Primary Factory: Terra

Communications System: MultiGab 2000

Targeting and Tracking System: Dalban HiRez II


Overview
The Hoplite is a design that was believed lost, but was returned to prominence by the Dragoons. As a medium 'Mech, the Hoplite is a reliable design with low maintenance requirements, and its battlefield record is solid enough to warrant its continued use. It makes a good accounting for itself against its opposite numbers, such as the Griffin and the Wolverine.

-Wolf's Dragoons Sourcebook-


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 4,074,008 C-Bills

BV2: 986 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 220 Fusion Engine 10.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 - Single (8 in engine) 6.00

Heat Sink Locations: 4 LT, 2 LL, 2 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 184 points - Standard Armor 11.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 26

Center Torso (rear):   9

R/L Torso: 13 18

R/L Torso (rear):   8

R/L Arm: 9 18

R/L Leg: 13 26

Weapons and Ammo Location Heat Criticals Tonnage

Autocannon/10 RT 3 7 12.00

LRM-5 LT 2 1 2.00

Ammo: LRM-5 (24)

CT

1 1.00

Ammo: AC/10 (10)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 10

4 1 1 1 0 2 0 Structure: 5  

Special Abilities: SRCH, ES, SOA, AC 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1054
THURSDAY, NOVEMBER 11, 2004
1887 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1054]
/files/members/69/Lancelot_3025

Lancelot LNC25-02

Standard Level 1 / 3025 Succession Wars [Introductory] Inner Sphere  Biped 60 Tons
MajorTom TRO 3025
Lancelot SSW (Solaris Skunk Werks) File

Faction Availability


Lancelot LNC25-02

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2864

Extinct By: Never


Chassis: LAW LNC25-02 Standard

Power Plant: Pitban 240 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Starshield Standard Armor

Armament:

     1 Lord's Light PPC

     2 Sunglow Large Lasers

     1 Victory 23R Medium Laser

Manufacturer: Luthien Armor Works

     Primary Factory: Luthien

Communications System: Sipher KIT-4

Targeting and Tracking System: Hawkeye B3


Overview
In 2581, Krupp Stellar Technologies Inc. was awarded a Star League contract to produce a medium-weight combat BattleMech. Though well known for their weapons and battle computers, Krupp had yet to produce a 'Mech for the Star League military. Their engineers outdid themselves in the effort to perfect their design, which they named the Lancelot. The new 'Mech came in slightly over its intended weight, putting it in the heavy classification.

The Star League Quartermaster Command had laid down relatively simple criteria for the prototype. They asked for a speedy Mech that could operate with limited dependence on ammunition or support, and that had sufficient firepower to be a viable force in combat. When finally introduced into service, the Lancelot more than fulfilled these requirements. Advanced technology made it faster than any other heavy 'Mech of the time, while giving it the punch of an assault 'Mech. It was perfectly suited to its role as an ammunition-independent harasser, often picking at the enemy from long range and moving away when threatened. Luthien Armor Works obtained copies of the blueprints after the Second Succession War and has managed to keep the Mech in production, though with significantly reduced capabilities.

The ravages of centuries of warfare have forced the Lancelot into a role for which it was never designed, with equipment that cannot keep it alive for long against anything but the lightest BattleMechs. While it still packs a considerable punch, it no longer possesses the speed or heat-dissipation capability to deliver its formidable firepower consistently and safely.

Capabilities
The deadly Lord's Light PPC serves as the main weapon system for the LNC25-02 Lancelot. Concentrated PPC fire opens huge rents in the armor of most BattleMechs, enabling the Lancelots secondary weapon systems to do serious internal damage to the enemy. The armor on the right torso is thin, but still substantial enough for the particle projector cannon to take one or two hits before being destroyed.

The twin arm-mounted Sunglow heavy lasers continue the job at closer ranges. Together, they can boil away fifty percent more armor from a target than the Lord's Light PPC. If a Lancelot's pilot is willing to risk shutdown from overheating, he can use all three weapons to create a withering hail of fire.

The biggest problem with the design is that it can no longer move faster than 64 kph and it lacks the armor to withstand more than a few solid hits. Because it has neither significant armor protection nor sufficient speed to get out of serious trouble quickly, pilots have taken to calling the Lancelot "the Coffin."


Technology Base: Inner Sphere 60.00 tons

Chassis Config: Biped Cost: 4,769,600 C-Bills

BV2: 1,236 Tech Rating/Era Availability: D/X-E-D


Equipment     Mass

Internal Structure: Standard 6.00

Engine: 240 Fusion Engine 11.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 19 - Single (9 in engine) 9.00

Heat Sink Locations: 1 HD, 1 CT, 3 LT, 1 RT, 2 LL, 2 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 152 points - Standard Armor 9.50

  Internal Armor

  Structure Factor

Head: 3 7

Center Torso: 20 21

Center Torso (rear):   16

R/L Torso: 14 16

R/L Torso (rear):   10

R/L Arm: 10 14

R/L Leg: 14 14

Weapons and Ammo Location Heat Criticals Tonnage

Large Laser RA 8 2 5.00

Large Laser LA 8 2 5.00

PPC RT 10 3 7.00

Medium Laser CT 3 1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 12

4 3 3 1 0 3 1 Structure: 5  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1049
SATURDAY, NOVEMBER 13, 2004
2333 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1049]
/files/members/69/Thug_3025

Thug THG-10E

Standard Level 1 / 3025 Succession Wars [Introductory] Inner Sphere  Biped 80 Tons
MajorTom TRO 3025
Thug HMP (Heavy Metal Pro) File
Thug SSW (Solaris Skunk Werks) File

Faction Availability


Thug THG-10E

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2835

Extinct By: Never


Chassis: Earthwerks VOL Standard

Power Plant: Pitban 320 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Durallex Heavy Special Standard Armor

Armament:

     2 Donal PPCs

     2 Holly SRM-4s

Manufacturer: Earthwerks Incorporated

     Primary Factory: Keystone

Communications System: Colmax-025

Targeting and Tracking System: Instatrac Mark XV


Overview
Originally introduced in 2572 by Maltex as a replacement for the Warhammer, the THG-1OE Thug admirably fulfilled the role of an all-purpose assault 'Mech. Using the maxim "the best defense is a strong offense" as a design parameter, the designers kept the Warhammer's firepower while strengthening the new BattleMech's armor protection. Maltex produced Thugs until 2835, when their primary plant was destroyed. Since then, Earthwerks has continued production under its license from Maltex.

Earthwerks has not allowed the post-Star League degradation of Inner Sphere technology to hurt the Thug much. Earthwerks designers replaced the original Thug's specialized ammunition storage bins with traditional ammo bins and more armor; they have also replaced the lightweight armor previously used on the Thug and other 'Mechs with armor common to all armies of Inner Sphere. The net result is a 'Mech no less effective in combat, though the pilot is considerably less safe should the 'Mech's ammunition be hit in combat or cook off from overheating.

Capabilities
The Thug is an impressive design that has withstood the vagaries of battle for centuries. Its heat sinks allow it to sustain a continual barrage from its twin PPCs, and it has enough armor to survive any return fire. Should enemies close with the Thug, its pilots can engage their twin SRM launchers or devastate opponents with crippling physical attacks.

In general, Thug pilots initially remain at long range to support their lancemates and pummel the enemy with the 'Mech's twin Donal PPCs, one of which is mounted in each arm. Because of the superior protection afforded by the Thug's more than fourteen tons of Durallex armor, the Thug can withstand all but the most concentrated long-range firepower.

After almost a full minute of long-range bombardment, Thug pilots often move in on damaged opponents. The able Holly short-range missile racks come into their own at close ranges, their barrage of warheads exploiting the openings torn in a foe's armor by earlier fire. Special dilating covers on the Thug's side torsos protect the launchers when not in use, which can also surprise an opponent not familiar with the design.

Because they are built to last, these BattleMechs see almost constant battle. The original equipment of the Thug had to be replaced over the years as parts become worn beyond repair or were destroyed outright. Ironically, technicians have had to modify stockpiled supplies for the Warhammer to replace the Thug's weapons. Newer Thugs are now built with these parts, eliminating the need for extensive field modifications to make the weapons fit their new housings.


Technology Base: Inner Sphere 80.00 tons

Chassis Config: Biped Cost: 7,739,040 C-Bills

BV2: 1,501 Tech Rating/Era Availability: D/X-E-D


Equipment     Mass

Internal Structure: Standard 8.00

Engine: 320 Fusion Engine 22.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 19 - Single (12 in engine) 9.00

Heat Sink Locations: 3 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 232 points - Standard Armor 14.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 33

Center Torso (rear):   10

R/L Torso: 17 24

R/L Torso (rear):   8

R/L Arm: 13 25

R/L Leg: 17 33

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

PPC LA 10 3 7.00

SRM-4 RT 3 1 2.00

SRM-4 LT 3 1 2.00

Ammo: SRM-4 (25)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 15

4 2 2 2 0 4 0 Structure: 6  

Special Abilities: SRCH, ES, SOA, SRM 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #531
SUNDAY, SEPTEMBER 19, 2004
2190 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=531]
Shogun

Shogun SHG-2E

Standard Level 2 / 3025 Succession Wars [Tournament Legal] Inner Sphere  Biped 85 Tons
MajorTom TRO 3025
Shogun HMP (Heavy Metal Pro) File
Shogun SSW (Solaris Skunk Werks) File

Faction Availability


Shogun SHG-2E

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3005

Extinct By: Never


Chassis: Kitushi Shogun Standard

Power Plant: Strand 255 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: Anderson Propulsion 21

     Jump Capacity: 90 meters

Armor: Riese-350 Standard Armor w/ CASE

Armament:

     1 Magna Hellstar PPC

     2 Coventry Star Fire LRM-15s

     2 Thunderstroke SRM-6s

Manufacturer: Mitchell Vehicles

     Primary Factory: Graham IV

Communications System: HartfordCo COM 4000

Targeting and Tracking System: HartforCo XKZ 1


Overview
Produced by Mitchell Vehicles shortly before the fall of the Star League, the Shogun was the heaviest 'Mech ever to carry jump jets until the Marauder was modified to jump. It was intended for fighting in cities and close terrain, where it can traverse buildings, rubble, and other obstacles more quickly than other 'Mechs. The Shogun is also capable of delivering the devastating, if dangerous, Death from Above attack. The Shogun has performed well in combat, often landing unexpectedly behind or amid enemy 'Mechs, damaging them, and departing. The Dragoons use the Shogun this way, though its role as a straight assault 'Mech has not been neglected.

-Wolf's Dragoons, FASA 1631-


Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 7,858,100 C-Bills

BV2: 1,823 Tech Rating/Era Availability: D/X-F-D


Equipment     Mass

Internal Structure: Standard 8.50

Engine: 255 Fusion Engine 13.00

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00

Heat Sinks: 17 - Single (10 in engine) 7.00

Heat Sink Locations: 1 HD, 1 CT, 3 LT, 1 LL, 1 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 248 points - Standard Armor 15.50

CASE Locations: 1 LT, 1 RT 1.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   11

R/L Torso: 18 28

R/L Torso (rear):   8

R/L Arm: 14 22

R/L Leg: 18 36

Weapons and Ammo Location Heat Criticals Tonnage

LRM-15 RA 5 3 7.00

LRM-15 LA 5 3 7.00

PPC RT 10 3 7.00

SRM-6 RT 4 2 3.00

SRM-6 LT 4 2 3.00

Ammo: SRM-6 (15)

RT

1 1.00

Ammo: LRM-15 (8)

RT

1 1.00

Ammo: SRM-6 (15)

LT

1 1.00

Ammo: LRM-15 (8)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

3j 1 1 1 0 4 2 Structure: 7  

Special Abilities: CASE, SRCH, ES, SOA, SRM 1/1/0, LRM 1/1/1, IF 1

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13387
THURSDAY, APRIL 01, 2010
286 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13387]
/files/members/69/Daboku_3039

Daboku DCMS-MX90-D

Standard Level 1 / 3039 Succession Wars [Tournament Legal] Inner Sphere  Biped 90 Tons
MajorTom TRO 3025
Daboku SSW (Solaris Skunk Werks) File

Faction Availability


Daboku DCMS-MX90-D

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3038

Extinct By: Never


Chassis: Alshain Class 100-X Standard

Power Plant: Hermes 270 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Wakazashi Standard Armor w/ CASE

Armament:

     2 Tronel VI-X Large Lasers

     2 Holly LRM-10s

     4 Imperator Smoothie-2 Autocannon/2s

Manufacturer: Luthien Armor Works

     Primary Factory: New Samarkand

Communications System: Sipher Security II

Targeting and Tracking System: Matabushi Sentinel-4



Technology Base: Inner Sphere 90.00 tons

Chassis Config: Biped Cost: 7,956,500 C-Bills

BV2: 1,290 Tech Rating/Era Availability: D/X-F-D


Equipment     Mass

Internal Structure: Standard 9.00

Engine: 270 Fusion Engine 14.50

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 12 - Single (10 in engine) 2.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 152 points - Standard Armor 9.50

CASE Locations: 1 LT, 1 RT 1.00

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 29 23

Center Torso (rear):   8

R/L Torso: 19 15

R/L Torso (rear):   5

R/L Arm: 15 16

R/L Leg: 19 20

 

Weapons and Ammo Location Heat Criticals Tonnage

Large Laser RA 8 2 5.00

Large Laser LA 8 2 5.00

LRM-10 RT 4 2 5.00

2 Autocannon/2s RT 2 2 12.00

LRM-10 LT 4 2 5.00

2 Autocannon/2s LT 2 2 12.00

Ammo: LRM-10 (12)

RT

1 1.00

Ammo: AC/2 (45)

RT

1 1.00

Ammo: LRM-10 (12)

LT

1 1.00

Ammo: AC/2 (45)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 13

3 2 2 1 0 4 0 Structure: 7  

Special Abilities: CASE, SRCH, ES, SOA, IF 1

 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #531
SUNDAY, SEPTEMBER 19, 2004
2190 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=531]
Shogun

Shogun SHG-2E

Standard Level 2 / 3025 Succession Wars [Tournament Legal] Inner Sphere  Biped 85 Tons
MajorTom TRO 3025
Shogun HMP (Heavy Metal Pro) File
Shogun SSW (Solaris Skunk Werks) File

Faction Availability


Shogun SHG-2E

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3005

Extinct By: Never


Chassis: Kitushi Shogun Standard

Power Plant: Strand 255 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: Anderson Propulsion 21

     Jump Capacity: 90 meters

Armor: Riese-350 Standard Armor w/ CASE

Armament:

     1 Magna Hellstar PPC

     2 Coventry Star Fire LRM-15s

     2 Thunderstroke SRM-6s

Manufacturer: Mitchell Vehicles

     Primary Factory: Graham IV

Communications System: HartfordCo COM 4000

Targeting and Tracking System: HartforCo XKZ 1


Overview
Produced by Mitchell Vehicles shortly before the fall of the Star League, the Shogun was the heaviest 'Mech ever to carry jump jets until the Marauder was modified to jump. It was intended for fighting in cities and close terrain, where it can traverse buildings, rubble, and other obstacles more quickly than other 'Mechs. The Shogun is also capable of delivering the devastating, if dangerous, Death from Above attack. The Shogun has performed well in combat, often landing unexpectedly behind or amid enemy 'Mechs, damaging them, and departing. The Dragoons use the Shogun this way, though its role as a straight assault 'Mech has not been neglected.

-Wolf's Dragoons, FASA 1631-


Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 7,858,100 C-Bills

BV2: 1,823 Tech Rating/Era Availability: D/X-F-D


Equipment     Mass

Internal Structure: Standard 8.50

Engine: 255 Fusion Engine 13.00

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00

Heat Sinks: 17 - Single (10 in engine) 7.00

Heat Sink Locations: 1 HD, 1 CT, 3 LT, 1 LL, 1 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 248 points - Standard Armor 15.50

CASE Locations: 1 LT, 1 RT 1.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   11

R/L Torso: 18 28

R/L Torso (rear):   8

R/L Arm: 14 22

R/L Leg: 18 36

Weapons and Ammo Location Heat Criticals Tonnage

LRM-15 RA 5 3 7.00

LRM-15 LA 5 3 7.00

PPC RT 10 3 7.00

SRM-6 RT 4 2 3.00

SRM-6 LT 4 2 3.00

Ammo: SRM-6 (15)

RT

1 1.00

Ammo: LRM-15 (8)

RT

1 1.00

Ammo: SRM-6 (15)

LT

1 1.00

Ammo: LRM-15 (8)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

3j 1 1 1 0 4 2 Structure: 7  

Special Abilities: CASE, SRCH, ES, SOA, SRM 1/1/0, LRM 1/1/1, IF 1

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #136
SATURDAY, APRIL 24, 2004
1113 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=136]
3025 MASH  truck

MASH Truck

Standard Level 2 / 3025 Inner Sphere  Wheeled 20 Tons
MajorTom TRO 3025
MASH HMV (Heavy Metal Vee) File

Faction Availability


 


Type/Model: MASH Truck

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 80 VOX Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: StarSlab/Sheet Standard

Armament:2 ChisComp 32 Small LasersManufacturer: Various
   Location: Various
Communications System:    Achernar Electronics HICK-4Medical Equipment Manufacturer: Mercy Industries of Talon

Overview:

 

Literally hospitals on wheels, the large, sophisticated MASH trucks are able to supply wounded MechWarriors with the finest possible medical care.

Every well-equipped regiment is assigned at least one Mobile Army Surgical Hospital. The vehicle needs to station itself as close as possible to the action, perhaps in an open field near several roads. The MASH then unfolds itself and powers up its medical equipment. In the meantime, army engineers devise a landing pad to handle the air vehicles that will ferry the wounded from the front line to the rear, where evacuation offworld can be accomplished if necessary. Though only lightly armed, the MASH is rarely attacked, for it provides medical services to the wounded of both sides of the battle.

 

 

Capabilities:

The MASH is capable of supplying the highest level of hospital care. Often manned by the best civilian surgeons, its facilities permit even the most delicate surgeries, as long as there is a steady source of medical supplies and relative calm in which to operate.

Having chosen their field location, the MASH team unhitches the vehicle's right side, which is hinged along the bottom edge. The whole panel is then lowered to the level of the truck's floor. This becomes an extension of the hospital area, and is fixed into place with strong legs and supports bracing it from underneath. Temporary walls and a roof are erected around the extension, connecting it to the truck's interior. Now the expanded interior can be made sterile, awaiting the arrival of the wounded.

Using materials unloaded from the trucks, several other temporary structures are also built. One group of buildings is for triage, the screening of the wounded to determine the severity of their injuries. Another group of buildings contains the medical diagnostic equipment, such as body fluid analyzers, X-ray machines, and neuroscanners, which are all hooked up to the MASH truck for power.

The next group of buildings houses recuperating patients. They will either recover here and then return to battle, or they will be sent offworld for further treatment.

The interior of the MASH is a high-tech affair. Entering through one set of wide doors, the patient is taken to a table to be prepared for surgery. In the meantime, one of the five team doctors is at a terminal accessing the results of medical tests on the patient. From the results, the MASH's computer suggests a plan of action to the surgeon.

Having been prepped, the patient is brought to the surgeon and placed on the automated table, whose robot arms administer anesthesia. From there, the surgeon takes over. When he wants a surgical instrument such as a laser scalpel, the table automatically dispenses it via a group of robot hands stationed over the tray of sterile equipment.

Depending on the situation, either the triage officer or the computer compiles continuos reports on the patient's condition, which the surgeon receives simultaneously through a small earphone. When he needs to consult a test result or an X-ray, it immediately appears on a nearby data screen. In an emergency, such as sudden heart failure or a seizure, the surgeon can take control of one of the automated table's many mechanical hands. The machine understands a wide variety of surgical maneuvers and can greatly aid the beleaguered surgeon.      

If the patient is slipping away too fast, the surgeon can initiate the emergency freeze procedure. A large, clean cover descends onto the table, turning it into a large, air-tight tube containing the patient. Once in place, the tube's temperature is lowered by flooding the interior with a clear, oxygen-rich liquid. The surgeon then places his hands through sleeves leading into the air-tight area and continues operating, with the table providing instruments from underneath its cover.

Once the operation is complete, the surgeon enters data into the computer on post-op care, medication needed, and any other notes. This information is available to the nurses in the post-op ward, who will add their own observations to the patient's record.

If a sudden change in the fortunes of war forces the MASH to move suddenly, it can disassemble its temporary structures and send patients on in ambulances, all in less than four hours. Drugs and medical equipment are loaded back onto the MASH, with supply trucks carting away the remaining non-medical supplies.

As the surgery is prepared to move, only one of the five operating theaters is stripped down and stowed. The truck's right wall is lifted back up, then reattached to the truck so that the rear of the MASH can hold six of the most seriously injured patients. Even moving at high speeds, some surgery can be performed in the one operating theater.

The MASH is lightly armed, more to discourage thieves than to inflict major damage.   Mercenaries are particularly anxious to acquire a MASH, which they may try to steal by killing the driver or by blockading the road on which it is traveling. This has happened only rarely, and so some MASH doctors have removed the truck's weapons on ethical grounds. As smoke and barrages of fire often obscures the large red cross painted on the vehicle's sensitive equipment, the sides of the truck are fairly well-armored.

Battle History:

The first MASH units appeared during the Korean War in Earth's ancient history. By the end of the period known as the Exodus, MASH units had to be assembled by fleets of trucks and engineers, and it took days to erect or remove them. Because of that time factor, many MASH units were captured, a very costly loss.

The idea of installing certain diagnostic equipment on trucks and vans to allow for quick retreats was gradually put into practice. First came a portable power supply, then the diagnostic equipment, then whole trucks employed as mobile wards. The first mobile surgery theater was employed in the opening battles of the Age of War, evolving quickly into the MASH unit known today.

Variants:

While each of the Successor States built their own MASH trucks, their exteriors are very similar. Smaller models have only three operating theaters, while the White Whales of the Free Worlds League can have up to seven surgeons operating at the same time.

Because of the dwindling supply of fusion engines and the increased military demand of the remaining vehicles, some MASH trucks have converted to internal combustion engines. This greatly reduces the efficiency of the MASH, as at least one and sometimes two operating theaters must be removed. Nor can these ICE models power as many diagnostic test machines as the fusion-powered models.


Type/Model: MASH Truck

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 80 Fusion 0 2.50

Shielding & Trans Equip:   0 1.50

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Front: 2 12

  Left / Right Sides: 2 16/16

  Rear: 2 10

  Turret: 2 10


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Small Lasers Turret 2   2 1.00

5 MASH Unit Theaters Rear 0   5 7.50

TOTALS:   2   7 20.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 304,333 C-Bills

Battle Value2: 220

Cost per BV: 1,383.33

Weapon Value: 14 / 14 (Ratio = .16 / .16)

Damage Factors:    SRDmg = 2; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 5W,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 1

    Specials: mash


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Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #135
SATURDAY, APRIL 24, 2004
1089 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=135]
3025 MobileHQ

Mobile Headquarters Â 

Standard Level 1 / 3025 Inner Sphere  Wheeled 25 Tons
MajorTom TRO 3025
Mobile Headquarters HMV (Heavy Metal Vee) File

Type/Model: Mobile Headquarters

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 25 tons

Power Plant: 130 Omni Fusion

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: 4/Star Slab Standard

Armament:1 Hesperus-B3M Medium LaserManufacturer:    Star League Defense Industries   Location:    (Unknown)Communications System:    TharHes HQ CommSetTargeting & Tracking System: None

Overview:

Mobile headquarters are the nerve center of large-scale BattleMech operations. They gather information from the various participants in a battle and then use sophisticated computers to present the data to the commander for analysis.

The idea of mobile headquarters has existed ever since the days when a commander roamed over the battlefield, giving orders to officers and dispatching horse-mounted messengers. As technology grew, the design of mobile HQs evolved from messengers on horseback to vans with radio sets.

Late twentieth-century computer technology added predictive ability to a commander's skills. Large computer-generated projections, accurate down to the individual tree, replaced bulky and inaccurate paper maps. Since that time mobile headquarters have changed little, except to grow more efficient with the advent of fusion power and sub-space communications.

Capabilities:

The mobile headquarter's map/communications room is dominated by a large table where the command staff gathers. The HQ's computer gathers information from satellites, 'Mech communications, and the tracking devices each 'Mech and soldier carries, then projects it as a map on the table's clear surface. Using a TriHolo device, the terrain and the individual troop members appear as solid symbols and surfaces. If known, the enemy's positions are also projected. Then, if the commander so orders, the large and sophisticated computer system will display projections of the battle's future and possible ways to proceed.

The three communications officers, seated at consoles near the forward end of the HQ, constantly supply the commander with communiques from his troops. They also dispatch the commander's orders, either by voice or fast-bundled code that can usually pierce even the most sophisticated electronic jamming.

The communications system can exchange information with satellites, aerospace fighters, DropShips, and even distant JumpShips. The large dish antenna   is collapsible and can be affixed to the roof of the HO in one minute. A second antenna is directional, and allows communication with individual 'Mechs or soldiers. It also doubles as an antenna for the side-look radar.

The interior is kept stable by a sophisticated suspension system that allows normal activity within the command center when the truck is moving at high speed.

Battle History:

The mobile headquarters is slowly vanishing from general use because the advanced computer and communications system is beyond the know-how of most repair technicians in 3025. Quite a few mobile HQs in current use are only partially operable, having lost some of their capabilities because of battle damage or worn-out parts. Many no longer have working computers, requiring the regimental commander and his staff to use conventional maps or some jury-rigged device to view the battlefield. In many cases, the few working components of a mobile HO are crammed into the smaller command van.

Despite these problems, the rarity of the mobile HQ makes it a much-sought-after prize, as much for the valuable officers traveling in it as for the vehicle itself. Mercenary units in particular seldom pass up the chance to capture an HQ intact.

The attempted capture of a mobile HQ usually involves approaching it from the rear or blocking all possible escape routes. Even then, attackers are reluctant to shoot at the HO; instead, they frequently try to disable the truck by shooting at the engine or the wheels. Capturing a mobile HQ intact is a tricky business, made even more difficult when the HQ's gunner is shooting back and a rescue force is on the way.

Both the Lyran Commonwealth and Draconis Combine routinely post two 'Mech guards on their mobile HQs-usually light, fast 'Mechs that can keep up with the truck if it must move at top speed. Responsible for the safety of the mobile HQ and the regimental commander inside it, these 'Mechs and their pilots are expected to lay down their lives to protect the HQ if necessary. Other Successor State military commanders seem content to post one 'Mech or a unit of soldiers and tanks to protect the mobile HO.

Variants:

The mobile HQ pictured is the standard design throughout the Inner Sphere. Variations are minor, mostly consisting of a different main weapon for the truck's turret. The Draconis Combine and the Capellan Confederation have armed their mobile HQs with a large laser or an LRM 10-rack, which requires redesigning and substantially altering the truck's crew cab. The other Houses prefer to keep the medium laser, the vehicle's original armament.

As mercenary units seldom possess mobile HQs, they must rely on command vans and good communications. Possession of amobile HQ is a major point in a mercenary unit's favor when being considered for employment by a Successor State. Wolf's Dragoons have five mobile HQs, all seemingly brand new. Hansen's Roughriders also has a mobile HQ, acquired secondhand from the Lyran Commonwealth.


Type/Model: Mobile Headquarters

Mass: 25 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 2.50

Engine: 130 Fusion 0 4.50

Shielding & Trans Equip:   0 2.50

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 80 pts Standard 0 5.00


    Internal Armor

    Structure Value

  Front: 3 16

  Left / Right Sides: 3 19/19

  Rear: 3 16

  Turret: 3 10


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Medium Laser Turret 3   1 1.00

Communications Equipment Body 0   1 7.50

TOTALS:   3   2 25.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 392,813 C-Bills

Battle Value: 149

Cost per BV: 2,636.33

Weapon Value: 66 / 66 (Ratio = .44 / .44)

Damage Factors:    SRDmg = 4; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 6W,   Armor/Structure: 0 / 3

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

    Class: GL,   Point Value: 2


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Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #131
SATURDAY, APRIL 24, 2004
1975 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=131]
3025 Von Luckner

Von Luckner Heavy Tank VNL-K65N

Standard Level 1 / 3025 Inner Sphere  Tracked 75 Tons
MajorTom TRO 3025
Von Luckner Heavy Tank HMV (Heavy Metal Vee) File

Type/Model: Von Luckner Heavy Tank VNL-K65N

Tech: Inner Sphere / 3025

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 75 tons

Power Plant: 225 VOX Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Standard

Armament:1 Armstrong Autocannon/202 Holly SRM 6s1 Dannel SRM 41 Holly LRM 101 Ramsey Machine Gun1 Firestorm FlamerManufacturer:    HartfordCo Industries   Location:    (Unknown)Communications System:    O/P 300Targeting & Tracking System: O/P GRNDSTAT 50A

Overview:

After the Reunification War, Star League military commanders asked several contractors to design a heavy tank. HartfordCo Industries answered the call with the VNL-K65N Von Luckner, named after the famous twentieth-century Terran raider, Count Felix von Luckner.

The tank was designed as a BattleMech without legs. It weighs 75 tons, more than many 'Mechs. The Von Luckner is one of the few vehicles still driven by a fusion reactor, as most reactors have been stripped from vehicles for use in 'Mechs.

Only a few Von Luckners remain in service. Like the larger Demolisher tank, they are deadly foes against light BattleMechs.

Capabilities:

The VNL-K65N provides ample firepower and supports a great deal of armor to protect its delicate systems. Its fusion power plant gives it a very long range, making it deadly in combat against most 'Mechs. It carries an Armstrong AC/20, considered one of the most accurate autocannons of its class.

The Von Luckner's indirect weapons and missile systems are also impressive. Two Holly SRM-6 racks on the turret provide right and left firing capability when the turret is facing forward. Holly Armaments also included an LRM-10 rack mounted high on the tank's rear. This system acts as a turret mount, as it can be rotated to a certain extent. Finally, a Dannel SRM-4 rack is mounted on the front of the turret just to the right of the autocannon.

For close-in weapons, the Von Luckner supports a Ramsey machine gun mounted in the front turret. Though the Ramsey has a tendency to jam, a single Firestorm flamer on the front of the tank fills the gap well enough when necessary.

Though its armor and weapons might seem to make the Von Luckner unstoppable, the tank's weakness is the enormous amount of ammunition it must carry to support its missile systems. Most reloads are stored in the lower portion of the tank rather than in the turret, and so a fire or an internal critical hit can cause devastating explosions in the Von Luckner. The tank also has problems with its ammunition reloading system, which jams from time to time.

The four-person crew of the Von Luckner tank has its hands full during combat. One man drives the tank, and a second crew member is in charge of the ammunition reloading systems and the engine. A third acts as the turret/fire control officer, coordinating the turret with the O/P targeting and tracking system. The fourth crew member is the turret gunnery officer, who works closely with the turret fire control officer.

Battle History:

Only a few Von Luckners are still in service. Many were cannibalized for BattleMech spare parts: House Liao, for example, has stripped all its Von Luckners for parts. The other Great Houses have a few VNL-K65Ns serving with front-line troops. Many of these tanks proved their worth on such far-flung worlds as Wing, Proserpina, Bryant, Tannil, Danais, and Tybalt.

A famous battle involving Von Luckner tanks took place in 2859, when House Davion launched an attack on the Kurita-held world of Saffell. Kurita had no 'Mech units on the planet, and so they had to rely on their tanks and infantry. The 3600th Heavy Armored Company, consisting of a few Von Luckners, led the counterattack.

The Davion invasion force received reports of tanks moving along their western front through the forests. Mistakenly believing the tank forces a minor threat, they sent only one light company to hold them back. The light lances found themselves trapped by fire from the Von Luckners, and the heavy tanks destroyed the company to the last 'Mech.

Several Von Luckners were stationed on the Commonwealth world of Aubisson to cover House Steiner's retreat before Draconis Combine forces in 2989. Though most historians viewed the loss of the Von Luckners as a senseless waste, the tank battle bought time for the Steiner forces to regroup. By all accounts, the heavy tanks inflicted severe damage on the Kurita troops.

In 3017, Redjack Ryan led a raid for water on the world of Icar in the Lyran Commonwealth. The raid turned into a disaster for Ryan's forces when several Von Luckners emerged and shelled Ryan's 'Mechs. Many of the 'Mechs were crippled, and Ryan was eventually forced to retreat with nothing gained.

Variants:

House Davion is known to have several experimental versions of the Von Luckner in its armies. Once of these, the VNL-K100, has fewer missile deliverey systems than the standard but carries an Armstrong AC/20 with an updated targeting and tracking system.


Type/Model: Von Luckner Heavy Tank VNL-K65N

Mass: 75 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 40 pts Standard 0 7.50

Engine: 225 Fusion 0 10.00

Shielding & Trans Equip:   0 5.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.75

Crew: 5 Members 0 .00

Turret Equipment:   0 2.25

Armor Factor: 176 pts Standard 0 11.00


    Internal Armor

    Structure Value

  Front: 8 41

  Left / Right Sides: 8 30/30

  Rear: 8 30

  Turret: 8 45


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/20 Turret 0 15 2 17.00

2 SRM 6s Turret 0 15 3 7.00

1 SRM 4 Turret 0 25 2 3.00

1 LRM 10 Rear 0 12 2 6.00

1 Machine Gun Turret 0 200 2 1.50

1 Flamer Front 3   1 1.00

TOTALS:   3   12 75.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 3,685,938 C-Bills

Battle Value: 663

Cost per BV: 5,559.48

Weapon Value: 808 / 808 (Ratio = 1.22 / 1.22)

Damage Factors:    SRDmg = 36; MRDmg = 9; LRDmg = 3

BattleForce2: MP: 3T,   Armor/Structure: 0 / 7

    Damage PB/M/L: 5/4/1,   Overheat: 0

    Class: GH,   Point Value: 7

    Specials: if


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Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #501
SUNDAY, SEPTEMBER 19, 2004
2141 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=501]
Imp

Imp IMP-2E

Standard Level 1 / 3025 Inner Sphere  Biped 100 Tons
MajorTom TRO 3025
Imp HMP (Heavy Metal Pro) File
Imp SSW (Solaris Skunk Werks) File

Faction Availability


Imp IMP-2E

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2801

Extinct By: Never


Chassis: Star League IM-03x

Power Plant: Strand 300 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Maximillian 300 Standard

Armament:

     2 Magna Hellstar PPCs

     1 Mitchell Systems LRM-15

     5 Martell Model 5 Medium Lasers

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Pauley-Bronson Z

Targeting and Tracking System: Wasat Aggressor Type 8


Overview
Several of the Imp's features were found in late Star League 'Mechs, but there is no record of this precise design until the appearance of Wolf's Dragoons, who have had great success with it. Heavily armed and armored, the Imp carries enough heat sinks to allow it to fire almost continuously without massive heat buildup. The Successor Houses have taken notice of the Imp's success and are scrambling to copy it, but they have had little success.

-Wolf's Dragoons, FASA 1631-



Technology Base: Inner Sphere 100 tons

Chassis Config: Biped Cost: 9,420,000 C-Bills

BV2: 1,969 Overall Tech Level / Era Availability: D/X-E-D


Equipment     Mass

Internal Structure:   10.0

Engine: 300 Fusion Engine 19.0

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 30 - Single (12 in engine) 20.0

Heat Sink Locations: 1 HD, 6 LT, 7 RT, 2 LL, 2 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA+LA

Armor: 288 points - Standard 18.0

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 31 40

Center Torso (rear):   21

R/L Torso: 21 30

R/L Torso (rear):   12

R/L Arm: 17 25

R/L Leg: 21 42


Weapons and Ammo Location Criticals Tonnage

Medium Laser LA 1 1.0

LRM-15 RA 3 7.0

PPC LT 3 7.0

Medium Laser LT 1 1.0

PPC RT 3 7.0

Medium Laser RT 1 1.0

Medium Laser CT 1 1.0

Medium Laser CT 1 1.0

@ LRM-15 (8) LT 1 1.0


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Downloadable here

User Reviews

Updated format, BV2. Design Updated on 1/15/2009 12:085 PM

 

Lasergunner posted this 5 days ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #558
MONDAY, JANUARY 05, 2004
4436 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=558]
3025 Phoenix Hawk

Phoenix Hawk PXH-1

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 45 Tons
MajorTom TRO 3025
Phoenix Hawk HMP (Heavy Metal Pro) File

Faction Availability


Phoenix Hawk PXH-1

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2568

Extinct By: Never


Chassis: Orguss Stinger Standard

Power Plant: GM 270 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Harmon Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

Manufacturer: Orguss Industries

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


Overview
The Phoenix Hawk is a common 'Mech, a versatile model produced in the tens of thousands during the Star League era. Orguss Industries, a manufacturer of the similar Stinger and Wasp, created the Phoenix Hawk by strengthening the internal structure of its basic Stinger chassis, which enabled the new 'Mech to support heavier armor and expanded weaponry.

Capabilities
Clearly superior to its lighter cousins, the Phoenix Hawk also functions as a scout. Its armor permits it to sustain combat situations, and its array of one heavy and two medium lasers will give other medium 'Mechs like the Griffin and Wolverine a run for their money.

The Phoenix Hawk quickly became a staple of Star League recon forces. Pilots liked its ease of handling, and its speed made it well-suited to raiding and scouting. The Land-Air 'Mech version, constructed first in 2832, further expanded the Phoenix Hawk's mobility by allowing it to also perform aerial reconnaissance and combat.

The Tek Tru-Trak targeting computer system was a highly advanced piece of equipment, giving the Phoenix Hawk's ranged fire a deadly accuracy. Since the destruction of the Star League's major computer industries, maintenance and repair of Tru-Traks has declined considerably, as very few Techs have the specialized knowledge to service them. In many cases, the complex circuitry has simply been removed and replaced with simple line-of-sight magnification systems.

The multi-channel Tek BattleCom communications gear, which is heavily shielded to protect against battlefield interference, makes the Phoenix Hawk well-suited to a command/forward operations role. The swift 'Mech may also be outfitted with jamming and ECM gear.

The PXH often serves in light regiments and scout lances, and the LAM convertible Phoenix Hawk often plays a dual role in air and land 'Mech units.

Battle History
The most powerful of the medium scout 'Mechs, the Phoenix Hawk is often used to command recon lances. Lances led by Phoenix Hawks are kept busy probing enemy defenses and manning advance bases. Though attrition in these units is high, Phoenix Hawk pilots are among the most experienced and skillful MechWarriors.

Early Successor State recon units often consisted of three or four Phoenix Hawks, plus one or two Stingers, Wasps, or Locusts. Once the Phoenix Hawk's value as a command vehicle was recognized, it was reassigned to key leadership positions.

Phoenix Hawk-led recon lances proved invaluable to both sides in one of the many minor Kurita-Davion clashes. The encounter took place in the Blackrock Badlands of the mineral-rich planet Ronel V. The terrain of this battle was so harsh and convoluted that video and tracking gear of more conventional 'Mechs were rendered useless. When the reconnaissance elements of Davion's Avalon Hussars met their opposite number, a scouting force from Kurita's Galedon Regulars, a fierce battle ensued. Where other 'Mechs would have been helpless, the Phoenix Hawks and Wasps darted nimbly, using their jump jets to leap from ridgetop to ridgetop. The shielded BattleCom units also served the combatants well, cutting through the heavy background radiation of the area, allowing commanders to keep control of their swiftly moving 'Mechs.

With the Davion force threatening to envelop the Kurita forces, the Kurita LAM Phoenix Hawks were able to save their embattled scouts, swooping in low, then appearing behind Davion lines in BattleMech mode. The Kurita 'Mechs surged forward, catching Davion in a vice, and forcing the Hussars to retreat with heavy losses.

The Phoenix Hawk is usually no match for heavy BattleMechs such as the Crusader or Thunderbolt, but a recent clash between Houses Liao and Davion on Lee II proved the exception. Conditions were similar to those on Ronel, with high rock ridges blocking the advance of the Liao Crusaders and high radiation rates crippling their communications. Noting the difficult conditions for the enemy, Davion commander Colonel Gunnar Wilson sent in his Phoenix Hawks.

The PXHs fought a hit-and-run battle, using their jump jets to clear the ridges, and striking the Crusaders from above and behind before they could react. Whenever a Crusader did manage to fire its missiles, it often crippled an attacking Phoenix Hawk, and so Davion casualties ran high. Nevertheless, this inspired use of medium 'Mechs against heavies blunted the Liao attack, and helped the eventual Davion counter-strike to drive Liao from Lee II altogether.

Known Variants
As a scout 'Mech, the Phoenix Hawk has several notable variants, including the previously mentioned ECM-equipped and convertible LAM versions. Houses Davion and Kurita have also developed their own variations on the basic Phoenix Hawk-A.

The Davion PXH-D replaces the basic model's M100 machine guns with extra heat sinks. These increase the 'Mech's ability to dissipate heat, giving greater endurance. Kurita's Phoenix Hawk-K is an armored version of the basic model, replacing the M100s with a single light laser, eliminating the jump jets, and increasing the number of heat sinks. Though the -K functions well in combat, it is not a popular model because many consider its lack of jump jets a major drawback vitally restricting the 'Mech's mobility.

Notable 'Mechs and Mechwarriors
MechWarrior Abrahim Ibn Faud
lbn Faud and his LAM Phoenix Hawk, the Moon Rising, are prominent members of the Eridani Light Horse mercenary unit. The unit commander frequently assigns the Moon Rising (decorated with the Islamic star-and-crescent) for overflight and aerial reconnaissance, then orders it into battle alongside the main Eridani raiding forces.

lbn Faud accepts rough treatment philosophically. A devoted Moslem, he spends much of his time studying the Koran, whose teachings he follows to the letter. He will halt even in the midst of battle to face faroff Mecca (as it is on Earth, he must turn his face toward the sky). An able leader, Faud has several times been breveted to lieutenant in order to command an important mission. Though the rank has not yet become permanent, Abrahim lbn Faud remains a loyal MechWarrior and a faithful servant of Allah.

Lieutenant David Kellam
The mission of Kurita's elite Night Stalker Regiment is reconnaissance, raiding, and terror, and Lieutenant Kellam's lance is proficient in all three. Commanding from his Phoenix Hawk, The Knife, he almost never speaks save in combat, and is known to have killed at least two men in duels. Not much else is known about Kellam, except that he has neither family nor friends, nor does he mind.

Ruthless in combat, Kellam and The Knife have often been the last sight seen by many an unwary MechWarrior.


Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 4,067,090 C-Bills

BV2: 1,041 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 4.50

Engine: 270 Fusion Engine 14.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

Large Laser RA 8 2 5.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

Ammo: MG (200)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 10

6j 2 2 0 0 2 0 Structure: 4  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 5 days ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4829
SUNDAY, NOVEMBER 13, 2005
2741 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=4829]
Phoenix_Hawk_LAM_3025.jpg

Phoenix Hawk LAM PXH-HK2

Standard Level 3 / 3025 Age of War/Star League [Advanced Rules] Inner Sphere  LAM 50 Tons
MajorTom TRO 3025
Phoenix Hawk LAM HMP (Heavy Metal Pro) File

Faction Availability


Phoenix Hawk LAM PXH-HK2

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2732

Extinct By: Never


Chassis: Dort 100 Standard

Power Plant: Allied 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Pitban 6000

     Jump Capacity: 150 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Amsterdam Large Laser

     2 Maxum 50 Medium Lasers

     2 SperryBrowning Machine Guns

Manufacturer: Allied Aerospace Incorporated

Communications System: Hartford J25 A

Targeting and Tracking System: Hartford S2000


Overview
Prior to the fall of the Star League, many firms experimented with the LAM concept. Allied AeroSpace Inc. began two such research projects, one involving the Shadow Hawk and the other involving the Phoenix Hawk. The Shadow Hawk tests proved to be a costly failure. The sheer size of the 'Mech made it too difficult to convert. In 2730, the firm abandoned these tests to concentrate on converting the aerodynamic Phoenix Hawk.

Within two years, the LAM version of the Phoenix Hawk was completed and sold to the Star League Regular Army. At nearly twice the size of the Wasp and Stinger LAMS, already being marketed through the Inner Sphere, it was the largest LAM to be manufactured.

The 'Mech was not without faults. Its fighter landing gear did not respond well, due to the bulky conversion equipment. Even a minimal amount of damage could be fatal if it prevented the landing gear from lowering. Although some corrections were made, the problem was not resolved before the fall of the Star League. Most of the Phoenix Hawk LAMs still operative have this fault.

Capabilities
The sheer size of this Land-Air 'Mech makes it stand out from those previously produced. Though manufactured in small numbers, it is still regarded as a major breakthrough in conversion technology. Unfortunately, since the fall of the Star League and the bombing of the Allied facilities, this technology has become lost.

Armed with an Amsterdam 120 large laser, this the model would seem to be well protected. However, three months before the fall of Star League, the Amsterdam series of lasers underwent a major recall due to overheating difficulties. As almost no lasers were replaced, most Phoenix Hawk LAMs have overheating problems wkh this weapons system.

The Phoenix Hawk LAM's support fire capabilities make it a worthy opponent in all its configurations. The Hartford S2000 targeting system can coordinate the twin medium lasers (Maxums) and the Sperry/Browning machine guns into a number of multi-systems fire combinations. The net result is more firepower to wherever the pilot wishes.

Finally, the Phoenix Hawk LAM is the only Land-Air 'Mech with armor that protects the actuators during the delicate conversion process. Though this protection is minimal, it is better than none at all.

Battle History
Of the five major Houses, House Marik has the most Phoenix Hawk LAMS. This is because when Star League fell, Marik forces discovered that a major supply depot on Bordon contained the bulk of Allied AeroSpace's Land-Air 'Mech program. Although other houses strip down damaged LAMs to support functional ones, the Free Worlds League has its own storehouse of supplies.

Until recently, LAMs were rarely concentrated into any significant force. However, the actions of a single Phoenix Hawk LAM may provide some idea of this 'Mech's potential.

In 2938, Lieutenant Leesa Dobbins of House Marik took her Phoenix Hawk LAM into orbit over Fletcher, where House Liao was making some minor advances. While in the fighter mode, she signaled that her fighter was out of fuel and near the approaching DropShips of House Liao. In reality, this was only a ruse to fool the Liao attackers. Several Liao AeroSpace Fighters took her in tow as she claimed the right of surrender. Then much to their surprise, her fighter converted to a BattleMech as it was about to enter the DropShip. Keeping under the fire elevations of the ship, she damaged the vessel's engine systems at point-blank range. Liao fighters dove on her, but they tore up more of the DropShip than the LAM. She was the first MechWarrior attributed with taking out a DropShip singlehandedly.

Several Phoenix Hawk LAMs owned by House Davion took part in a raid on the Liao world of Tybalt during the summer of 2977. Their maneuverability and firepower made them prime recon units. They raided the areas behind the enemy forces, and, when Liao forces engaged them, they flew away. In the battles for the Turland Highlands of Tybalt, this series of LAM showed its worth as both air support and battlefield fighter.

In a bold move against the Steiner-held world of Suk, House Kurita sent several Phoenix Hawk LAMs to raid the planet. Unfortunately for the Draconis Combine, the defenders were armed with weaponry that had long-distance capabilities. The LAMs were wiped out almost to the last 'Mech. This greatly reduced the number of Phoenix Hawk LAMs within the Draconis Combine, but House Steiner gained a treasure chest new replacement parts for their few LAMS.

Known Variants
The only known variant of this 'Mech is a Marik version that replaces the large laser with a Holly LRM. The machine gun systems have also been removed.

Notable 'Mechs and Mechwarriors
Lieutenant Albert Amdecker
Amdecker was a Kurita AeroSpace Pilot prior to the battle for Suk in 3017. He was the sole survivor of his air lance and one of the few to survive the assault on the world. For his actions and observations on that world while under enemy rule, he was promoted to Commander of the 14th Air Lance, Seventh Regiment in the famous Sword of Light. Amdecker's Phoenix Hawk LAM is badly damaged and cannot convert into fighter mode until he receives replacement parts for a damaged left arm actuator.

Lieutenant Howard Doodlebury
Lieutenant Doodlebury is currently assigned to House Davion's Syrtis Fusiliers 8th Regiment, and commands its Tigershark AeroSpace Lance. His actions on such worlds as Hoff, Royal, Harrow's Sun, and Breed have earned him a reputation as one of the most skilled LAM pilots alive. He is a master at converting while under fire and at making the most of each mode. He changes his LAM's mode often to confuse inexperienced MechWarriors on the battlefields.


Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 7,314,124 C-Bills

BV1: 1,233 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 5.00

Engine: 250 Fusion Engine 12.50

Walking MP: 5 (2)

Running MP: 8 (3)

Jumping MP: 5 (15) Standard

Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50

Heat Sinks: 12 - Single (10 in engine) 2.00

Heat Sink Locations: 1 LL, 1 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 16 23

Center Torso (rear):   5

R/L Torso: 12 18

R/L Torso (rear):   4

R/L Arm: 8 10

R/L Leg: 12 15

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

Machine Gun LA 0 1 0.50

Large Laser RT 8 2 5.00

Ammo: MG (200)

CT

1 1.00

Conversion Equipment

--

5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 11

5j 2 2 0 0 2 0 Structure: 4  

Special Abilities: SRCH, ES, SOA, VSTOL, SPC

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 5 days ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #534
SATURDAY, FEBRUARY 07, 2004
5363 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=534]
3025 Wolverine

Wolverine WVR-6R

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 55 Tons
MajorTom TRO 3025

Faction Availability


Wolverine WVR-6R

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2575

Extinct By: Never


Chassis: Crucis-A Standard

Power Plant: Core Tek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Northrup 12000

     Jump Capacity: 150 meters

Armor: Maximillian 60 Standard Armor

Armament:

     1 GM Whirlwind Autocannon/5

     1 Harpoon-6 SRM-6

     1 Magna Mk II Medium Laser

Manufacturer: Kallon Industries

     Primary Factory: Nanking, Thermopolis

Communications System: Tek BattleCom

Targeting and Tracking System: Garret T11b


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

Capabilities
The Wolverine's Crucis-A chassis is both light and durable, and the 'Mech is also equipped with medium Maximilian-60 armor. Early Wolverines were armed with only the Whirlwind autocannon and a single medium laser. The Harpoon 6-rack SRM launcher was later added to increase the 'Mech's firepower at close range.

Originally intended to provide a full 360-degree firing arc, the ball-turret mounting of the Magna medium laser cannon is noteworthy. The weapon's traverse became restricted, however, when the shoulder-mounted Harpoon and the Tek BattleCom electronics blister were later added on. A fire-interrupt circuit also had to be added to prevent MechWarriors from damaging their own vehicles.

The Wolverine is one of the heaviest 'Mechs to carry jump jets, and the Northrup 12000 engines must labor considerably to lift the 55-ton vehicle into the air. The jump jets are thus prone to breakdown, forcing House Kurita, for example, to scrap the jets altogether.

The Wolverine's value as a command vehicle is enhanced by its Tek BattleCom system, a unit also used to good effect by the Orguss Phoenix Hawk. Well-shielded and with a multi-channel transmitter and receiver, the Tek comgear is an important facet of the Wolverine's success as a recon 'Mech.

As a fast, medium recon vehicle, the Wolverine does not have impressive armor, which is as it should be. In combination with the medium laser and SRM launcher, the Whirlwind autocannon provides firepower adequate to allow the Wolverine to cover its own retreat or to support the advance or retreat of other 'Mechs. Despite its originally limited role, the Wolverine has proved to be a versatile BattleMech, suited to many different tasks.

Battle History
Wolverines are often deployed in recon lances to perform hazardous scouting missions into heavily defended areas, where lighter Wasps or Locusts would be at a disadvantage. Along with other medium recon vehicles such as the Charger and the Griffin, the Wolverine has seen constant service since the start of the Successor States era.

Wolverines have served House Kurita with distinction during many battles with Davion on Bergman's Planet. There, in 2986, Wolverines of Kurita's Legion of Vega clashed with the Phoenix Hawk and Stinger lances of Davion's Deneb Light Cavalry.

Captain Dale Smith of the Vegan Legion won special recognition while leading a raiding party of Wolverines deep into Davion territory. Beset by the Deneb's more numerous 'Mechs, he conducted a series of skillful fighting withdrawals, using his Wolverines' superior mass and firepower to defeat the faster and more agile enemy. After more than a week out of communications with the main Kurita base, not only did Smith's company return without a single casualty, but was loaded down with loot and spare parts.

Perhaps the best known incident involving a Wolverine took place in 2932, during a hard-fought campaign between Kurita and Steiner on Kimball II, a planet that had already changed hands a dozen times. Steiner's Wolverine-led medium and heavy recon forces were pushed to the limit, having to engage in raiding and commando actions in addition to their normal scouting duties. During one such raid, the remains of three recon lances of Steiner's Lyran Guard, under the command of Captain Lisa Morgan, were sent on a hazardous night mission to destroy a key Kurita com center. The unit consisted of six Wolverines and three Phoenix Hawks.

Unfortunately, Morgan found the objective heavily guarded, and her unit was soon under attack by two full Kurita heavy assault companies. She ordered a retreat, but found the escape route blocked by a pair of Marauder lances. Leading the Kurita 'Mechs was Captain Yuri Karlevski, pilot of nothing less than a BattleMaster, the most dreaded of all 'Mechs.

Refusing to consider retreat, Morgan threw her company against the Marauders, desperately hoping for a breakthrough. Though they fought savagely, Morgan's Wolverines were clearly outmatched. As the pursuing heavy 'Mechs moved in and Morgan herself was being battered to pieces by the ruthless Karlevski, all seemed lost. Then fate intervened on Morgan's side.

Her 'Mech toppled, with one arm and one leg crippled, Morgan watched as Karlevski prepared to deliver the coup de grace. In a last act of defiance, Morgan hit her SRM fire switch, discharging the last spread of missiles at point-blank range. All six missiles struck the BattleMaster in the head, blasting its cockpit to scrap and instantly killing Karlevski. With their command communications disrupted, the remaining Marauders fell back in confusion. Meanwhile Morgan and her surviving Wolverines gathered up the damaged BattleMaster and escaped.

Karlevski's BattleMaster, the Czar Peter, was repaired and awarded to Captain Morgan, and still serves in the 'Mech forces of House Steiner.

Though the Wolverine has expanded its duties considerably beyond its original scouting role, most of its engagements are less colorful, routine scouting missions, raids, or battles with other recon units. The Wolverine also packs enough firepower for use in support of heavier 'Mechs or even to attack positions held by infantry or lighter 'Mechs.

Known Variants
Besides the standard Wolverine-A, House Kurita employs a variant whose troublesome jump jets have been replaced by additional armor. The Whirlwind cannon has also been replaced with one heavy, one medium, and one light laser.

Less radical is House Marik's Wolverine-M. It retains the jump jets, replaces the autocannon with a heavy laser, and adds a medium laser.

Most Successor Lords, however, seem content with the basic Wolverine design, and few other variants have been tested.

Notable 'Mechs and Mechwarriors
MechWarrior Lib Argust
Pilot of a Wolverine in Norman's Recon Lance, Dinsdale's Battalion, 4th Tau Ceti Rangers of House Liao. Argust is a likable individual, whose Wolverine bears numerous battle honors. She is also an excellent athlete especially skilled at rudder-bat and basketball. Her competitive nature is well-suited to 'Mech combat, making her a first-rate recon pilot, with a never-say-die attitude.


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 4,810,357 C-Bills

BV2: 1,101 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: 12 - Single (11 in engine) 2.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 18 20

Center Torso (rear):   8

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 16

Weapons and Ammo Location Heat Criticals Tonnage

Autocannon/5 RA 1 4 8.00

SRM-6 LT 4 2 3.00

Medium Laser HD 3 1 1.00

Ammo: AC/5 (20)

RA

1 1.00

Ammo: SRM-6 (15)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 11

5j 2 2 1 0 2 0 Structure: 5  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

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