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 14 May 2018

Next up, my idea of an Annihilator IIC, spawned from /BTG/ threads of a "Burrock Confederation" idea. In principle, the Society would wisely have been using the beaten bandit kingdoms in the invasion corridor as slaves and pilot fodder, and had managed to set up their own faction somewhere in the deep periphery as a secondary base to the Tanis system. While sparse (and largely dumb), the idea was cool with them using the Ryan and Grimm "bloodnames", whom had multiple, somewhat stable forms of mutagenic virothearapy preformed on them to make them better warriors in exchange for lower total lifespans. But hey, you're a clanner, you might live to 50 so who cares?


Annihilator IIC

Mass: 100 tons
Tech Base: Mixed
Chassis Config: Biped Omnimech
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 0
Cost: 13,120,833 C-Bills
Battle Value: 1,095

Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    59.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Burrock Confederation annihilator IIC. Arguably, the Small cockpit hurts the
design as the low speed makes it easy tto hit.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     152 points               10.00
Engine:             Fusion Engine                200                       8.50
    Walking MP: 2
    Running MP: 3
    Jumping MP: 0
Heat Sinks:         (CL) Double Heat Sink        10(20)                    0.00
    Heat Sink Locations: 1 LL, 1 RL
Gyro:               Compact                                                3.00
Cockpit:            Small w/ Full Head Ejection System                     2.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 280                 17.50

                                                      Internal       Armor     
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     31           46       
                                 Center Torso (rear)                  11       
                                           L/R Torso     21           32       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     17           30       
                                             L/R Leg     21           35       



================================================================================
Loadout Name: Configuration Prime                            Cost: 17,420,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,419

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) ER Medium Lasers                      CT        10        2         2.00
(CL) Hyper Assault Gauss 20                  RT        4         6        10.00
(CL) Hyper Assault Gauss 20                  LT        4         6        10.00
(CL) Gauss Rifle                             RA        1         6        12.00
(CL) ER Medium Laser                         RA        5         1         1.00
(CL) Gauss Rifle                             LA        1         6        12.00
(CL) ER Medium Laser                         LA        5         1         1.00
@HAG-20 (12)                                 RT        -         2         2.00
@HAG-20 (12)                                 LT        -         2         2.00
@Gauss Rifle (16)                            RA        -         2         2.00
@Gauss Rifle (16)                            LA        -         2         2.00
                                            Free Critical Slots: 14

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 24
2          6       6       4       0      4     3   Structure:  8
Special Abilities: OMNI, SRCH, ES, SEAL, SOA, FLK 2/2/2


================================================================================
Loadout Name: Alternate Configuration A                      Cost: 17,900,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,382

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        17(34)                    7.00
    Heat Sink Locations: 3 LT, 3 RT, 1 RA, 1 LL, 1 RL
    CASE II Locations: 1 LT, 1 RT                                          1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) Medium Pulse Lasers                   HD        8         2         4.00
2 (CL) LRM-15s                               CT        10        4         7.00
(CL) LRM-15                                  RT        5         2         3.50
(CL) LRM-15                                  LT        5         2         3.50
2 (CL) LRM-15s                               RA        10        4         7.00
2 (CL) LRM-15s                               LA        10        4         7.00
@LRM-15 (24)                                 RT        -         3         3.00
@LRM-15 (24)                                 LT        -         3         3.00
@LRM-15 (32)                                 RA        -         4         4.00
@LRM-15 (48)                                 LA        -         6         6.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 24
2          7       7       6       0      4     0   Structure:  8
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, LRM 5/5/5, IF 5


================================================================================
Loadout Name: Alternate Configuration B                      Cost: 17,510,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,104

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        16(32)                    6.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) ER Medium Lasers                      HD        10        2         2.00
(CL) Ultra AC/10                             CT        3         4        10.00
(CL) Ultra AC/10                             RT        3         4        10.00
(CL) Ultra AC/10                             LT        3         4        10.00
(CL) ER PPC                                  RA        15        2         6.00
(CL) ER PPC                                  LA        15        2         6.00
@Ultra AC/10 (30)                            RT        -         3         3.00
@Ultra AC/10 (30)                            LT        -         3         3.00
                                            Free Critical Slots: 14

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 21
2          6       6       5       0      4     3   Structure:  8
Special Abilities: OMNI, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration C                      Cost: 16,960,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,514

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        16(32)                    6.00
    Heat Sink Locations: 2 CT, 2 LT, 2 RT, 1 LL, 1 RL
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
(CL) Medium Pulse Laser                      HD        4         1         2.00
(CL) ER PPC                                  RT        15        2         6.00
(CL) Medium Pulse Laser                      RT        4         1         2.00
(CL) ER PPC                                  LT        15        2         6.00
(CL) Medium Pulse Laser                      LT        4         1         2.00
(CL) Gauss Rifle                             RA        1         6        12.00
(CL) Medium Pulse Laser                      RA        4         1         2.00
(CL) Gauss Rifle                             LA        1         6        12.00
(CL) Medium Pulse Laser                      LA        4         1         2.00
@Gauss Rifle (16)                            RT        -         2         2.00
@Gauss Rifle (16)                            LT        -         2         2.00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 25
2          6       7       4       0      4     3   Structure:  8
Special Abilities: OMNI, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration D                      Cost: 17,660,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,323

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        21(42)                   11.00
    Heat Sink Locations: 1 HD, 2 CT, 2 LT, 2 RT, 2 LA, 2 RA, 1 LL, 1 RL
    CASE II Locations: 1 LT, 1 RT                                          1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) LRM-15s                               RT        10        4         7.00
2 (CL) LRM-15s                               LT        10        4         7.00
2 (CL) Large Pulse Lasers                    RA        20        4        12.00
2 (CL) Large Pulse Lasers                    LA        20        4        12.00
@LRM-15 (24)                                 RT        -         3         3.00
@LRM-15 (24)                                 LT        -         3         3.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 23
2          6       6       6       0      4     0   Structure:  8
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, LRM 3/3/3, IF 3


================================================================================
Loadout Name: Alternate Configuration E                      Cost: 18,865,833
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2,000

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        13(26)                    3.00
    Heat Sink Locations: 1 HD, 2 CT, 1 LL, 1 RL
    CASE II Locations: 1 LT, 1 RT                                          1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
(CL) LB 10-X AC                              RT        2         5        10.00
2 (CL) ER Medium Lasers                      RT        10        2         2.00
Long Tom Artillery Cannon                    LT/LA     20        5/10     20.00
2 (CL) ER Medium Lasers                      LT        10        2         2.00
(CL) LB 10-X AC                              RA        2         5        10.00
2 (CL) ER Medium Lasers                      RA        10        2         2.00
@LB 10-X (Cluster) (20)                      RT        -         2         2.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 20
2          4       4       2       0      4     4   Structure:  8
Special Abilities: OMNI, ARTLTC, CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1

Prince posted this 14 May 2018

I intended the "Screamer" Banshee as a combo of either a custom ride for a player character, or as a refit for the army of BNC-3E's still running around the inner sphere who haven't had their GM 380s ripped out. Naturally, the best idea is to turn it into a mobile cannonball and specialty AC round shooter. Still got that cigar small laser too- it pays to be that badass. Toss a Melee master pilot inside and rip shit up with an assault that costs less than 2,000 BV.

Banshee Screamer

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 20,111,553 C-Bills
Battle Value: 1,948

Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion Engine
Walking Speed: 43.2 km/h (54.0 km/h)
Maximum Speed: 64.8 km/h (108.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy Ferro-Fibrous
Armament:
1 Autocannon/20
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: Fusion Engine 380 41.00
Walking MP: 4 (5)
Running MP: 6 (10)
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
TSM Locations: 2 LA, 2 RA, 1 LL, 1 RL
Armor: Heavy Ferro-Fibrous AV - 246 12.50
Armor Locations: 1 CT, 6 LT, 2 RT, 5 LA, 5 RA, 1 LL, 1 RL
CASE II Locations: 1 LT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 30 41
Center Torso (rear) 10
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 23
L/R Leg 20 30

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
Supercharger CT - 1 4.50
Autocannon/20 RT 7 10 14.00
@AC/20 (25) LT - 5 5.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
5 3 2 0 0 4 0 Structure: 8
Special Abilities: TSM, CASEII, SRCH, ES, SEAL, SOA, AC 2/2/0

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Prince posted this 30 June 2018

Indefatigable IN-30D

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 3132
Cost: 9,850,750 C-Bills
Battle Value: 2,178

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ballistic-Reinf. Armor w/ CASE
Armament:
1 ER PPC
1 LRM-15
5 Medium Lasers
1 Laser Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Built to replace the Götterdämmerung, the Indefatigable has been made to solve
all of the precursor's shortcomings as a heavy including it's false rapport of
massive damage absorption. The Indefatigable uses nearly the same weapons
loadout, however mixes Ballistic-rienforced plating with an expensive Blue
Shield field system and Laser AMS to blunt all attacks except for laser
weapons, physicals and artillery. This combination also makes the Indefatigable
nearly impervious to missle attacks- the rienforced plating already blunts
rocket's by half, after the AMS system has done it's job.


Otherwise, the design follows the Götterdämmerung so closely Blackstone would
sue if they could. It shares the same profile of ER PPC and LRM 15, however
it's heat woes mean the lasers are standard profile. However, while hot the
Indefatigable can manage it easily and the LRM has twice the munitions as it's
progenitor. It's 12 doubles are taxed, but pilots soon learn to rely on the LRM
for cooldown periods and leave the AMS systems on when possible.


Most importantly, the Indefatigable uses a basic cockpit system, giving pilots
the ability to eject if things go wrong. It's chassis is a simple Endo-steel
the likes of which have been made for over 75 years, and the engine is none
other than the venerable VLAR 300; a fusion core that has stood the test of
time like few others.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 HD, 2 LT, 3 RT, 4 LA, 2 RA, 1 LL, 1 RL
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ballistic-Reinf. Armor AV - 216 18.00
Armor Locations: 1 LT, 4 RT, 3 LA, 2 RA
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 34
Center Torso (rear) 9
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 28

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
Laser Anti-Missile System RT 7 2 1.50
2 Medium Lasers RT 6 2 2.00
LRM-15 LT 5 3 7.00
2 Medium Lasers LT 6 2 2.00
ER PPC RA 15 3 7.00
@LRM-15 (16) LT - 2 2.00
Blue Shield Project * - 7 3.00
Free Critical Slots: 0

* The Blue Shield PFD occupies 1 slot in every location except the HD.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 22
4 3 4 2 0 3 1 Structure: 6
Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, IF 1

Prince posted this 01 August 2018

"The auspex of Castle Brom had long detected the alien warship of the Reclaimers, who had made their intentions known in other systems of the artifacts they were searching for with gunfire. At planetary 0230 hours on the night side, fast drone fighters met our own valiant Interceptors in high orbit and began trading fire, soon devolving into a light show that could be seen from space. Only due to the liftoff and placement of 2 Leopard dropships- the Dawn's Mark and Open Arms- were our aerospace fighters able to continue with fuel resupply and fresh pilots while the Reclaimers continued to disgorge fighters into the fray.

At 0400 their warship maneuvered into a close-orbital plane, and an unknown fighter dropped from the battle area into atmosphere- it was quickly lost on radar due to ECM interference. As our aerofighters broke to regroup on the other side of the planet, at 0455 Reclaimers began combat-dropping on-world against the Castle which readied itself for orbital fire. However, at 0510 the aerofighter was detected again- this time at Nape-of-earth- maneuvering directly at the Castle. With all castle guns pointed at the oncoming invasion, there was little time to prepare for the marauding aerofighter and at 0512 Castle Brom was struck by a nuclear missile rated at over 300 kilotons. The castle was taken by an estimated ~1130 with few survivors. All have since perished due to fallout.

This "technical readout" is merely an approximation based on what data remained after the blast and ROMs uncovered. It's ability as a "land-air" Mech are believed simply due to the fact that the initial fighter landed some ~60 kilometers away at sea, but was able to keep to nape-of-earth movement and cross that quickly. The existence of other weaponry- and it's total speed- is only an approximation. Naturally, if such a unit is seen in-field, it must be treated as a priority target."

Interdictor LAM I-0X-LAM

Mass: 55 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 0
Cost: 7,631,528 C-Bills
Battle Value: 1,532

Chassis: Unknown Composite Structure
Power Plant: Unknown 220 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
1 (CL) ER PPC
1 Nova CEWS
1 Cargo, Standard (5.0 tons)
1 Cargo, Liquid (1.0 tons)
5 Cargo, Standard (1.0 tons)
1 Cargo, Standard (0.5 tons)
1 Light TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Mobile atmosphere-dropped nukes. The Interdictor is meant to be dropped off in
system using drop tanks, enter atmo, launch a nuclear-tipped missile and be
ready for pickup by dropship.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Composite Structure 91 points 3.00
Engine: Fusion Engine 220 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 6 Improved
Jump Jet Locations: 2 LT, 2 RT, 1 LL, 1 RL 6.00
Heat Sinks: (CL) Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 163 10.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 24
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 6
L/R Arm 9 16
L/R Leg 13 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Cargo, Standard (0.5 tons) HD 0 1 0.50
Cargo, Liquid (1.0 tons) CT 0 1 1.00
Cargo, Standard (1.0 tons) CT 0 1 1.00
2 Cargo, Standard (1.0 tons)s RT 0 2 2.00
Nova CEWS LT 2 1 1.50
Cargo, Standard (5.0 tons) LT 0 5 5.00
2 Cargo, Standard (1.0 tons)s LT 0 2 2.00
(CL) ER PPC RA 15 2 6.00
Light TAG LA 0 1 0.50
Free Critical Slots: 15

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

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Thunder posted this 02 August 2018

There is backstory there.  I kinda wonder what the context is.

I'm also impressed that you managed to get 300kilotons of explosive out of a 500 tons weapon.

Prince posted this 08 August 2018

There is backstory there.  I kinda wonder what the context is.

I'm also impressed that you managed to get 300kilotons of explosive out of a 500 tons weapon.

I actually matched current nuclear weapons (at least, what is publicly known) and 'upgraded' them to that- it's a 5-ton missile and only "flies" 5-7 maps, so it's gotta be one hell of a warhead. But I did forget that the firing unit has to get out of the way, so...

Also, this needs almost nothing to be a 'mech used in your games. The 'Liquid' storage is literal- its for more fuel for airmech/aerotech modes and is almost necessary, as are the Improved jump jets. That 5-ton bay can also carry nearly every different missile type. If you use it, you would likely want to use pulse lasers, SNPPCs, or other things to act as a backstabber.

The backstory is focused on a custom faction I made for a game that uses Btech rules as a guide. Think Grey Knights, but more sensible and focused on drones/AI for the heavy lifting. All their designs i'll put into another thread.

Prince posted this 08 August 2018

I'M THE TRASHMAN

I THROW TRASH ALLLLLLL OVER DA RING

THEN, I START EATIN' GARBAGE

Urbanmech UM-R81

Mass: 30 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: 1,961,700 C-Bills
Battle Value: 927

Chassis: Republic-R Standard
Power Plant: Nissan 90 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: ProtecTech 6 Ferro-Fibrous
Armament:
1 Ceres Arms Crusher Plasma Rifle
2 Death Blossom Rocket Launcher 15s
4 Death Blossom Rocket Launcher 10s
1 Kajuka Type 1P Small Pulse Laser
Manufacturer: Hellespont Industrials
Primary Factory: Betelgeuse
Communications System: Dalban Interact
Targeting and Tracking System: Dalban Urban

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 90 3.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 1.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 3 LT, 3 RT, 1 LA
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 98 5.50
Armor Locations: 6 LA, 6 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 4
L/R Torso 7 10
L/R Torso (rear) 4
L/R Arm 5 10
L/R Leg 7 11

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Rocket Launcher 10 HD 3 1 0.50
Rocket Launcher 10 CT 3 1 0.50
Rocket Launcher 15 RT 4 2 1.00
Rocket Launcher 10 RT 3 1 0.50
Rocket Launcher 15 LT 4 2 1.00
Rocket Launcher 10 LT 3 1 0.50
Plasma Rifle RA 10 2 6.00
Small Pulse Laser LA 2 1 1.00
@Plasma Rifle (20) RA - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
3j 2 2 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Captain posted this 12 August 2018

My only thought on this one is: why the 15s instead of another four 10s?

Prince posted this 14 August 2018

I think it was just because RL 15s and 20s are completely outclassed by the 10, and I purposefully wanted to break that a little.

Prince posted this 20 August 2018

Who wants more Handhelds?

Incubus X 

Mass: 40 tons
Tech Base: Mixed
Chassis Config: Biped Omnimech
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 0
Cost: 10,418,333 C-Bills
Battle Value: 687

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
10.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Built as an omni not only to carry handheld weapons, but also to quickly
transport battlearmor and protomechs in light recon and strike stars.


Uses the same handheld combinations as the normal Incubus II along with some
additions like rocket launchers.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 1 LT, 1 RT, 4 LA, 1 RA
Engine: XL Engine 320 11.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: (CL) Double Heat Sink 10(23) 0.00
Gyro: Standard 4.00
Cockpit: Torso-Mounted 4.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 124 6.50
Armor Locations: 1 LT, 1 RT, 1 LA, 4 RA

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 11
L/R Leg 10 15

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Partial Wing LT/RT - 3/3 2.00
Free Critical Slots: 26

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 7
8 0 0 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Configuration Prime Cost: 12,050,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,399

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (CL) Medium Pulse Lasers HD 8 2 4.00
Light TAG HD 0 1 0.50
ECM Suite RT 0 1 1.00
Light Active Probe LT 0 1 0.50
Free Critical Slots: 9

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
8/10j 2 2 0 0 2 0 Structure: 2
Special Abilities: OMNI, LTAG, LPRB, RCN, ECM, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration A Cost: 12,330,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,834

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
4 (CL) ER Medium Lasers HD 20 4 4.00
Active Probe RT 0 1 1.00
TAG LT 0 1 1.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
8/10j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, TAG, PRB, RCN, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration B Cost: 11,819,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,884

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (7) (Standard)
Jump Jet Locations: 2 LT, 1 RT, 1 LL, 1 RL 2.50
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Improved Heavy Large Laser HD 18 3 4.00
(CL) ER Medium Laser HD 5 1 1.00
TAG RT 0 1 1.00
(CL) Targeting Computer RT - 1 1.00
Light Active Probe LT 0 1 0.50
Free Critical Slots: 10

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
8/5j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, TAG, LPRB, RCN, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration C Cost: 11,638,783
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,407

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Large Pulse Laser HD 10 2 6.00

The Incubus II is neat, but seriously looses out on NOT being an Omni- which, if the Hells Horses can make that POS called the Balius mid-invasion into Falcon space, they can afford to make an omni that's GOOD. The plan for the Incubus X here is "Big Light"- use Omni capability to ferry Protomechs with magclamps (or battle armor) to the front and use the handhelds to carry basic weapons. Being a 40 ton omni, a Roc is considered to "weigh" 4 tons and thus does not affect speed (this changes with a handheld of course) Which in the prime config should allow one of these to still jump 7 hexes, drop it's toddler off, and fly away with it's handheld for shenanigans.

Funny enough, per the math the 40 ton weight is perfect for this- while you free gyro/engine weight if you go 35 tons you loose out on properly carrying protomechs and handhelds, but you can't go heavier without loosing the ability to jump 10 hexes.

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  • Nightstalker666
Prince posted this 20 August 2018

WOTS DA GUNZ BOYZ

7 Rocket Launcher 10s duct-taped together 3.5 tons

8 points of armor 0.5 tons

 

2 Medium Chemical Lasers 2.0 tons

1 ton of ammo - 30 rounds - 1.0 ton

1 ton of armor - 16 points - 1.0 ton

 

3 Clan LRM 5 - 3 tons

1 ton of Clan LRM 5 ammo - 24 rounds - 1 ton

 

5 Clan SRM 4s - 2.5 tons

1 ton of clan SRM 4 ammo - 25 rounds - 1.0 ton

8 points of armor - 0.5 tons

 

5 AP Gauss Rifles - 2.5 tons

1 ton of ammo - 40 rounds - 1.0 tons

8 points of armor - 0.5 tons

 

Clan NARC Launcher - 2 tons

1 ton of NARC ammo - Homing, 6 rounds - 1.0 ton

16 points of armor - 1.0 ton

 

6 Small Chemical Lasers - 3.0 tons

0.5 tons of ammo - 30 rounds - 0.5 tons

8 points of armor - 0.5 tons

 

2x Machine Gun Arrays with 4 Machine guns each (a total of 8) - 2.5 tons total

0.5 tons Machine Gun Ammo - 100 rounds - 0.5 tons

16 points of armor - 1.0 tons

(BRRRRRRRRRRRT)

 

And for LOLZ:

Protomech AC/2 - 3.5 tons

Half ton of PAC/2 ammo - 20 rounds - 0.5 tons

 

Fluid Gun - 2.0 tons

2 Half-tons of Fluid gun ammo - 10 rounds each - 1.0 tons

16 points of armor - 1.0 tons

(FYI I would likely do a portion of Oil Slick and the other inferno. Oil Slick can make pavement impossible to move on.)

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  • Nightstalker666
Captain posted this 20 August 2018

Amusing, but with two problems (unless errata I don't know about solves them):

1) There are too many weapons in the first handheld weapon mount. Quoth TacOps: "...a Handheld Weapon may be constructed with a maximum of six heavy (vehicular-class) weapons..."

2) Unfortunately, machine gun arrays are illegal to mount in a handheld weapon. Only Artemis IV/V and TAG are eligible.

Prince posted this 20 August 2018

1. So we swap 2 RL 10s for a single 15, no problem.

2. Really? The Incubus II has an array for it's MG handheld. If so, we can simply slap a crap-ton of Heavy Machine guns together.

Either way, I checked TacOps and it makes no mention about arrays being illegal. Do you have a page number for that?

Captain posted this 21 August 2018

Looking at my copy of TRO: Prototypes, the Incubus II's "Machine Gun Weapon" has 4 machine guns, a half-ton of ammo, and a half-ton of armor, but no array. Similarly, the Quickdraw's Anti-Infantry Weapon has 5 machine guns, but no array.

As for arrays not being allowed to be installed in handheld weapon mounts, it's an extrapolation from the following line in TacOps, page 314: "No items described as 'Other Equipment' (other than Artemis or TAG) may be incorporated into a Handheld Weapon design." as well as Techmanual listing MG arrays under "Special Equipment," which is where TAG can be found (source: Inner Sphere Heavy Weapons and Equipment Table [Cont.], page. 342). In fact, I just realized that that also makes the NARC configuration illegal, as the NARC Missile Beacon is in the same section.

Prince posted this 25 August 2018

No NARC? That's just trifling. I'd bring that up in a question on the Official Forums, but I don't want to deal with getting banned from there again for having opinions lmao

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  • Nightstalker666
Prince posted this 25 August 2018

For this Commando, I realized- NARC and TAG are absurdly better than Artemis IV. Like, it's kinda nuts.

Commando COM-5N

Mass: 25 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: 3060
Cost: 2,436,250 C-Bills
Battle Value: 676

Chassis: Unknown Endo-Steel
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h (129.6 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 Medium Lasers
1 Narc Launcher
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Based on the -5S, the -5N Commando is an impressive refit for basic
fire-support companies. After dropping the SRMs, the -5N uses a single NARC
launcher with 6 rounds backed up with a C3 module; a second medium laser has
been added to the left arm along with more armor and a MASC system.

The refit was actually highly prized by pilots- the use of only 6 rounds was
intentional, as as scout mechs lack the armor to last in the field. All -5N
pilots are given specific instructions- to take the best shots and to retreat
from battle when their NARC launcher is expended. Because of this, -5N pilots
have very good surrvival rates and plenty are still in use by the Dark Age, and
it found a resurgance with the use of MML Launchers when Artemis IV was not
available for missile accuracy.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 2 CT, 3 LT, 3 RT, 3 LA, 3 RA
Engine: Fusion Engine 150 5.50
Walking MP: 6
Running MP: 9 (12)
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
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: Ferro-Fibrous AV - 89 5.00
Armor Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 8 12
Center Torso (rear) 4
L/R Torso 6 9
L/R Torso (rear) 3
L/R Arm 4 8
L/R Leg 6 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
MASC LT - 1 1.00
Narc Launcher RA 0 2 3.00
2 Medium Lasers LA 6 2 2.00
@Narc (Homing) (6) RT - 1 1.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
8 1 1 0 0 1 0 Structure: 2
Special Abilities: C3S, SNARC, MHQ1, SRCH, ES, SEAL, SOA

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Prince posted this 25 August 2018

Question: Can you EVER find a use for Compact Heat sinks?

Answer: Actually... kinda, yeah.

Commando COM-9AX

Mass: 25 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: 3,432,604 C-Bills
Battle Value: 737

Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Fusion XL 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:
4 SRM-4s
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
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: XL Fusion Engine 200 4.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Compact Heat Sink 10 0.00
Heat Sink Locations:
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Heavy Ferro-Fibrous AV - 89 4.50
Armor Locations: 1 HD, 5 LT, 5 RT, 4 LA, 4 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 8 13
Center Torso (rear) 3
L/R Torso 6 10
L/R Torso (rear) 2
L/R Arm 4 8
L/R Leg 6 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 CT 3 1 2.00
SRM-4 RT 3 1 2.00
SRM-4 LT 3 1 2.00
ER Small Laser RA 2 1 0.50
SRM-4 LA 3 1 2.00
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
8 2 2 0 0 1 0 Structure: 1
Special Abilities: SRCH, ES, SEAL, SOA, SRM 2/2/0

Nightstalker666 posted this 30 August 2018

I don't see what the point was in using compacts when you only have what's in the engine.. Compact HS are best put in the legs of a high heat mech that keeps access to at least level one water as each HS underwater is doubly effective making a maximum of 16 heat dissipation by using all the extra leg critical slots. or for when you must equip more heatsinks but have little room as I'm sure you intended to show with this recent design..

Prince posted this 31 August 2018

*Kinda*. One of the newly added rules in TacOps was a change in the number of compact heat sinks that can be fit into an engine- it's also halved, so once you've mounted a 125 plant every CHS fits. This 'mech was made alongside some brainstorming with anons on /BTG/, whom think that the only *real* use for CHS is in these fast missile carriers who have almost no space for much of anything.

I'd agree with your comment, but in the Dark Ages clantech is amok, and instead of using CHS you likely could mount coolant pods instead which would give you similar benefits.

Nightstalker666 posted this 01 September 2018

I'll take A-pods over coolant pods anyday, if it's a oneshot item I'm usually not a fan, especially if it's not gunna have much impact on any aspect of gameplay. 

I was wondering if you were using the "limited critical space" feature, but you answered that. 

Prince posted this 01 September 2018

Yup! It says a LOT about CHS when out of the 2 whole 'mechs that use them, the ONLY one that gets close to using them properly is the -016 Bombard which has to carry twin Light Gauss Rifles and Chameleon LPS.

Nightstalker666 posted this 05 September 2018

with how hot light mechs can get jumping 8+ in a turn; I had a couple designs at some point putting the JJ's in the torso and compacts in the legs with endo & an XL engine probly, this was back when I only had rulebooks from '91 back so probly tech lvl 2 only (3050>

Prince posted this 12 November 2018

Wight WGT-4SC

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3073
Cost: 3,828,510 C-Bills
Battle Value: 1,176

Chassis: Unknown Endo-Steel
Power Plant: Unknown 175 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
2 Light PPC + PPC Capacitors
4 ER Medium Lasers
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The -4SC Wight was built in the latter period of the Jihad by Starcorps, who
were eventally able to procure a source of standard 175 fusion engines to
replace the Omni compact plant. Used because the origional design gained little
from the small fusion system, the -4SC replaced the heavy PPC for paired Light
cannons with attached capacitors- allowing the 35 ton 'mech to suddenly equal a
Warhammer in ranged firepower at half the mass. For short-range combat, the
-4SC carries 4 ER Medium lasers in over-wrist mounts for wide fields of fire. A
extra double heat pump gives this new Wight the ability to fire off a "group"
of lasers and run for no deficit.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 2 LT, 2 RT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: Fusion Engine 175 7.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Light Ferro-Fibrous AV - 118 7.00
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 16
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
Light PPC + PPC Capacitor RT 10 2 3.00
Light PPC + PPC Capacitor RT 5* 1 1.00
Light PPC + PPC Capacitor LT 10 2 3.00
Light PPC + PPC Capacitor LT 5* 1 1.00
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Free Critical Slots: 3

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 12
5 2 2 1 0 1 1 Structure: 3
Special Abilities: C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA

Thunder posted this 12 November 2018

I'd tend towards less medium lasers and more speed.  It seems the best bet with capacitor weapons.

Prince posted this 12 November 2018

You'd have to loose 3 tons total to fit that. Maybe a light engine would work, but it wouldn't fit the A S T H E T I C of the Wight.

Prince posted this 12 November 2018

For this, I did an interesting protomech on the Official Forums here, where I tried to min/max a standard protomech decently well. As I originally wrote, in math the mag clamps are best at ~8 tons, where the small horde of 50-ton omnis like the Nova and Nobori-Nin and 55 tonners like the Stormcrow and Septemecia can carry them with no speed deficit. Much of the loadout comes down to personal preference- I went with an clan ER Medium since... it's the ER medium, however tons of other guns can be fitted for more damage or more range with ~2250KG To work with. As one forumite said, a Medium Chemical laser and SRM 3 pack would fit well and at a 3/5/5 movement with MagClamps would be decently used.

I feel bad for the Xeno426 guy. He tried contacting me right after I had been banned

Mass: 8 Tons 
Chassis: Bipedal
Power Plant: 40 Fusion
Cruising Speed: 3 kph
Maximum Speed: 5 kph
Jump Jets: Extended Jump Jets
    Jump Jet Capacity: 150 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

 
 
 
 
 
Type: New Protomech Extended Jump Jets
Technology Base: Clan (Wars of Reaving)
Tonnage: 8
Battle Value: Incomplete
 
Equipment:                        Mass
Internal Structure:                800 KG
Engine:               40           1000 KG
     Walking MP:      3
     Running MP:      5
     Jumping MP:     
Heat Sinks:           5          1250 KG 
Cockpit:                          500 KG 
Armor Factor:         39          1950 KG 
                Internal       Armor
                Structure      Value
   Head            2             5 
   Torso           8             15 
   R/L Arm         2/2           3/3
   Legs            5             10 
   Main Gun        1             3 


All Weapons and Ammo    Location    Mass(KG)
ER Medium Laser(1)                      MG          1000   
Magnetic Clamps(1)                      T           500   

icehellion posted this 12 November 2018

You'd have to loose 3 tons total to fit that. Maybe a light engine would work, but it wouldn't fit the A S T H E T I C of the Wight.

A Light Engine would fit with you needing only 1 ton free.

Prince posted this 14 November 2018

I've been on a kick of emulating one of the new Draconis Combine's design concepts- lightweight XL components with hardened armor. This Thug emulates some of these ideas, carrying 20 tons of hardened armor and a movement of 4/5. I was pleasantly surprised that I could fit 3 MML 5s into it, though I wish I could get a little more ammo. I'd personally use this 'mech to close once big holes have been punched with the Heavy PPCs.

Thug THG-14H

Mass: 80 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: 18,749,640 C-Bills
Battle Value: 1,920

Chassis: Unknown Endo-Composite
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Hardened w/ CASE
Armament:
2 Heavy PPCs
3 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 122 points 6.00
Internal Locations: 1 HD, 1 LA, 1 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 320 11.50
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: XL 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Hardened AV - 160 20.00
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 25 22
Center Torso (rear) 8
L/R Torso 17 20
L/R Torso (rear) 6
L/R Arm 13 15
L/R Leg 17 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 MML-5s RT 6 6 6.00
MML-5 LT 3 3 3.00
Heavy PPC RA 15 4 10.00
Heavy PPC LA 15 4 10.00
@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: 11 Points: 19
4 4 4 4 0 4 1 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

Prince posted this 17 December 2018

Here's a design that came up in discussions about the -5S and -5W Archers. Both of these machines fell prey to the 3050 NARC EVERYTHING curse, but this actually means that a well-prepared unit can actually defend itself more than you realize. NARC lights up a target like none-other and allows glass cannon 'mechs like the -5W to be paired with cheap BV support tank like SRM carriers, which when loaded with NARC rounds become terrifying.

This -5Mr takes advantage of this. MMLs are used as support, and you don't need arms or hands- just more missiles, and more ammo combinations. Run tons of NARC-capable and smoke and watch as you suddenly begin to control a map. A couple of these, a -5W for close-in support and maybe a fast light or medium for scouting and LOS duty and you have a hell of a support lance. I've considered dropping a ton of armor just to get another ton of ammo in there.

Archer ARC-5Mr

Mass: 70 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: 13,995,533 C-Bills
Battle Value: 1,467

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 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 LRM-20s
2 MML-7s
2 ER Medium Lasers
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
A redesign of the ARC-5S, built after the Word's occupation of Hesperus. This
Archer is made ot pump as much missile damage as possible while retaining it's
strengths. While 11 tons of armor was seen as merely "adequate" and the moving
of the missiles to the fistless arms as odd, the new Archer did not require any
rear-mounted guns; and the idea of 14 SRM's fired behind itself kept would-be
back scratchers away. It is paried up with older ARC-5S units, and uses
NARC-based MML rounds to dissuade opponents.

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 107 points 3.50
Internal Locations: 1 HD, 1 LT, 4 LA, 4 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 280 8.00
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 R: SH+UA
Armor: Standard Armor AV - 184 11.50
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 22 26
Center Torso (rear) 7
L/R Torso 15 22
L/R Torso (rear) 7
L/R Arm 11 20
L/R Leg 15 22

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) CT 0 1 1.00
LRM-20 RT 6 5 10.00
LRM-20 LT 6 5 10.00
MML-7 RA 4 4 4.50
ER Medium Laser RA 5 1 1.00
MML-7 LA 4 4 4.50
ER Medium Laser LA 5 1 1.00
@LRM-20 (12) RT - 2 2.00
@MML-7 (SRM) (14) RT - 1 1.00
@LRM-20 (12) LT - 2 2.00
@MML-7 (LRM) (17) RA - 1 1.00
@MML-7 (LRM) (17) LA - 1 1.00
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
4 3 4 3 0 3 0 Structure: 3
Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA, LRM 1/2/3, IF 3

Thunder posted this 20 December 2018

Various impressions.  Feels like a longbow.  Could trade the ER Mediums for extra ammo or make them flamers.  Then again keeping them gives short range punch where the LRM's are not happy.  There is nothing significant I'd want to change about this design.

icehellion posted this 20 December 2018

Various impressions.  Feels like a longbow.  Could trade the ER Mediums for extra ammo or make them flamers.  Then again keeping them gives short range punch where the LRM's are not happy.  There is nothing significant I'd want to change about this design.

 

And I would try to have only one missile system (LRM or MML) not both.

This eases the logistics.

Prince posted this 04 February 2019

Hussars can really be fun. Here's my attempt at making a Hussar variant that would actually fit into 3145.

Hussar HSR-800-D

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3067
Cost: 17,904,640 C-Bills
Battle Value: 1,157

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 XXL Fusion Engine
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 (T) Heavy PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Recovered in 3076 after the conquest and recapture of Coventry, the HSR-800 is
an attempt to replace the poor showing of the -900- series of Hussars. The -800
was built for three reasons- fix the lagging abilities of the -900- series,
push the Hussar to it's limits as a hunter, and finally open a new market with
highly-advanced and expremental technology.

The Esidach "Star's Fury" 300 ultralight engine was produced from extensive
deals with the Daimond Sharks, when Coventry particle physicists and nuclear
engineers were prototyping a new reactor type that used a hourglass-shaped
reactor core with mirrored magnets at it's midsection for the fusion itself.
The mirrored prototype was marked for potenial for batlefield use, and while
it's hourglass shape made it unusually balky it was promised to Esidach that a
functional prototype could be delivered within several years. The Sharks came
into play here- in exchange for millions of Kroner and an unknown access to a
single battlemech line on Conventry, the Sharks "handed-down" several of their
own ultralight-scale reactor prototypes and concepts, all of which were
battlefield-capable due to clan standards.

The other addition to the -800- was the creation of the Combine's Heavy PPC.
Capable of achieving the same damage as the feared clan version, the Heavy
particle gun was immeaditely sourced from Combine trade and work began on
attaching it to the -800. When the cannon could not be mounted flush with the
chassis due to the power plant, a prototype model of 'mech turret was used from
past Hussar prototypes to allow the Particle gun an awesome 360-degree swivel.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 2 CT, 2 LT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: XXL Fusion Engine 300 6.50
Walking MP: 10
Running MP: 15
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+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 89 5.00
Armor Locations: 1 HD, 4 LT, 1 RT, 3 LA, 3 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 12
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Arm 5 8
L/R Leg 7 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) Heavy PPC RT 15 4 10.00
Mech Shoulder Turret RT - 1 1.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 12
10 2 2 2 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Thunder posted this 08 February 2019

So once the sea foxes are involved... Why not clan erppcs.

Ignoring clan fluff, fair design if costly.

Prince posted this 11 February 2019

Obligatory.

The term Thunder, is "contracted". Really, its apart of my own ideas for XXL engines, as even the fluff states that most are really just science projects that can kinda be made into a military design if you ignore such wussy things as "cost" and "radiation". Why no clan version? So the foxes can get one too duhhhhhhh

Prince posted this 11 February 2019

With this Dart variant, the Lyrans say fuck lights

Dart DRT-7H

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: 4,186,250 C-Bills
Battle Value: 690

Chassis: Unknown Standard
Power Plant: Unknown 225 Light Fusion Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Stealth Armor
Armament:
1 Medium VSPL
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The DRT-7H "Hunter" is apart of the new battlemech paradigm with the lyran
commonwealth to try and keep it's more exprienced pilots and crews alive as
long as possible on the battlefield, done with new technology in armors and
defensive measures. The "hunter" class Dart was built as a factory refit
package for the stock DRT's, using the stealth armor composities for the
Spector to keep it's pilots alive for longer periods. The origional small pulse
lasers are gone- replaced by a single Medium variable speed laser for accurate
anti-armor work.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 43 points 2.50
Engine: Light Fusion Engine 225 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 RT
Gyro: XL 1.50
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Stealth Armor AV - 80 5.00
Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 8 10
Center Torso (rear) 3
L/R Torso 6 9
L/R Torso (rear) 3
L/R Arm 4 7
L/R Leg 6 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite RT 0 2 1.50
Medium VSPL RA 7 2 4.00
Free Critical Slots: 22

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
9 2 1 0 0 1 0 Structure: 1
Special Abilities: ECM, STL, ENE, SRCH, ES, SEAL, SOA

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

Thunder posted this 12 February 2019

Ok, why not make it bigger?

Prince posted this 12 February 2019

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

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 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 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 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 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

icehellion posted this 16 April 2019

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

???

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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  • Prince
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.

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 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

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 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.

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 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

"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 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 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

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