• Last Post 03 October 2019
Thunder posted this 16 June 2018

Ram RAM-01

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 0
Cost: 29,365,440 C-Bills
Battle Value: 2,402

Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h (64.8 km/h)
Maximum Speed: 86.4 km/h (118.8 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Hardened
    10  Small Lasers
    2  Small Shields
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

What would happen if you took a Charger and doubled down on what made it such
a... "Unique" mech?

You Get the Ram.  Faster, tougher, even more ridiculously short damage,  and a
price tag that only makes sense in an age where XXL engines are used everywhere
else.  Who would want such an impractical mech?  The arena's of Solaris 7 of

And now that the token "oh look this can fit into the lore" speech has been

Alpha Strike design.  Which really did stem from a how can I improve the
charger.  Went from "If I use a light engine I can improve the guns" to "If I
use an XL engine I can use hardened armor..."  TSM, and the Shields for their
melee weapon abilities were kind of a given.  The real bit of finessing things
was to keep the small laser armament so it only has a short damage range.  This
in turn with its only 10 movement gives it the brawler discount of 25% of its
Point value cost.

This is not a finesse oriented design tactically.  Run at target.  Shoot for 3
if you have to.  Melee for 6 as much as possible.  Rely on heavy armor and
damage reduction from the shields to carry the day.

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Thunder posted this 16 June 2018

Equipment           Type                         Rating                   Mass 
Internal Structure: Endo-Steel                   122 points                4.00
    Internal Locations: 2 CT, 3 LT, 3 RT, 3 LA, 3 RA
Engine:             XL Fusion Engine             400                      26.50
    Walking MP: 5 (6)
    Running MP: 8 (11)
    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: 1 LA, 1 RA, 2 LL, 2 RL
Armor:              Hardened                     AV - 244                 30.50

                                                      Internal       Armor     
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     25           39       
                                 Center Torso (rear)                  10       
                                           L/R Torso     17           25       
                                    L/R Torso (rear)                  9        
                                             L/R Arm     13           26       
                                             L/R Leg     17           33       

Equipment                                 Location    Heat    Critical    Mass 
5 Small Lasers                               RT        5         5         2.50
5 Small Lasers                               LT        5         5         2.50
Supercharger                                 LT        -         1         3.00
Small Shield                                 RA        -         3         2.00
Small Shield                                 LA        -         3         2.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     16    Points: 24
6          3       0       0       0      4     0   Structure:  4
Special Abilities: TSM, MEL, SHLD, ENE, SRCH, ES, SEAL, SOA

Attached Files

Thunder posted this 16 June 2018


Headhunter posted this 27 June 2018

Tacticians may scoff, but that is only until this freight-train runs them over and brings in the full brutality of battle via a TSM punch to the face.  Mind you, not one I'd use in the field, but it would indeed be a terror on the Solaris circuit, and the fact that it does most of its damage physically would make it a favorite for many.  Interesting design.  Just keep it off the battlefield, I have enough damage to fix from idiots in wasps DFA'ing me all the time without cleaning up after this guy  

Thunder posted this 25 September 2019



Mass: 80 tons
Chassis: Composite Tripod
Power Plant: 400 XXL
Cruising Speed: 54 kph
Maximum Speed: 140.4 kph
Armor: Light Ferro-Fibrous
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-F
Cost: 91,345,800 C-bills


Type: RAM
Technology Base: Inner Sphere (Experimental)
Tonnage: 80
Battle Value: 1,516

Equipment   Mass

Internal Structure Composite 4.5

Engine 400 XXL 17.5

     Walking MP: 5  

     Running MP: 8(13)  

     Jumping MP: 0  

Double Heat Sink: 10 [20] 0

Gyro:   4

Tripod Cockpit:   4

Armor Factor (Light Ferro): 281 17

Structure Armor

Head 3 9

Center Torso 25 38

Center Torso (rear)   12

R/L Torso 17 26

R/L Torso (rear)   8

R/L Arm 13 26

R/C/L Leg 17 34

and Ammo Location Critical Tonnage

Spikes LL 1 0.5

Spikes CT 1 0.5

Booby Trap CT 1 8

2 Spikess RT 2 1


Spikes LA 1 0.5

Claw LA 6 6

5 Spikess LT 5 2.5

Supercharger LT 1 2

Spikes CL 1 0.5

Spikes RL 1 0.5

Spikes HD 1 0.5

Spikes RA 1 0.5

Claw RA 6 6

Thunder posted this 25 September 2019

Recently, I've been playing with melee units with pilots of about skill 2 or so.  Been having good times with it, so I decided to make a punch bot.  80 tons with claws does the magic 12 damage needed for head capping, Tripod gives extra stability, and an extra -1 modifier due to the dedicated pilot.  Also adds to maneuverability with the reduced facing change cost..  Booby Trap because the engine is huge, spikes because they reduce damage from melee and add some damage to charging attacks.  And MASC + Super Charger for extra mobility over TSM and Super Charger.  (Figured it already does 12 damage per punch, it didn't need TSM just this once.)

Composite structure because I have a sense of humor.

Despite the claws,  I ended up using charge attacks a lot.  Because if you have a good pilot.  And their pilot is only average.  Charging gets a rather massive -to hit modifier.  This might actually be broken.  Its about the same as using AOE weapons on something fast by targeting the ground under them with a -4 tohit modifier.  That modifier was removed eventually...

Also the spikes proved very useful defensively, reducing damage received from making a charge attack to 1 or 2.  An ultra fast light with spikes is in the future I think.  (And I saw one here, on S7.  Will start there.)


In other thoughts.  Apparently all 80 Melee bots will be of the RAM line for me.  Until I forget.

Alternatively, all the TSM MPulse LRM boats of various tonnages are to be known as George Foreman.

Attached Files

Prince posted this 03 October 2019

Ultra lights with spikes? There's the canon 20 ton Porcupine which actually is pretty decent.

I tried to make a chargebot that could fit into canon, though I don't know if I should go with claws or shields. I picked the Ninja-To because it's one of the most inefficient 'mechs out there- over 1/3rd it's tonnage in engine, MRMs, no specific range despite mounting C3... I used a supercharger and TSM to get it pumping, and kept some of the original guns.

Ninja-To NJT-5

Mass: 65 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: 23,695,320 C-Bills
Battle Value: 1,869

Chassis: Star League XT Light Endo-Steel
Power Plant: Magna 390 Fusion XL Engine
Walking Speed: 64.8 km/h (75.6 km/h)
Maximum Speed: 97.2 km/h (151.2 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Durallex Heavy Standard Armor
1 Diverse Optics Sunbeam ER Large Laser
3 Diverse Optics ER Medium Lasers
1 Diverse Optics ER Small Laser
1 Rending Claws
1 Defiance A5L Small Laser
4 Foot Clan Shredder Spikess
1 C3 Computer (Slave)
Manufacturer: Independence Weaponry
Primary Factory: Quentin
Communications System: Garret T-19G w/C3 Slave Unit
Targeting and Tracking System: Cat's Eye 5

Equipment Type Rating Mass
Internal Structure: Endo-Steel 104 points 3.50
Internal Locations: 3 LT, 3 RT, 4 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 390 23.00
Walking MP: 6 (7)
Running MP: 9 (14)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
TSM Locations: 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Armor: Standard Armor AV - 192 12.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 21 30
Center Torso (rear) 8
L/R Torso 15 21
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 15 24

Equipment Location Heat Critical Mass
C3 Computer (Slave) HD 0 1 1.00
ER Medium Laser CT 5 1 1.00
Supercharger CT - 1 2.50
Spikes RT - 1 0.50
ER Medium Laser RT 5 1 1.00
ER Small Laser RT 2 1 0.50
Spikes LT - 1 0.50
ER Medium Laser LT 5 1 1.00
Small Laser LT 1 1 0.50
Spikes RA - 1 0.50
Claws RA - 5 5.00
Spikes LA - 1 0.50
ER Large Laser LA 12 2 5.00
Free Critical Slots: 4

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
8 3 2 1 0 3 1 Structure: 3
Special Abilities: TSM, MEL, C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA