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    <title>Latest Forum Discussions</title>
    <description>Recent discussions</description>
    <link>http://www.solaris7.com</link>
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      <title>The Naming Of Warships</title>
      <description>&lt;p&gt;**The Naming of Warships**&lt;br&gt;&lt;br&gt;The Naming of Warships is a difficult matter,&amp;nbsp;&amp;nbsp;&lt;br&gt;It isn&amp;rsquo;t just one of your holiday games;&amp;nbsp;&amp;nbsp;&lt;br&gt;You may think at first I&amp;rsquo;m as mad as a hatter&amp;nbsp;&amp;nbsp;&lt;br&gt;When I tell you, a warship must have THREE DIFFERENT NAMES.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;First of all, there&amp;rsquo;s the name that the admiral uses daily,&amp;nbsp;&amp;nbsp;&lt;br&gt;Such as Lola, McKenna, Black Lion or Essex,&amp;nbsp;&amp;nbsp;&lt;br&gt;Such as Union, Avenger, Overlord or Vengeance&amp;mdash;&amp;nbsp;&amp;nbsp;&lt;br&gt;All of them sensible everyday names.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;There are fancier names if you think they sound sweeter,&amp;nbsp;&amp;nbsp;&lt;br&gt;Some for the line-breakers, some for the raiders:&amp;nbsp;&amp;nbsp;&lt;br&gt;But all of them sensible everyday names.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;But I tell you, a warship needs a name that&amp;rsquo;s particular,&amp;nbsp;&amp;nbsp;&lt;br&gt;A name that&amp;rsquo;s peculiar, and more dignified,&amp;nbsp;&amp;nbsp;&lt;br&gt;Else how can it keep up its thrust perpendicular,&amp;nbsp;&amp;nbsp;&lt;br&gt;Or spread out its broadsides, or cherish its pride?&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;Of all the thrust profiles that a warship may bear,&amp;nbsp;&amp;nbsp;&lt;br&gt;The most dignified name is the one that says where.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;There&amp;rsquo;s the **Cargo** name for the slow and the steady,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Fleet** name for those that must stay with the body,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Line** name for the wall that will never break,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Attack** name for the ones that close in for the kill,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Fast** name for the screen that keeps up with the thrill,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Strike** name for the hit-and-fade raiders,&amp;nbsp;&amp;nbsp;&lt;br&gt;The **Interceptor** name for the high-G predators,&amp;nbsp;&amp;nbsp;&lt;br&gt;And the **Impact** name for the relativistic hammer&amp;mdash;&amp;nbsp;&amp;nbsp;&lt;br&gt;The only good reason to push that hard in the black.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;Then there&amp;rsquo;s the mission that tells you its purpose,&amp;nbsp;&amp;nbsp;&lt;br&gt;The name that the crew uses deep in the dark:&amp;nbsp;&amp;nbsp;&lt;br&gt;**Mech Transport** to drop the &amp;rsquo;Mechs where they&amp;rsquo;re needed,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Fighter Carrier** to launch the wings on their wings,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Cargo Transport** to haul the beans and the bullets,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Gunboat** to ram with its nose full of fire,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Barge** to broadside with weapons all &amp;rsquo;round,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Lander** to fight once its boots are on ground,&amp;nbsp;&amp;nbsp;&lt;br&gt;**Picket** to watch with its sensors extended&amp;mdash;&amp;nbsp;&amp;nbsp;&lt;br&gt;All of them sensible, everyday missions.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;But above and beyond there&amp;rsquo;s still one name left over,&amp;nbsp;&amp;nbsp;&lt;br&gt;And that is the name that you never will guess;&amp;nbsp;&amp;nbsp;&lt;br&gt;The deep and inscrutable singular Name&amp;nbsp;&amp;nbsp;&lt;br&gt;That the warship itself can never confess.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;When you notice a warship in solemn silence sitting,&amp;nbsp;&amp;nbsp;&lt;br&gt;With its engines at idle and its weapons all cold,&amp;nbsp;&amp;nbsp;&lt;br&gt;You may think it is dozing, but it&amp;rsquo;s really just fitting&amp;nbsp;&amp;nbsp;&lt;br&gt;Its three secret names into stories untold.&amp;nbsp;&amp;nbsp;&lt;br&gt;For a warship is proud, and a warship is vain,&amp;nbsp;&amp;nbsp;&lt;br&gt;And it never will speak its particular name.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;So the Naming of Warships is a difficult matter&amp;mdash;&amp;nbsp;&amp;nbsp;&lt;br&gt;It isn&amp;rsquo;t just one of your holiday games.&amp;nbsp;&amp;nbsp;&lt;br&gt;You may think at first I&amp;rsquo;m as mad as a hatter,&amp;nbsp;&amp;nbsp;&lt;br&gt;But a warship must have THREE DIFFERENT NAMES.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>2026-03-09T07:25:03.0070000</pubDate>
      <link>http://www.solaris7.com/thread/the-naming-of-warships/</link>
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      <title>Ground unit manufacturer and an Aerospace unit manufacturer placement.</title>
      <description>&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;First off hello and hope all are doing well. I've been gone for years without communication or visitation. Apologize for that. My job in law enforcement has been interesting and convoluted to say the least. Any way I'm interested in creating two companies in Battletech. One that would manufacture ground units(BattleMech, tanks, etc.) from around 3060 and later, and one that would manufacture aerospace units(aerospace fighters, drop ships, and or warships etc.) starting around 3101 and later. Two areas, or nations, I've been particularly interested in placing these "companies" in are the Fronc Reaches and the Raven Alliance. Would be interested in some ideas to make that actually be feasible, and realistic as possible, in regards to game mechanics, economics, etc.,. Any 'useful' ideas from all would be greatly appreciated.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2026-01-22T14:35:44.2070000</pubDate>
      <link>http://www.solaris7.com/thread/ground-unit-manufacturer-and-an-aerospace-unit-manufacturer-placement/</link>
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      <title>Just to razz things up a bit...</title>
      <description>&lt;p&gt;Now I really wish we'd known what we had before and preserved the original site, as the armories and such were something I've found nowhere else.&amp;nbsp; I don't blame our host for not being able to maintain the cost but wish we could have preserved it.&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;That being said, the unique group of BT enthusiasts we had are probably still around, and if any of you are still following this site, I wanted to re-spark some conversations.&amp;nbsp; I've already put up my weird situation with my Hangmen unit, so hoping to get some feedback on that in time.&amp;nbsp; This is just a general shout to whoever is still here to introduce themselves and their favorite BT mode of enjoyment.&amp;nbsp; Even if you no longer play, if you thought to check back, say hi!&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;I myself am slightly beyond middle-aged fellow with a tendency to default back to my 3025 roots, and to incorporate a lot of RPG elements in my games.&amp;nbsp; Quite simply, the clans never made sense to me, and to be honest, I was too addicted to salvaging and custom mods to take it well when I ran into the early games +4 mods to go between the two techs.&amp;nbsp; And sorry, the early Clan gear was too munchy in my eyes.&amp;nbsp; Half weight with no range penalties and usually more damage?&amp;nbsp; You nuts?&amp;nbsp; So why not play clans?&amp;nbsp; I'm sorry, military-for-military sake tube babies who despised everything of true value in the human experience and worshipped the dolt who left us to this mess in the first place?&amp;nbsp; Forget it!&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Before you guys start a batchall to see who gets to nuke me, I have indeed softened my positions over the years, mostly due to the first iteration of Solaris 7.&amp;nbsp; Ice Hellion was obviously a great proponent of the clans, but he treated my designs, and my favored era, with respect.&amp;nbsp; I found others there who also favored the early days.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Now let's be real, much of the emphasis the clans got in the early days was FASA trying to survive despite the Harmony Gold lawsuit and the huge changes in games going on at the time.&amp;nbsp; So instead of my beloved designs continuing to headline, Madcats (Timberwolves) were everywhere.&amp;nbsp; I wandered away, but found fewer and fewer games, eventually contenting myself with computer games, and megamek games vs the Princess ai it had.&amp;nbsp; A sad little man in his creaking dropship with all his old dusty mechs.&amp;nbsp; Until I got bored one day, and while looking stuff up found Solaris7.&amp;nbsp; And a community that not only embraced all eras but tossed ideas back and forth and found the fun in every era. I found a group that emphasized respect for all eras and even alternate ideas.&amp;nbsp; What if Kerensky never left?&amp;nbsp; What if he did but ran into aliens who decided to wipe out humanity?&amp;nbsp; All kinds of things were discussed, mission ideas shared, ideas from the practical to the mad shared.&amp;nbsp; A golden, blessed time.&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;And now I want it back.&amp;nbsp; I'm a 3025 classic Battletech fan who likes modding machines and making up stories with my units before creation and after play begins.&amp;nbsp; Now, who are you, and how do you like to play?&amp;nbsp; I look forward to finding out.&amp;nbsp;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2025-12-02T00:54:09.8830000</pubDate>
      <link>http://www.solaris7.com/thread/just-to-razz-things-up-a-bit/</link>
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      <title>Apologies for absence, and an old unit I'd like help with</title>
      <description>&lt;p&gt;Sorry guys, I have not been overly active for awhile and just recently started looking things up again.&amp;nbsp; Not sure who still wanders by, but figured with the folks I knew before this would be a decent community to run an idea by, as the old group tended not to be too judgmental about each others' ideas and preferences.&amp;nbsp; I am definitely someone who enjoys the original tech and politics of the world, though I have come to appreciate folks who prefer the later stories and challenges involved with the later eras.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;My early games set the pace, with my reading of Decision at Thunder Rift given me a preference for starting smaller groups and building up through salvage.&amp;nbsp; This fit the era and was a fun way to advance my units' stories.&amp;nbsp; However, I noticed that I often didn't fight my hardest, as I wanted salvage, and I accepted way too much damage in return. A friend of mine asked me outright if there was an opponent I would go all out on, and my immediate answer was pirates.&amp;nbsp; I mean, in BT history, most of the given examples are the most sadistic, scummy people to ever wield power over a pirate band.&amp;nbsp; So we started a new, small force of vengeful mercs called The Hangmen.&amp;nbsp; Despite a renewed sense of aggression, I had still invested in some good techs and went from a lance with 2 Leopards to a 10 mech group that also included more transports and a company of vehicles.&amp;nbsp; Many of my units were none-standard, but then so were many of the pirate forces I took on.&amp;nbsp; Eventually though, the fellow who was essentially GMing the game and having fun with creating scenarios and opfors, was moving on to taking more time with his LARP group.&amp;nbsp; Seemed like I would sadly have to set aside my unit until I could find another group that might let me play this. Then another friend offered to run me one last game, and my GM gave his blessings.&amp;nbsp; One last hurrah for The Hangmen!&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;And it was an exciting game, where luck and skill were needed, but with one last surge I smashed the opposition and finished destroying the pirates.&amp;nbsp; But then I found, to my amazement, that the place I had tracked them down to and which had given them some advantage at first, was a functional Star League production center, made to supply parts of many types to Kerensky's forces during the attacks on the periphery.&amp;nbsp; Unfortunately, my friend was not one who would plan things out well when it came to specifics of the facility.&amp;nbsp; He knew from my old groups that I had always wanted to find Star League caches (even w/o updated tech) and liked making my own designs, so he gave me a Star League facility with a Hundred ton mech for me to design.&amp;nbsp; Unfortunately, we'd been in the independent worlds hunting down Tortugan's beforehand, so this was not an owned world where I could hope to just claim a reward for the find and move on... this was a production facility under pirate control before we came to take it away!&amp;nbsp; We couldn't move on w/o them moving back in!&amp;nbsp; Talk about the wrong group for this!&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;I was not able at the time to find anyone interested in helping me figure this out.&amp;nbsp; Of late, fond memories make me want to revive the unit.&amp;nbsp; My thought for a plan is to contact the decently close Taurian Concordant, who might either claim the world and the facility, or perhaps even move the equipment into the Concordant border and expand the capabilities of one of it's own production groups.&amp;nbsp; The Hangmen would take part of their finders fee in stocks, thus aiding in the financial stability of their hunt. In the meantime, my unit will repair as much as it can and defend the place, adding in&amp;nbsp;captured units as we are able to repair them, and hope the Taurians go for it.&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;What do I want from you guys?&amp;nbsp; Well, assuming no one here loves mega-meking old dusty units with far too many modifications and a fussy story line, kindly just do what many do best.&amp;nbsp; Hit me up with the problems, with ideas, and any questions, deride (politely) my own ideas and assumptions, but put your own up if you do!&amp;nbsp; I am just checking for ideas because I'd love to free up the unit eventually, but the first step is how to move it's storyline on.&amp;nbsp; Thanks for any replies.&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2025-12-01T09:32:33.4170000</pubDate>
      <link>http://www.solaris7.com/thread/apologies-for-absence-and-an-old-unit-i-d-like-help-with/</link>
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      <title>Flood of Emails</title>
      <description>&lt;p&gt;Anyone else get a bunch of Emails notifying them of replies on the forums today? (4/4/25)&lt;/p&gt;</description>
      <pubDate>2025-04-05T03:23:22.7270000</pubDate>
      <link>http://www.solaris7.com/thread/flood-of-emails/</link>
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      <title>Groseisen</title>
      <description>&lt;p&gt;&lt;img src="/file/download/a5a8dc81-f1d5-49d8-919a-b18101822f8e/" alt="Mobile Structure Template" width="400" height="548"&gt;&lt;/p&gt;</description>
      <pubDate>2024-05-31T23:26:01.9200000</pubDate>
      <link>http://www.solaris7.com/thread/groseisen/</link>
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      <title>Metal Storm Assault DropShip</title>
      <description>Trying out the designer function of the 'Mech Factory app to recreate a design I made shortly before the demise of the old site. &#xD;
&#xD;
 Metal Storm  &#xD;
 3075 IS Spheroid DropShip &#xD;
&#xD;
Original:  https://battletech.rpg.hu/mechfactory_frame.php?call=displayaero&amp;id=10000001 &#xD;
&#xD;
Source: My Own Custom&#xD;
Type/Model: Metal Storm  &#xD;
Tech: Inner Sphere / 3075&#xD;
Vessel type: Spheroid DropShip&#xD;
Rules: Level 3, Advanced design&#xD;
&#xD;
Mass: 10000 tons&#xD;
Safe Thrust: 5&#xD;
Maximum Thrust: 8&#xD;
Armor Type: 32.5t Standard&#xD;
Armament:&#xD;
 24 Medium Pulse Laser&#xD;
 4 MRM 40&#xD;
 20 Anti-Missile System&#xD;
 8 ER Large Laser&#xD;
 92 Gauss Rifle&#xD;
 2 LB 20-X AC&#xD;
&#xD;
   &#xD;
----------------------------------------------------------------&#xD;
Type/Model:  Metal Storm  &#xD;
Mass: 10000 tons &#xD;
&#xD;
Equipment:                                                  Mass &#xD;
Engine:          0 Fusion Engine                               3250.00&#xD;
Power Plant, Drive &amp; Control:                                  3250.00&#xD;
Structural Integrity:9                                          180.00&#xD;
   Safe Thrust:      5&#xD;
   Maximum Thrust:   8&#xD;
Heat Sinks:    364 Single                                       216.00&#xD;
Life Boats:7                                                     49.00&#xD;
Armor (Standard):  520 pts Standard                              32.50&#xD;
&#xD;
                                Standard Armor&#xD;
   Front:                              181&#xD;
   Left/Right Side:                139/139&#xD;
   Rear:                                97&#xD;
&#xD;
Bridge, Controls, Radar, Computer &amp; Attitude Thrusters           75.00&#xD;
Fire Control Computers                                          966.00&#xD;
Food &amp; Water(180.0 days supply)                                 133.25&#xD;
Spare Parts(1.0 percent)                                        100.00&#xD;
Fuel &amp; Fuel Pumps(15000.0 Points)                               510.00&#xD;
Cargo Bays:&#xD;
 Bay 1:Fighter Bay with 2 doors                                 900.00&#xD;
 Bay 2:Cargo Bay (Standard) with 2 doors                       1802.00&#xD;
Crew:&#xD;
 1 Crew (2 minimum)                                               7.00&#xD;
 22 Gunners (16 minimum)                                        154.00&#xD;
 5 Officers (4 minimum)                                          50.00&#xD;
 12 Bay Personnel                                                 0.00&#xD;
 &#xD;
Weapons and Equipment     Loc    SRV   MRV   LRV   ERV   Heat    Mass &#xD;
----------------------------------------------------------------------&#xD;
46 Gauss Rifle            Nose   69(690)69(690)69(690)0(0)  46     692.00&#xD;
46 Gauss Rifle            Nose   69(690)69(690)69(690)0(0)  46     692.00&#xD;
2  ER Large Laser         FL/R   2(16) 2(16) 2(16) 0(0)  48      20.00&#xD;
4  Medium Pulse Laser     FL/R   2(24) 0(0)  0(0)  0(0)  32      16.00&#xD;
1  MRM 40                 FL/R   2(24) 2(24) 0(0)  0(0)  24      28.00&#xD;
1  LB 20-X AC             FL/R   1(12) 1(12) 0(0)  0(0)  12      32.00&#xD;
4  Anti-Missile System    FL/R   0(0)  0(0)  0(0)  0(0)  8        6.00&#xD;
4  Medium Pulse Laser     AL/R   2(24) 0(0)  0(0)  0(0)  32      16.00&#xD;
2  ER Large Laser         AL/R   2(16) 2(16) 2(16) 0(0)  48      20.00&#xD;
1  MRM 40                 AL/R   2(24) 2(24) 0(0)  0(0)  24      28.00&#xD;
4  Anti-Missile System    AL/R   0(0)  0(0)  0(0)  0(0)  8        6.00&#xD;
8  Medium Pulse Laser     Aft    5(48) 0(0)  0(0)  0(0)  32      16.00&#xD;
4  Anti-Missile System    Aft    0(0)  0(0)  0(0)  0(0)  4        3.00&#xD;
----------------------------------------------------------------------&#xD;
Totals                                                   364   1575.00   &#xD;
 &#xD;
Calculated Factors &#xD;
Total Cost:        1,176,812,000 C-Bill&#xD;
Battle Value (BV2): 45493&#xD;
&#xD;
EDIT: I don't know why the formatting shattered, as it's formatted correctly in the post box.</description>
      <pubDate>2024-05-26T02:10:52.6900000</pubDate>
      <link>http://www.solaris7.com/thread/metal-storm-assault-dropship/</link>
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      <title>Dire Wooly Dire O</title>
      <description>&lt;p&gt;So way back when, someone posted an inner sphere version of the Dire wolf.&amp;nbsp; And it did as decent a job as you would expect from an inner sphere version of a clan mech.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;I liked the idea so much I did the same thing.&amp;nbsp; I just used a 200 ton chassis so I could fit a weapons loadout that actually matched the Dire Wolf Prime.&amp;nbsp; It was the Dire Wooly Dire...&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;And I can't remember or confirm what the name of both mechs was.&amp;nbsp; It was a word that was supposed to mean wolf that started with "O."&amp;nbsp; I thought it was Oclan, but I'm getting no matches on Google that it means wolf in another language.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Anyone have a guess, a clue, or a memory?&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;In other news.&amp;nbsp; Been using the wayback machine on solaris 7.&amp;nbsp; If nothing else it's reminded me of a few forgotten designs.&amp;nbsp; (Not the one I'm actually looking for though...)&lt;/p&gt;</description>
      <pubDate>2024-05-24T07:56:23.2500000</pubDate>
      <link>http://www.solaris7.com/thread/dire-wooly-dire-o/</link>
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      <title>Anyone still here?</title>
      <description>&lt;p&gt;Hi all, I was wondering 2 things, is anyone still here, and is there a way to access our old armouries?&amp;nbsp; I've tried the way back machine and I can get to the homepage but none of the links work.&amp;nbsp; I have lost my old designs to time and would like to show my kids (now 13 and 14) what I had created as they love battletech and painting miniatures is a family hobby.&lt;/p&gt;&#xD;
&lt;p&gt;Thank you for any help&lt;/p&gt;</description>
      <pubDate>2024-05-12T14:22:11.6630000</pubDate>
      <link>http://www.solaris7.com/thread/anyone-still-here/</link>
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      <title>Bolo fluff</title>
      <description>&lt;pre id="trocell" style="color: #000000; font-size: 1.35em;"&gt;So the Mordel site is being a bit jank.  So I'm copying fluff over here in case it decides to delete my configurations&lt;br&gt;&lt;br&gt;===============================================================================================&#xD;
Overview:&#xD;
    A:  First posting.  Partially learning the system to post.  May edit this one into the prime&#xD;
    depending on how the site deals with omni units.  Also figuring out how ammo is supposed to&#xD;
    be added.&#xD;
    &#xD;
    B:  Base chassis for the main production run of Bolos.&#xD;
&#xD;
Capabilities:&#xD;
    The Bolo, named after the fictional super tanks crested by Keith Laumar, was initially&#xD;
    conceived on the observation that you could transport 3 light units of upto 50 tons each for&#xD;
    every mech that could be transported.  Picking firepower and armor from the holy trinity of&#xD;
    unit design the Bolo ended up with 20 tons of pod space in interchangeable turrets and 12&#xD;
    tons of ferro fibrous armor.  (Which just happened to exactly match the maximum armor limits&#xD;
    for vehicles introduced with total warfare.  Fortuitious.)&#xD;
&#xD;
Deployment:&#xD;
    In practice, the vulnerability of tanks to motive and critical damage negated much of the&#xD;
    potential for offensive operations.   The relatively cheap price tag however did lend itself&#xD;
    to a unit that can be used to fill defensive depth, giving close coverage to vulnerable&#xD;
    locales.&#xD;
&#xD;
Variants:&#xD;
    The 20 ton omni turret concept spawned entirely too many configurations, a number of them&#xD;
    more because they could rather then they actually gave tactical advantage.   There was also&#xD;
    a phase where nearly every motive system received its own chassis to mount the turrets.&#xD;
    Which you know is getting ridiculous when there is a submarine variant.  Even mechs were&#xD;
    designed around 20 ton omni load outs.  And to be fair future designs will no doubt pay&#xD;
    attention to the idea, if only because it gives experienced commanders a short cut in&#xD;
    knowing what capabilities are at their disposal.&#xD;
    &#xD;
    Past silliness aside. The Bolo is being phased out for more modern and expensive mark III&#xD;
    and III-c variants which offer greater battlefield survivability at the cost of greater&#xD;
    expense.  Old Bolos meanwhile are being refurbished into "Dragon's Teeth" drone platforms&#xD;
    where they aren't simply being recycled.&lt;/pre&gt;</description>
      <pubDate>2024-03-14T07:52:01.2000000</pubDate>
      <link>http://www.solaris7.com/thread/bolo-fluff/</link>
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      <title>Skull Walker Mercenary unit.</title>
      <description>&lt;p&gt;&lt;img src="https://scontent-cph2-1.xx.fbcdn.net/v/t39.30808-6/416872066_10232042876512630_4958317794905436905_n.jpg?stp=dst-jpg_p180x540&amp;amp;_nc_cat=103&amp;amp;ccb=1-7&amp;amp;_nc_sid=c42490&amp;amp;_nc_ohc=rvAluO5CqV8AX_RhoRN&amp;amp;_nc_ht=scontent-cph2-1.xx&amp;amp;oh=00_AfCWQJia9xqag0HWn5pT5vXNt_WXcfLERYZF2DBW-F8Elw&amp;amp;oe=65C3CF84" alt="No photo description available."&gt;&lt;/p&gt;</description>
      <pubDate>2024-01-28T17:39:35.7970000</pubDate>
      <link>http://www.solaris7.com/thread/skull-walker-mercenary-unit/</link>
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      <title>It's Been a Minute or So. . .</title>
      <description>&lt;p&gt;This place was my online home for ages, I even went to GenCon in 2004 with the S7 coalition. But time wounds all heals as they say and along the way I somehow lost track of both BattleTech and Solaris 7 after the umpteenth S7 site crash and reboot. Life has taken a lot of left hand turns since those days. For some reason I was feeling a bit nostalgic and decided to look in. It is sad to see how sparsely populated the site is these days, but all things change and many of them cycle. Perhaps one day S7 can return to it's glorious standing in the BT community.&lt;/p&gt;&#xD;
&lt;p&gt;I live in Texas now, I moved away from Washington winters to retire where the weather doesn't hurt so much, I hope everyone is well and enjoying what life brings their way.&lt;/p&gt;&#xD;
&lt;p&gt;Peace!&lt;/p&gt;</description>
      <pubDate>2024-01-22T06:00:48.1230000</pubDate>
      <link>http://www.solaris7.com/thread/it-s-been-a-minute-or-so/</link>
    </item>
    <item>
      <title>My (first) attempt at an alternate timeline</title>
      <description>&lt;p&gt;My first attempt at an Alternate Timeline; not a masterpiece, but hopefully easy to follow.&lt;/p&gt;&#xD;
&lt;p&gt;I have in a separate link, as I had trouble posting it here.&lt;/p&gt;&#xD;
&lt;p&gt;&lt;a href="https://bg.battletech.com/forums/index.php/topic,82655.0.html"&gt;All Because of a Vision AU (i.e. Clan Nova Cat takes the other road) (battletech.com)&lt;/a&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Reviews&amp;nbsp;would be nice.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2023-09-23T23:45:05.8130000</pubDate>
      <link>http://www.solaris7.com/thread/my-first-attempt-at-an-alternate-timeline/</link>
    </item>
    <item>
      <title>Aerotech editors</title>
      <description>&lt;p&gt;Hi all,&lt;/p&gt;&#xD;
&lt;p&gt;So, I'm trying to get back in the swing of things and I'm trying to rebuild some new designs (plus I had an idea involving a trueborn Goliath Scorpion warrior who joins Wolf's Dragoons after they get trained by the 1st Cateran Cluster with some "new" 'Mechs to go with it). I'm up to just after the 4th War and I even have a few "warship" ideas, but aside from my copy of HM Aero (which I can't quite find right now) I don't know what I should buy.&lt;/p&gt;&#xD;
&lt;p&gt;Any help? I have access to the Tech Manual, but it only covers dropships.&lt;/p&gt;</description>
      <pubDate>2023-09-06T23:07:51.9430000</pubDate>
      <link>http://www.solaris7.com/thread/aerotech-editors/</link>
    </item>
    <item>
      <title>Testing</title>
      <description>&lt;p&gt;Testing whether images show up when posted; there was an old feature request that was saying they didnt.&lt;/p&gt;&#xD;
&lt;p&gt;&lt;img src="/content/uploads/ec5d8625-4b7a-4275-a7ac-a68300304ef7/9dea01e1-7a67-4c98-984f-b06d016954e0_bmr.jpg?width=690&amp;amp;upscale=false" alt="Zeus"&gt;&lt;/p&gt;</description>
      <pubDate>2023-08-29T21:56:45.6700000</pubDate>
      <link>http://www.solaris7.com/thread/testing/</link>
    </item>
    <item>
      <title>Hornet HNT-199</title>
      <description>&lt;p&gt;This idea came about as a fun attempt to make something within restrictions after seeing this pic- namely, how could the RotS EVER make good use of the HNT-181 from XTRO: Republic II? Though it can't use it's stealth armor the entire time, it remains a D-class refit and an interesting era piece that can only be attacked as a primary target.&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;pre&gt;Type: Hornet&lt;br&gt;Technology Base: Inner Sphere (Experimental) &lt;br&gt;Tonnage: 20&lt;br&gt;Battle Value: 587&lt;br&gt;&lt;br&gt;Equipment                                          Mass&lt;br&gt;Internal Structure            Endo Steel              1&lt;br&gt;Engine                        100 XL                1.5&lt;br&gt;	Walking MP: 5&lt;br&gt;	Running MP: 8&lt;br&gt;	Jumping MP: 5&lt;br&gt;Compact Heat Sink             10 [20]                 0&lt;br&gt;Gyro                                                  1&lt;br&gt;Cockpit                                               3&lt;br&gt;Armor Factor (Stealth)        56                    3.5&lt;br&gt;&lt;br&gt;                          Internal   Armor   &lt;br&gt;                          Structure  Value   &lt;br&gt;     Head                    3         8     &lt;br&gt;     Center Torso            6         8     &lt;br&gt;     Center Torso (rear)               2     &lt;br&gt;     R/L Torso               5         7     &lt;br&gt;     R/L Torso (rear)                  2     &lt;br&gt;     R/L Arm                 3         5     &lt;br&gt;     R/L Leg                 4         5     &lt;br&gt;&lt;br&gt;&lt;br&gt;Right Arm Actuators: Shoulder, Upper Arm&lt;br&gt;Left Arm Actuators: Shoulder, Upper Arm&lt;br&gt;&lt;br&gt;Weapons and Ammo                                       Location  Critical   Heat    Tonnage	&lt;br&gt;Jump Jet                                          CT        1        -       0.5   &lt;br&gt;ECM Suite                                         RT        2        -       1.5   &lt;br&gt;2 Jump Jets                                       RT        2        -       1.0   &lt;br&gt;RISC Advanced Point Defense System Ammo (24)      LA        2        -       2.0   &lt;br&gt;RISC Advanced Point Defense System                LA        2        2       3.0   &lt;br&gt;2 Jump Jets                                       LT        2        -       1.0   &lt;br&gt;2 Compact Heat Sinks                              HD        1        -       3.0   &lt;br&gt;Medium Laser                                      RA        1        3       1.0   &lt;/pre&gt;</description>
      <pubDate>2023-08-26T18:11:58.1270000</pubDate>
      <link>http://www.solaris7.com/thread/hornet-hnt-199/</link>
    </item>
    <item>
      <title>Home Defense Meme</title>
      <description>I've seen a few iterations of the "I own a musket for home defense..." meme around the internet, and I decided to adapt it for BattleTech:&#xD;
&#xD;
I own an Atlas for home defense, because that's what General Kerensky intended. &#xD;
&#xD;
Four pirates break into my hangar. "Curse you, pirate scum!" I yell as I grab my neurohelmet and power up my 'Mech.&#xD;
&#xD;
Core the first one with my AC/20; he's dead on the spot.&#xD;
&#xD;
Fire my missiles at the second; miss him entirely because they're long-range and nail my lancemate's Wolfhound.&#xD;
&#xD;
I have to resort to the booby trap installed in my other lancemate's Stinger. "Surprise, you bastards!" The blast shreds two of them. The explosion and its attendant shrapnel finally set off alarms across the base.&#xD;
&#xD;
Charge the last terrified pirate, fists flying, and crush his cockpit. He bleeds out waiting for help that never comes, because he's a pirate, so fuck 'im. &#xD;
&#xD;
Ah, just as General Kerensky intended.</description>
      <pubDate>2023-08-18T18:10:31.9870000</pubDate>
      <link>http://www.solaris7.com/thread/home-defense-meme/</link>
    </item>
    <item>
      <title>CBT Fiction recommendation</title>
      <description>&lt;p&gt;Hey all.&amp;nbsp; Not quite as much online here as before... mostly because I'm stuck with a phone as my primary means of communication.&lt;/p&gt;&#xD;
&lt;p&gt;I'm recommending this fiction (still in progress):&amp;nbsp;&amp;nbsp;https://www.fanfiction.net/s/14032932/1/Throw-a-Stone&lt;/p&gt;&#xD;
&lt;p&gt;The author has a "quirk" in that the 'Mech of choice is the humble Urbie!&amp;nbsp; Actually a pretty good read (so far) and is enjoyable.&lt;/p&gt;</description>
      <pubDate>2023-07-16T13:29:50.8330000</pubDate>
      <link>http://www.solaris7.com/thread/cbt-fiction-recommendation/</link>
    </item>
    <item>
      <title>MekHQ</title>
      <description>&lt;p&gt;So, Thunder's posts earlier this year and the general BT renaissance have inspired me reintroduce my 17 year old to the game. I had not previously delved into the MekHQ companion product, but I started exploring it for the purposes of tracking a small merc unit in the 4th Succession War that I was having him play in while he was reading the Warrior Trilogy, with us playing scenarios in megamek cause the crunchy/math-y bits turned him off.&lt;br&gt;&lt;br&gt;I haven't dived to deeply into the Against the Bot/AtB scenario system, but what do you guys think? Maybe I'm just not very good at the game, since I'm real rusty, but it seems from what I recall from the earlier splatbooks and scenarios, those were pretty well balanced, but some of these fights, I swear are just designed to punch you in the nether regions, giving the bot a 2 or 3:1 advantage in BV.&amp;nbsp;&lt;br&gt;&lt;br&gt;From just a lore perspective, I am just the right kind of neuro-divergent&amp;nbsp; to on the side build out an entire RCT (I'm about a 3rd of the way done stating out the 4th Deneb Light Cavalry circa 3062) using RAT rolls, so I like that part lol.&lt;br&gt;&lt;br&gt;Anyways, interested in what y'all might think or if there's a better way than what I'm doing.&lt;/p&gt;</description>
      <pubDate>2023-07-03T20:32:11.3600000</pubDate>
      <link>http://www.solaris7.com/thread/mekhq/</link>
    </item>
    <item>
      <title>Volkstürm Militia Omnimech</title>
      <description>A fun little idea I had for a cheap as chips Omnimech. Tell me what you think: &#xD;
&#xD;
20t - 2t IS&#xD;
3/5 mp Fusion - 1.5 + 1 t&#xD;
Standard Cockpit - 3t&#xD;
4t Armor (CT 10/2, ST 8/2, -1 Each Arm, Leg, and Head)&#xD;
8.5t Pod Space (All weapons torso-mounted when able)&#xD;
&#xD;
Primary &#xD;
1 Large, 3 Medium, and 1 Small Lasers&#xD;
&#xD;
Alt A&#xD;
LAC/5, 1t Ammo, 2 Medium Lasers, CASE&#xD;
&#xD;
Alt B&#xD;
2 LPPC, 2 Capacitors, CASE&#xD;
&#xD;
Alt C&#xD;
&lt;s&gt;Mech Mortar 2&lt;/s&gt; 2 Mech Mortar 1, 2t Ammo, &lt;s&gt;1&lt;/s&gt; 2 Medium Laser, CASE&#xD;
&#xD;
Alt D&#xD;
2 Heavy Flamers, 2t Ammo, 2 HMG, .5t Ammo, 2 CASE&#xD;
&#xD;
Alt E&#xD;
1 SNPPC, +2 Heat Sinks, 1 RL 10&#xD;
&#xD;
Alt F&#xD;
1 Large Vibroblade, &lt;s&gt;3 ER Small Lasers&lt;/s&gt; 3 Jump Jets&#xD;
&#xD;
EDIT: Changes made based on Thunder's suggestions.</description>
      <pubDate>2023-06-08T14:32:41.8770000</pubDate>
      <link>http://www.solaris7.com/thread/volksturm-militia-omnimech/</link>
    </item>
    <item>
      <title>Podcasts and such</title>
      <description>I've been finding a lot of new things since the resurgence of the game under the care of Catalyst Games. Things like podcasts, discord servers, new websites, and YouTube channels. I figured I'd list the few I've run across here. Enjoy!&#xD;
&#xD;
The "Tex Talks Battletech" series on the Black Pants Legion YouTube channel. &#xD;
&#xD;
Wolfnet Radio Podcast and Discord Server &#xD;
&#xD;
The Mechbay Podcast and Discord Server &#xD;
&#xD;
On the Origins of Battlemechs Podcast and Discord Server &#xD;
&#xD;
Masterunitlist.info &#xD;
&#xD;
Ariesgamesandminis.com &#xD;
&#xD;
Fortressminiaturesandgames.com &#xD;
&#xD;
&#xD;
Helm Memory Core Discord (used to be "Everything Battletech")&#xD;
&#xD;
Solaris Skunk Werks Discord (remember when that program was just getting off the ground? Now it gets mentioned in shows that literally have dozens of listeners!)&#xD;
&#xD;
Also, who else is active in these places? Are any of you guys doing podcasts, YouTube vids, anything?</description>
      <pubDate>2023-01-17T11:28:47.9730000</pubDate>
      <link>http://www.solaris7.com/thread/podcasts-and-such/</link>
    </item>
    <item>
      <title>Remembering Nuts And Bolts</title>
      <description>&lt;p&gt;Ok, What does anyone remember about how Nuts and Bolts was run?&lt;br&gt;&lt;br&gt;I mostly remember being set up in lance sized teams.&amp;nbsp; Build a level 1 mech.&amp;nbsp; Get points. Upgrade your mechs.&amp;nbsp; Move on to the next weight class.&lt;br&gt;&lt;br&gt;I Dont remember how points were awarded, or the cost of upgrades.&lt;br&gt;&lt;br&gt;Also dont remember missions types/objectives.&lt;br&gt;&lt;br&gt;Asking because I'm being asked to set up a campaign.&amp;nbsp; Figure the nuts and bolts framework was fun.&lt;br&gt;&lt;br&gt;There was another&amp;nbsp;tournament&amp;nbsp;involving using points to buy more tonnage and tech.&amp;nbsp; Dont remember what it was called.&amp;nbsp; Do remember preforming fairly well using a 25 ton ER Small laser boat.&amp;nbsp; Mostly looking for the point costs for Ideas.&lt;br&gt;&lt;br&gt;And now to wait 2 weeks for someone to see this&amp;nbsp; &lt;img src="/content/images/emoticons/facebook-tongue-out-emoticon.png" alt="" class="emoticon" /&gt;&lt;/p&gt;</description>
      <pubDate>2022-11-18T20:37:37.0300000</pubDate>
      <link>http://www.solaris7.com/thread/remembering-nuts-and-bolts/</link>
    </item>
    <item>
      <title>Prince's Goofy Ideas: Republic of the Sphere 'Mechs</title>
      <description>&lt;p&gt;So I had this goofy idea recently thanks to all the recognition guides for the IlClan era; I felt kinda miffed about the RoTS forces, because while I was never very &lt;em&gt;attached&lt;/em&gt; to them, I really didn't like how absolutely apeshit they function and play. RoTS basically, have no consistency or "theme" like other factions do, to the point where they feel almost Schizophrenic- I really didn't like that flavor, and I thought &lt;em&gt;"Well, what if I made them more effective that would make the Wolf takeover more impressive?"&lt;/em&gt;&lt;/p&gt;&#xD;
&lt;p&gt;So like the other houses, I checked what they can make and decided to make some fun mixtech forces that give the RoTS some actual cohesion. I settled on what was made out of Eris for the &lt;em&gt;Jackrabbit&lt;/em&gt; and &lt;em&gt;Malice -YZ&lt;/em&gt; as well as Devil's Rock for the &lt;em&gt;Ares; &lt;/em&gt;I also took note of the number of Drone 'mechs the RoTS was using and considered, that perhaps the Republic doesn't have the mechwarriors needed, or is pulling modern military concepts of quality over quantity? Thus, a few ideas came about- one, all the 'mechs have to be refits of existing designs that only have a small spread of clantech available from those sources. Two, pilot surrvivability has to be top-tier, so they make HEAVY use of anything that can protect the 'mech and keep it from being hit. Three, standard C3 is used, because everything has heavy electronics and those requirements mean less payload space for guns. Finally, Void-Signature would get is it's own spread of units as a "Interesting, but actually bad idea" sort of fluff decision.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;This left these techs produced:&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER PPCs&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER Medium Lasers&lt;/p&gt;&#xD;
&lt;p&gt;Clan ER Small Lasers&lt;/p&gt;&#xD;
&lt;p&gt;Clan Laser Anti-Missile Systems&lt;/p&gt;&#xD;
&lt;p&gt;Clan Watchdog EWS&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2022-05-13T17:21:15.1900000</pubDate>
      <link>http://www.solaris7.com/thread/prince-s-goofy-ideas-republic-of-the-sphere-mechs/</link>
    </item>
    <item>
      <title>Is this a good SLDF Mech Company</title>
      <description>&lt;p&gt;I'm working on the first story in my anthology.&amp;nbsp; Also playing with a random unit generator.&amp;nbsp; This was the SLDF Company I came up with.&amp;nbsp;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;2 Questions.&lt;/p&gt;&#xD;
&lt;p&gt;1) Is this a good example of a SLDF Mech Company&lt;/p&gt;&#xD;
&lt;p&gt;2) What role could it be used in.&lt;br&gt;&lt;br&gt;Please feel free to comment and suggest different battlemechs or Lance confirations/names&lt;br&gt;&lt;br&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;1st Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Sling SL-1G&lt;/p&gt;&#xD;
&lt;p&gt;Sentinal STN-3L&lt;/p&gt;&#xD;
&lt;p&gt;Panther PNT-8Z&lt;/p&gt;&#xD;
&lt;p&gt;Stinger STG-3Gb&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;2nd Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Starslater STC-2C&lt;/p&gt;&#xD;
&lt;p&gt;Wyvern WVE-5Nsl&lt;/p&gt;&#xD;
&lt;p&gt;Phoenix Hawk PXH-2&lt;/p&gt;&#xD;
&lt;p&gt;Galahad GLH-1D&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration: underline;"&gt;3rd Lance&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;Thunderbolt TDR-5S (can't be changed out)&lt;/p&gt;&#xD;
&lt;p&gt;Champion CHP-1N&lt;/p&gt;&#xD;
&lt;p&gt;Marauder MAD-1R&lt;/p&gt;&#xD;
&lt;p&gt;Warhammer WHM-6R&lt;/p&gt;</description>
      <pubDate>2021-01-29T05:05:41.6000000</pubDate>
      <link>http://www.solaris7.com/thread/is-this-a-good-sldf-mech-company/</link>
    </item>
    <item>
      <title>The idea for an &amp;quot;anthology&amp;quot; of Battletech short stories</title>
      <description>&lt;p&gt;I thought of this idea late last night, and worked out a few bits and bobs of it.&amp;nbsp; Basically a series of short stories, with all different mechwarriors, and the only connecting thread is the mech they pilot.&amp;nbsp;&amp;nbsp;&lt;br&gt;&lt;br&gt;The battlemech will be called "Eris"&amp;nbsp; after the Greek Goddess of Strife and Discord.&amp;nbsp; The name comes to the first mechwarrior when he sees the serial number of the mech, xxxxx-Er15.&lt;/p&gt;&#xD;
&lt;p&gt;I was thinking making the battlemech a Thunderbolt TDR-5S and starting out as a member of the SLDF during the Amaris Coup.&lt;br&gt;&lt;br&gt;Thoughts, suggestions, ideas, let me know...&lt;/p&gt;</description>
      <pubDate>2021-01-24T02:12:32.1370000</pubDate>
      <link>http://www.solaris7.com/thread/the-idea-for-an-anthology-of-battletech-short-stories/</link>
    </item>
    <item>
      <title>Dragon DRG-6K</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Dragon DRG-6K&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;img src="https://cfw.sarna.net/wiki/images/e/ec/3025_Dragon1.jpg?timestamp=20130421095338" alt="" width="300" height="370"&gt;&#xD;
Mass: 60 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3055&#xD;
Dry Cost: 11,406,080 C-Bills&#xD;
Total Cost: 11,506,080 C-Bills&#xD;
Battle Value: 1,700&#xD;
&#xD;
Chassis: Alshain Type 56-60H Standard&#xD;
Power Plant: Hermes 300 Fusion XL Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: New Samarkand Royal Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Imperator Dragon's Fire Gauss Rifle&#xD;
    1 Telos DecaCluster LRM-10&#xD;
    3 Victory 23R Medium Lasers&#xD;
Manufacturer: Luthien Armor Works&#xD;
    Primary Factory: Luthien&#xD;
Communications System: Sipher CommSys 3&#xD;
Targeting and Tracking System: Eagle Eye SY10-10&#xD;
&#xD;
Overview:&#xD;
In 3055, Luthien Armor Works (LAW)  had ceased production of the Dragon, having &#xD;
retooled most of the Dragon facilities to produce Grand Dragons instead.  &#xD;
However, the company did set aside a couple of facilities in Luthien to &#xD;
experiment with the Dragon chassis. After the Clan invasion, LAW would modify &#xD;
those facilities to upgrade still-functional Dragon battlemechs as part of the &#xD;
DCMS rebuild, resulting in the DRG-6K variant.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
The DRG-6K retains the Telos DecaCluster LRM-10 launcher in the center torso, &#xD;
as well as the two Victory 23R Medium Lasers; however, the Autocannon on the &#xD;
right arm was replaced with an Imperator Dragon's Fire Gauss Rifle, and another &#xD;
Medium Laser was added in the right torso.  Both the Gauss Rifle and the LRM-10 &#xD;
launcher have two tons of ammo to draw from, all of them stored in the right &#xD;
torso and protected by CASE.&#xD;
&#xD;
In order to increase the firepower without sacrificing speed, the engine was &#xD;
replaced with a Hermes 300XL version.  Protection was also upgraded by using 11 &#xD;
tons of New Samarkand Royal Ferro Fibrous armor, and the heat sinks were upgraded to &#xD;
double heat sinks to keep the cool-running profile, just like the original &#xD;
Dragon.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The DRG-6K is primarily deployed by the DCMS, often used as replacements for &#xD;
older Dragons or Grand Dragons.&#xD;
&#xD;
&#xD;
Variants:&#xD;
Despite being a variant of the original Dragon, the DRG-6K has also spawn &#xD;
several sub-variants:&#xD;
&#xD;
DRG-6KM - this sub-variant has a similar armament as the Grand Dragon, but &#xD;
increases the double heat sinks to 15, and also utilizes a C3 Master Computer.  &#xD;
This sub-variant is not very popular.&#xD;
&#xD;
DRG-6KN - this sub-variant drops one ton of armor in exchange for a C3 &#xD;
Slave.  Often matched with the DRG-6KM.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                      99 points                6.00&#xD;
Engine:             XL Fusion Engine             300                       9.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA&#xD;
Armor:              Ferro-Fibrous                AV - 197                 11.00&#xD;
    Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL&#xD;
    CASE Locations: 1 RT                                                   0.50&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     20           32        &#xD;
                                 Center Torso (rear)                  8         &#xD;
                                           L/R Torso     14           21        &#xD;
                                    L/R Torso (rear)                  7         &#xD;
                                             L/R Arm     10           20        &#xD;
                                             L/R Leg     14           26        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Gauss Rifle                                  RA        1         7        15.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
Medium Laser                                 RT        3         1         1.00&#xD;
Medium Laser                                 LT        3         1         1.00&#xD;
LRM-10                                       CT        4         2         5.00&#xD;
@Gauss Rifle (16)                            RT        -         2         2.00&#xD;
@LRM-10 (24)                                 RT        -         2         2.00&#xD;
                                            Free Critical Slots: 11&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17&#xD;
5          4       4       3       0      3     0   Structure:  3&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-11-29T18:59:19.0100000</pubDate>
      <link>http://www.solaris7.com/thread/dragon-drg-6k/</link>
    </item>
    <item>
      <title>Charybdis</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Charybdis&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/dac4cc35-394c-4250-804c-afd8f9042361/de6o3ya-410d87e7-0e26-417c-8107-215b2bb30cc6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZGFjNGNjMzUtMzk0Yy00MjUwLTgwNGMtYWZkOGY5MDQyMzYxXC9kZTZvM3lhLTQxMGQ4N2U3LTBlMjYtNDE3Yy04MTA3LTIxNWIyYmIzMGNjNi5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.cx8LIdv9gD_-xgU9iUnzSQ3naY-JvRK-tVByR0pGbeM" alt="" width="500" height="500"&gt;&#xD;
Mass: 100 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped Omnimech&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-E-A&#xD;
Production Year: 3064&#xD;
Dry Cost: 32,594,167 C-Bills&#xD;
Total Cost: 32,594,167 C-Bills&#xD;
Battle Value: 1,217&#xD;
&#xD;
Chassis: Viper NK14 Endo-Steel&#xD;
Power Plant: New Kent Type 50 400 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Compound V6 Standard Armor&#xD;
Armament:&#xD;
    38.0 tons of pod space.&#xD;
Manufacturer: Novy Minsk Armaments Plant&#xD;
    Primary Factory: New Kent&#xD;
Communications System: Bishop 211 Meridian&#xD;
Targeting and Tracking System: Spanke 112-A&#xD;
&#xD;
Overview:&#xD;
First making its debut in 3064, the Charybdis was a 100-ton Assault Omnimech &#xD;
created by Clan Steel Viper, as they intend to expand the Clan's holdings &#xD;
within the Kerensky Cluster.  Like the Scylla, the Charybdis was based on the &#xD;
Storm Giant battlemech, a design from the Golden Century Era, albeit modified &#xD;
to make use of Omni-technology.  Like its contemporaries, the Charybdis makes &#xD;
use of Endo-Steel and a 400 XL Fusion Engine to save weight, allowing the 'mech &#xD;
to move at a max speed of 64.8  km/h (which is fairly swift for its size), &#xD;
while running cool due to having 16 double heat sinks in its base chassis, with &#xD;
all of them housed inside the engine.  The 'mech is also well-protected, &#xD;
courtesy of 17.5 of standard armor.  However, the Charybdis' mobility comes &#xD;
with a price, with the Omnimech only able to carry up to 38 tons of pod space &#xD;
for weapons and equipment.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
In its Prime Configuration, the Charybdis is primarily a long-range combatant, &#xD;
with an Artemis-guided LRM-20 launcher on each arm, a Gauss Rifle in the right &#xD;
side torso, and an ER Large Laser in the center torso as its main weapons.  Two &#xD;
ER Medium Lasers in the left side torso and an ER Medium Laser on each arm &#xD;
provide close-range back-up.  Four tons of LRM ammo and two tons of Gauss Rifle &#xD;
ammo are considered adequate enough for any trial.&#xD;
&#xD;
Configuration A for the Charybdis is a generalist design, with an ER PPC in the &#xD;
center torso and an LRM-15 launcher in the left torso as its main weapons, &#xD;
while an LB 20-X autocannon on the right arm and a quartet of Medium Pulse &#xD;
Lasers on the left arm provide close-range punch.  The autocannon was supplied &#xD;
with three tons of ammo (2 tons for slug rounds, one ton for cluster rounds), &#xD;
while the LRM has two tons of ammo to draw from.  Two more double heat sinks &#xD;
(for a total of 18) helps with heat dissipation, while an anti-missile system &#xD;
in the right side torso helps protect against enemy missiles.&#xD;
&#xD;
Configuration B is a close-range brawler, ideal for urban or jungle combat.  &#xD;
Each arm sports a Streak SRM-6 paired with a Medium Pulse Laser, while the &#xD;
right side torso sports a massive Ultra AC/20; the Streak SRMs were supplied &#xD;
with two tons of ammo, while the autocannon has a three-ton ammo bin to draw &#xD;
from.  An ER Large Laser in the center torso is the only long-range weapon.  &#xD;
The left side torso has a Micro Pulse Laser to deal with any soft targets, &#xD;
while a Light Active Probe help protects against any surprises.  This &#xD;
configuration also has three jump jets to help maneuver around the tight &#xD;
confines of the urban or jungle terrain, with one in each leg, and one in the &#xD;
center torso.&#xD;
&#xD;
Configuration C is a missile boat, with each side torso fitted with an &#xD;
Artemis-guided LRM-20 launcher, while each arm has paired Streak SRM-6 &#xD;
launchers; both the LRMs and the Streak SRMs were supplied with four tons of &#xD;
ammo to draw from.  Backing up all of these missile launchers is an ER PPC in &#xD;
the center torso.&#xD;
&#xD;
Configuration D has a Gauss Rifle on the right arm, a pair of Large Pulse &#xD;
Lasers on the left arm, another Large Pulse Laser in the center torso, and a &#xD;
Streak SRM-4 launcher in each side torso.  The Streaks share a one-ton ammo &#xD;
bin, while the Gauss Rifle has two tons of ammo to draw from.&#xD;
&#xD;
Configuration E features the newest in Clan-tech weaponry, with each arm fitted &#xD;
with an ATM-12 launcher, and a Heavy Large Laser in the right side torso.  An &#xD;
ER PPC in the center torso and a pair of ER Medium Lasers in the left side &#xD;
torso round out the armament.  A three-ton targeting computer improves &#xD;
direct-fire, while three more double heat sinks, for a total of 19 overall, &#xD;
help dissipate waste heat.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The Charybdis was primarily deployed by Clan Steel Viper, mainly for their &#xD;
Krait Stars.  The formation of the Snake Alliance eventually led to the &#xD;
omnimech being deployed by the toumans of Clan Cloud Cobra and Clan Star Adder &#xD;
as well.  With the annihilation of the Clan Steel Viper in 3075, the remaining &#xD;
functional Charybdis omnimechs were either relegated to 2nd-line formations, &#xD;
mothballed, or outright destroyed.&#xD;
&lt;/pre&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2020-10-18T01:31:47.2200000</pubDate>
      <link>http://www.solaris7.com/thread/charybdis/</link>
    </item>
    <item>
      <title>King Cobra</title>
      <description>&lt;pre&gt;King Cobra &#xD;
&lt;img src="https://cfw.sarna.net/wiki/images/d/d4/Scylla.jpg?timestamp=20150928235030" alt="" width="134" height="134"&gt;&#xD;
Mass: 100 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 3070&#xD;
Dry Cost: 29,267,333 C-Bills&#xD;
Total Cost: 29,507,333 C-Bills&#xD;
Battle Value: 3,123&#xD;
&#xD;
Chassis: Cobra Kai Endo-Steel&#xD;
Power Plant: Type 79 400 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Forging ZK11 Standard Armor&#xD;
Armament:&#xD;
    1 Type DDS "Kingston" ER PPC&#xD;
    1 Series 4D-2 Heavy Large Laser&#xD;
    2 Type XX "Great Bow" LRM-20s w/ Artemis IV FCS&#xD;
    2 Series 2b ER Medium Lasers&#xD;
Manufacturer: Constantin Assembly Plant M27 A-E&#xD;
    Primary Factory: Homer&#xD;
Communications System: Build 1800-2 Tacticom&#xD;
Targeting and Tracking System: System XXXIII Multitrack&#xD;
&#xD;
Overview:&#xD;
Created with the help of Clan Steel Viper and Clan Star Adder as part of the &#xD;
"Snake Alliance" during the Wars of Reaving, the King Cobra first made its &#xD;
appearance in 3070 in the Clan Cloud Cobra's touman.  Based on the now-extinct &#xD;
Storm Giant, the King Cobra was a powerful, yet mobile battlemech capable of &#xD;
engaging targets effectively at any range.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Weighing in at 100 tons, the King Cobra is mobile for its size, due to the use &#xD;
of the Type 79 400XL Fusion Engine as its main powerplant.  The use of &#xD;
Endo-Steel chassis helps further save weight, while 18.5 tons of Forging ZK11 &#xD;
Standard Armor would allow the 'mech to withstand a great deal of punishment.&#xD;
&#xD;
In terms of long-range firepower, each arm has an Artemis-guided Type XX "Great &#xD;
Bow" LRM-20s, with each launcher supplied with two tons of ammunition; these &#xD;
are complemented by a Type DDS "Kingston" ER PPC mounted in the center torso.  &#xD;
A Series 4D-2 Heavy Large Laser in the right side torso, complemented by a pair &#xD;
of Series 2b ER Medium Lasers, provide additional mid-to-close-range firepower. &#xD;
 A three-ton Targeting Computer improves direct-fire accuracy (and compensates &#xD;
for the Heavy Laser's inherent inaccuracy) while a whopping twenty-two double &#xD;
heat sinks provide great cooling capacity for the 'mech, although overheating &#xD;
could still be an issue.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The King Cobra is primarily deployed by Clan Cloud Cobra, although it has seen &#xD;
use in Clan Star Adder and Clan Steel Viper, until the latter was destroyed in &#xD;
a Trial of Annihilation in 3075.  Outside of those factions, the Clan Stone &#xD;
Lion is the only other faction to deploy the King Cobra battlemechs as part of &#xD;
their forces.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                   152 points                5.00&#xD;
    Internal Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA&#xD;
Engine:             XL Fusion Engine             400                      26.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             22(44)                   12.00&#xD;
    Heat Sink Locations: 3 LT, 1 RT, 1 LL, 1 RL&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 296                 18.50&#xD;
    CASE Locations: LA, RA                                                 0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     31           42        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     21           30        &#xD;
                                    L/R Torso (rear)                  12        &#xD;
                                             L/R Arm     17           33        &#xD;
                                             L/R Leg     21           40        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
LRM-20                                       RA        6         4         5.00&#xD;
    Artemis IV FCS                           RA        -         1         1.00&#xD;
LRM-20                                       LA        6         4         5.00&#xD;
    Artemis IV FCS                           LA        -         1         1.00&#xD;
Heavy Large Laser                            RT        18        3         4.00&#xD;
Targeting Computer                           RT        -         3         3.00&#xD;
2 ER Medium Lasers                           LT        10        2         2.00&#xD;
ER PPC                                       CT        15        2         6.00&#xD;
@LRM-20 (Artemis) (12)                       RA        -         2         2.00&#xD;
@LRM-20 (Artemis) (12)                       LA        -         2         2.00&#xD;
                                            Free Critical Slots: 2&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 31&#xD;
4          7       7       5       0      4     2   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 3&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-09-20T02:35:34.9770000</pubDate>
      <link>http://www.solaris7.com/thread/king-cobra/</link>
    </item>
    <item>
      <title>List of products</title>
      <description>&lt;p&gt;Does anyone know if there is a complete list of the products published for Battletech and 'MechWarrior/Time of War... with the reference to the game and the edition?&lt;/p&gt;</description>
      <pubDate>2020-08-20T19:19:37.8730000</pubDate>
      <link>http://www.solaris7.com/thread/list-of-products/</link>
    </item>
    <item>
      <title>6 Legged mechs</title>
      <description>&lt;p&gt;So I started talking with a friend of mine,&amp;nbsp; and this started to happen.&lt;br&gt;&lt;br&gt;El Basic Fluff:&lt;br&gt;With advancements in Quad battle armor allowing the onboard computer to figure out foot placement for the pilot,&amp;nbsp; More exotic mech configurations became feasible.&lt;/p&gt;&#xD;
&lt;p&gt;A mech with 6 legs, rule chunks in no particular order...&lt;br&gt;&lt;br&gt;A:&amp;nbsp; 6 legged mechs are only 1 level high.&lt;br&gt;B: May go prone or stand without movement cost.&lt;br&gt;C; Reduces the cost and limits of level changes by 1.&amp;nbsp; aka&amp;nbsp; Going up or down 3 levels cost 2 MP.&amp;nbsp; 1 level changes are free, like Wiges.&lt;br&gt;D: When determining the direction an attack comes from, use the Vehicle table.&amp;nbsp; aka more side hits.&lt;/p&gt;&#xD;
&lt;p&gt;E:&amp;nbsp; Each leg is limited to the structure and armor of an arm for a given mech's size.&lt;br&gt;F:&amp;nbsp; Hit table, the important bit,&amp;nbsp; Left and right sides remain the same.&amp;nbsp; Leg and Arm hit locations are resolved on a special hit table, similar to a tripod mechs leg locations.&amp;nbsp; On a 1-2 the front leg is hit.&amp;nbsp; on a 3-4 the middle leg, and a 5-6 the Rear leg.&amp;nbsp;&amp;nbsp; If an attack comes in from the front apply a -1 modifier,&amp;nbsp; if the rear a +1 modifier.&amp;nbsp; (aka, an attack from the front will hit the front leg 3/6 of the time, middle leg 2/6 and rear 1/6 of the time.)&lt;br&gt;G: Damage transfers into the side torso.&lt;br&gt;&lt;br&gt;H: -2 Piloting roll like quads.&lt;br&gt;I: must lose 2 legs to loose that bonus, like a quad losing 1 leg.&lt;br&gt;J:&amp;nbsp; Critically damaged legs can be jettisoned to avoid movement penalties from critical actuator damage.&lt;br&gt;K:&amp;nbsp; Takes half damage from falling due to failed PSR checks.&amp;nbsp; Takes full damage if it somehow skids off a cliff or something.&lt;br&gt;&lt;br&gt;More optional rules...&lt;br&gt;L:&amp;nbsp; Leg crit tables are 12 crits,&amp;nbsp; but actuators take up twice as many slots.&amp;nbsp;&amp;nbsp; I think this one is going to be dropped entirely.&lt;br&gt;M:&amp;nbsp; If the mech is prone at a higher level then whatever is shooting at it, Hits on the actual leg location on the hit table are eaten as though the mech had partial cover.&amp;nbsp; Arm locations still activate the secondary hit location table.&lt;br&gt;&lt;br&gt;N:&amp;nbsp; I'm not planning on changing the construction rules.&amp;nbsp; Standard structure weight.&amp;nbsp; Maybe I could see a 10% increase to structure weight, same as a tripod.&amp;nbsp; But thats still only 1 ton increase in weight at worst.&amp;nbsp; No big deal.&lt;br&gt;&lt;br&gt;O:&amp;nbsp; Front legs guns shoot forward, Middle can choose front or rear (Must be designated as rear firing.) rear legs shoot rear only.&lt;br&gt;&lt;br&gt;&lt;br&gt;Game Balance is mostly compared to a quad.&amp;nbsp; extra mobility,&amp;nbsp; extra leg armor, though legs are more fragile individually.&amp;nbsp; But it looses the ability to fully exploit partial cover and other benefits of being 2 levels tall that a quad has.&amp;nbsp; Its also going to be prone to having its side torso's blown away due to the changed incoming attack direction.&lt;/p&gt;</description>
      <pubDate>2020-08-02T13:02:37.2930000</pubDate>
      <link>http://www.solaris7.com/thread/6-legged-mechs/</link>
    </item>
    <item>
      <title>Shogun IIC</title>
      <description>&lt;pre&gt;Shogun IIC &#xD;
&lt;br&gt;&lt;img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c2bf489d-4db8-44ae-b313-0b5668e08ccb/d2sgcwq-76bc5427-cf28-4bc7-b28b-aad5afaf5859.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvYzJiZjQ4OWQtNGRiOC00NGFlLWIzMTMtMGI1NjY4ZTA4Y2NiXC9kMnNnY3dxLTc2YmM1NDI3LWNmMjgtNGJjNy1iMjhiLWFhZDVhZmFmNTg1OS5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.cQK4Db5O4oTW7jNGdZZcA1sLVlO44DkFZ11e9Bk74UI" alt="" width="300" height="364"&gt;&lt;br&gt;&#xD;
Mass: 85 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 2863&#xD;
Dry Cost: 10,265,033 C-Bills&#xD;
Total Cost: 10,493,033 C-Bills&#xD;
Battle Value: 2,675&#xD;
&#xD;
Chassis: Kitushi II Endo-Steel&#xD;
Power Plant: Consolidated 340 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: Pryzhok WM10&#xD;
    Jump Capacity: 90 meters&#xD;
Armor: Type 2 Ferro-Fibrous&#xD;
Armament:&#xD;
    1 Series 7K ER Large Laser&#xD;
    2 Type XV LRM-15s&#xD;
    2 Pattern J6 Streak SRM-6s&#xD;
    2 Lambda Medium Pulse Lasers&#xD;
Manufacturer: Novy Minsky Armaments&#xD;
    Primary Factory: New Kent&#xD;
Communications System: Mercer 972&#xD;
Targeting and Tracking System: GEG Pattern 491/8&#xD;
&lt;br&gt;********************************************************************&lt;br&gt;Source of Picture:&lt;br&gt;&lt;br&gt;https://www.deviantart.com/mecha-zone/art/Battletech-Shogun-168724826&lt;br&gt;&lt;br&gt;********************************************************************&lt;br&gt;&#xD;
Overview:&#xD;
First created by Clan Steel Viper in 2863, the Shogun IIC was primarily an &#xD;
upgrade of the Star League-era Shogun battlemech.  The design was commissioned &#xD;
by Khan Sanra Mercer in order to help invigorate her Clan's touman, as well as &#xD;
help jump-start her Clan's fortunes.  While eventually relegated to second-line &#xD;
use due to the rise of the Omnimech, the Shogun IIC would prove its worth as a &#xD;
reliable 'mech, even more so than the laughable Phoenix Hawk IIC.&#xD;
&#xD;
Capabilities:&#xD;
Compared to the original, the Shogun IIC is clearly an improvement due to the &#xD;
use of Clan-tech, while still retaining the same 85-ton mass.  Clan Steel Viper &#xD;
designed the 'mech with an Endo-Steel Chassis, while 13.5 tons of Type 2 &#xD;
Ferro-Fibrous armor provide maximum protection.&#xD;
&#xD;
In terms of armament, each arm has a "Type XV"  LRM-15 launcher, complemented &#xD;
by a Series 7K ER Large Laser in the center torso, as its main long-range &#xD;
weapons.  Backing up these weapons are a "Pattern J6" Streak SRM-6 launcher on &#xD;
each side torso, as well as two Lambda Series Medium Pulse Lasers; one is &#xD;
mounted in the right side torso, while the other is head-mounted.  Each LRM has &#xD;
its own two-ton ammo bin, while each SRM was supplied with a ton of ammo to &#xD;
draw from.  To help keep waste heat under control, the Shogun IIC was fitted &#xD;
with 13 double heat sinks.&#xD;
&#xD;
In terms of mobility, the Shogun IIC is powered by a Consolidated 340-rated &#xD;
Standard Fusion Engine, allowing the 'mech to reach a top speed of 64.8 km/h; &#xD;
at the same time, like the original, the Shogun IIC has three jump jets for &#xD;
added mobility.&#xD;
&#xD;
Deployment:&#xD;
Primarily deployed by Clan Steel Viper, the Shogun IIC started out as a &#xD;
front-line design, before eventually being relegated to second-line use.  &#xD;
Production was eventually slowed, but not stopped completely.&#xD;
&#xD;
After Clan Steel Viper was ejected from the Inner Sphere,  Khan Perigard Zalman &#xD;
initially planned on increasing production of the Shogun IIC in order to equip &#xD;
the newly-raised second-line formations, which were primarily consisted of &#xD;
freebirths; that plan was set aside in favor of the creation of the Scylla.&#xD;
&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-07-26T05:38:33.4700000</pubDate>
      <link>http://www.solaris7.com/thread/shogun-iic/</link>
    </item>
    <item>
      <title>Looking for some help designing a Character</title>
      <description>&lt;p&gt;I'm looking for someone to point me to an online site or will help me come up with a Mechwarrior Character sheet/stats.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Dark 1-2&lt;/p&gt;</description>
      <pubDate>2020-07-21T19:47:16.5770000</pubDate>
      <link>http://www.solaris7.com/thread/looking-for-some-help-designing-a-character/</link>
    </item>
    <item>
      <title>Uziel UZL-4S</title>
      <description>&lt;pre&gt;Uziel UZL-4S&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/14/Uziel.gif?timestamp=20150201203158" alt="" width="500" height="538"&gt;&#xD;
Mass: 50 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Experimental Tech&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-E-A&#xD;
Production Year: 3070&#xD;
Dry Cost: 10,752,000 C-Bills&#xD;
Total Cost: 10,779,000 C-Bills&#xD;
Battle Value: 1,564&#xD;
&#xD;
Chassis: Foundation E50 Endo-Steel&#xD;
Power Plant: GM 300 Fusion XL Engine&#xD;
Walking Speed: 64.8 km/h&#xD;
Maximum Speed: 97.2 km/h&#xD;
Jump Jets: Rawlings 50&#xD;
    Jump Capacity: 180 meters&#xD;
Armor: Durallex Lite-R Light Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    2 Defiance 250 Light PPC + PPC Capacitors&#xD;
    2 Defiance Model XII ER Medium Lasers&#xD;
    1 Harvester 20K SRM-6&#xD;
    1 Defiance D5S Small Pulse Laser&#xD;
    1 Norse Guardian ECM Suite&#xD;
Manufacturer: Defiance Industries&#xD;
    Primary Factory: Furillo&#xD;
Communications System: Neil 6000-g&#xD;
Targeting and Tracking System: RCA Instatrac Mark XXII&#xD;
&#xD;
Overview:&#xD;
Created during the early years of the era known as the "Wobbie Temper Tantrum", &#xD;
the Uziel UZL-4S was an attempt to improve on the aspects of the UZL-2S with &#xD;
newly discovered and experimental technologies.  First produced in 3070, the &#xD;
Uziel UZL-4S would soon see widespread use in the LAAF and AFFS, as well as the &#xD;
mercenaries and other allies that support them.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Just like the UZL-2S that it was based on, the Uziel UZL-4S was designed to be &#xD;
a hard-hitting striker/reconnaisance unit.  The weapons system was overhauled, &#xD;
with only the Harvester 20K SRM-6 launcher being retained, albeit with its &#xD;
ammuntion now CASE-protected.  The arm-mounted PPCs were replaced with Defiance &#xD;
250 Light PPCs, with both coupled with a PPC Capacitor; this allows the UZL-4S &#xD;
to match the arm-mounted firepower of the UZL-2S.  Close-range firepower was &#xD;
further improved, with the addition of a Defiance Model XII ER Medium Laser in &#xD;
each side torso, while a Defiance D5S Small Pulse Laser mounted on the mech's &#xD;
"chin"(head) is intended to deal with enemy infantry/battlearmor.  An &#xD;
additional double heat sink was also squeezed in, increasing the total amount &#xD;
of double heat sinks to twelve.&#xD;
&#xD;
&#xD;
In terms of protection, the armor has been replaced with ten tons of Durallex &#xD;
Lite-R Light Ferro-Fibrous, giving the Uziel a much thicker skin.  Besides &#xD;
improved armor, the UZL-4S also has Guardian ECM Suite, which provides &#xD;
protection against enemy electronics, as well as an effective counter to the &#xD;
Blakists' heavy C3 network use. &#xD;
&#xD;
&#xD;
Deployment:&#xD;
As mentioned earlier, the Uziel UZL-4S is primarily deployed by the forces of &#xD;
the LAAF and the AFFS.  Other notable forces that had deployed this battlemech &#xD;
model include the Wolf's Dragoons, the Kell Hounds, and surprisingly, Clan &#xD;
Wolf-in-Exile.&#xD;
&#xD;
&#xD;
Variants:&#xD;
UZL-4SA - this sub-variant of the UZL-4S swaps the Guardian ECM Suite for a &#xD;
Beagle Active Probe.&#xD;
&#xD;
&#xD;
&#xD;
UZL-4SW- a unique sub-variant only seen in Clan Wolf-in-Exile, this version &#xD;
replaces all of the weapons.  Each arm now has an Clan-spec ER Large Laser for &#xD;
long-range combat, while each side torso has an Clan-spec ER Medium Laser and a &#xD;
Micro Pulse Laser, while a Clan-spec Streak SRM-6 launcher replaces the &#xD;
original SRM-6 launcher.  The  Guardian ECM Suite was also dropped, and &#xD;
replaced with an experimental Watchdog System.&#xD;
&lt;/pre&gt;</description>
      <pubDate>2020-06-13T18:06:09.3070000</pubDate>
      <link>http://www.solaris7.com/thread/uziel-uzl-4s/</link>
    </item>
    <item>
      <title>Whitworth WTH-2K (my first attempt at a Whitworth)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Whitworth WTH-2K&lt;/strong&gt;&lt;/span&gt;&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/3/34/3025_Whitworth1.jpg?timestamp=20061004034150" alt="" width="235" height="400"&gt;&lt;br&gt;&#xD;
Mass: 40 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Experimental Tech&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3071&#xD;
Dry Cost: 4,044,133 C-Bills&#xD;
Total Cost: 4,101,133 C-Bills&#xD;
Battle Value: 1,108&#xD;
&#xD;
Chassis: Whitworth Type 1 Endo-Steel&#xD;
Power Plant: LTV 160 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: Whitworth Jetlift&#xD;
    Jump Capacity: 120 meters&#xD;
Armor: Durallex Light Standard Armor w/ CASE&#xD;
Armament:&#xD;
    2 Lord's Light 4 Light PPC + PPC Capacitors&#xD;
    1 Diverse Optics ER Medium Laser&#xD;
    2 Shigunga Multiple-Missile Launch Series-5 MML-5s&#xD;
Manufacturer: Whitworth Specialty Manufacturing&#xD;
    Primary Factory: Benjamin&#xD;
Communications System: Garret T14&#xD;
Targeting and Tracking System: Garret D2j&#xD;
&#xD;
Overview:&#xD;
Ever since its founding, the Whitworth Specialty Manufacturing was primarily &#xD;
focused on developing upgrades on the much-maligned Whitworth battlemech.  &#xD;
Despite their best efforts, none of the upgrades developed have improved the &#xD;
Whitworth's reputation in the eyes of many Mechwarriors.  Still, the company &#xD;
perservered in their efforts, resulting in a variant known as the WTH-2K &#xD;
Whitworth, which made its debut in 3071.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
The WTH-2K variant of the Whitworth was primarily inspired by the WTH-1S and &#xD;
the WTH-K  models.  This variant utilizes the same Endo-Steel Internal &#xD;
Structure like the WTH-K, but drops the improved jump jets in favor of the &#xD;
original Jetlift versions.  In terms of armament, each arm is fitted with a &#xD;
Lord's Light 4 model Light PPC that's coupled with a PPC Capacitor, providing &#xD;
the 'mech with stronger direct-fire capabilities.  These are supported by an &#xD;
MML-5 launcher in each side torso, supplied with a ton of LRM ammo and one ton &#xD;
of SRM ammo. Rounding out the armament is a head-mounted Diverse Optics ER &#xD;
Medium Laser.  The WTH-2K has ten double heat sinks to dissipate waste heat, &#xD;
while CASE in each side torso improves protection against ammo explosions, &#xD;
although this required the use of XL Gyro in order to free up the necessary &#xD;
tonnage.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
So far, only the DCMS makes use of this Whitworth variant.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                    67 points                2.00&#xD;
    Internal Locations: 1 LT, 1 RT, 6 LA, 6 RA&#xD;
Engine:             Fusion Engine                160                       6.00&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 4 Standard&#xD;
    Jump Jet Locations: 2 LL, 2 RL                                         2.00&#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
    Heat Sink Locations: 2 LT, 2 RT&#xD;
Gyro:               XL                                                     1.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 128                  8.00&#xD;
    CASE Locations: 1 LT, 1 RT                                             1.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     12           17        &#xD;
                                 Center Torso (rear)                  6         &#xD;
                                           L/R Torso     10           15        &#xD;
                                    L/R Torso (rear)                  5         &#xD;
                                             L/R Arm     6            12        &#xD;
                                             L/R Leg     10           16        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Light PPC + PPC Capacitor                    RA        10        2         3.00&#xD;
    Light PPC + PPC Capacitor                RA        5*        1         1.00&#xD;
Light PPC + PPC Capacitor                    LA        10        2         3.00&#xD;
    Light PPC + PPC Capacitor                LA        5*        1         1.00&#xD;
MML-5                                        RT        3         3         3.00&#xD;
MML-5                                        LT        3         3         3.00&#xD;
ER Medium Laser                              HD        5         1         1.00&#xD;
@MML-5 (SRM) (20)                            RT        -         1         1.00&#xD;
@MML-5 (LRM) (24)                            LT        -         1         1.00&#xD;
                                            Free Critical Slots: 0&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 11&#xD;
4j         2       2       2       0      2     1   Structure:  3&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2020-05-06T02:21:25.4300000</pubDate>
      <link>http://www.solaris7.com/thread/whitworth-wth-2k-my-first-attempt-at-a-whitworth/</link>
    </item>
    <item>
      <title>Alternate Timeline</title>
      <description>&lt;p&gt;Does anyone have any of the designs that were posted by another member(I can not recall the name, it was his designs that sparked an idea for a megamek server on that theme) and myself for an alternate timeline where clan tech was never invented, but still they still returned with IS experimental and advanced tech? I must have done a lot of those designs in HMP which I lost due to HD crash many years ago.&lt;/p&gt;</description>
      <pubDate>2020-04-17T03:29:04.6070000</pubDate>
      <link>http://www.solaris7.com/thread/alternate-timeline/</link>
    </item>
    <item>
      <title>LosTech custom weapons</title>
      <description>&lt;p&gt;So...&amp;nbsp; I'm after Lostech.&lt;br&gt;&lt;br&gt;One of the discussions near the end of the previous Solaris 7 was a custom weapons thread.&lt;br&gt;&lt;br&gt;I have some names of systems,&amp;nbsp; I even have some stats in terms of tonnage and crits.&amp;nbsp; I'm missing rules.&lt;br&gt;&lt;br&gt;And the system I really want to recover is a rotary laser system.&amp;nbsp; Lonely Coyote was the author before he passed.&lt;br&gt;&lt;br&gt;There were 3 sizes of the system,&amp;nbsp; One of them was 5 tons and 2 crits.&amp;nbsp; Possibly it was a Rotary Laser -3. &amp;nbsp; It was a hybrid energy/ammo weapon.&lt;br&gt;&lt;br&gt;Other names or systems I've pulled out of an old file I was working on are:&lt;br&gt;&lt;br&gt;Gauss enhanced Narc Launcher.&amp;nbsp; I think it was just supposed to fire beacons to longer ranges.&lt;br&gt;Weighted 10 tons and 6 crits...&amp;nbsp; So it probably did a bit more then just that.&lt;br&gt;&lt;br&gt;Megaton Cannon.&amp;nbsp; A system that linked medium lasers so they all hit the same spot.&lt;br&gt;4 tons and 3 crits for a 15 damage version.&lt;br&gt;&lt;br&gt;Weapon Clamps.&amp;nbsp; 2 tons. 2 Crits.&amp;nbsp; I think they're supposed to allow hand held weapons to be carried without interfering with the other weapon systems on the mech.&amp;nbsp; Or something like that.&amp;nbsp;&amp;nbsp; Old memories tell me there was supposed to be an artillery pod that goes with it.&lt;br&gt;&lt;br&gt;Other things that I don't think were part of the original thread.&lt;br&gt;Mech Periscope.&amp;nbsp; 1 ton 1 crit.&amp;nbsp; Acts as a mast mount so a mech can see over things and spot for its own indirect fire.&lt;br&gt;&lt;br&gt;Smoke Generator.&amp;nbsp; Create a patch of smoke where you're standing now.&lt;br&gt;&lt;br&gt;Then I have to wonder why past me decided I needed 8 tons of arrow IV ammo for 1 arrow IV.&amp;nbsp; I mean, I'm not wrong, but it is a bit much as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;In any case,&amp;nbsp; Does anyone have old memories to help fill in the blanks?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>2020-04-12T12:23:46.2170000</pubDate>
      <link>http://www.solaris7.com/thread/lostech-custom-weapons/</link>
    </item>
    <item>
      <title>Warships and Areotech musings</title>
      <description>&lt;p&gt;Anons on the /btg/ boards turned me onto the fact that MegaMekLab now supports warships and nearly every kind of unit creator- my use of the program has pretty much only been aerotech, though it's quickly displacing SSW (end of an era...) for many in the fandom.&lt;/p&gt;&#xD;
&lt;p&gt;I didn't just start making ships either- I started poking through 3057 upgrade and the JHS: Terra listings for ships to modify in "sensible" and unique ways, mostly based around how the description of subcaps states it's another star league idea that was never followed through on (LIKE EVERYTHING ELSE IN-UNIVERSE) or how the Word might have redesigned the warships they used if they had the time and ability to.&lt;/p&gt;&#xD;
&lt;p&gt;Make a note tho- MML is not perfect. It didn't list the total number of heat sinks on most of my creations, so be forewarned you gotta export to text with MML still open and double-check everything; I only just realized like, 10 ships later &lt;img src="/content/images/emoticons/facebook-frown-emoticon.png" alt="" class="emoticon" /&gt;.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2020-04-09T17:47:44.2570000</pubDate>
      <link>http://www.solaris7.com/thread/warships-and-areotech-musings/</link>
    </item>
    <item>
      <title>Night Gyr (AA)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Night Gyr (AA)&lt;/strong&gt; &lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/f/fb/MWO_Night_Gyr.png?timestamp=20180121144457" alt="" width="300" height="300"&gt;&lt;br&gt;&lt;/span&gt;&lt;/pre&gt;&#xD;
&lt;pre&gt;Mass: 75 tons&lt;br&gt;Tech Base: Clan&lt;br&gt;Chassis Config: Biped Omnimech&lt;br&gt;Rules Level: Tournament Legal&lt;br&gt;Era: Clan Invasion&lt;br&gt;Tech Rating/Era Availability: F/X-X-E-A&lt;br&gt;Production Year: 3054&lt;br&gt;Dry Cost: 17,892,656 C-Bills&lt;br&gt;Total Cost: 17,892,656 C-Bills&lt;br&gt;Battle Value: 962&lt;/pre&gt;&#xD;
&lt;pre&gt;Chassis: JF 7 Light Endo-Steel&lt;br&gt;Power Plant: 300 JF 300 Fusion XL Engine&lt;br&gt;Walking Speed: 43.2 km/h&lt;br&gt;Maximum Speed: 64.8 km/h&lt;br&gt;Jump Jets: JF Standard&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Jump Capacity: 120 meters&lt;br&gt;Armor: Compound JF Ferro-Fibrous&lt;br&gt;Armament:&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 38.0 tons of pod space.&lt;br&gt;Manufacturer: Ironhold Gamma Complex&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Primary Factory: Ironhold&lt;br&gt;Communications System: JF 3048 Series II&lt;br&gt;Targeting and Tracking System: Ironhold Mk II&lt;/pre&gt;&#xD;
&lt;pre&gt;Overview:&lt;br&gt;After being reactivated in 3055 following a three-year rebuild, the ELH's 71st &lt;br&gt;Light Horse Regiment found themselves facing their first test a month later, &lt;br&gt;when they faced off against a Clan Jade Falcon raiding force.&amp;nbsp; Not only did the &lt;br&gt;71st respulsed the enemy raid, but also captured a rare Night Gyr Omnimech as a &lt;br&gt;result of their successful defence.&amp;nbsp; After successfully repairing the captured &lt;br&gt;'mech, the 71st Light Horse modified the Night Gyr's loadout, resulting in a &lt;br&gt;custom configuration known as "AA".&lt;/pre&gt;&#xD;
&lt;pre&gt;&lt;br&gt;Capabilities:&lt;br&gt;The Night Gyr AA was armed in the same vein as the Rifleman II, with each arm &lt;br&gt;carrying an LB 10-X Autocannon and a Large Pulse Laser, backed up by an ER &lt;br&gt;Medium Laser in each side torso.&amp;nbsp; This weapons configuration made this specific &lt;br&gt;Night Gyr fairly effective against enemy aircraft, although it could hold its &lt;br&gt;own against enemy 'mechs as well.&amp;nbsp; If there is a limitation with this design, &lt;br&gt;it is that the base 12 double sinks can only dissipate so much waste heat, &lt;br&gt;requiring the pilot to keep an eye on the heat gauge.&lt;/pre&gt;&#xD;
&lt;pre&gt;&lt;br&gt;Deployment:&lt;br&gt;The Night Gyr AA would be deployed primarily by the 71st Light Horse Regiment, &lt;br&gt;where it proved its worth, and after three years of fending off the Jade Falcon &lt;br&gt;raids, the 71st managed to recover three more Night Gyr Omnimechs.&amp;nbsp; By the time &lt;br&gt;the 71st Light Horse Regiment fought against the Jade Falcons in Coventry in &lt;br&gt;3058, the ELH unit managed to field a lance consisting of nothing but Night Gyr &lt;br&gt;AA 'mechs.&lt;/pre&gt;</description>
      <pubDate>2020-03-22T19:40:15.4630000</pubDate>
      <link>http://www.solaris7.com/thread/night-gyr-aa/</link>
    </item>
    <item>
      <title>Review of a Writeup- my overview of SubCapital weapons</title>
      <description>&lt;p&gt;Hey guys, I've been steadily making a PDF copypasta-style document detailing SubCapital weapons in Btech, added in the Jihad with little detail outside of the norm despite some of their potential. It's in rough draft currently and still needs tightening, but I'm looking for all your opinions on the weapons if I'm discussing just in case there's something I screw up. I'm also looking for more examples of Good and Bad users of some of these guns- for instance, I'm pretty sure the Naga II CASPAR variant is going to join the "bad" user for the SCLs, but I haven't read Siege of Terra in a bit so I'll have to add something like that later.&lt;/p&gt;&#xD;
&lt;p&gt;First, here's some basic notes and details:&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;Some basic rules and thoughts for all subcaps- &lt;br&gt;1. They need to be in groups. There's only one sub-cap I can think to single-mount.&lt;br&gt;2. Each group (ballistic, laser ect.) is different about what group it needs to be in. Subcap ACs need to work with standard naval ACs. Subcap Lasers are better in their own bays, same with subcap missiles.&lt;br&gt;3. They need to be able to take advantage of firing patterns (so 3 or more). Any less, and you seriously might not want to bother.&lt;br&gt;Missiles largely win out here in math; their ammo is VERY light in comparison (Barracuda 30T, White Shark 40T, Killer Whale 50T) and the Manta Ray actually deals more damage. All of this however, is at the expense of range- There really are only 2 sub capital missiles worth using because of some odd choices made by Catalyst. SubCaps also suffer from the general "glass cannon" nature a dropship has against a single warship; the Castrum is great, but even a small warship like a Fredasa could easily take 3 of them.&lt;br&gt;Updated to v3.03&lt;br&gt;https://bg.battletech.com/wp-content/uploads/2019/12/Tactical-Operations-2019-12-06-v3.03.pdf&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>2020-03-03T23:48:11.6800000</pubDate>
      <link>http://www.solaris7.com/thread/review-of-a-writeup-my-overview-of-subcapital-weapons/</link>
    </item>
    <item>
      <title>Handheld Weapon Rules questions</title>
      <description>&lt;p&gt;I'm trying to build an updated version of the &lt;em&gt;Quickdraw&lt;/em&gt; QKD-8X- the one that carries handheld weapons and a head turret- to improve it's cheap cousin, the -8P. I've been staring at the rules in Total Warfare and Tactical Operations, and while I &lt;strong&gt;think&lt;/strong&gt; I understand them I want to get another opinion (HACK COUGH Thunder CHOUGH) on this.&lt;/p&gt;&#xD;
&lt;ul&gt;&#xD;
&lt;li&gt;Lift Hoists allow a 'mech to carry half it's weight in something externally, and suffer no movement penalty up to half their tonnage. So this &lt;em&gt;Quickdraw&lt;/em&gt; can carry a second handheld "gun" on it's back per pg.137 in Total Warfare.&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;Here's the problem:&lt;/p&gt;&#xD;
&lt;ul&gt;&#xD;
&lt;li&gt;The Cargo Carrier rules on pg.261 are poorly written (this is a 2006 edition, meaning there's been some updates since) and imply that the gun is considered "cargo" no matter what, meaning that the &lt;em&gt;Quickdraw &lt;/em&gt;can either &lt;strong&gt;drop&lt;/strong&gt; the cargo or &lt;strong&gt;unload&lt;/strong&gt; the cargo if this is the case.&lt;/li&gt;&#xD;
&lt;li&gt;The "&lt;strong&gt;Carrying vs. Loading or Unloading Cargo&lt;/strong&gt;" rules on pg. 137 implies that cargo can be picked up &lt;strong&gt;AND&lt;/strong&gt; put down in a single turn: "&lt;em&gt;if a unit simply carries cargo in the lift hoists, as opposed to loading or unloading it into cargo bays, the unit can lift or set down it's cargo in a single turn, though all the rules for cargo carries still apply&lt;/em&gt;".&lt;/li&gt;&#xD;
&lt;li&gt;However, those rules on Pg.261 state that &lt;strong&gt;Dropping&lt;/strong&gt; cargo is all the unit can do- it costs 1MP and has a 1/2 chance of &lt;strong&gt;destroying&lt;/strong&gt; the cargo being ditched.&lt;/li&gt;&#xD;
&lt;li&gt;If &lt;strong&gt;Loading&lt;/strong&gt;, it has to spend a full turn without firing in it's hex for each 20 tons of item (gun) weight to unload/load a different one.&lt;/li&gt;&#xD;
&lt;li&gt;There are no specific rules for picking up Handhelds. Tac Ops says nothing but "&lt;em&gt;Handheld weapons can be picked up or dropped during the End Phase of any turn."&lt;/em&gt; on pg. 316.&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;So for the 'mech, here's the question and issue. The lift hoist allows it to carry something up to 30 tons in weight, and here would allow the &lt;em&gt;Quickdraw&lt;/em&gt; to carry a spare gun on it's back. If it wants to swap to it's other gun, it must first:&lt;/p&gt;&#xD;
&lt;p&gt;1. Decide whether it will &lt;strong&gt;Drop&lt;/strong&gt; it's handheld, which will cost all of 1MP but has a 1 in 2 chance of destroying it irregardless of armor, &lt;em&gt;OR&lt;/em&gt; &lt;strong&gt;Unload &lt;/strong&gt;it's handheld, which will force it to expend a turn not firing whilst placing it gently on the ground. &lt;span style="text-decoration: underline;"&gt;We will assume this takes a full turn.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;2. Next turn, it moves to another hex and still has 1MP to expend. It can either &lt;strong&gt;Drop&lt;/strong&gt; the gun on it's back- again a 1 in 2 chance of destroying it but would &lt;span style="text-decoration: underline;"&gt;allow it to shoot&lt;/span&gt;- &lt;em&gt;OR &lt;/em&gt;&lt;strong&gt;Unload &lt;/strong&gt;the gun, which takes the rest of the &lt;strong&gt;Movement Phase.&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p&gt;The picking up of handhelds is considered to be in the &lt;strong&gt;end phase&lt;/strong&gt; for Tactical Operations, so as far as I can tell in the second turn the Battlemech picks up the handheld and is ready to use it by turn 3. Am I reading this properly? And since this is using Tac Ops rules by its very nature, wouldn't dropping the handheld also risk damaging it instead of destroying it on the standard 1/10th the weight rules? &lt;/p&gt;</description>
      <pubDate>2020-01-21T16:49:34.4330000</pubDate>
      <link>http://www.solaris7.com/thread/handheld-weapon-rules-questions/</link>
    </item>
    <item>
      <title>Nevlaa (Clan Mongoose battlemech)</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Nevlaa&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/12/Guillotineiic.jpg?timestamp=20101224141751" alt="" width="300" height="314"&gt;&lt;/strong&gt;&lt;/span&gt;&#xD;
&#xD;
Mass: 55 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 2860 - 2868&#xD;
Dry Cost: 5,952,517 C-Bills&#xD;
Total Cost: 5,979,517 C-Bills&#xD;
Battle Value: 2,704&#xD;
&#xD;
Chassis: Series V Endo-Steel&#xD;
Power Plant: RFUM  275 Fusion Engine&#xD;
Walking Speed: 54.0 km/h&#xD;
Maximum Speed: 86.4 km/h&#xD;
Jump Jets: Standart&#xD;
    Jump Capacity: 150 meters&#xD;
Armor: Compound Delta Ferro-Fibrous&#xD;
Armament:&#xD;
    1 Mk. XVII ER PPC&#xD;
    4 Series 1 Mk. 3	 ER Medium Lasers&#xD;
    1 Clan Series 4d SRM-6&#xD;
Manufacturer: Cudahy Assembly Plants Delta&#xD;
    Primary Factory: Circe&#xD;
Communications System: Block 7 TRACONM&#xD;
Targeting and Tracking System: TRTTS-X Mk. II&#xD;
&#xD;
Overview:&#xD;
Named after the Punjabi term for the Indian gray mongoose, the Nevlaa was a &#xD;
medium-class battlemech that served in the front-line forces of the Clan &#xD;
Mongoose touman despite being a non-Omnimech design.  The Nevlaa was first &#xD;
deployed in 2860, and was notable for being the first 'mech to make use of the &#xD;
"Targeting Computer" Technology.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Weighing at 55-tons, the Nevlaa stands at the top end of the medium-class &#xD;
scale.  The battlmech is fairly robust in terms of design and cost, as the only &#xD;
weight savings materials used are the Endo-Steel chassis and 9.5 tons of &#xD;
Ferro-Fibrous Armor for protection.  The 275-rated Standard Fusion Engine &#xD;
provides a top speed of 86.4 km/h, with the mobility further augmented by five &#xD;
jump jets.&#xD;
&#xD;
&#xD;
Primarily inspired by the Guillotine battlemech, the Nevlaa has a Clan Mk. XVII &#xD;
ER PPC on its left arm, supported by four ER Medium Lasers, all of them Series &#xD;
1 Mk. 3 models; one is mounted in each side torso, while two of them are &#xD;
mounted on the right arm.  A Clan Series 4d SRM-6 launcher rounds out the &#xD;
armament, intended for breaching any holes created by the energy weapons.  &#xD;
Fourteen double heat sinks provide respectable heat dissipation, although not &#xD;
optimal enough to allow for firing all of the weapons at once.  Finally, a &#xD;
two-ton Targeting Computer, the first of its kind, is tied to the direct-fire &#xD;
weapons, significantly increasing the accuracy, as well as lethality of all &#xD;
those weapons.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
The Nevlaa was initially only deployed by Clan Mongoose, although it soon &#xD;
spread to other Clans.  After Clan Mongoose was absorbed by Clan Smoke Jaguar &#xD;
in 2868, production of the Nevlaa ceased.&#xD;
&#xD;
&#xD;
Only the touman of Clan Mongoose utilized the Nevlaa in front-line combat; the &#xD;
other Clans only relegated the battlemech to either second-line or garrison &#xD;
forces.  After the demise of Clan Mongoose, most of the Nevlaa battlemechs &#xD;
would end up being mothballed.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                    91 points                3.00&#xD;
    Internal Locations: 1 HD, 3 LT, 3 RT&#xD;
Engine:             Fusion Engine                275                      15.50&#xD;
    Walking MP: 5&#xD;
    Running MP: 8&#xD;
    Jumping MP: 5 Standard&#xD;
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   2.50&#xD;
Heat Sinks:         Double Heat Sink             14(28)                    4.00&#xD;
    Heat Sink Locations: 1 LT, 2 RT&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Ferro-Fibrous                AV - 182                  9.50&#xD;
    Armor Locations: 4 LT, 3 RT&#xD;
    CASE Locations: RT                                                     0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     18           25        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     13           16        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     9            18        &#xD;
                                             L/R Leg     13           25        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
2 ER Medium Lasers                           RA        10        2         2.00&#xD;
ER PPC                                       LA        15        2         6.00&#xD;
ER Medium Laser                              RT        5         1         1.00&#xD;
ER Medium Laser                              LT        5         1         1.00&#xD;
Targeting Computer                           LT        -         2         2.00&#xD;
SRM-6                                        CT        4         1         1.50&#xD;
@SRM-6 (15)                                  RT        -         1         1.00&#xD;
                                            Free Critical Slots: 14&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 27&#xD;
5j         4       4       2       0      2     2   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2020-01-05T08:09:34.4100000</pubDate>
      <link>http://www.solaris7.com/thread/nevlaa-clan-mongoose-battlemech/</link>
    </item>
    <item>
      <title>Nightstar NSR-9FS</title>
      <description>&lt;pre&gt;&lt;strong&gt;Nightstar NSR-9FS&lt;br&gt;&lt;/strong&gt;&lt;img src="https://cfw.sarna.net/wiki/images/d/de/MWO_Nightstar.png?timestamp=20180121134458" alt="" width="300" height="300"&gt;&lt;br&gt;&#xD;
Mass: 95 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: E/X-X-E-A&#xD;
Production Year: 3059&#xD;
Dry Cost: 10,313,940 C-Bills&#xD;
Total Cost: 10,413,940 C-Bills&#xD;
Battle Value: 2,605&#xD;
&#xD;
Chassis: Norse-GM HeavyTRQ Mk. II Endo-Steel&#xD;
Power Plant: Pitban 285 Fusion Engine&#xD;
Walking Speed: 32.4 km/h&#xD;
Maximum Speed: 54.0 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Kallon Royalstar Heavy Type K Standard Armor w/ CASE&#xD;
Armament:&#xD;
    2 Poland Main Model A Gauss Rifles&#xD;
    1 Johnston High Speed ER PPC&#xD;
    3 BrightBloom ER Medium Lasers&#xD;
    1 Garret-Guardian Interface 2B Guardian ECM Suite&#xD;
Manufacturer: General Motors&#xD;
    Primary Factory: Kathil&#xD;
Communications System: Tek BattleCom&#xD;
Targeting and Tracking System: DLK Type Phased Array Sensors&#xD;
&#xD;
Overview:&#xD;
The 2767 genesis of the Nightstar lies in the Amaris Civil War, when it was &#xD;
noticed that unit commanders, most of whom were piloting Marauder BattleMechs, &#xD;
were being targeted by troops loyal to Stefan Amaris. The 'Mech itself was only &#xD;
produced until the first year of the First Succession War, 2786, when both of &#xD;
the factories and engineers capable of producing the Nightstar were destroyed &#xD;
or killed - the Norse-Storm factory was savaged in a Marik raid, while the &#xD;
General Motors engineers on Kathil died in a freak accident.  About two hundred &#xD;
and fifty years later, both GM and Norse-Storm restarted production of the &#xD;
Nightstar; besides the primary NSR-9J model, both companies created their own &#xD;
unique variants of the Nightstar battlemech.&#xD;
&#xD;
In GM's case, besides the more mobile NSR-9FC, the company also created another &#xD;
AFFS-exclusive variant of the Nightstar; the NSR-9FS.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Created in 3059, the NSR-9FS was intended to be a more rugged variant of the &#xD;
Nightstar, and as a result, utilizes a 285-rated Standard Fusion Engine instead &#xD;
of the more fragile XL Engine.  However, the NSR-9FS was built with a lighter &#xD;
Endo-Steel chassis, thus saving some weight.&#xD;
&#xD;
In terms of weaponry, the NSR-9FS has a Poland Main Model A Gauss Rifle  on &#xD;
each arm as its main weapons, supplied by five tons of ammunition.  These are &#xD;
backed by a Johnston High Speed ER PPC for long-range combat, and three &#xD;
BrightBloom ER Medium Lasers for close-range combat.  Twelve double heat sinks &#xD;
provide respectable heat dissipation, although repeated alpha-strikes could &#xD;
overtax the cooling system.&#xD;
&#xD;
The Nightstar NSR-9FS has 18 tons of Standard Armor, a half-ton less compared &#xD;
to the other Nightstar variants, but it is still close to the maximum.  Besides &#xD;
armor, the side torsos are also fitted with CASE to counter any blowback from a &#xD;
Gauss Rifle explosion; furthermore, this Nightstar variant  also has a Guardian &#xD;
ECM Suite to counter any enemy electronics.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
As mentioned earlier the NSR-9FS Nightstar variant was primarily limited to &#xD;
AFFS units; however, a surprising majority of them were found in &#xD;
Pro-Victor-aligned Davion units during the FedCom Civil War.&#xD;
&lt;/pre&gt;</description>
      <pubDate>2019-11-24T06:49:00.0430000</pubDate>
      <link>http://www.solaris7.com/thread/nightstar-nsr-9fs/</link>
    </item>
    <item>
      <title>Beyond TRO:1945 - BattleTech Stats for Real-World Equipment</title>
      <description>&lt;p&gt;TRO:1945 provided quite a good amount of material to work with in regards to historical equipment. However, there was so much more materiel in WWII than was shown in the TRO, especially in regards to the naval conflicts that formed the core of the Pacific War. Therefore, I turn to any fans of both BTech and history to help me, essentially, complete the TRO:1945.&lt;/p&gt;&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&lt;p&gt;For my first contribution, my grandfather served on the Iowa-class battleship New Jersey. Therefore, I put forward the following stats for her main armament, the 16"/50 Mk. 7 gun, extrapolated from my research into the weapon:&lt;/p&gt;&#xD;
&lt;p id="docs-internal-guid-1711fadf-7fff-e15b-1601-c115ca5210cd" dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;_____&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Weight: 121.5t&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Slots: 120&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Ammunition: 2/3t&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Range: 76 maps&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Damage: 200 in target hex; 100 +1 hex; 50 +2 hexes*&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Targeting Modifier: -1 (Against WWII enemies, only; +2, otherwise)&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt;"&gt;&lt;span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-variant-numeric: normal; font-variant-east-asian: normal; vertical-align: baseline; white-space: pre-wrap;"&gt;Note: Requires 2 turns to reload (Can only fire once every 3 turns)&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
*A thread I had read on the NavWeaps forums mentioned that the HE shells could leave a crater 6 meters deep and possessed a lethal radius of ~75 meters.</description>
      <pubDate>2019-11-19T22:56:04.9600000</pubDate>
      <link>http://www.solaris7.com/thread/beyond-tro-1945-battletech-stats-for-real-world-equipment/</link>
    </item>
    <item>
      <title>Hover APC HAPC 3070</title>
      <description>&lt;!-- Solaris Armor Works default HTML template --&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Hover APC HAPC 3070&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Rules Level: Advanced Rules&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Technology Base: Inner Sphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis Config: Hovercraft&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Production Year: 3069&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Extinct By: Never&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis: Flotation Hull&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Power Plant: 60 Fuel Cell Engine&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cruising Speed: 108.0 km/h&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Maximum Speed: 162.0 km/h&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor: Heavy Ferro-Fibrous&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armament:&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;1 Small Laser&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;1 Infantry Compartment (3.0 tons)&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Manufacturer:&amp;nbsp; Innersphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Primary Factory:&amp;nbsp; General&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Communications System:&amp;nbsp; Any&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Targeting and Tracking System:&amp;nbsp; Any&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Technology Base: Inner Sphere&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;10.00 tons&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Chassis Config: Hovercraft&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cost: 185,625 C-Bills&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;BV2: 122&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Tech Rating/Era Availability: E/X-X-E-D&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Equipment&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Mass&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Internal Structure: Flotation Hull &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Engine: 60 Fuel-Cell Engine &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;2.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Cruise MP: 10&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Flank MP: 15&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Heat Sinks: 1 - Single (1 in engine) &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Control Equipment:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.5&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Lift Equipment:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 1.0&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Power Amplifier:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0.5&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor: 29 points - Heavy Ferro-Fibrous&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1.50&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Armor Factor&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Front:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;7&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Left/Right:&amp;nbsp; &amp;nbsp;6/6&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Turret:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 3&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Rear:&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 7&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Weapons and Ammo&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Location&amp;nbsp; &amp;nbsp; &amp;nbsp; Heat&amp;nbsp; &amp;nbsp; Criticals&amp;nbsp; &amp;nbsp; Tonnage&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Small Laser&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;FR&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0.50&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Infantry Compartment (3.0 tons)&amp;nbsp; &amp;nbsp;BD&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;3&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 3.00&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 1 Points: 1 10h 1 0 0 0 1 0 Structure: 1&amp;nbsp; &amp;nbsp;Special Abilities: ENE, EE, TUR()&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;</description>
      <pubDate>2019-10-18T00:28:26.8430000</pubDate>
      <link>http://www.solaris7.com/thread/hover-apc-hapc-3070/</link>
    </item>
    <item>
      <title>Wheeled Heavy APC HAPC 3070</title>
      <description>&lt;!-- Solaris Armor Works default HTML template --&gt;&#xD;
&lt;p&gt;&lt;span style="font-size: medium;"&gt;&lt;strong&gt;Wheeled Heavy APC HAPC 3070&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
&#xD;
&#xD;
Rules Level:&#xD;
Advanced Rules&#xD;
&#xD;
&#xD;
Technology Base:&#xD;
Inner Sphere&#xD;
&#xD;
&#xD;
Chassis Config:&#xD;
Wheeled&#xD;
&#xD;
&#xD;
Production Year:&#xD;
3069&#xD;
&#xD;
&#xD;
Extinct By:&#xD;
Never&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
Chassis:&#xD;
Standard&#xD;
&#xD;
&#xD;
Power Plant:&#xD;
180 Fuel Cell Engine&#xD;
&#xD;
&#xD;
Cruising Speed:&#xD;
108.0 km/h&#xD;
&#xD;
&#xD;
Maximum Speed:&#xD;
162.0 km/h&#xD;
&#xD;
&lt;!--&#xD;
	&lt;tr&gt;&#xD;
		&lt;td&gt;Jump Jets:&lt;/td&gt;&#xD;
		&lt;td&gt;&lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	&lt;tr&gt;&#xD;
		&lt;td&gt;&amp;nbsp&amp;nbsp&amp;nbsp&amp;nbsp Jump Capacity:&lt;/td&gt;&#xD;
		&lt;td&gt;0 meters&lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	--&gt;&#xD;
&#xD;
Armor:&#xD;
Heavy Ferro-Fibrous&#xD;
&#xD;
&#xD;
Armament:&#xD;
&#xD;
&#xD;
&amp;nbsp;1 Small Laser&#xD;
&#xD;
&#xD;
&amp;nbsp;1 Infantry Compartment (3.0 tons)&#xD;
&#xD;
&#xD;
Manufacturer:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Primary Factory:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Communications System:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Targeting and Tracking System:&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;Technology Base:&lt;/strong&gt;&#xD;
Inner Sphere&#xD;
&lt;strong&gt; 20.00 tons&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Chassis Config:&#xD;
Wheeled&#xD;
Cost:&#xD;
323,125 C-Bills&#xD;
&#xD;
&#xD;
BV2:&#xD;
201&#xD;
Tech Rating/Era Availability:&#xD;
E/X-X-E-D&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&lt;strong&gt;Equipment&lt;/strong&gt;&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
&lt;strong&gt;Mass&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Internal Structure:&#xD;
Fully Amphibious Standard&#xD;
4.0&#xD;
&#xD;
&#xD;
Engine:&#xD;
180&#xD;
Fuel-Cell Engine&#xD;
8.5&#xD;
&#xD;
&#xD;
Cruise MP:&#xD;
10&#xD;
&#xD;
&#xD;
Flank MP:&#xD;
15&#xD;
&#xD;
&lt;!--&#xD;
	&lt;tr&gt;&#xD;
		&lt;td align="right"&gt;Jumping MP:&lt;/td&gt;&#xD;
		&lt;td colspan="3" align="left"&gt;0 &lt;/td&gt;&#xD;
	&lt;/tr&gt;&#xD;
	--&gt;&#xD;
&#xD;
Heat Sinks:&#xD;
1 - Single (1 in engine)&#xD;
0.0&#xD;
&#xD;
&#xD;
Control Equipment:&#xD;
&amp;nbsp;&#xD;
1.0&#xD;
&#xD;
&#xD;
Lift Equipment:&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Power Amplifier:&#xD;
0.50&#xD;
&#xD;
&#xD;
Turret:&#xD;
0.5&#xD;
&#xD;
&#xD;
Armor:&#xD;
39 points - Heavy Ferro-Fibrous&#xD;
2.00&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
Armor&#xD;
&#xD;
&#xD;
&amp;nbsp;&#xD;
&amp;nbsp;&#xD;
Factor&#xD;
&#xD;
&#xD;
Front:&#xD;
&amp;nbsp;&#xD;
10&#xD;
&#xD;
&#xD;
Left/Right:&#xD;
&amp;nbsp;&#xD;
8/8&#xD;
&#xD;
&#xD;
Turret:&#xD;
&amp;nbsp;&#xD;
10&#xD;
&#xD;
&#xD;
Rear:&#xD;
&amp;nbsp;&#xD;
3&#xD;
&#xD;
&#xD;
&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;Weapons and Ammo&lt;/strong&gt;&#xD;
&lt;strong&gt;Location&lt;/strong&gt;&#xD;
&lt;strong&gt;Heat&lt;/strong&gt;&#xD;
&lt;strong&gt;Criticals&lt;/strong&gt;&#xD;
&lt;strong&gt;Tonnage&lt;/strong&gt;&#xD;
&#xD;
&#xD;
Small Laser&#xD;
T&#xD;
1&#xD;
1&#xD;
0.50&#xD;
&#xD;
&#xD;
Infantry Compartment (3.0 tons)&#xD;
BD&#xD;
0&#xD;
3&#xD;
3.00&#xD;
&#xD;
&#xD;
&#xD;
&lt;hr style="color: #ccc; height: 4px; border: solid 1px #aaa;"&gt;&#xD;
&#xD;
&#xD;
&#xD;
&lt;strong&gt;BattleForce Statistics&lt;/strong&gt;&#xD;
&#xD;
&#xD;
MV&#xD;
S (+0)&#xD;
M (+2)&#xD;
L (+4)&#xD;
E (+6)&#xD;
Wt.&#xD;
OV&#xD;
Armor: 1&#xD;
Points: 2&#xD;
&#xD;
&#xD;
10w&#xD;
1&#xD;
0&#xD;
0&#xD;
0&#xD;
1&#xD;
0&#xD;
Structure: 1&#xD;
&amp;nbsp;&#xD;
&#xD;
&#xD;
Special Abilities: ENE, EE, TUR(1/0/0)&#xD;
&#xD;
&#xD;
&#xD;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-10-18T00:11:01.0030000</pubDate>
      <link>http://www.solaris7.com/thread/wheeled-heavy-apc-hapc-3070/</link>
    </item>
    <item>
      <title>Solaris Skunk Werks 0.7.0 Stable Release</title>
      <description>&lt;p&gt;Solaris Skunk Werks 0.7.0 is out.&lt;/p&gt;&#xD;
&lt;p&gt;You can download the newest version here: &lt;a class="bbc_link" href="https://github.com/Solaris-Skunk-Werks/solarisskunkwerks#solaris-skunk-werks" target="_blank"&gt;https://github.com/Solaris-Skunk-Werks/solarisskunkwerks#solaris-skunk-werks&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;strong&gt;Main Features and fixes:&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;ul class="bbc_list"&gt;&#xD;
&lt;li&gt;Updated for Java 8&lt;/li&gt;&#xD;
&lt;li&gt;Dark Age Availability&lt;/li&gt;&#xD;
&lt;li&gt;Fixed various BV calculation issues (All BV calculations should be correct!)&lt;/li&gt;&#xD;
&lt;li&gt;More detailed BV breakdown&lt;/li&gt;&#xD;
&lt;li&gt;Corrected C-Bill Price Calculations&lt;/li&gt;&#xD;
&lt;li&gt;Shows Ammo cost of current loadout&lt;/li&gt;&#xD;
&lt;li&gt;Improved printing of Shields&lt;/li&gt;&#xD;
&lt;li&gt;Saving and Loading of Super Heavy Vehicles&lt;/li&gt;&#xD;
&lt;li&gt;Now using the modern logo&lt;/li&gt;&#xD;
&lt;li&gt;Fix security vulnerabilities when loading files&lt;/li&gt;&#xD;
&lt;/ul&gt;&#xD;
&lt;p&gt;&lt;br&gt;&lt;strong&gt;Other Bug Fixes&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;ul class="bbc_list"&gt;&#xD;
&lt;li&gt;Would silently fail on opening&lt;/li&gt;&#xD;
&lt;li&gt;Would forget about fixed Case II with Omnimechs&lt;/li&gt;&#xD;
&lt;li&gt;Patchwork Armor would have display issues&lt;/li&gt;&#xD;
&lt;li&gt;Booby trap was not printing correctly&lt;/li&gt;&#xD;
&lt;li&gt;Primitive/Retrotech Battlemechs can now equip all armors&lt;/li&gt;&#xD;
&lt;li&gt;Can now save and load OmniMechs without configurations&lt;/li&gt;&#xD;
&lt;li&gt;iATM ammo names were corrected&lt;/li&gt;&#xD;
&lt;/ul&gt;</description>
      <pubDate>2019-10-08T19:34:59.2400000</pubDate>
      <link>http://www.solaris7.com/thread/solaris-skunk-werks-0-7-0-stable-release/</link>
    </item>
    <item>
      <title>Gunner GUN-3D</title>
      <description>&lt;pre&gt;&lt;strong&gt;Gunner GUN-3D&lt;/strong&gt;&#xD;
&lt;br&gt;&lt;img src="https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132" width="300" height="330"&gt;&lt;br&gt;&lt;br&gt;Source of picture: &lt;a href="https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132"&gt;https://cfw.sarna.net/wiki/images/1/18/Shockwave.jpg?timestamp=20101224034132&lt;/a&gt;&lt;br&gt;&#xD;
Mass: 65 tons&#xD;
Tech Base: Inner Sphere&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Succession Wars&#xD;
Tech Rating/Era Availability: E/X-F-D-A&#xD;
Production Year: 3045&#xD;
Cost: 6,029,210 C-Bills&#xD;
Battle Value: 1,490&#xD;
&#xD;
Chassis: Achernar Special Type 5 Standard&#xD;
Power Plant: GM 260 Fusion Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Starguard CIV Ferro-Fibrous w/ CASE&#xD;
Armament:&#xD;
    1 Exostar ER Large Laser&#xD;
    1 General Motors Nova-5 Ultra AC/5&#xD;
    1 Federated 10-shot LRM-10&#xD;
    3 ChisComp 39 Medium Lasers&#xD;
    1 Magna 200P Small Pulse Laser&#xD;
Manufacturer: Achernar Battlemechs&#xD;
    Primary Factory: New Avalon&#xD;
Communications System: Achernar Electronics HID-9&#xD;
Targeting and Tracking System: Federated Hunter Mark II&#xD;
&#xD;
Overview:&#xD;
Named after the colloquial term for the artillery arm of the British Army, the &#xD;
battlemech known as "Gunner" was Achernar Battlemechs' attempt at creating an &#xD;
alternate to the Thunderbolt, as well as a complement to the Jagermech.  The &#xD;
Gunner was also the company's latest attempt at building heavy-class &#xD;
battlemechs, having produced the likes of the BattleAxe and the Hammerhands for &#xD;
the Federated Suns prior to the formation of the Star League.  First produced &#xD;
in 3045, the 65-ton Gunner was built using rediscovered "lostech" technology &#xD;
from the Helm Memory Core.&#xD;
&#xD;
Capabilities:&#xD;
In terms of long-range weaponry, the Gunner has a Federated 10-shot LRM-10 &#xD;
launcher embedded in its right side torso, complemented by a General Motors &#xD;
Nova-5 Ultra AC/5 perched on top of the right side torso, and an Exostar ER &#xD;
Large Laser embedded in the left side torso.  Both the missile launcher and the &#xD;
autocannon are each supplied with two tons of CASE-protected ammo, with the &#xD;
autocannon ammo located in the left side torso, while the LRM ammo is in the &#xD;
right side torso.  A trio of ChisComp 39 Medium Lasers provide close-range &#xD;
back-up, with one per arm and one in the head, while a Magna 200P Small Pulse &#xD;
Laser in the center torso provides anti-infantry defence.  Ten double heat &#xD;
sinks provide respectable waste heat management.&#xD;
&#xD;
The Gunner is powered by a GM 260 standard fusion engine, which provided a &#xD;
respectable max speed of 64.8 km/h, while 11 tons of Starguard CIV &#xD;
Ferro-Firbrous armor would ensure that the Gunner would be one tough nut to &#xD;
crack.&#xD;
&#xD;
Deployment:&#xD;
The Gunner is primarily deployed by AFFC forces.&lt;br&gt;&lt;br&gt;================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Standard                     104 points                6.50&#xD;
Engine:             Fusion Engine                260                      13.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             10(20)                    0.00&#xD;
Gyro:               Standard                                               3.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H&#xD;
Armor:              Ferro-Fibrous                AV - 197                 11.00&#xD;
    Armor Locations: 1 CT, 7 LT, 2 RT, 2 LL, 2 RL&#xD;
    CASE Locations: 1 LT, 1 RT                                             1.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     21           30        &#xD;
                                 Center Torso (rear)                  10        &#xD;
                                           L/R Torso     15           22        &#xD;
                                    L/R Torso (rear)                  8         &#xD;
                                             L/R Arm     10           20        &#xD;
                                             L/R Leg     15           24        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Medium Laser                                 RA        3         1         1.00&#xD;
Medium Laser                                 LA        3         1         1.00&#xD;
LRM-10                                       RT        4         2         5.00&#xD;
Ultra AC/5                                   RT        1         5         9.00&#xD;
ER Large Laser                               LT        12        2         5.00&#xD;
Small Pulse Laser                            CT        2         1         1.00&#xD;
Medium Laser                                 HD        3         1         1.00&#xD;
@LRM-10 (24)                                 RT        -         2         2.00&#xD;
@Ultra AC/5 (40)                             LT        -         2         2.00&#xD;
                                            Free Critical Slots: 14&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15&#xD;
4          3       3       2       0      3     1   Structure:  5&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1&lt;/pre&gt;</description>
      <pubDate>2019-09-18T05:17:50.4970000</pubDate>
      <link>http://www.solaris7.com/thread/gunner-gun-3d/</link>
    </item>
    <item>
      <title>An update to the campaign I've thought about.</title>
      <description>&lt;p class="MsoNormal"&gt;&lt;strong&gt;&lt;u&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black;"&gt;BT Lost Planet&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: #222222; background: white; mso-bidi-font-weight: bold;"&gt;Chelyabinsk, a&lt;/span&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt; planet on the fringe or periphery that during the chaos of the Succession Wars that suddenly lost contact with the HPG Net.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Isolated from the rest of the Inner Sphere and the Periphery this Lost Daughter of Terra is all but forgotten.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Soon after the HPG Station went off line the local COMSTAR&amp;rsquo;s COM GUARD unit sent an expedition to the planet.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The last contact with the unit was they had arrived in orbit and were making planet fall.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;They were never heard from again.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt;The Politics of the Succession Wars and COMSTAR itself soon made the loss of communication with this planet was de-prioritized.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Eventually it was mostly forgotten.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;What little that COMSTAR remembered about Chelyabinsk was a Battlemech Producing Planet.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;It was one of the few they encountered that was still functioning at the time of the blackout.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;As pseudo-peace or even just a lull in the Succession Wars settles over the Inner Sphere, COMSTAR&amp;rsquo;s EXPLORER CORPS and the COM GUARD want to find out what happened on Chelyabinsk.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;strong&gt;&lt;u&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black;"&gt;Basic Description&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt;A fairly temperate planet with two continents, most of the surface covered with Oceans.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The water between the two continents is known as The Jade Expanse.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The northern ocean is called The Sterile Sea.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The southern ocean is called The Tideless Waves.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The finally ocean is called The Peaceful Depths.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The western continent is called Nialand.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The eastern one is called Brezoth.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt;According to COMSTAR most of the population was located on Nialand.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Nialand has two large mountain ranges.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The eastern range is known as the Macawe Highlands, which has a large coastal plain that reaches out to The Jade Expanse.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The western range is known as Lamset Mountain, which has a smaller coastal plain that reaches into The Peaceful Depths.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Between the two mountain ranges is the Disriden Plains, vast expansive grassland.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;There are four major settlements on Nialand.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;In the north is Krapolis, the planetary capital, which also has the largest of the two spaceports, and also the location of the COMSTAR HPG Station.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;To the west on the shores of The Peaceful Depths, is Tromond, was largely a vacation location.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The eastern settlement on the shore of The Jade Expanse, this was an industrial center, known as Brusgend. &lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp;&lt;/span&gt;The southern settlement is also an industrial center, and known as Klathe. &lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt;There was some population on Brezoth but it was largely filled with the vast area called The Silent Wilds.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Most of Brezoth was used trials of the battlemechs produced on the planet.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The western shores of Brezoth which touches The Jade Expanse, has the only major population center of continent.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;It has a small spaceport which was mainly used for transporting machines from Nialand to the proving grounds on Brezoth.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;The name of this settlement is called Akata.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 12.0pt; line-height: 115%; font-family: 'Times New Roman','serif'; color: black; mso-bidi-font-weight: bold;"&gt;Chelyabinsk was fairly self-contained manufacturing base.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;A whole battlemech could be manufactured from ground to finished product without outside trade.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Most of the manufacturing took place on the western continent of Nialand.&lt;/span&gt;&lt;/p&gt;&#xD;
&lt;p class="MsoNormal"&gt;&amp;nbsp;&lt;/p&gt;</description>
      <pubDate>2019-09-12T17:57:00.6430000</pubDate>
      <link>http://www.solaris7.com/thread/an-update-to-the-campaign-i-ve-thought-about/</link>
    </item>
    <item>
      <title>Killing them with kindness and bombs. A story on the true meaning of &amp;quot;Death From above&amp;quot;</title>
      <description>&lt;p&gt;In which I begin documenting my collection of aerospace assets.&amp;nbsp; Especially since the way to use Aerospace in Alpha Strike has gotten much easier to use.&lt;br&gt;&lt;br&gt;Relentless Omni Ground Support-ECM&lt;br&gt;&lt;br&gt;&lt;img src="/file/download/f8f5bcd0-057f-46a7-a5d8-aab701212d82/" alt="Relentless Ground support" width="500" height="357"&gt;&lt;br&gt;&lt;br&gt;My Standard Omni-Fighter.&amp;nbsp; 100 tons. 5/8 with an XL, 5 tons of fuel.&amp;nbsp; Pretty standard stuff so far.&lt;br&gt;38 tons of Heavy Ferro Fibrous Armor.&amp;nbsp; Or more Armor then 2 100 ton mechs can carry.&amp;nbsp; Despite all of this, it still has 44.5 tons of capacity for dealing mayhem.&lt;br&gt;&lt;br&gt;And 12 Medium pulse lasers tied into a targeting computer with enough heat sinks to fire them with only the most minor of heat issues is the usual means of dealing that mayhem when ground support is called for.&amp;nbsp; Sub Variants usually deal with what to do with the final 1.5 tons.&amp;nbsp; Active Probe, ECM, or even an extra heat sink and recon camera are all good options. (Especially that last one.&amp;nbsp; Just came up with it and it has alpha strike/"Battle Space" applications.)&lt;br&gt;&lt;br&gt;Version history on this design starts with the Implacable, slower but with slightly more armor.&amp;nbsp; For a brief period they were the space superiority wrecking ball of choice.&amp;nbsp; But they had a down side,&amp;nbsp; they were crap at ground support.&amp;nbsp; They needed a higher thrust to carry enough bombs.&amp;nbsp; Then came the Relentless.&amp;nbsp; Basically this design.&amp;nbsp; Used Ferro Fibrous armor at the time so it actually carried an extra medium Pulse laser.&amp;nbsp; There was a side project called the Adamant,&amp;nbsp; it might show up later, but it did show the limits of the more armor game.&amp;nbsp; Finally came the Relentless Omni.&amp;nbsp; Backing off on armor slightly, making up for it with Heavy Ferro Fibrous Armor, and still able to mount the majority of firepower the Implacables and Adamants carried, the Relentless Omni finally became the lead fighter of my imaginary forces living in the extra deep periphery.&lt;br&gt;&lt;br&gt;As a fun note in the fluff that I never did write for this omni-fighter,&amp;nbsp; The Relentless does not have a canopy. (Pay no attention to the picture in the alpha strike card.&amp;nbsp; Its there because it does an excellent job of representing "Flying Brick")&amp;nbsp; Instead a section of the hull clam-shells out on myomer bundles allowing the pilot access.&amp;nbsp; More Myomer webbing enfolds the pilot giving them the support they need to survive excessive G forces, like when lithobreaking occurs.&amp;nbsp; Because when this craft crashes....&amp;nbsp; Its usually able to take off again.&lt;br&gt;&lt;br&gt;&lt;br&gt;It took awhile to come up with a name for this Thread...&lt;/p&gt;</description>
      <pubDate>2019-08-28T17:32:50.5430000</pubDate>
      <link>http://www.solaris7.com/thread/killing-them-with-kindness-and-bombs-a-story-on-the-true-meaning-of-death-from-above/</link>
    </item>
    <item>
      <title>Canis 3</title>
      <description>&lt;pre&gt;&lt;span style="text-decoration: underline;"&gt;&lt;strong&gt;Canis 3&lt;/strong&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;img src="http://cfw.sarna.net/wiki/images/3/3f/Canis.jpg?timestamp=20110118193018" alt="" width="400" height="448"&gt;&#xD;
&lt;br&gt;Source of picture:&lt;br&gt;http://cfw.sarna.net/wiki/images/3/3f/Canis.jpg?timestamp=20110118193018&#xD;
&lt;br&gt;Mass: 80 tons&#xD;
Tech Base: Clan&#xD;
Chassis Config: Biped&#xD;
Rules Level: Tournament Legal&#xD;
Era: Clan Invasion&#xD;
Tech Rating/Era Availability: F/X-X-D-A&#xD;
Production Year: 3071&#xD;
Cost: 18,654,600 C-Bills&#xD;
Battle Value: 2,542&#xD;
&#xD;
Chassis: CAS Endo-Steel&#xD;
Power Plant: Clan Type 320 Fusion XL Engine&#xD;
Walking Speed: 43.2 km/h&#xD;
Maximum Speed: 64.8 km/h&#xD;
Jump Jets: None&#xD;
    Jump Capacity: 0 meters&#xD;
Armor: Forging ZK11 Standard Armor&#xD;
Armament:&#xD;
    2 Series 7Ja ER Large Lasers&#xD;
    2 Model X Heavy Large Lasers&#xD;
    2 Series 4 ATM-6s&#xD;
Manufacturer: Ashton 'Mech Production Complex&#xD;
    Primary Factory: Tamaron&#xD;
Communications System: TJ6 "Bell" Integrated&#xD;
Targeting and Tracking System: TRTTS Mark II CWS&#xD;
&#xD;
Overview:&#xD;
Making its debut in the early months of the Wars of Reaving, the Canis 3 was an &#xD;
alternate approach by Clan Coyote to improve on the 80-ton 2nd-line battlemech. &#xD;
 Unlike the Canis 2, the Canis 3 is a major overhaul of the design.&#xD;
&#xD;
&#xD;
Capabilities:&#xD;
Compared to the original and the second iteration, the Canis 3 had its original &#xD;
engine replaced with a 320XL version, giving it a max speed more in par with &#xD;
comparable designs of its weight class, although the jump jets were dropped in &#xD;
order to make the change possible.  Armor was also increased by a bit, up to &#xD;
15.5 tons of standard armor.&#xD;
&#xD;
In terms of weaponry, each arm was fitted with an ER Large Laser and a Heavy &#xD;
Large Laser, all tied to a four-ton targeting computer.  These are complemented &#xD;
by an ATM-6 on each side torso.  Unfortunately, even with 19 double heat sinks, &#xD;
overheating is still a major issue that plagues this Canis variant.&#xD;
&#xD;
&#xD;
Deployment:&#xD;
This Canis variant would be deployed heavily by Clan Coyote, as well as its &#xD;
"Society" allies during the Wars of Reaving, although many would end up &#xD;
destroyed by the time the Reavings had ended.&#xD;
&#xD;
&#xD;
================================================================================&#xD;
Equipment           Type                         Rating                   Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Internal Structure: Endo-Steel                   122 points                4.00&#xD;
    Internal Locations: 1 HD, 3 LA, 3 RA&#xD;
Engine:             XL Fusion Engine             320                      11.50&#xD;
    Walking MP: 4&#xD;
    Running MP: 6&#xD;
    Jumping MP: 0 &#xD;
Heat Sinks:         Double Heat Sink             19(38)                    9.00&#xD;
    Heat Sink Locations: 1 CT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL&#xD;
Gyro:               Standard                                               4.00&#xD;
Cockpit:            Standard                                               3.00&#xD;
    Actuators:      L: SH+UA+LA    R: SH+UA+LA&#xD;
Armor:              Standard Armor               AV - 247                 15.50&#xD;
    CASE Locations: LT, RT                                                 0.00&#xD;
&#xD;
                                                      Internal       Armor      &#xD;
                                                      Structure      Factor     &#xD;
                                                Head     3            9         &#xD;
                                        Center Torso     25           35        &#xD;
                                 Center Torso (rear)                  15        &#xD;
                                           L/R Torso     17           24        &#xD;
                                    L/R Torso (rear)                  10        &#xD;
                                             L/R Arm     13           26        &#xD;
                                             L/R Leg     17           34        &#xD;
&#xD;
================================================================================&#xD;
Equipment                                 Location    Heat    Critical    Mass  &#xD;
--------------------------------------------------------------------------------&#xD;
Heavy Large Laser                            RA        18        3         4.00&#xD;
ER Large Laser                               RA        12        1         4.00&#xD;
ER Large Laser                               LA        12        1         4.00&#xD;
Heavy Large Laser                            LA        18        3         4.00&#xD;
ATM-6                                        RT        4         3         3.50&#xD;
ATM-6                                        LT        4         3         3.50&#xD;
Targeting Computer                           LT        -         4         4.00&#xD;
@ATM-6 (10)                                  RT        -         1         1.00&#xD;
@ATM-6 (ER) (10)                             RT        -         1         1.00&#xD;
@ATM-6 (HE) (10)                             RT        -         1         1.00&#xD;
@ATM-6 (HE) (10)                             LT        -         1         1.00&#xD;
@ATM-6 (ER) (10)                             LT        -         1         1.00&#xD;
@ATM-6 (10)                                  LT        -         1         1.00&#xD;
                                            Free Critical Slots: 0&#xD;
&#xD;
BattleForce Statistics&#xD;
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 25&#xD;
4          5       5       2       0      4     3   Structure:  4&#xD;
Special Abilities: CASE, SRCH, ES, SEAL, SOA&lt;/pre&gt;</description>
      <pubDate>2019-08-05T20:17:34.2900000</pubDate>
      <link>http://www.solaris7.com/thread/canis-3/</link>
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