Designer: Dark Vampire / Armory: TRO 3058

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  • Last Post 09 July 2017
Lasergunner posted this 01 July 2017

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Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2417
FRIDAY, JULY 25, 2003
UPDATE: 12/29/2004
383 DOWNLOADS

Blackjack BJ2-0

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Dark Vampire

Armory: TRO 3058

 


Faction Availability

House Davion Inner Sphere

House Kurita Inner Sphere

House Liao Inner Sphere

House Marik Inner Sphere

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE AUGUST 17, 3058

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 200 4.5T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 9.5

Head 3 9

Center Torso 16 22/9

L/R Torso 12 18/6

L/R Arm 8 14

L/R Leg 12 18

 


Fixed

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

    Totals

10 2


Primary

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 Ultra AC/5 LA 5 9

2 Medium Laser LA 2 2

1 Ultra AC/5 RA 5 9

2 Medium Laser RA 2 2

2 Machine Gun LT 2 1

2 Machine Gun RT 2 1

1 Ammo (Ultra AC/5) 20 LT 1 1

1 Ammo (Ultra AC/5) 20 RT 1 1

1 Ammo (Machine Gun) 100 CT 1 0.5

    Totals

31 28.5


A

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 LRM-20 LA 5 10

1 LRM-20 RA 5 10

1 Medium Laser LT 1 1

1 Medium Laser RT 1 1

1 Small Laser CT 1 0.5

2 Ammo (LRM-20) 6 LA 2 2

2 Ammo (LRM-20) 6 RA 2 2

    Totals

27 28.5


B

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 Small Laser RT 1 0.5

1 Gauss Rifle LA 7 15

1 LRM-10 RA 2 5

1 C3 Slave CT 1 1

2 Ammo (Gauss Rifle) 8 LT 2 2

2 Ammo (LRM-10) 12 RA 2 2

    Totals

25 27.5


C

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 LB 10-X AC LA 6 11

1 LB 10-X AC RA 6 11

1 Medium Laser LT 1 1

1 Medium Laser RT 1 1

1 Small Laser CT 1 0.5

1 Ammo (LB 10-X AC) 10 LT 1 1

1 Ammo (LB 10-X AC) 10 RT 1 1

    Totals

27 28.5


D

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 PPC LA 3 7

1 Medium Pulse Laser LA 1 2

2 Large Laser RA 4 10

2 Medium Laser LT 2 2

1 Medium Pulse Laser LT 1 2

1 Small Laser CT 1 0.5

1 Double Heat Sink LA 3 1

1 Double Heat Sink RA 3 1

1 Double Heat Sink RT 3 1

    Totals

31 28.5

 

Overview:

Luthien Armor Works received a license to manufacture the Blackjack from Ceres Metal Works in the St. Ives Compact, as part of the Combine’s newly implemented technology exchange program. The Draconis Combine manufacturer began producing the design it received for the BJ-2 version, but only a few examples of this ’Mech rolled off the assembly line before plant executives ended production and retooled the line to manufacture an OmniMech version. The BJ2-0 Blackjack was the first OmniMech design exported for manufacturing, in this case to Irian BattleMechs Unlimited. Though this level of technological exchange seems remarkably enlightened, many claimed at the time that the DCMS was only allowing "monkey" versions of their OmniMech technology to be exported. This claim is supported by the fact that the exported plans called for weapons bays that could only accept DCMS standard connections, while the OmniMechs actually being fielded by the DCMS had connectors that allowed them to use captured Clan weapons and ammunition. The DCMS claimed that the Blackjack was rushed into production before the manufacturers had perfected the necessary, complex software interfaces. Without such interfaces, Inner Sphere targeting and fire-control systems could not interact with Clan weapons – therefore, fitting the exported Blackjacks with extra connections would have been a waste of time and money. This problem has been resolved in current production models, and all earlier versions of the Blackjack are routinely upgraded during their first major overhaul. Nevertheless, this incident placed great strain on the relationship between the Combine and the other Great Houses.

 

Capabilities:

The Blackjack can carry an impressive 26.5 tons of weapons and sensors, as much or more than many heavy ’Mechs. Its jump jets also make the Blackjack a maneuverable and dangerous opponent. In its primary configuration, this ’Mech is a deadly infighter: four medium lasers and two Ultra autocannons can throw out a barrage of energy beams and hypervelocity slugs that few enemy ’Mechs can withstand. As with other OmniMech designs, the Blackjack’s alternate configurations reflect the needs of specific missions. Because the Blackjack is being deployed primarily with Free Worlds League and Capellan Confederation units, the alternative configurations do not include any enhanced targeting, electronics or command-and-control systems. Specifically, the Free Worlds League armed forces appear to have decided that the additional space taken up by these devices can be put to better use increasing the ’Mech’s raw firepower.

 

Deployment:

The Free Worlds League and Capellan Confederation field the majority of the existing BJ2-0 units. Ceres Metal Works is reported to have converted a standard Blackjack production line to produce the OmniMech version, and has begun manufacturing modular Blackjacks for the St. Ives Compact and the Federated Commonwealth.

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2408
MONDAY, JULY 21, 2003
UPDATE: 12/29/2004
368 DOWNLOADS

Firestarter FS9-0

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Dark Vampire

Armory: TRO 3058

 


Faction Availability

House Davion Inner Sphere

House Kurita Inner Sphere

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 25, 3058

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 270 7.5T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 0 MP

Double Heat Sinks: 12 [24] 2T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 8.5

Head 3 9

Center Torso 14 20/7

L/R Torso 11 16/6

L/R Arm 7 12

L/R Leg 11 16

 


Fixed

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

    Totals

14 5


Primary

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

1 Large Laser LA 2 5

1 Large Laser RA 2 5

2 Flamer RA 2 2

1 Beagle Active Probe RT 2 1.5

    Totals

22 18.5


A

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

1 LB 10-X AC RA 6 11

1 Small Laser LA 1 0.5

2 Ammo (LB 10-X AC) 10 RT 2 2

    Totals

23 18.5


B

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

1 Large Pulse Laser RA 2 7

1 Small Laser RA 1 0.5

2 Medium Pulse Laser LA 2 4

1 C3 Slave LT 1 1

1 TAG RT 1 1

    Totals

21 18.5


C

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

1 LRM-10 LA 2 5

1 LRM-10 RA 2 5

1 C3 Slave LT 1 1

1 Small Laser RT 1 0.5

1 Ammo (LRM-10) 12 LA 1 1

1 Ammo (LRM-10) 12 RA 1 1

    Totals

22 18.5


D

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

3 Jump Jets LT 3 1.5

3 Jump Jets RT 3 1.5

1 Flamer CT 1 1

1 Flamer CT(R) 1 1

1 ER PPC LA 3 7

1 Medium Laser RA 1 1

1 LRM-5 RA 1 2

1 C3 Slave LT 1 1

1 Guardian ECM RT 2 1.5

1 Ammo (LRM-5) 24 RA 1 1

    Totals

23 18.5

 

Overview:

During the Clan War, the Great Houses of the Inner Sphere pledged to support each other with exchanges of technical information as well as with troops and munitions. As part of that agreement, the Federated Commonwealth manufacturer Coventry Metal Works gave its Draconis Combine counterpart, Luthien Armor Works, a license and the manufacturing specifications to produce the Firestarter. The fact that Coventry chose such an over-specialized ’Mech to exchange when it could have provided much more viable designs speaks volumes about the depth of the Inner Sphere’s grudging alliance. The executives at Luthien Armor Works thanked Coventry for their support and filed away the next-to-useless Firestarter designs. When the Combine’s turn came to reciprocate, they sent Coventry the slightly modified FS9-0 Firestarter rather than specifications for the original-design Combine OmniMechs such as the Avatar or the Sunder. The rationale for this choice provided by Luthien Armor Works stated that Coventry’s production line was already set up to manufacture the Firestarter, and modifying that line would require less time than starting up a new production line. The Federated Commonwealth has officially accepted this explanation, though some people believe that the DCMS simply did not want to give their cutting-edge ’Mech technology to their ancient enemies.

 

Capabilities:

This standard BattleMech has been modified to accept modular weapon systems, though it retains fixed forward- and rear-firing flamers. Its primary configuration is equipped with a Beagle active probe, two large lasers, and two additional flamers, raising the number of flamers to four. This configuration closely matches the standard Firestarter weapons mix, making the operational transition to the new Omni technology easier for units receiving this ’Mech. The other known configurations show the standard situation-dependent mix of weapons. It is interesting to note that almost all of these configurations incorporate a C3 slave unit. It appears that the Draconis Combine is beginning to accept C3 as a integral part of their tactical doctrine.

 

Deployment:

The modular Firestarter is currently being manufactured for the Federated Commonwealth, Lyran Alliance, and Free Worlds League. The Federated Commonwealth is replacing older versions of the Firestarter with the new design on a one-for-one basis at battalion and regimental headquarters. Other House militaries are beginning to deploy them in lance-sized units.

Lasergunner posted this 09 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2418
FRIDAY, JULY 25, 2003
UPDATE: 12/29/2004
212 DOWNLOADS

Chameleon CLN-7W

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Dark Vampire

Armory: TRO 3058

 


Faction Availability

All Factions

BATTLEROM IMAGE JULY 16, 3058

* FOR WORD OF BLAKE USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 9

Head 3 9

Center Torso 16 22/7

L/R Torso 12 16/5

L/R Arm 8 16

L/R Leg 12 16

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

1 Medium Laser RA 1 1

1 Medium Pulse Laser LA 1 2

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets RT 1 0.5

1 Jump Jets LT 1 0.5

    Totals

10 11

 

Overview:

Manufactured since the early 2500's, the Chameleon is best know as the premier training 'Mech for hundreds of thousands of Inner Sphere MechWarriors. Though the Clan invasion has prompted many manufacturers to step up production of front-line 'Mechs, the Chameleon is still being produced in record numbers. These new Chameleons are being manufactured for the military acadamies, many of which have expanded their training programs to accomadate the flood of applicants interested in becoming MechWarriors. In 3052, Defiance Industries announced plans to sell all plans and molds for the Chameleon to free up more production lines for new front-line 'Mechs. In June of 3053, Defiance sold its rights to the Chameleon to Jilianne Suliben, the daughter of a wealthy Tamar businessman killed during the Clan invasion. Using her father's government connections, Ms. Suliben purchased the remains of an old manufacturing plant on the planet Storfors and officially incorporated J.B. BattleMechs. In February of 3056, the first new Chameleons rolled off the production line.

 

Capabilities:

The Chameleon and its heavier counterpart, the Crockett, served as the SLDF's training 'Mechs for more than a hundred years. The Chameleon was the training vehicle for would-be pilots of fast, jump-capable medium and light 'Mechs. Its weapons, though average by battlefield standards, are well suited to the abilities of a relatively green pilot. A large laser and two medium lasers comprise the 'Mech's heavy firepower, while three small lasers and two machine guns help the new recruit fend off infantry attacks. To teach pilots-in-trainingabout the dangers of excess heat, the Chameleon's battle computer can be set to lock out all weapons and jump jets if the heat rises above a certain level. New recruits quickly learn the value of monitoring the heat scale indicator.

 

Configuration / Variants:

J.B. BattleMechs has several combat variants of the Chameleon in the works. The 7W variant drops all the small lasers and both machine guns and adds two tons of armor and double heat sinks. An extended large laser replaces the standard large laser, and the left arm-mounted medium laser is upgraded to a medium pulse laser. The 7Z variant replaces the standard 300 Vlar Engine with an XL engine and adds three ton and a half extra tons of armor for maximum protection. In addition, a second large laser and an ER large laser replace the small and medium lasers and machine guns. To help dissipate the extra heat generated by the new weapons, the design includes double heat sinks.

 

Deployment:

The standard Chameleon 7V serves in MechWarrior academies throughout the Inner Sphere and the periphery. The combat variants of the Chameleon have yet to see action


 

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