Princely Products for your Personal, potential power- Prince's Designs megathread

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  • Last Post 22 May 2020
Prince posted this 14 May 2018

I'm not a fan of cluttering up the forum with custom designs, so until Skyhigh gets some kind of armory system working I'm going to dump all my concepts into this one thread.

First off, who doesn't love an Atlas? Nobody, that's who! But what could be better than an Atlas? Why, an Atlas that can actually fire past ~270 meters!

I designed this initially to fit the Active Probe onto a command 'mech- outside of fluff reasons, in advanced rulesets it gives your commander bonuses against aircraft. With much further ranges and more overall damage, I really think until the advent of MMLs or experimental tech that this is the better Atlas you can make.

Atlas AS9-D

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 11,218,000 C-Bills
Battle Value: 2,221

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-20
2 PPCs
1 LB 10-X AC
1 SRM-6
2 Medium Lasers
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 152 points 5.00
Internal Locations: 5 LA, 5 RA, 2 LL, 2 RL
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 13(26) 3.00
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: Standard Armor AV - 307 19.50
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 15
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 42

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(R) Medium Laser HD 3 1 1.00
Beagle Active Probe CT 0 2 1.50
LB 10-X AC RT 2 6 11.00
(R) Medium Laser LT 3 1 1.00
LRM-20 LT 6 5 10.00
SRM-6 LT 4 2 3.00
PPC RA 10 3 7.00
PPC LA 10 3 7.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LRM-20 (12) LT - 2 2.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 22
3 4 4 4 0 4 0 Structure: 8
Special Abilities: PRB, RCN, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1


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Prince posted this 22 May 2020

For this idea, blame Thunder and his old 100ton, 1/2/10 jump booster shenanigan 'mech.

This came about from that design, some odd ideas to explain the Raider in TRO145, and an attempt to make MJBs worthwhile to some some rando on the internet who asked the honest question of "why would you ever use these?". The idea and fluff is, that when Bannson was shopping around for ideas to make his own battlemech he had no choice but to explore every avenue available, even ones that would keep him from making a fusion engine for it (at first, naturally).

This is *supposedly* one of those ideas, an idea of what happens when you give an aimchair general-turn-engineer money and a goal to Taco-Bell together the most powerful 'mech he can with as few parts as possible. This dude uses salvaged engines and gyros from the thousands of Locusts produced over the years in old "just good enough" Charger chassis that have been re-strung with I-TSM for additional strength at the expense of tactile motions- reason being, Bannson couldn't build enough effective weaponry that wasn't a retrofitted saw or unguided missile, so why screw around with that at all? Just give the buyer the ability and plans to build handheld guns and make a chassis that can take advantage of that. Finally, he gives it an "eh, good enough" weave of heavy ferro armor both to keep it from dying too fast AND to force the buyer into lucrative purchasing agreements.

And so you get the Meteor, and it's (illegal) Charger cousin. The Meteor only moves enough to position itself for the massive mechanical boosters and it's attempt to gain sub-orbital flight via looney tune's springs. I-TSM affects piloting heavily, but funny enough does not affect handheld weapons since their use isn't based off of the piloting skill. With I-TSM doubling carry weight- and a second weapon on the back under the 50% max weight rule in the lift hoist- the Meteor can carry a  single16-ton gun and still jump 10 hexes, or carry two for a drop to only 7. Of course, swapping between handhelds is a lesson in frustration that takes 3 turns, but it still looks cool.

Obviously it doesn't work- it has no sealing, so for something that jumps 10 it's biggest threat is tear gas SRMs and wind. Smoke could even incapacitate the pilot. The Charger cousin (illegal since only industrialmechs can use I-TSM, for some reason) is the one Bannson would have gone with, but since nobody in their right mind would ever build the massive LTV400 fusion engine again it's little more than an interesting refit.

Also watch the 20 point hits to the legs. I decided to armor up the arms instead, but you might feel otherwise.

Meteor MT-0

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped IndustrialMech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 5,343,160 C-Bills
Battle Value: 1,028

Chassis: Unknown Industrial
Power Plant: Unknown 160 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: None
Jump Capacity: 0 meters / 300 meters
Armor: Unknown Heavy Ferro-Fibrous
Armament:
None
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Industrial 122 points 16.00
Engine: Fusion Engine 160 6.00
Walking MP: 2
Running MP: 3
Jumping MP: 0 / 10 Jump Booster
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Industrial w/ Adv. Fire Control 3.00
Ejection Seat: 0.50
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
TSM Locations: 3 LT, 3 RT, 3 LA, 3 RA
Armor: Heavy Ferro-Fibrous AV - 188 9.50
Armor Locations: 2 CT, 5 LT, 4 RT, 5 LA, 5 RA

Internal Armor
Structure Factor
Head 3 8
Center Torso 25 30
Center Torso (rear) 8
L/R Torso 17 20
L/R Torso (rear) 8
L/R Arm 13 20
L/R Leg 17 23

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(R) Lift Hoist RT 0 3 3.00
Jump Booster * - 4 40.00
Free Critical Slots: 2

* The Jump Booster occupies 2 slots in each leg.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 10
2/10j 0 0 0 0 4 0 Structure: 6
Special Abilities: I-TSM, ENE, SRCH, ES

Prince posted this 17 May 2020

Here's a redesign of the Bushwacker into something a little more general-purpose; I stuck with twin Small X-pulses instead of adding a capacitor since (in game) that swap is supposedly ~20 minutes of work and X-pulses are just a module added to the laser anyway. Don't even THINK of getting a tank near it.

Bushwacker BSW-S4

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 10,252,992 C-Bills
Battle Value: 1,240

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
1 Light PPC
2 MML-5s
2 Small X-Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Big update from the basic Bushwacker, adding in heavy SRM barrages and dropping
the machine guns for X-pulse systems for anti-infantry.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: XL Fusion Engine 275 8.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Heavy Ferro-Fibrous AV - 168 8.50
Armor Locations: 1 HD, 2 CT, 2 LT, 3 RT, 6 LA, 3 RA, 2 LL, 2 RL
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 26
Center Torso (rear) 7
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 17
L/R Leg 13 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small X-Pulse Laser RT 3 1 1.00
Light PPC RT 5 2 3.00
MML-5 LT 3 3 3.00
Small X-Pulse Laser LT 3 1 1.00
LB 10-X AC RA 2 6 11.00
MML-5 LA 3 3 3.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
5 3 3 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1

Prince posted this 16 January 2020

"What is my purpose?"

"You spot for Archers."

"... OH. MY. GOD."

"Yeah join the club pal."

Commando COM-8D

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 2,976,875 C-Bills
Battle Value: 584

Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Light Fusion Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy Ferro-Fibrous
Armament:
1 iNarc Launcher
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The -8D Commando turns the light battlemech into a dedicated iNARC carrier for
LRM-equipped formations, using enhanced speed, armor and accuracy to spot for
formations who can afford cheap lights for spotting but cannot afford the
luxury of unit refit. Easily piloted by new warriors- and with only 8 total
rounds never staying on a battlefield long enough to encur heavy damage- the
-8D enjoys a good reputation amongst newbie mechwarriors who know when it's
better to cut one's losses.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL
Engine: Light Fusion Engine 200 6.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Heavy Ferro-Fibrous AV - 79 4.00
Armor Locations: 1 HD, 7 LT, 7 RT, 5 LA, 1 RA

Internal Armor
Structure Factor
Head 3 8
Center Torso 8 10
Center Torso (rear) 3
L/R Torso 6 10
L/R Torso (rear) 2
L/R Arm 4 7
L/R Leg 6 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
iNarc Launcher RA 0 3 5.00
A.E.S. RA - 1 1.00
@iNarc (Homing) (4) CT - 1 1.00
@iNarc (Haywire) (4) CT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
8 0 0 0 0 1 0 Structure: 1
Special Abilities: INARC, SRCH, ES, SEAL, SOA

Prince posted this 16 January 2020

I wanted to make a lighter Devastator and I picked the Malestrom by chance because it's so goddamned ugly it get's overlooked- or at least that's how I think. I kept the TAG and such just for tits and pickles- if you dropped them, you could swap the PPCs for a heavy and a pair of lights which would jack your damage output up a little but LPPCs aren't good choices on anything over 60 tons without a capacitor.

It's basically a re-thought RWR Dragoon. Keep away from face and fire- sounds easy enough eh?

Maelstrom MTR-6F

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 16,455,250 C-Bills
Battle Value: 1,591

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 PPCs
2 LB 10-X ACs
1 TAG
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 2 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.00
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 33
Center Torso (rear) 8
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 21
L/R Leg 16 26

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TAG HD 0 1 1.00
PPC RT 10 3 7.00
PPC LT 10 3 7.00
C3 Computer (Slave) LT 0 1 1.00
LB 10-X AC RA 2 6 11.00
LB 10-X AC LA 2 6 11.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
Free Critical Slots: 3

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
4 3 4 4 0 3 0 Structure: 3
Special Abilities: TAG, C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA, FLK 1/1/1

Prince posted this 16 January 2020

With partial wings becoming more common and thanks to the advantages of improved jump jets, interdictors like the Guillotine and Grasshopper can now get some big deal speed and TMM boosts, to the point where their jump speed is actually acting as a form of armor. This one- likely a Marik breakoff state design- was made to be just a massive hammer to be tossed against Dervish -es and the like.

Guillotine GLT-7C

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 9,320,533 C-Bills
Battle Value: 1,739

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters (210 meters)
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
1 Snub-Nose PPC
4 Medium Lasers
1 SRM-4
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 107 points 3.50
Internal Locations: 2 LT, 6 LA, 6 RA
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 6 (7) Improved
Jump Jet Locations: 2 LT, 2 RT, 1 LL, 1 RL 12.00
Heat Sinks: Double Heat Sink 11(25) 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Light Ferro-Fibrous AV - 203 12.00
Armor Locations: 1 CT, 1 LT, 1 RT, 2 LA, 2 RA
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 22 32
Center Torso (rear) 8
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 11 21
L/R Leg 15 26

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
SRM-4 CT 3 1 2.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
Partial Wing LT/RT - 4/4 5.00
2 Medium Lasers RA 6 2 2.00
Snub-Nose PPC LA 10 2 6.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
4/7j 4 4 0 0 3 0 Structure: 6
Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA

Prince posted this 04 January 2020

I'm surprised that you didn't go all Hollander-esque with the LGR in the torso.  Interesting is what I call it, even from the whole Primitive thought-line.  Also good for trying to get away once you lose the LGR from the arm going bye-bye or from a TAC that takes out the capacitors.

Yep, that's part of the reasoning as any primitive is going to be easily critted and downed. Better to keep them in support roles and far away from full combat.

The other reason is because of bracing rules. Unlike the Hollander, this guy can use the other arm to brace the gun giving it (essentially) a free -1 to-hit all the time. I do it with Panthers a lot, it gets really overlooked.

Warhawk posted this 30 December 2019

I'm surprised that you didn't go all Hollander-esque with the LGR in the torso.  Interesting is what I call it, even from the whole Primitive thought-line.  Also good for trying to get away once you lose the LGR from the arm going bye-bye or from a TAC that takes out the capacitors.

Prince posted this 26 December 2019

I like messing around with Primitive 'mechs sometimes- it's real hard to properly build good designs out of them because of their serious deficiencies- namely, their armor is horrible and requires any Primitive to mount more and more just to try and keep up against other units. This also has a habit of 'shoving' a Primitive to long ranges to try and keep them protected, which is one of the reasons why the Ostwar and Hawkwolf are the best primitives in the game.

Here's my idea for a primitive Icarus. A single Light Gauss is a perfect weapon for a 40 tonner at this low speed and garbage armor- you could mount other guns, but that would either make it into an LRM boat, an ER Large laser carrier (of which the FWL has many) or something like a Thunderbolt carrier. Weird, but has it's uses despite being blown over in a good wind gust.

 

Icarus ICR-3X

Mass: 40 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 2,560,180 C-Bills
Battle Value: 646

Chassis: Unknown Primitive Structure
Power Plant: Unknown 195 Primitive Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Primitive
Armament:
1 Light Gauss Rifle
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 67 points 4.00
Engine: Primitive Fusion Engine 195 8.00
Walking MP: 4
Running MP: 6
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 1.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD, 1 LT, 1 RT
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Primitive AV - 69 6.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 12 10
Center Torso (rear) 3
L/R Torso 10 8
L/R Torso (rear) 3
L/R Arm 6 5
L/R Leg 10 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light Gauss Rifle RA 1 5 12.00
@Light Gauss Rifle (16) RA - 1 1.00
Free Critical Slots: 36

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
4/2j 1 1 1 0 2 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Prince posted this 27 April 2019

PURPLE BURD

Albatross ALB-5U

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 25,049,050 C-Bills
Battle Value: 1,882

Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
2 LRM-15s
4 Large Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
PURPLE BURRRRRRDDDD


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 232 13.00
Armor Locations: 3 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 30 33
Center Torso (rear) 10
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 20
L/R Leg 20 30

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Anti-Missile System HD 1 1 0.50
LRM-15 RT 5 3 7.00
LRM-15 LT 5 3 7.00
2 Large Lasers RA 16 4 10.00
2 Large Lasers LA 16 4 10.00
@LRM-15 (16) RT - 2 2.00
@LRM-15 (Semi-G) (8) RT - 1 1.00
@Anti-Missile System (12) RT - 1 1.00
Free Critical Slots: 6

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
4 4 4 2 0 4 0 Structure: 4
Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2

Prince posted this 27 April 2019

Yup! It means you can still roll to hit, succeed, and then *miss* even with streaks. With Ultraheavies being capable of carrying Clan ER large lasers (Sprite 2) or lugging MPLs at a 5/8/7 movement (Boggart 2) they are seriously powerful.

Warhawk posted this 19 April 2019

IH, the TRO 3060 includes 2 "near miss" sections on the random hit table because each Proto has such a small size when compared to 'Mechs.

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icehellion posted this 16 April 2019

Because of the "near miss" rules and the concentration of armor into specific locations

???

Prince posted this 15 April 2019

And in another direction, here's a neat discovery- did you know ultraheavy protomechs can reliably replace Inner Sphere lights up to around 25 tons? Not only are the bugs entirely replaceable but so are some like the Commando, shown here. Because of the "near miss" rules and the concentration of armor into specific locations I cannot think of a single reason why a player would choose a standard light 'mech over an ultraheavy proto, which just further invalidates them.

Commando II-P Superheavy Protomech 
Mass: 15 Tons
Chassis: Bipedal
Power Plant: 135 Fusion
Cruising Speed: 6 kph
Maximum Speed: 9 kph
Jump Jets: None
Jump Jet Capacity: 0 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown






Type: Commando II-P None
Technology Base: Clan (Wars of Reaving)
Tonnage: 15
Battle Value: Incomplete

Equipment: Mass
Internal Structure: 1500 KG
Engine: 135 4500 KG
Walking MP: 6
Running MP: 9
Heat Sinks: 0 KG
Cockpit: 750 KG
Armor Factor: 64 3200 KG
Internal Armor
Structure Value
Head 4 6
Torso 15 30
R/L Arm 4/4 6/6
Legs 8 16


All Weapons and Ammo Location Mass(KG)
SRM 4 LA 1000
SRM 4 ammo (11) LA 440
Medium Chemical Laser(1) RA 1000
Medium Chemical Laserammo(15) RA 500
SRM 6 T 1500
SRM 6 ammo (10) T 600

Prince posted this 25 March 2019

... and here's the other that I built it off of. LB-5, ER large and MML 5 is tasty but has another advantage- it's forgettable. Ever run a stock -2D in succession wars play? Everyone ignores them since they can't deal 20 damage- but that damage comes every turn. Before you know it, that Shad has actually worn through it's ammo pretty heavily but has rarely been shot the entire game, because its a -2D! Who cares?

 

Shadow Hawk SHD-5H

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 5,595,707 C-Bills
Battle Value: 1,355

Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 ER Large Laser
1 LB 5-X AC
1 MML-5
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Some consider the -5H Shadow Hawk to be the "true" Shadow Hawk upgrade that the
inner sphere has been waiting for, and to many this is correct. Kallon
Industries used recovered plans of the Star Leaague's -2Hb royal variant to
produce it with current technology, and as of 3079 has become a mainstray of
Mercenary forces looking to upgrade damaged units lost in the fires of the
Jihad.


Unlike many Shadow Hawk variants- even some of Kallon's own designs- the -5H is
remarkable for having unusually long engagement ranges. The Doombud MML
launcher, bantamweight autocannon and Heavy extended-range laser all have
similar range profiles out to ~570 meters, and while the -5H lacks any advanced
electronics is a capable supporter and threat to most forces thanks to it's
deep ammo bins and adequate speed. It is so effective in fact, that Lang
industries has been making inroads onto Kallon's board of Investors to try and
"uncover" more "secrets" that is stealing potential customers for their designs.


QUIRKS:

Battlefists

Improved Life Support

Ubiquitous


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 3.00
Internal Locations: 1 CT, 2 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 152 8.50
Armor Locations: 1 HD, 5 RT, 5 LA, 3 RA
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 18 20
Center Torso (rear) 6
L/R Torso 13 20
L/R Torso (rear) 5
L/R Arm 9 14
L/R Leg 13 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
MML-5 RT 3 3 3.00
LB 5-X AC LT 1 5 8.00
ER Large Laser RA 12 2 5.00
@LB 5-X (Cluster) (20) LT - 1 1.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 14
5j 2 2 2 0 2 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SEAL, SOA

Prince posted this 25 March 2019

Getting the Word (did nothing wrong) on the Shadow Hawk love. This variant I decided to use the Plasma rifle instead of an LB-5- less range, but hoooo boy can it nail armor. Funny enough, because of using a VSP laser, the rifle and infernos it's really decent against battle armor.

Shadow Hawk SHD-9W

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 6,516,407 C-Bills
Battle Value: 1,437

Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 Plasma Rifle
1 Medium VSPL
1 MML-5
1 Improved C3 Computer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 3.00
Internal Locations: 2 LT, 2 RT, 6 LA, 4 RA
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 161 9.00
Armor Locations: 1 HD, 1 CT, 3 LT, 3 RT, 2 LA, 2 RA, 1 LL, 1 RL
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 24
Center Torso (rear) 6
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 15
L/R Leg 13 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
MML-5 RT 3 3 3.00
Improved C3 Computer LT 0 2 2.50
Plasma Rifle LT 10 2 6.00
Medium VSPL RA 7 2 4.00
@MML-5 (LRM) (24) RT - 1 1.00
@MML-5 (SRM) (20) RT - 1 1.00
@Plasma Rifle (20) LT - 2 2.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 14
5/2j 3 3 1 0 2 0 Structure: 5
Special Abilities: C3I, CASE, MHQ2, SRCH, ES, SEAL, SOA

Prince posted this 18 February 2019

Shadow Hawk SHD-GD

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 8,468,115 C-Bills
Battle Value: 1,486

Chassis: Unknown Standard
Power Plant: Unknown 275 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Heavy Ferro-Fibrous w/ CASE
Armament:
1 Autocannon/10
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
A BT design of a MWO 'mech, this was in the Molten Metal's "Daily Dose" #508 on
the "Grey Death" Shadowhawk with some other interpretation. I made some minor
changes from the MWO version- I dropped the 12th DHS for a full suite of jump
jets and used heavy ferro instead of standard to get CASE and a 3rd ton of
ammo. End result is pretty good I think- though it's not very "SHAD!" in
loadout and design, it manages to use specialty rounds well and since it uses
"old" tech might be ignored in a fight long enough to really deal some damage.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Light Fusion Engine 275 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Heavy Ferro-Fibrous AV - 185 9.50
Armor Locations: 1 HD, 1 CT, 2 LT, 3 RT, 6 LA, 6 RA, 1 LL, 1 RL
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 9
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/10 LT 3 7 12.00
2 Medium Lasers RA 6 2 2.00
2 Medium Lasers LA 6 2 2.00
@AC/10 (20) RT - 2 2.00
@AC/10 (AP) (5) RT - 1 1.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5j 3 3 0 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 1/1/0

Prince posted this 18 February 2019

I have a confession to make- I have an unhealthy love of Shadow Hawks. I think the design Alex I. came up with is the perfect fusion of Battletech's Walking tank/Function-over-form ideals with Japanese Maneuverability/Seinen design, and each one feels "right" when you're trying to make it into a 'perect' 5/8/5 55-tonner.

The first is a custom I sometimes am not allowed to play with. One of the hidden benefits with Cappie Stealth armor is that a 'mech using it cannot be a secondary target- meaning that I got a lot of the old "DISTRACTION CARNIFEX"-like jokes when I brought 2 of these and an assault (a Highlander? I dunno...). And before you ask- In the fluff of the SPR-5S Spector, it specifically states that the Lyrans just outright bought stealth armor from the cappies for an absurd fee, proving that the Lyrans should just be able to buy enemies outright instead of fighting. Lyrans confirmed for AnCap.

 

Shadow Hawk SHD-7L

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 9,311,470 C-Bills
Battle Value: 1,916

Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Stealth Armor
Armament:
1 Gauss Rifle
1 ER Medium Laser
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
An upgrade to the -7M built on grey-market imported chassis from Earthwerks,
the -7L Shadow Hawk is a Blue Hole special made to be an interesting
combination between sniper and line-fighter. Using stealth composite armors
purchased from the Capellans and completely eschewing the typical missile
systems of past SHD's, the -7L mounts a Poland Model A gauss rilfe into the
right torso in a similar mount to the origional -2H and pairs it with a 'basic'
ER Medium laser in the classic right mount. Equipped with an impresseive 24
rounds of ammunition, the -7L is fearsome because it's armor requires it to be
specifically targeted to the expense of other battleifled opponents.


Impressive secondary to it's firepower is the 'mech itself. Underneath a visage
purposefully made to apepar like an ancient -1R, a new Light fusion engine-
allegedly some of the first functional battlefield examples- reduces stress on
the structure while still allowing a 'mech to sustain crippling battlefield
damage and be capable of escaping for possible repair. A full jump pack was
mounted, and the armor is nearly maximized on the chassis- making the -7L an
extremely potent adversary.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 3.00
Internal Locations: 1 HD, 1 RT, 6 LA, 6 RA
Engine: Light Fusion Engine 275 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 2 CT, 1 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Stealth Armor AV - 176 11.00
Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 22

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite RT 0 2 1.50
Gauss Rifle LT 1 7 15.00
ER Medium Laser RA 5 1 1.00
@Gauss Rifle (24) RT - 3 3.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
5j 2 2 2 0 2 0 Structure: 3
Special Abilities: ECM, STL, SRCH, ES, SEAL, SOA

Prince posted this 12 February 2019

Wanted the challenge. 20-tonners are nearly useless at this point.

Thunder posted this 12 February 2019

Ok, why not make it bigger?

Prince posted this 12 February 2019

This is a boss character that I designed for a possible Jihad game- a machina domini pilot using a battlefield-ready prototype that laughs at your attempts at hitting it. I've kinda considered tossing Matt Plog some bills and the TRO of this just to see what he would come up with- might be worth it, TBH. And before you ask, yes I've tried to mount C3i. You can't. Even the armor is thinner than I'd like.

Stinger STG-6W

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 0
Cost: 7,500,520 C-Bills
Battle Value: 1,072

Chassis: Unknown Composite Structure
Power Plant: Unknown 160 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 240 meters (300 meters)
Armor: Unknown Light Ferro-Fibrous
Armament:
3 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Composite Structure 33 points 1.00
Engine: XL Fusion Engine 160 3.00
Walking MP: 8
Running MP: 12
Jumping MP: 8 (10) Standard
Jump Jet Locations: 3 LT, 3 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 10(23) 0.00
Heat Sink Locations: 1 CT, 2 LA, 1 RA
Gyro: 0.00
Cockpit: Interface w/ Full Head Ejection System 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Light Ferro-Fibrous AV - 59 3.50
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 3 RA

Internal Armor
Structure Factor
Head 3 8
Center Torso 6 9
Center Torso (rear) 2
L/R Torso 5 6
L/R Torso (rear) 2
L/R Arm 3 5
L/R Leg 4 7

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser CT 5 1 1.00
Partial Wing LT/RT - 4/4 1.50
2 ER Medium Lasers RA 10 2 2.00
Null Signature System * 10 7 0.00
Free Critical Slots: 0

* The Null Signature System occupies 1 slot in every location except the HD.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 11
8/10j 2 2 0 0 1 0 Structure: 0
Special Abilities: ECM, STL, ENE, SRCH, ES, SEAL, SOA

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