Designer: Gauntlet / Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

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Lasergunner posted this 02 July 2017

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Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4864
FRIDAY, NOVEMBER 18, 2005
UPDATE: 7/5/2006
278 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4864]

Bai Lao Hu BLA-1D

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE OCTOBER 23, 3005

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BattleMech Technical Readout

Type/Model: Bai Lao Hu BLA-1D

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Custom design

   

Mass: 50 tons

Chassis: Corean Model B1 Standard

Power Plant: 250 GM Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Rawlings 52 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: StarGuard I Standard

Armament:
2 ChisComp 39 Medium Lasers
2 ChisComp 32 Small Lasers
1 ChisComp 43 Special Large Laser
Manufacturer:    Corean Enterprises
   Location:    New Avalon / FC (CE)
Communications System:    Corean TransBand-J9
Targeting & Tracking System: Corean B-Tech

Overview:

Developed under order of First Prince Ian Davion in 3002, the Bai Lao Hu (Chinese for white tiger) was meant to be used as a psychological weapon against the Capellan Confederation.   Based on Chinese mythology, the Bai Lao Hu is a very stylized mech, right down to the Corean TransBand-J9 communications system and its multiple dish arrays made to look liker a tiger's ears.   The belief behind the design was that it would have a crushing, demoralizing effect on the Capellan forces it was meant to be used against.   Blatantly Chinese in design, the mech was meant to appear to the Capellans as an invincible traitorous son.   Whether it had the desired effect when it was first deployed is a source of great discussion between the Corean Enterprises designers and Federated Suns military heads.

Capabilities:

Closely modeled after the Wolverine, a highly respected design, the Bai Lao Hu was developed to be nimble, well armored, and capable of filling multiple roles.   The Lost Son project, as the Bai Lao Hu was originally designated, was initiated by Ian Davion with a set of design parameters intended to make the mech dangerous and effective.   Prince Ian wanted a medium mech with good speed, armor, and a full jump capacity.   The weapons choice would be up to Corean Enterprises.   Foremost, the mech was to be based on Chinese mythology. Secondly, the mech had to been fully produced at the Corean plant on New Avalon.   Corean answered the Prince's call with the Bai Lao Hu.

Equipped with a GM 250 engine, the Bai Lao Hu is possessed of a respectable 53.7 km/h cruising speed, and a top speed of 86.0 km/h.   It's double-knee design and Rawlings 52 jump jets give the Bai Lao Hu excellent jump distance and landing stability, as well as a very quick acceleration ratio, in comparison to other medium mech designs.   Carrying ten tons of StarGuard I armor produced on New Avalon, the mech is well protected.   Though it could carry more armor, the mech would have to sacrifice a bit of jump capacity, and Prince Ian was very specific about his design parameters.

The Bai Lao Hu's weapons are all energy based, to allow for greater battlefield life expectancy.   By not carrying ballistic or missile weapons, the Bai Lao Hu is free from worry of ammunition explosion in the case of an armor breach.   Two ChisComp 39 small lasers, two ChisComp 32 medium lasers, and a ChisComp 43 large laser make up the full list of weapons carried by the Bai Lao Hu.   With six additional tons of space allocated to heat exchangers, the Bai Lao Hu is capable of running at full speed and firing all it's weapons, and only building a small amount of waste heat.   Jumping and firing all weapons however will quickly build the Bai Lao Hu's heat to dangerous levels.

From it's stylized head, and double-kneed legs, the Bai Lao Hu looks very much like a tiger walking on two legs.   With the additional Chinese characters spelling out Lost Son down it's torso, the mech is designed for psychological warfare as much as true war.

Battle History:

Though first developed in 3002 by order of Prince Ian Davion, the Bai Lao Hu only occasionally saw combat until after Ian's death, and Hanse Davion's assumption of the throne.   In 3015, Hanse used the Bai Lao Hu in a year long demoralization campaign up and down the Davion/Liao border.   Arranged into three separate companies, each company was comprised solely of Bai Lao Hu battlemechs.   Each company was a "free" company, assigned to whatever regiment was in the combat zone the Prince wanted to use the Bai Lao Hu in.

A full company of one mech type draws attention, and due to the type of hit-and-fade fighting that Prince Davion used the Bai Lao Hu for, the Free Companies drew a lot of attention.   From 3015-3016, the Free Companies, supported by several different regiments, fought near constant battles, performing admirably.
Wether it was due to the quality of the mech design, or the demoralizing effect of the Chinese styling, the campaign was a success.   Though no worlds changed hands, the CCAF forces seemed to be completely at a loss as to how to fight the fast moving AFFS forces.   Many Capellan mechs were destroyed or captured by the Federated Suns.

Variants:

The Bai Lao Hu first saw combat in 3005 in the Capellan march.   Because it is such a new design, only field modifications exist of the Bai Lao Hu.   The primary field refit reports state that most often the small lasers are removed to add an extra medium laser.   Aside from this occasional field modification, a report exists of one Bai Lao Hu dropping all it's jump jets and medium and small lasers for another large laser.

Notable 'Mechs & MechWarriors:

Raynor Young
      
Commander of the Dao Free Company, Raynor has seen the most combat in the Capellan March than any other member of any of the Free Companies.   In his Bai Lao Hu, named Yu Huang the "Jade Emperor", he has fought against the Capellans for more than ten years.   A native of the Capellan March, Young's family was of Chinese decent, and has given him a unique insight to the warriors he fights.   A calm and quiet man, Raynor has been awarded the Golden Sunburst twice.

Deployment

In more recent years, though the Free Companies are still in use, the Bai Lao Hu has seen a more complete integration into the AFFS.   Whether assigned to a heavy lance, or medium lance, or as over watch for a light lance, the Bai Lao Hu has performed well.   Sturdy and dependable, the AFFS has no set unit composition into which the Bai Lao Hu is assigned.

The Free Companies still operate in the Capellan March.   Though their missions have dropped in number as Hanse focuses more on exercises rather that actual combat with the Capellans, the Free Companies still strike out at the Capellans.   Fighting swiftly and decisively, a strike by any of the three Free Companies is a dreaded occurance for the weary Capellan forces.


Type/Model: Bai Lao Hu BLA-1D

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Standard 0 5.00

Engine: 250 6 12.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 16 Single 6 6.00

   (Heat Sink Loc: 1 LT, 1 RT, 2 LL, 2 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 160 pts Standard 0 10.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 22

  Center Torso (Rear):   7

  L/R Side Torso: 12 17/17

  L/R Side Torso (Rear):   6/6

  L/R Arm: 8 15/15

  L/R Leg: 12 23/23


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RT 3   1 1.00

1 Small Laser RT 1   1 .50

1 Medium Laser LT 3   1 1.00

1 Small Laser LT 1   1 .50

1 Large Laser CT 8   2 5.00

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 2 LT, 3 RT)

TOTALS:   16   48 50.00

Crits & Tons Left:       30 .00


Calculated Factors:

Total Cost: 4,238,750 C-Bills

Battle Value: 1,027

Cost per BV: 4,127.31

Weapon Value: 722 / 722 (Ratio = .70 / .70)

Damage Factors:    SRDmg = 17; MRDmg = 6; LRDmg = 0

BattleForce2: MP: 5J,   Armor/Structure: 4/4

    Damage PB/M/L: 3/2/-,   Overheat: 0

    Class: MM,   Point Value: 10

 


User Reviews

User Rating Posted Updated

Iron Wolf 0 9/5/2006 9/5/2006

Hmmm... bit sterotypical of Capellans, but very good concept nonetheless.

Ice Hellion 0 11/29/2005  

An interesting background with some research in it and a good mix between firepower, mobility, protection and heat management.
Good job.

Knightmare 5 11/20/2005  

This is great! Lovely write up, a good design. Nice.
cheers

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7413
TUESDAY, OCTOBER 31, 2006
71 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=7413]

Desperado DRP-D0

Level: Custom Level 1 / 2750

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


Faction Availability

Star League Star League

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BATTLEROM IMAGE OCTOBER 21, 2706

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Desperado DRP-D0

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 1, Custom design

   

Mass: 60 tons

Chassis: Earthwerk TDR-M2 Standard

Power Plant: 300 VOX Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ryerson 150 Standard

Armament:
2 Sunglow Type 2 Large Lasers
4 Diverse Optics Type 18 Medium Lasers
Manufacturer:    Vandenberg Mechanized Industries
   Location:    Pinard / TC (VMI)
Communications System:    Neil 6000
Targeting & Tracking System: Octagon Tartrac System C

Overview:

Well, here I am again, sitting at my desk pondering the mysterious Thane.   Am I the only one, I wonder aloud to myself?   Considering his performance last week in the Factory, I cannot believe that I am alone in my curiosity.   So, what have I decided to do?   Well, if you don't know by now, you should stop reading this report right now!

As is my wont, I decided to get to the bottom of the Thane mystery, and that of his 'Mech, Desperado.

Utilizing my masterful skill at stalking, er…tailing, I followed Mr. Thane.   The first thing I can tell you is nothing surprising.   He is fastidious about his training regimen.   After a week of intermittent observation, I can tell you that the average six hours a day of simulator training is nothing for this guy.   Day in, day out, if he's not in the sim, he's actually in his 'Mech, working it on the practice field.   He trains twelve to fourteen hours a day, consistently.   Now that's devotion.   Normally, the only thing I do with such tenacity is beguile the opposite sex with my many charms.

Secondly, the man is a ghost.   Not just skillful at avoiding a tail, but truly, he's a master of disappearance.   Very few can avoid me, it's a knack I have.   I've been told so.   Thane?   Well, this guy seems to be capable of simply vanishing into thin air.   Never before have I had such difficulty keeping tabs on a person, and considering my background, that's impressive!   To compound the issue, in a record keeping sense, he is a ghost.   No electronic tail of any sorts.   I even had a friend run his 'holo through the S7 stable/most wanted database…nothing!   Thane is truly an unknown entity, and believe me; it hurts me to say so!

Taking a backwards approach to the identity search for Thane, I started sniffing around the more…unorthodox information sources.   They had very little to divulge, but combined with the information I found on Desperado, I can provide just a little insight into this mystery.  

Now I know some of you are wondering if all of this prying into matters that Thane obviously wants private is even legal.   My answer to you is, would I break the law just for a story?   I'll leave that judgment up to you, my readers!   Your second concern is probably whether it is moral or not, and to that I answer, moral or no, my job is to discover the truth.   Regardless of the consequences, never have I failed to do just that.   Some of you don't approve of my methods, and that's just too bad!   There is a reason I do the job I do, and why I'm the best, even if it's "unofficially"!

So, back to my tale.   A devout follower of the "train 'till you drop" school of thinking, as stated Thane practices in the sim and with his 'Mech for upwards of twelve hours a day.   All that practice pays off, as anyone who watched the Factory free-for-all match last week could attest.   Rarely is a pilot capable of moving his machine so well, and it is a true die-hard pilot who can push his 'Mech as far as Thane pushed Desperado that night!

Now for those bumpkins out there reading this report, I'll state what the rest of you have, hopefully, already pieced together.   Thane refused an interview.     Despite numerous attempts at persuasion, he continued to refuse, and as such, necessitated my digging further!   Some things however, I was fairly certain of, after even just a few brief words were exchanged.   For one, Thane is a Taurian.   It's subtle, a barely noticeable inflection on the way he said "no" and "thank you", that tipped me off.   He spoke with the oddly clipped and drawn consonants of the Periphery nation.   Secondly, there was something in the eyes that made suspect him of Concordant birth.   Fierceness, a seemingly untapped pool of stubborn pride and fanaticism that the Taruian's are known for.   Again, it's all subtle, very subtle, so much so that I almost missed it.   Lucky for you, I'm hard to fool!

Capabilities:

My suspicions were confirmed later, when I inspected his 'Mech, Desperado.   Now for all you "law-abiding, good natured citizens" out there, stop reading now.   If you continue, you may taint yourself with information gleaned from "underhanded" methods of acquisition!   Did I break into Thane's 'Mech hangar?   Of course, not, the lock had already been disabled when I arrived!   I simply took advantage of the situation, I promise!

So, anyway, about the 'Mech, let's get to it!   Now I'm no 'Mech engineer, but working on Solaris VII for as long as I have, I've developed an intuitive skill for determining 'Mech components and the like.   In addition, I'm fairly handy with a turbo wrench, which makes climbing into secured hatchway's a snap!

Micro-flash clenched in my teeth, I delved into the mighty chest of the 'Mech known as Desperado.   Now, as far as I can tell, Desperado is essentially a modified Thunderbolt chassis.   It share's a lot of the body shapes with the ole T-Bolt, and is of a similar tonnage, weighing in at 60 tons, only 5 tons less than the Thunderbolt.   Now although I couldn't delve too deeply into the 'Mech's chassis, from what I could tell, the Desperado is powered by a 300 VOX fusion engine.   Produced only on New Vandenberg in the Taurian Concordant, this fact alone lends credence to my Taurian origin theory.

Climbing out of the 'Mech's chest, I next investigated the weapon systems, mounted in those awesome Big Fucking Gun style pistols in the 'Mech's hands.   A triple-barrel design, the pistol guns appeared to be a pair of Diverse Optics Type 18 medium lasers mounted side-by-side, just beneath the Sunglow Type 2 large laser.  

The dream gun of any holo-vid playing teen planet wide, the firepower made available by the lasers is quite considerable.   If you think about it, for a heavy 'Mech, those lasers are downright deadly.   Thane can opt to fire off a large laser, and if the range is close enough, zap you with a quartet of medium lasers as well.   Or simply play at range with both Sunglow lasers.   For a clever pilot, the possibilities are next to endless!   Not to mention the "cool" factor of those damn big guns!   Who's going to want to sit still with one of those things pointed in your direction?

Moving upward from the Desperado's guns, I entered the cockpit.   How you ask?   Well, it's the strangest thing, some idiot tech left the access hatch open!   Can you believe that?   How dangerous is that?   Imagine what I could do if I was a MechWarrior, and had some code-breaking equipment with me?   I could have wondered off with a very dangerous BattleMech!

At any rate, I'm not a MechWarrior, and had no interest in getting away with an expensive, and quick-to-be-noticed BattleMech.   My main reason for being in the cockpit was to ascertain what type of targeting system the 'Mech used.   My investigations showed the Desperado used a Neil 6000 communication system, and an ancient Octagon Tartrac System C targeting system.   Funnily enough, those are the same systems used in the Griffin BattleMech.

Ultimately, after careful review, my professional opinion of the Desperado is one of surprise.   From what I could tell, it doesn't mount that many freezers, and the weapon systems that it carries generate a hell of a lot of heat!   I imagine a careful pilot could use them wisely, but personally, I don't understand how Thane did so well in that match last week!

What it comes down to is armor coverage, of which the battle comp onboard the Desperado said, is a total of eleven tons.   That equals out to 87% of the maximum coverage that a 60 ton 'Mech can mount.   It just doesn't seem to be protected well enough to deal out the pain, while at the same time, dissipating the heat generated by all those lasers!   Ultimately, I have to give credit to Thane, who drove that 'Mech to it's fullest and then some!

Battle History:

For those of you who don't know what I'm talking about, first let me say, SHAME ON YOU!   The free-for-all match last week Thursday in the Factory was incredible, stupendous, and other big words I can't think of at the moment!

Thane fought in his Desperado against Wilamena Wolf in her Champion, Derek Korr in his Huntsman, and Andre Hammaster his Ostroc.   It was a cat-and-mouse game from the start.   Once the arena master gave the signal, all four 'Mechs entered the arena from separate corners, searching for an enemy to kill.

Thane had me thinking at first that he was a reckless idiot, especially when he engaged Hammaster and that Ostroc up close and personal.   They may not have much armor, but those Ostrocs are hard to kill, and up close, those SRMs pack a wallop!   Luckily, for Thane, his double-shot large lasers scored hits on Hammaster's 'Mech, while Andre missed with one large laser and his SRMs.   After that though, Thane just took off running, zipping around a corner so fast I thought he'd go sprawling.

The rest of the match Thane played the "hunter of opportunity", zapping away at his foes when he had a good shot, and keeping behind cover when he didn't.   Early on, Korr and Wolf set about killing each other.   Sadly, Korr's Huntsman was better designed for the type of close range brawling that they were forced into within the confines of the Factory.   Korr finished off Wolf after only a few exchanges, his Winchester autocannon ripping into the engine shielding of Wolf's Champion, dropping it where it stood.

Korr and Thane both finished off Hammaster's Ostroc, despite an apparent alliance between the Huntsman and Ostroc pilots.   After that, Thane broke off, and began his hunt anew.

Korr seemed satisfied to play the role of prey, and wondered about the Factory, searching for Thane.   Sadly, Thane seemed to have an intuitive knowledge of the Factory, and simply moved better.   For more than an hour the two 'Mechs hunted each other, with Thane consistently melting away armor from Korr's Huntsman.

The final showdown came when both 'Mech's wandered into the "pit" at the same time.   The laser and autocannon fire was blinding, with Korr closing on Thane in order to bring his SRMs into play, as well as his lasers.   Thane ran full-tilt both guns blazing, firing off with all his lasers, a move that probably should have cooked him alive!

The damage was stupendous!   Korr's left knee actuator failed, causing the 'Mech to dive uncontrollably to the Factory floor, snapping off even more armor from the 'Mech's torso and left arm.   The Desperado was ravaged by the autocannon and SRMs, the whole right arm being blown clean off.   Somehow, though, Thane kept his machine on its feet, and amazingly let off with another volley of laser-light doom!  

He should have been boiled alive, melted down, and then burned to ash.   Amazingly, the Taurian STILL kept his Desperado on its feet.   That salvo though finished Korr, completely vaporizing the 'Mech's gyro.   The match was over, and Thane was the victor.   Amazing.

Notable 'Mechs & MechWarriors:

What else can I say?   For a MechWarrior, Thane has an amazing endurance, and brutal training regimen.   No pilot should have been able to survive the boiling that he had to have been subjected to in the Desperado's cockpit while fighting Korr.   He should have died.   But he's still here.   Alive and kicking.   Trying so eloquently to keep his Taurian Concordant heritage well hidden, lest the House loyalists get wind of him, and burn him at the stake.   I warn them though, should they try, they will find a man far harder to kill than they would ever expect of such "Periphery trash!"

Sincerly Yours

Quentin Mark

AUTHORS NOTE:  As has been the case recently, the pics have been provided by Stolen_Thunder.  Thanks man!

 


 

 

Type/Model: Desperado DRP-D0

Mass: 60 tons

 

 

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6.00

Engine: 300 6 19.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 14 Single 2 4.00

   (Heat Sink Loc: 1 RT, 1 CT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 176 pts Standard 0 11.00

 

 


 

 

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 26

  Center Torso (Rear):   9

  L/R Side Torso: 14 18/18

  L/R Side Torso (Rear):   6/6

  L/R Arm: 10 18/18

  L/R Leg: 14 24/24

 

 


 

 

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Laser RA 8   2 5.00

2 Medium Lasers RA 6   2 2.00

1 Large Laser LA 8   2 5.00

2 Medium Lasers LA 6   2 2.00

TOTALS:   28   41 60.00

Crits & Tons Left:       37 .00

 

 


 

 

Calculated Factors:

Total Cost: 5,058,560 C-Bills

Battle Value: 1,059

Cost per BV: 4,776.73

Weapon Value: 940 / 940 (Ratio = .89 / .89)

Damage Factors:    SRDmg = 17; MRDmg = 8; LRDmg = 1

BattleForce2: MP: 5,   Armor/Structure: 4/5

    Damage PB/M/L: 3/2/-,   Overheat: 2

    Class: MH,   Point Value: 11

 

 


User Reviews

User Rating Posted Updated

Orochi Cavalcanti 5 11/2/2006  

Superb fluff ... and this pic S_T made to your design is as good as the fluff ... both incredible ...
The mech is a good L1, although I (and it is a personal taste, not a problem) do not like to mount all weapons into the arms. But I agree that this conf fits better into the fluff ...
Two master works ...

Stolen_Thunder 5 11/1/2006  

this is nice. too bad there's no mention of "Pistol Whipping", that would have added tremendously to the package.

Warhawk 5 11/1/2006  

The fluff alone merits a good score and the 'Mech is interesting as well. I like the heavy firepower in close and the pics by S_T are just incredible!
Good work here.

Ice Hellion 4 11/1/2006  

As always the fluff is impressive, the pictures are great and the 'Mech would do wonders in an arena.
It might lack a bit of mobility (jump jets).
I do wonder about this Taurian accent, would it be linked to some French accent?
Great job.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6680
FRIDAY, JULY 28, 2006
69 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6680]

Outlaw LAW-2D

Level: Custom Level 1 / 2750

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


Faction Availability

  All Inner Sphere Factions Inner Sphere

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BATTLEROM IMAGE MAY 9, 2818

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Outlaw LAW-2D

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Custom design

   

Mass: 50 tons

Chassis: GM Outlaw Standard

Power Plant: 250 GM Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Swingline X-1000 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Valiant Lamellor Standard

Armament:
4 Martell Medium Lasers
1 GM Whirlwind Autocannon/5
Manufacturer:    General Motors of Kathil
   Location:    Kathil / FC (GM)
Communications System:    Dalban Micronics
Targeting & Tracking System: Dalban HiRez

Overview:

It is unknown when the Outlaw first came into existence. That it was developed after the First Succession War has been confirmed by General Motors of Kathil, the only company to produce the Outlaw. The company’s records however, have been compromised over the course of time, and an exact decade of original production is impossible to determine. Regardless of the date of the Outlaw’s debut, the mech has been recorded as serving the AFFS for more than a century, with other houses fielding them less often.


 

Capabilities:

Built by the same company as the Marauder, the Outlaw actually utilizes a downscaled Marauder chassis for its frame. At 50 tons, the Outlaw surrenders a full twenty-five tons to its predecessor. This was not a serious concern to the GM engineers however, because the Outlaw is not expected to perform the same role on the battlefield as that of the Marauder.

Carrying a GM 250 rated fusion power plant, the Outlaw is capable of land speeds up to 86.4 km/h. Equipped with a series of Swingline X-1000 jump jets, the Outlaw is also highly mobile, able to jump 150 meters. The mobility profile is one of the defining factors of the Outlaw’s role on the battlefield.

Carrying 9.0 tons of Valiant Lamellor armor for a total of 85% maximum armor coverage, a GM Whirlwind autocannon, and a quartet of Martell medium lasers, the Outlaw is a perfect "jack-of-all-trades". Capable of long-range fire support and skirmishing thanks to its autocannon, the Outlaw is also able to deliver a blistering salvo of medium laser fire as well. Its weapon systems, mobility, and decent armor coverage combine to make a versatile mech able to fill nearly any gap in any military unit.

The jam issues regarding the Whirlwind autocannon still exist on the Outlaw, just like its larger brother, but the vulnerable leg ring linkages are more heavily protected than those of the Marauder. The advanced Dalban Micronics communications suite also allows the Outlaw to operate as a command unit for fast-mover lances.


 

Battle History:

In service for more than a century, the Outlaw has seen battle up and down the Federated Suns and Draconis Combine and Capellan Confederation borders. Produced solely on Kathil, the Outlaw is primarily a FedSuns product. A battlefield salvage has occasionally been seen among Combine and Capellan forces.

The first battle action noting the performance of the Outlaw dates back to 2828, during Ilsa Liao’s offensive on Orbisonia, home of the 2nd Ceti Hussars and 14th Avalon Hussars. During the invasion, the AFFS forces had to fight a running rear-guard action, hoping to hold the Capellans at bay until reinforcements could arrive. One of the mechs noted that performed well under the duress of the situation was the Outlaw. Jump capable, and possessing a GM Whirlwind autocannon, the Outlaw as able to harass the heavier Capellans as they hunted the AFFS forces.

From that point forward in history, more reports have risen regarding the Outlaw. Though not possessed of heavy armor, a clever pilot is able to make the Outlaw dangerous, just as with its heavier sibling the Marauder. By using their mechs in a versatile, adaptive fighting style, most warriors have made the Outlaw a respected force on the battlefield.

 

Variants:

The LAW-3D variant is the only know alternate configuration for the Outlaw. The finicky GM Whirlwind autocannon is replaced with a Hellstar PPC. The 3D variant also carries two extra tons worth of heat exchange equipment in an attempt to allow the Outlaw to operate at something less than an explosive heat level. Again, intelligence is key when piloting the 3D Outlaw, and use of range brackets comes into play when attempting to control the heat output.

Notable 'Mechs & MechWarriors:

Benjamin Keolo:

A twenty-year veteran of the AFFS, Keolo is the 19th pilot of his mech "Roundhouse". Keolo's mech is accredited with 87 kills in its 103 year-and-counting service record with the AFFS.


 

Deployment

Due to the location of the only factory producing the Outlaw, it is mainly seen among the units of the AFFS. An occasional Outlaw has found its way into the militaries of both the Capellan Confederation and Draconis Combine. Among the AFFS, the Outlaw is most often found amongst Hussar and Lancer units.

 


Type/Model: Outlaw LAW-2D

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Standard 0 5.00

Engine: 250 6 12.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 12 Single 2 2.00

   (Heat Sink Loc: 2 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 144 pts Standard 0 9.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 20

  Center Torso (Rear):   7

  L/R Side Torso: 12 15/15

  L/R Side Torso (Rear):   5/5

  L/R Arm: 8 14/14

  L/R Leg: 12 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Medium Lasers RA 6   2 2.00

2 Medium Lasers LA 6   2 2.00

1 Autocannon/5 RT 1 20 5 9.00

   (Ammo Loc: 1 RT)

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 2 LT, 2 RT, 1 CT)

TOTALS:   13   45 50.00

Crits & Tons Left:       33 .00


Calculated Factors:

Total Cost: 4,330,250 C-Bills

Battle Value: 979

Cost per BV: 4,423.14

Weapon Value: 705 / 705 (Ratio = .72 / .72)

Damage Factors:    SRDmg = 17; MRDmg = 5; LRDmg = 1

BattleForce2: MP: 5J,   Armor/Structure: 4/4

    Damage PB/M/L: 3/2/-,   Overheat: 0

    Class: MM,   Point Value: 10

 


User Reviews

User Rating Posted Updated

Ice Hellion 5 8/15/2006  

I am speechless. This 'Mech is simple yet efficient and really nicely done. Furthermore, it has a cannon feeling to it (and I do not speak of the fluff and the picture).
I can only support Warhawk's request for a lvl 2 version.
If the Federated Suns had such a 'Mech in the past, I might have kept my loyalty
Excellent job.

Warhawk 5 7/29/2006  

Incredible images and the fluff isn't half bad either :-P.
I would love to see a lvl 2 upgrade of this 'Mech. It fits in rather nicely with the "standard" AFFS regiment.
Nicely done.

BobCat 5 7/29/2006  

I like this; it's better than any of the Big Three Inner Sphere medium mechs (Gryphon, Wolverine, Shadowhawk). And the picture makes it look damned cool.

Stolen_Thunder 5 7/29/2006  

that really is nice. very versatile, it would probably make a good companion to shadow hawks and wolverines in 'heavy scout' lances. good stuff.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4795
THURSDAY, NOVEMBER 10, 2005
UPDATE: 7/5/2006
290 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4795]

Silver Fox SFX-2

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


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BattleMech Technical Readout

Type/Model: Silver Fox SFX-2

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 1, Custom design

   

Mass: 35 tons

Chassis: Achernar SFX-2 Standard

Power Plant: 245 GM Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: 7 Rawlings 52 Standard Jump Jets

   Jump Capacity: 210 meters

Armor Type: Kallon Royalstar Standard

Armament:
6 ChisComp 32 Small Lasers
Manufacturer:    Achernar BattleMechs
   Location:    New Avalon / FC (ABM)
Communications System:    Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter

Overview:

Shortly after Hanse Davion assumed the throne of the Federated Suns as First Prince, Achernar BattleMechs began work on a new mech in his honor.   Dubbed the Fox, Hanse had a reputation for clever planning and superior martial prowess.   Hanse was a master of lightning-fast attacks that continuously kept the enemy guessing.   To properly honor Hanse, Archenar new the mech would need to be as versatile and dangerous as it's namesake.

Capabilities:

Meant to be fast and dangerous, the designers at Archenar BattleMechs selected a 35 ton chassis to build their mech around.   Carrying a GM 245 rated engine, the Silver Fox is capable of cruising speeds in excess of 75 kph, and running speed up to nearly 120 kph.   To allow for maximum maneuverability, the designers equipped the Silver Fox with a series of Rawlings 52 jump jets, built locally on New Avalon.   With a jump capacity of 210 meters, there are few places the Silver Fox can not go.   Combined with the fact that the jump jets are also torso mounted, allowing the Silver Fox to leap into shallow water, the Silver Fox is well suited for harassment actions.

Often underestimated due to it's presumably measly firepower, the Silver Fox, when used properly, is a deadly infighter.   Meant to be used primarily in scouting missions, or as a pack fighter due to it's short range weapons, the Silver Fox carries six Chiscomp 32 small lasers as it's only weapons.   Though at first glance this fact makes it appear to be lightly armed, like the Fox for whom it is named, the Silver fox has a deadly bite.

Though equipped with an all short range weapons suite, and not needing a high grade targeting and tracking system, Archenar still equipped the Silver Fox with the Federated Hunter, the best T&T system produced on New Avalon.   To fill the Silver Fox's role of scout, it was equipped with the Archenar Electronics HICKS-11, allowing a near planet wide communications system.   With the A.E. HICKS-11, the Silver Fox is capable of long range enemy location.

Battle History:

Carrying all energy weapons, pilots of the Silver Fox need not fear an ammunition explosion.   The lack of ammunition makes the Silver Fox quite durable.   The mech can keep fighting even after it's armor has been breached, unlike most mechs that carry ballistic or missile weapons, since a breach in the armor usually leads to an ammunition explosion.   The durability of the Silver Fox has been one of the reasons it has seen combat in so many different places.   Able to fight efficiently in nearly all circumstances, the Silver Fox has become a favorite of pilots who specialize in light mechs.

Having seen combat in many different locations, the Silver Fox has been used to the best effect along the Federated Suns / Capellan Confederation border.   Used primarily as a pack hunter against the CCAF, one report describes a lance of Silver Foxes destroying a pair of Capellan AS7-D Atlas'.   The Silver Foxes used their jump jets to hop around the titanic Capellan mechs, making themselves difficult to shoot, while slowly slicing away at the CCAF Atlas' with their small lasers.

Variants:

Due to it's small size the Silver Fox has little room to accommodate any weapons other than it's standard six small lasers.   Because of this, Archenar has not produced any mech variants.   There has been one report of a field modification that swaps out the small lasers for a trio of medium lasers, allowing for a greater range.   An unconfirmed report of a Silver Fox carrying a large laser has been made as well, though no data supporting this report has been found.

Notable 'Mechs & MechWarriors:

William Hallstaad

Sergeant Major William Hallstaad is assigned to the 20th Avalon Hussars.   Hallstaad doesn't come from a mechwarrior family, and as such was first assigned a spare Locust when he joined the AFFS.   He was awarded his own personal Silver Fox after his Locust was destroyed during a confrontation with Capellan forces.   He fought a delaying action with the rest of his lance against the CCAF long enough for his heavy support to arrive. Commanding a lance of Silver Foxes, Hallstaad and his lance was responsible most recently for the destruction of two Capellan Atlas'.

Deployment

Whether as a scout, pack hunter, or general harasser, the Silver Fox excels in all roles.   The Silver Fox is deployed into nearly every regiment of the AFFS.   Though not as common as the tried and true Locust or Jenner, the Silver Fox is still a popular mech among Federated Suns pilots.

The Silver Fox's vast deployment in the AFFS has allowed it to see combat against all of the Federated Suns' enemies.   Due to this fact, there have been some taken by opposing forces as salvage.   Not nearly as common outside the Federated Suns, an occasional Silver Fox can be found among Combine or Capellan forces.


Type/Model: Silver Fox SFX-2

Mass: 35 tons

Equipment:   Crits Mass

Internal Structure: 58 pts Standard 0 3.50

Engine: 245 6 12.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 7    

Heat Sinks: 10 Single 1 .00

   (Heat Sink Loc: 1 CT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA, R: Sh+UA 12 .00

Armor Factor: 112 pts Standard 0 7.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 16

  Center Torso (Rear):   5

  L/R Side Torso: 8 11/11

  L/R Side Torso (Rear):   4/4

  L/R Arm: 6 11/11

  L/R Leg: 8 15/15


Weapons & Equipment: Loc Heat Ammo Crits Mass

3 Small Lasers RA 3   3 1.50

3 Small Lasers LA 3   3 1.50

7 Standard Jump Jets:       7 3.50

   (Jump Jet Loc: 3 LT, 3 RT, 1 CT)

TOTALS:   6   41 35.00

Crits & Tons Left:       37 .00


Calculated Factors:

Total Cost: 3,223,350 C-Bills

Battle Value: 593

Cost per BV: 5,435.67

Weapon Value: 135 / 135 (Ratio = .23 / .23)

Damage Factors:    SRDmg = 5; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 7J,   Armor/Structure: 3/3

    Damage PB/M/L: 3/-/-,   Overheat: 0

    Class: ML,   Point Value: 6

 


User Reviews

User Rating Posted Updated

Warhawk 5 11/11/2005  

Always nice to see a 'Mech that reveres Hanse Davion, warms the heart of many a Davion loyalist. That said, a pretty nasty 'Mech when used in certain situations. The fluff was good also, but whew that battle against the Atlases is a bit incredible, but somewhat believable.

Very nicely done.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7335
WEDNESDAY, OCTOBER 11, 2006
153 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=7335]

Velociraptor VR5-ZP

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE JUNE 13, 2875

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Velociraptor VR5-ZP

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Custom design

   

Mass: 30 tons

Chassis: JA-4 Savage Raptor Standard

Power Plant: 210 Nissan Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Maximillian 42 Standard

Armament:
2 Diverse Optics Type 10 Small Lasers
1 Diverse Optics Type 30 Large Laser
Manufacturer:    Jurassic Arms
   Location:    Tok Do / DC (AW)
Communications System:    Sipher CommCon CSU-4
Targeting & Tracking System: Cat's Eyes 5

Overview:

The only mech ever produced by Jurassic Arms (JA), the Velociraptor was designed to replace the Locust as a scout/hunter 'Mech.   At ten tons heavier, JA CEO Izod Nero hoped that the equivalent movement profile and heavier weapons of the Velociraptor would make it an easy sell to the Quartermaster's Command of the Star League.   Sadly the 'Mech never won a contract with the Star League, due to the many problems that plagued the production run models.

Capabilities:

The Velociraptor was built around a Nissan 210 engine.   Without any local engine manufactures producing a 210 engine, JA was forced to turn to Nissan to provide them with a power plant.   Nissan responded by actually down tuning their 220 engine, removing some cooling and shielding equipment.   This caused occasional heat displacement issues, as well as electrical systems interference.   The issues were ignored however, due to the vast investments that Nero had already put into the small start-up company.

In addition to the 'Mech's heat dissipation and electrical interference issues, the JA-4 Savage Raptor chassis itself bore flaws.   The innovative, folding 'Raptor like arm actuators often became locked in the retracted position.   In the event of an arm lock, the only recourse was manually unlocking the actuator in the repair bays.  

On the positive side was the weapon performance of the 'Mech.   During the Star League era, not many light 'Mechs carried weapons heavier than an SRM launcher or medium laser.   The Velociraptor however, carried a Diverse Optics Type 30 large laser, mounted behind the 'Mech's cockpit, and a Diverse Optics Type 10 small laser mounted in each 'Raptor arm.   As long as the cooling system was functioning properly, the mech rarely overheated, even when firing all three lasers.   The large laser made the Velociraptor a threat at range and up close, and its overall speed allowed the small 'Mech to operate in its scout role very well.

Unfortunately, for Jurassic Arms, the production model flaws and refusal of a contract from the Star League spelled the end for the small company.   In an attempt to recoup some losses, JA offered the mech to House militaries.   The Draconis Combine bought a small number of Velociraptors, but not enough to keep Jurassic Arms in business.   Without enough demand for his one and only mech, Izod Nero sold Jurassic Arms to Alshain Weapons at 1/100 of his purchase price.

For more than a century, Alshain Weapons let the factory sit. More pressing concerns, like the outbreak of the Succession Wars, caught the company's attention.   Finally, in the midst of the second Succession War and under pressure from the DCMS to provide more war materials, Alshain Weapons looked to Tok Do as a last resort.   A primarily automated factory, the former Jurassic Arms production facility was quickly pulled out of its mothball status and fresh production of the Velociraptor was begun.

Deployment

The Velociraptor has been in continuous production since the 2nd Succession War despite frequent equipment malfunctions.   The primary reason for this has been the relative low cost of producing the 'Mech, coupled with the never ending need for BattleMechs in the war torn House regiments.  

Being a 'Mech of mixed performance, the Velociraptor has still managed to find its way into nearly all the regiments of the DCMS.   Primarily seen as a scout 'Mech, some units have found that the Velociraptor is exceptionally well suited to seeking out other light 'Mechs and bringing them down.

 

 


Type/Model: Velociraptor VR5-ZP

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 210 6 9.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 0    

Heat Sinks: 10 Single 2 .00

   (Heat Sink Loc: 1 LA, 1 RA)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 96 pts Standard 0 6.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 15

  Center Torso (Rear):   4

  L/R Side Torso: 7 11/11

  L/R Side Torso (Rear):   3/3

  L/R Arm: 5 6/6

  L/R Leg: 7 14/14


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RA 1   1 .50

1 Small Laser LA 1   1 .50

1 Large Laser CT 8   2 5.00

TOTALS:   10   37 30.00

Crits & Tons Left:       41 .00


Calculated Factors:

Total Cost: 2,495,090 C-Bills

Battle Value: 633

Cost per BV: 3,941.69

Weapon Value: 311 / 311 (Ratio = .49 / .49)

Damage Factors:    SRDmg = 9; MRDmg = 4; LRDmg = 0

BattleForce2: MP: 7,   Armor/Structure: 2/3

    Damage PB/M/L: 2/1/-,   Overheat: 0

    Class: ML,   Point Value: 6

 


User Reviews

User Rating Posted Updated

Prince of Darkness 5 11/16/2006  

Deadly.
I like it.

Ice Hellion 5 10/19/2006  

Nice picture, nice fluff and a really nice hunter killer.
What can I complain about? I found it Your second picture seems to be lacking a leg.
Really great job.

Iron Wolf 0 10/17/2006  

Niiice.

Thunder 0 10/16/2006  

I for one appreciate the subtle hints at what this design evolved to within the DCMS.

And for the record, Star League era Hussar Pilots would eat this mech. The original Hussar had an ERLarge Laser. Stares at MajorTom

Outlaw 5 10/14/2006  

All i can do is echo what everybody else said. I like eveything about this mech. I can imagine every house army ditching thier Hussars for this. Very well done!

MajorTom 5 10/13/2006 10/16/2006

Top notch, as always Gaunt! I love the pics, and the fluff is original and refreshing. Not to shabby a mech either, able to give any Hussar pilot out there nightmares. Well done!

EDIT: Feh! The Hussar may have an ER laser, but the 1.5 tons of armor on those things may as well be paper. She's not that much faster (only by 10 kph), which is not enough to stay away from this thing. Raptor-1, Hussar-0!

Stolen_Thunder 5 10/12/2006  

nice. but i think i still like it better with the LAC...

Darkone2 5 10/12/2006  

Awesomes Pics, Awesome fluff, Awesome Mek!

Samak 5 10/12/2006  

OK Gaunt, first those custom pics are great, and the color makes me think of old Dinosaur books from when I was a kid. I like this mech, its light, fast, and heavily armed for its size. I am surprised that it lacks jump jets, given its role and your preferences. Armour is good, and the fluff as normal is top notch

Warhawk 5 10/11/2006  

Nice bit of fluff and a deadly light 'Mech. I like the bit of fluff about the engine difficulties. The images are nice as well.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4883
TUESDAY, NOVEMBER 22, 2005
UPDATE: 3/2/2006
249 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4883]

Warlock WROC-1M

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

DBM (The Drawing Board) File | HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE MARCH 4, 3025

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Warlock WROC-1M

Tech: Inner Sphere 3025 

Configuration: Biped BattleMech

Rules: Level 1 Custom Design

Mass: 65 tons

Chassis: Ronin Testmetal MK II Standard

Power Plant: 260 Magna Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Northrup 12000 Standard Jump Jets

     Jump Capacity: 120 meters

Armor Type: Durallex Heavy Standard

Armament:  

     2 Magna MK III Large Lasers
     1 Hovertec Quad SRM-4
     1 Magna MK II Medium Laser  

Manufacturer: Ronin Incorporated

     Location: Wallis

Communications System: Barret Party Line-200

Targeting & Tracking System: Wasat Watchdog W100


Overview:
   
Developed as a more heat efficient Marauder, the Warlock is one of Ronin Incorporated more successful off-shoot mech designs. Though ten tons lighter than the standard Marauder produced by Ronin Inc., the Warlock has earned itself a reputation as a strong, able fighter.  Produced only in the Free Worlds League, the Warlock has become a favorite mech for salvage by Lyran and Capellan forces.

Credit for the mech's development lies with Harris Lyman.  A lifelong employee of Ronin Inc., Lyman worked in nearly every field related to battlemech construction.  Starting first as a simple mechanic, Harris worked his way up the corporate ladder.  

In 2914, Ronin Inc. circulated a company wide brainstorm request.  The reason behind the unusual idea was the ever decreasing technology level of the great houses of the Inner Sphere.  The Succession Wars had eaten away humanity's knowledge of so many things.  Afraid that the technology to produce the complicated Particle Projection Cannon (PPC), would soon be lost, and the effectiveness of the Marauder battlemech with it, Ronin Inc. was desperate for a mech to fill the niche currently occupied by the Marauder.  Desperate to fill it with a mech not equipped with a PPC. Harris Lyman submitted plans for the Warlock, which after one design review, has been in production ever since.

Capabilities:
When Harris Lyman submitted his design specifications for the Warlock battlemech, he prefaced them with this statement.

"The Marauder we all know here at Ronin Inc. is one of the most feared battlemechs in all of the Inner Sphere. Durable and reliable, the Marauder is not only famous, it is infamous!.  Prone to ammunition jams and shutdown due to excessive heat, our beloved Marauder is not a perfect machine.  The Warlock is an attempt to correct some of the flaws possessed by the Marauder.  I do not submit the Warlock designs as a replacement for the Marauder mech, but simply as a contingency, considering the technological decline experienced in our current day.  By using a simpler, more economic design, it is my sincerest hope that Ronin Inc. will be able to continue to produce quality machines, should our nation's capability to produce the components necessary for construction of our beloved Marauder be lost."

At sixty-five tons, the Warlock was designed to fill the Marauder's role in the FWL's armed forces.  Though not intended as a true replacement for the Marauder, the Warlock could fill that role well.  As noted by Harris Lyman, the FWL's inability to produce quality PPC's has, over time, forced a switch from the standard PPCs to large lasers in the Marauder MAD-3M design. The Warlock therefore possesses nearly the same long range firepower as the modern day MAD-3M.  Foregoing the use of the GM Whirlwind autocannon, the Warlock also sacrifices a medium laser in exchange for a Hovertec Quad SRM 4 launcher.  

Firing the twin Magna Mk III large lasers, (produced on Lopez in the Duchy of Andurien) as well as the Magna Mk II medium laser, and the SRMs, will produce a dangerous heat spike the same as an alpha strike from a MAD-3M. If the pilot of the Warlock is careful however, the heat build up can be controlled, while still allowing the mech to be dangerous as well as mobile on the battlefield.

One of the key factors that won Lyman's Warlock design so much praise when he first submitted it was that it used components produced almost wholly on Wallis.  The Barret Party Line-200 communication system used in the Warhammer, as well as the Wasat Watchdog w100 targeting and tracking system were both manufactured on Wallis, as well as the Durallex Heavy armor and Northrup 12000 jump jets.  By using locally constructed materials, Ronin Inc. was able to keep production and shipping costs down, needing only to import the Magna 260 fusion power plant, Magna lasers, and the Hovertec SRM launcher.  Being able to produce a mech comparable to the MAD-3M Marauder, for a cost of more than 1.1 million c-bills less than the Marauder, was a huge benefit to the Ronin Inc. corporate executives.

Battle History:
In production for more than a century, the Warlock has acquired a solid reputation as a mech well worth the money spent on it. Since it is produced only in the FWL, the Warlock is not often found in any of the other great houses of the Inner Sphere.  Used occasionally against adventuresome Capellan forces, and the rare Lyran unit, the Warlock has been involved in most battles fought within the Free Worlds League.

As sad a fact as it is, the FWL is a nation plagued by strife and civil war.  Rarely has a decade passed that some portion of the FWL has not waged war against another portion, and in most of those conflicts within the last century, the Warlock has been present.  Used most commonly as a command unit for a medium lance, or as a regular fighter in a heavy lance, the Warlock is a common sight in the FWL units, regardless of location.

Whatever planet it has fought on, the Warlock has acquitted itself well.  Most notable is the battle of Kwamashu.  Held by Capellan forces for over two centuries, FWL forces attacked the planet on 29 March, 3021. The Capellan forces on garrison duty were ill-prepared for such a ferocious assault as they received when Lt. Colonel Alana Aldana sent her troops against them.  The battle was a near massacre, with Lt. Colonel Aldana's command lance, comprised solely of Warlocks, leading the charge.  A full regiment of FWL forces completely destroyed the Capellans, and claimed the planet for the FWL.  Lt. Colonel Aldana's lance was credited with the crucial victory over the Capellan forces when they destroyed the Liao commander's Awesome.

Variants:

Three variants of the Warlock exist withing the FWL.  The WROC-1L variant drops the Hovertec SRM launcher in favor of an additional medium laser and two additional heat exchangers.  WROC-1SM removes the Magna Mk II medium laser and switches the SRM 4 for an SRM 6.

Notable 'Mechs & Warriors:

Cole Brenner
This mechwarrior is well known on Solaris VII.  Famous for his reckless abandon in the arena, he is infamous for his womanizing ways. Regardless of his attitude and views towards women, his skill in a mech can not be denied. How he came into possession of his Warlock, no one knows, though it has been proven he has never served in any FWL military unit.  His mech, the Show Stopper is painted electric blue, with white bullet hole highlights.

Deployment:
   
A century of production has led to a vast use of the Warlock.  Due to it's speed, it is ill-equipped to operate in a medium lance. With it's jump capacity however, the Warlock is considered a very mobile mech, as such, though rare, the Warlock has been used to command medium lances.  In addition, the Warlock is most often seen in heavy lances, where it's mobility make it both difficult to hit, and able to get into a superior firing position.  Nearly every unit in the FWL military machine has a Warlock present, if not more.



Type/Model: Warlock WROC-1M

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6.50

Engine: 260 6 13.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 18 Single 8 8.00

   (Heat Sink Loc: 4 LT, 4 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 208 pts Standard 0 13.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 31

  Center Torso (Rear):   10

  L/R Side Torso: 15 22/22

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 20/20

  L/R Leg: 15 29/29


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Laser RA 8   2 5.00

1 Large Laser LA 8   2 5.00

1 SRM 4 CT 3 25 2 3.00

   (Ammo Loc: 1 CT)

1 Medium Laser HD 3   1 1.00

4 Standard Jump Jets: HD     4 4.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   22   48 65.00

Crits & Tons Left:       30 .00


Calculated Factors:

Total Cost: 5,472,501 C-Bills

Battle Value: 1,159

Cost per BV: 4,721.74

Weapon Value: 1,151 / 1,151 (Ratio = .99 / .99)

Damage Factors:    SRDmg = 18; MRDmg = 9; LRDmg = 1

BattleForce2: MP: 4J,   Armor/Structure: 5/5

    Damage PB/M/L: 3/2/-,   Overheat: 0

    Class: MH,   Point Value: 12


This design created using HMPro...and a little tweaking from Gauntlet!

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 12/1/2005  

Impressive. This is a really good work based on an interestring idea.
Really great job.

Knightmare 5 11/29/2005  

Nice pic. Good write, and a deadly 'Mech to boot. Well done!
cheers

Warhawk 5 11/23/2005  

A very cool design (no pun intended). Good fluff and a deadly Marauder-like 'Mech. The heavier armor protection and the varied short ranged weaponry makes it even deadlier at the ranges where the original Marauder was ineffective.
Very cool looking pic and the fluff was good also.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6706
THURSDAY, AUGUST 03, 2006
UPDATE: 8/3/2006
53 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6706]

Outlaw LAW-5D

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 24, 3050

* FOR LOKI USE ONLY *


Type/Model: Outlaw LAW-5D

Tech: Inner Sphere 3050 

Configuration: Biped BattleMech

Rules: Level 2 Custom Design

Mass: 50 tons

Chassis: GM Outlaw Endo Steel

Power Plant: 250 GM Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets 5 Swingline X-1000 Standard Jump Jets

     Jump Capacity: 150 meters

Armor Type: StarGuard CIV w. CASE Ferro-Fibrous

Armament:  

     2 Martell Model 5 Medium Lasers
     1 Mydron Excel LB 10-X AC       

Manufacturer: General Motors of Kathil

     Location: Kathil / FC (GM)

Communications System: Dalban Micronics

Targeting & Tracking System: Dalban HiRez


Overview:

With the discovery of the Helm memory core, and its widespread distribution by the Grey Death Legion, the Inner Sphere nations experience a technological renaissance. Due to the technological leaps made possible by the data held within the Helm memory core, the industrial companies of the Inner Sphere experienced an explosion of growth and profit. The Great Houses were eager to take advantage of the newly available "lost" technology, and were willing to pay whatever the cost for it.

Battlemech production was no different than any other industrial product. The battlemech production companies of the Inner Sphere eagerly set about updating their facilities, as well as the products they made and sold. General Motors of Kathil, the primary producer of Marauder battlemechs within the Federated Commonwealth, quickly upgraded the MAD line of battlemechs to incorporate the new technologies.

To a nearly equal extent, GM did the same with the Outlaw. For nearly two centuries GM had been building Outlaws, and though not as well recognized throughout the Inner Sphere, it was a profitable line for the company. With its performance record within the AFFS, GM knew that an upgraded Outlaw would sell at least as well as the 2D and 3D models.


Capabilities:

Three variants of the Outlaw were developed, but one is recognized as the primary updated Outlaw.  Starting with the internal structure, GM custom crafted a new endo steel chassis for the 3050 line of Outlaws. Weighing only 2.5 tons, the remaining 2.5 tons of structural mass saved would allow the mech to carry a heavier weapon load, a key improvement according to the GM engineers.

Keeping the GM 250 engine, the updated Outlaw keeps its original 54.0 km/h cruising speed and 86.4 km/h running speed. The only change however, is the fact the the GM 250 equipped in the 5D is crafted with an integral double-strength heat exchange system, thus bringing the Outlaw's heat output to nearly nothing. Also kept over from the original Outlaw are the Swingline X-1000 series jump jets, allowing the mech to keep the same mobility profile.

Newly developed, nine tons of the StarGaurd CIV ferro-fibrous armor shroud the Outlaw in a 95% armor coverage, a vast improvement to the original. Though the same mass, the nature of the ferro-fibrous armor greatly improves the armor coverage. More bulky than standard armor, the StarGuard CIV ferro-fibrous armor has updated the Outlaw's sensor profile. Appearing thicker than the original, the newest Outlaws have on occasion been mistaken for Marauders, a fact that GM is rather proud of.

Most changed from the original Outlaw is the weapon load. Gone is the GM Whirlwind autocannon, replaced with a massive Mydron Excel LB 10-X autocannon. Carrying a ton of standard solid and a ton of cluster munitions, the Outlaw has lost some of its range in comparison to the Whirlwind. The Outlaw has gained additional firepower, however, thanks to the versatility and stopping power of the Mydron cannon. Also updated have been the quartet of medium lasers. No longer standard Martell mediums, the Outlaw now carries Martell Model 5 medium lasers. The switch was made because the Model 5 has an 7.6% reduced heat output in comparison to the elder lasers.

GM decided that the continued use of the Dalban Micronics comm. suite and Dalban HiRez targeting system did not detract from the mech's overall performance. Indeed, the Dalban systems were one of the primary reasons that the mech was used as a command unit as often as it was, and as such, there was no need to change to a different system.

Battle History:

A recently developed model, the LAW 5D has yet see any true combat. There have been occasional skirmishes along the Capellan Confederation border, but again, those battles have nothing more than skirmishes.

Variants:

Three variants of the updated Outlaw exist.

LAW-4D:

The 4D variant is in actuality an upgrade package offered by GM of Kathil for the 2D original Outlaws.  The package includes a new General Motors Nova-5 ultra autocannon. Shipped with the cannon is also 9.5 tons of ferro-fibrous armor to bring the mech's armor coverage to 100%. Also shipped with the upgrade package is a CASE, or Cellular Ammunition Storage Equipment, ammunition module. The CASE prevents the single ton of autocannon ammunition from completely destroying the mech should the bin be struck by enemy fire.

LAW-5D:

The 5D is considered the standard new generation Outlaw, and is the variant listed in this TRO.

LAW-6D:

Vastly more expensive, the 6D is built around a large GM 300 extra-light engine. The larger engine provides the 6D with a higher mobility profile, allowing a top running speed of 96.4 km/h. Also mounted on an endo steel chassis, the 6D carries the same weapons as the 5D, with the addition of a small laser mounted in the head, and a full standard armor load. Equipped with a full set of Swingline jump jets also provides the 6D with a jump range of 180 meters, a significant improvement over the standard models.

Notable 'Mechs & Warriors:

Aron Keolo:


In the war of '39, Benjamin Keolo's mech "Roundhouse" was destroyed as his son Aron Keolo fought against the Kuritan forces on Markab. A fierce mechwarrior much like his father, the albino Aron found himself dispossessed. Forced to drive a desk for nearly ten years, his devotion, tenacity and battle fervor, along with his unquestioned skill at the controls of a mech earned him a reward from the AFFS high command. Given a newly completed Outlaw LAW-5D, Keolo was reinstated to active duty and has named his new mech "Uppercut" in honor of his family's lost machine. Grateful to once again be behind the controls of a 'mech, Keolo has sworn he will do his best to reach the halfway point to the previous record held by "Roundhouse" of 87 kills before he retires.

Deployment:

Much like the LAW-2D Outlaws, the newer 5D and 6Ds are found primarily among the Hussar and Lancer units of the AFFC. With the greater firepower provided by the Mydron LB cannon and the greater armor coverage thanks to the ferro-fibrous materials, the 5D is occasionally seen among heavier units, as a fast-attack lance mate.




Type/Model: Outlaw LAW-5D

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Endo Steel 14 2.50

   (Endo Steel Loc: 1 HD, 3 LA, 2 RA, 2 LT, 1 RT, 1 CT, 2 LL, 2 RL)

Engine: 250 6 12.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 161 pts Ferro-Fibrous 14 9.00

   (Armor Crit Loc: 4 LA, 5 RA, 5 LT)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 22

  Center Torso (Rear):   8

  L/R Side Torso: 12 17/17

  L/R Side Torso (Rear):   6/6

  L/R Arm: 8 15/15

  L/R Leg: 12 23/23


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Medium Lasers RA 6   2 2.00

2 Medium Lasers LA 6   2 2.00

1 LB 10-X AC RT 2 20 8 13.00

   (Ammo Loc: 2 RT)

CASE Equipment: RT     1 .50

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 2 LT, 2 RT, 1 CT)

TOTALS:   14   75 50.00

Crits & Tons Left:       3 .00


Calculated Factors:

Total Cost: 5,156,000 C-Bills

Battle Value: 1,393

Cost per BV: 3,701.36

Weapon Value: 1,158 / 1,158 (Ratio = .83 / .83)

Damage Factors:    SRDmg = 24; MRDmg = 9; LRDmg = 2

BattleForce2: MP: 5J,   Armor/Structure: 4/4

    Damage PB/M/L: 4/3/1,   Overheat: 0

    Class: MM,   Point Value: 14

 


User Reviews

User Rating Posted Updated

Ice Hellion 5 8/15/2006  

Great upgrade. With these units in their cavalry units, I would really fear Davion units if I was not an Ice Hellion.
Nice upgrade keeping the spirit of the original and of the Federated Suns.

Warhawk 5 8/4/2006  

A solid upgrade of a deadly 'Mech. Very much keeping in line with standard Davion tactics. An excellent weapons platform, I just want to know how much you're willing to discount them for a Davion loyalist?

Stolen_Thunder 5 8/3/2006  

nice upgrade. i think i would prefer the -6d package, myself. something about moving that fast and packing that kind of firepower just makes me smile....

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5918
TUESDAY, MARCH 21, 2006
UPDATE: 3/21/2006
151 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5918]

Jackhammer JAC-3

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

Tags

DOGA

battlemch

Custom Image

Line Art

black and white

90T

Light Engine

RAC-5

Targeting Computer

3/5/3

Standard Armor

Standard Structure

ER Medium Laser

ECM

BATTLEROM IMAGE JULY 14, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Jackhammer JAC-3

Tech: Inner Sphere 3060 

Configuration: Biped BattleMech

Rules: Level 2 Custom Design

Mass: 90 tons

Chassis: Kallon Type VII Standard

Power Plant: 270 PlasFire Light Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 PlasJet Type 4 Super Heavy Standard Jump Jets

     Jump Capacity: 90 meters

Armor Type: PlasSlab 112 Standard

Armament:  

     2 Mydron Tornado Rotary AC/5s
     4 ExtenBeam Type "M" ER Medium Lasers
     1 Apple Churchill Guardian ECM suite  

Manufacturer: Hyperion Armour Works Talon Division

     Location: Talon

Communications System: Newberg Telescan 17 with Guardian ECM

Targeting & Tracking System: Dalban HiRez II with Targeting Module


Overview:

Caleb "Jack" Justusson was a former Lyran Mechkrieger (mechwarrior).  He had served in numerous units within the armed forces of the Federated Commonwealth.  He had fought the clans, and was one of a few mechwarriors to have been on the quasi-winning side of the Lyran/Clan combat actions.  Which is to say he hadn't been shot out of his mech, and had managed to be assigned to units that were able to withdraw successfully from the unstoppable clan push during the invasion.  All of this before he reached 22 years of age.

A fiercely proud son of the Lyran Commonwealth/Alliance, his loyalty was sorely tested during the Fed Com civil war.  Finally unable to justify his Archon's actions to himself, Caleb mustered out of the LAAF.  Taking the little savings he had managed to scrape together, he made his way to Solaris VII.  The game world called, as it did to nearly all former soldiers turned civilians.

Having little money, and less of a plan, Jack set about trying to find a job when he arrived on Solaris.  His skill set acquired from close to ten years of military service left him with precious few options.  As a big man, he did manage to find work as a bouncer in a moderately popular bar in the Steiner section of Solaris City. Able to take advantage of his military training, Jack as he was called, came to be known as a man not to be toyed with.

Only moderately satisfied by his newfound, military-free life, Justusson could not help but wonder if there was something else for him.  In his early thirties, he still had a lot of life to live.  He couldn't go back to the LAAF, he swore he wouldn't serve Katrina Steiner ever again.  It would be hypocritical of him to join the AFFC, even if they would have him.  There was no way he could become a part of the Free Worlds Republic or the Draconis Combine.  A warrior at heart, aside from becoming a mercenary, Jack could see no way to ever pilot a mech again.  Dispossessed, Jack was very much a man without a nation.

Not a stupid man, Justusson had assumed that somehow he'd find himself behind the controls of a mech again.  The reality of the situation however, was that unless he became very lucky by joining a stable, and piloting whatever mechs the stable allowed him to pilot to glory, he most likely would not drive a mech again. As a bouncer it was highly unlikely that he would ever be able to put together enough money to purchase a mech.

Jack's chance to pilot a mech again came after a year life on Solaris.  He had attended a match in the Steiner Stadium.  It had been an interesting match, and in the end, he had made a little money by placing a good bet.  As he was leaving the stadium, a disillusioned fan of the losing mechwarrior Karl Mulhaney, drew an auto-pistol and began firing into the crowd.  For Justusson, a half-a-lifetime of military training took over.  

He immediately drove the well dressed businessman in front of him to the ground, telling him to stay put, and moved as fast as possible to disarm the lunatic.  The fan noticed the grim advance of the large man approaching him, and spun to open fire.  Three quick steps put him into range of the gunman, and he snapped out a quick kick to the man's knee.  A left cross connected with the gunman's jaw, while Jack's right hand clamped down on the hot barrel of the pistol.  A rapid twist and brutal elbow strike put the madman on his back, unconscious.  It was only then that Justusson realized he had been shot.  Many times.

Jack awoke three days later in a hospital room.  Not long after he regained consciousness he was visited by a man with a familiar face.  The man's name was Winston Ryder, CEO of Hyperion Armour Works, a massive military weapons production conglomerate.  Ryder had come to ask the "grim soldier" how he could repay him for saving his life.  At the time, Jack had no clue who this man was.  

Laughing bitterly, he said simply "Got a spare mech for a guy who's too broke to buy his own?"

Smiling, Ryder replied, "As a matter of fact, I think I do."

Ryder provided Justusson with an updated Manchester battlemech, produced by Hyperion Armour Works. Jack did not hesitate to put it to good use, and after only a year of working the arenas, had made a respectable name for himself.  The nickname "Jack" stayed with him, and Justusson was eventually referred to as "Big Jack" by many, due to his size.  Over the course of 13 matches in his one year on Solaris VII, Justusson won 10.  A record hard to believe, and impressive in it's own right.

Ryder, kept an eye on his one time savior, and after his meteoric success, decided to try to capitalize on the name Justusson had made for himself.  Approaching Justusson with a plan, Ryder proposed the construction of an Assault class mech for Jack to pilot. A brand new machine, it would be made just for the arenas of the game world.  Ryder knew that the higher weight classes was where the most money could be made.  Not to mention that if the mech performed well, then Great House military contracts would not be long to follow.

Capabilities:

Giving Justusson near complete creative license, Ryder put his best team on the mech project.  His faith in the mechwarrior who had saved him from a mad gunman was complete.  With the chance to be a part of the chief construction of a mech, Jack thought hard about what would work best for the Solaris arenas.  Slowly, the Jackhammer was born.

The concept behind the Jackhammer is one of simplicity.  At ninety tons, the mech is moderately mobile, and heavily armored.  A standard foamed titanium Kallon VII internal structure forms the skeleton of the mech. Surrounding that skeleton is 17.5 tons of Hyperion made PlasSlab 112 standard armor.  Using the time honored chassis and standard armor allows for the most room to mount weaponry on the Jackhammer. Though newer material exist, their bulky nature was deemed undesirable.

The heart of the Jackhammer is a PlasFire light fusion engine.  Having secured the license from Wolf's Dragoons to produce the light engines, as long as they did not disclose the construction methods behind it, Ryder felt that it's use in the Jackhammer would be a great way to showcase the company and it's production capabilities.  Not as fragile or bulky as the extra-light engines, the light engine also opened up enough tonnage for the weapons load that Hyperion wished to mount.  In addition to the tonnage a light engine freed for weapons, it provides the Jackhammer with a respectable motive capability.  At 32 km/h cruising and 54 km/h running, the Jackhammer is on par with other mechs in it's weight class.

Even though the mech was meant to be an arena machine, the long term goal was to acquire further military contracts.  As such, Ryder wanted the machine to outfitted properly for military deployment.  To accommodate this wish, the engineers equipped the Jackhammer with a Newberg Telescan 17 communications suite, coupled with an Apple Churchill Guardian ECM package.  The Telescan 17 is found in many Marauder battlemechs and has a very reliable combat track record.  When combined with the Apple Churchill ECM suite, the Jackhammer can keep in touch with it's lance or company mates, while at the same time insuring a secure com line and retain an additional level of electronic protection.

Thanks to the company's good standing with most of the Great Houses, the acquisition of one of the most deadly components on the Jackhammer was relatively easy to accomplish.  Tied to the Dalban HiRez II targeting & tracking system is an advanced targeting module.  Adding cost and another degree of maintinence to the mech, the targeting module allows for extreme accuracy for the Jackhammer, making the cost more than worthwhile.  Since discovering that the Federated Suns had developed the technology to produce the advanced targeting computer, Justusson had wanted to use one.  Needless to say, he was overjoyed to discover that on his mech, he would have one.

Forming the primary weapon system for the Jackhammer are two weapons that Jack was very eager to employ.  A Mydron Tornado Rotary Autocannon is mounted in each arm.  Though the RACs do have a tendency to jam, Jack discovered that using a modulating fire rate greatly decreased the probability of a jam. By letting loose with a full six-barrel barrage, and then switching to single fire, the jam rate was cut in half.  

Supporting the RACs are a quartet of Hyperion produced ExtenBeam type "M" extended range medium lasers.  Mounted in the torso of the Jackhammer, the medium lasers provide an accurate and dangerous secondary weapon system.  By utilizing the Hyperion made lasers, the company was also able to reduce the cost of the mech somewhat, by being able to limit import fees.

The finishing touch on the Jackhammer was the inclusion of 3 PlasJet Type 4 Super Heavy jump jets.  By incorporating the jump capability into the Jackhammer's design, the mech's mobility profile is greatly expanded.  Not to mention that the intimidation factor involved with a 90 ton war machine flying through the air is not easily dismissed.

Battle History:

Jackhammer vs. Highlander:

Hard fought, the match began with Justusson moving the Jackhammer as quickly as possible into weapons range of his RACs.  Hoping to eliminate the Highlander pilot's range advantage, he ran the Jackhammer full tilt behind a large outcropping of rock.  Firing with her gauss rifle, Karen McLeedy pounded at the Jackhammer as he closed.  

Once within autocannon range, Jack fired up the RACs to full spin, and let off with 2 full 6 barrel barrages. Thanks to the assistance of the advanced targeting module, both cannons stitched holes along the chest of the Highlander.  Two of the three lasers fired missed, the last fizzled more armor from the mech's torso.

Both mechs having smashed each other moved closer, to try and ensure a better volley of fire.  Dropping his rate-of-fire to double shots from each RAC, Justusson opened fire with both cannons and all four lasers. McLeedy returned fire with her gauss rifle and the LRMs.  Sadly for McLeedy, the increased accuracy of the Jackhammer and it's targeting computer meant that again, all of Jack's weapons fired smashed into the massive Highlander's chest.  The hammering that the mech sustained caused the gyro to swing out of rotation, and Karen McLeedy was unable to keep the mech on it's feet.

The Big Jack did not escape the volley unscathed however.  The gauss rifle smashed again into the Big Jack's right arm, ripping away all the remaining armor on that limb.  The missiles scored a vicious volley against the Jackhammer's chest and legs.  Justusson was able to keep the massive machine standing however, which placed him at a great advantage over the Highlander.

Pounding closer still to the Highlander, Jack moved in for the coup de grace.  McLeedy however had different feelings on the matter.  Once again the mechs unleashed an arsenal on each other.  McLeedy let loose with her gauss rifle, her SRMs and a pair of lasers.  Justusson fired both RACs at their full ROF and a pair of his own lasers.  

At such close range, each mech devastated the other.  The Big Jack simply decimated the Highlander's chest.  Five rounds from each RAC stitched deadly holes in the mech's torso, while the lasers cored deep into the Highlander's internals.  The damage dropped the massive mech where it had just risen.  Dead, game over.  

For the Jackhammer though, the fight was not over yet.  Karen McLeedy's own volley had a devastating effect.  The gauss rifle smashed into the Jackhammer's left side.  The lasers followed the gauss rifle slug, eating away the rest of the armor, while the SRMs dove deep into the breach.  The explosion was breath-taking, erupting out of the back of the mech like a volcano of semi-guided hell.  The CASE saved the Big Jack from total destruction, but the loss of more than half it's ammunition and the whole right side could have been fatal, had the Highlander not perished already.  

Jackhammer vs. Fafnir:

A showdown between Lryan heavy gauss rifles and FedSuns targeting module and rotary autocannons, this match ended quickly and with surprising results.  Fighting in Steiner Stadium, both pilots took the initiative, and moved to close the range.  Jack hopped his massive fighting machine steadily into range of his cannons, while Herlich Undmeyer slow-marched the Fafnir, firing his HGRs along the way.

Neither mech hit the other until they were less than 350 meters from each other.  It was then that things turned very ugly, very fast.  Undmeyer fired a double blast from his HGRs, while the Big Jack let loose with a six-barrel volley.  Both pilots connected, with horrible results.  

The Jackhammer took both hits from the HGRs to the chest, rupturing the armor and cracking into the vital organs of the mech.  In a single volley of fire, Herlich Undmeyer destroyed the engine housing and many controlling components of the light engine of the Jackhammer.  Dead where he stood, Justusson was forced to watch something far more horrendous than a "golden shot."

He had not engaged the location targeting option of the advanced system yet, and as such had fired "from the hip".  Both cannons hit with horrific precision, and ripped apart the Fafnir's cockpit, shredding the whole housing and structure assembly.  Undmeyer was killed instantly.  Dubbed a draw, the match put a stain on Jack's career, the death being the first of all his matches on Solaris.

Jackhammer vs. Balrog MK II:

The Jackhammer having already fought two matches on Solaris was the experienced veteran in comparison to the brand new, never  before seen Balrog MK II.  Solaris had played host to a Balrog in the past, in the age of the Star League, but this new machine facing the Jackhammer was a new creature entirely.  Jack was unaware of the Balrog's full capability, this fight being it's first match on Solaris.  Without knowing it's full combat profile, Jack was forced to assume that a 90 ton hatchet carrying mech was one that liked close combat, he was right, but he still underestimated the enemy machine.

Maneuvering to keep the Balrog at range, Justusson jumped the Jackhammer across the arena to a semi-covered rock formation.  Taking cover behind the thick stone, Jack set his sights on the Balrog.  The enemy mech was outside his range however, and he was amazed when the Jackhammer was rocked by a PPC blast from long range.  The battle computer estimated that the Balrog carried a single ER PPC and various medium range lasers.

Moving fast, the enemy pilot made his mech very hard to hit, even with the aid of the targeting computer. Jack tagged the Balrog's speed at over 84 km/h as it ran towards him.  Gritting his teeth, Justusson opened up with a 4 barrel volley from both RACs.  He only grazed the armor on the Balrog's arms, while the enemy mech returned fire with it's PPC.  

Taking the PPC hit on the right shoulder, Jack spun his mech to the left as the Balrog crossed east in front of him.  This time, being closer, Jack fired a full 6 barrel volley from both RACs, supplemented by a duet of medium lasers.  Not bothering to target a specific location, the autocannons staggered fire across the enemy machine's legs, chest and arms, nothing penetrating armor.

The Balrog in return again only fired it's PPC, but fired the medium lasers into the ground.  Odd behavior, Jack noted that this was the third time it had done so.  Realization came too late, as the Balrog was moving too swiftly to track standing still.  Backing the Jackhammer south-westward, Justusson fired again on the Balrog that was suddenly now far too close for comfort.  This time Jack fired only a double shot from his RACs to help decrease the probablilty of a jam.  He did fire all four ER medium lasers however.

Taking autocannon fire to the chest and arms again, and laser fire to the legs, the Balrog hardly even slowed it's advance.  The enemy pilot returned fire with a vicious blast of medium pulse laser fire.  Five strobing beams of emerald fire stroked across the Jackhammer's chest, while a smaller pair of lasers fizzled off into nowhere.  

Both mech's staggered under the assault of the other's weapon fire.  Jack managed to keep his mech on it's feet, but only just barely.  Luckily however, the Balrog toppled from the loss of over two tons of armor which caused the gyro to spin out of control.  Crashing onto it's left side, Justusson was spared for a few more moments from the hatchet of a mech that he was now sure was equipped with triple strength myomer.

Even as he backed away again, dripping sweat into his eyes, Jack fired on the rising Balrog.  Unleashing a full battery of weapons fire, Jack let off with both RACs on full spin, and all four lasers.  The heat in his cockpit spiked to choking temperatures.  

Again staggering under the barrage of fire from the Jackhammer, the Balrog this time kept it's feet, and dashed itself to physical attack range.  Taking brutal damage to the right flank and chest, the enemy pilot returned fire with the five pulse lasers in it's right arm.  As he did so, the Balrog pilot also raised the mech's hatchet for a strike sure to decimate it's foe.

Both mechs now smoking from multiple breaches in their armor, each machine attacked the other with what ever melee weapon they each had available.  In the Jackhammer's case, that melee weapon was a massive foot, lashing out at the Balrog's legs.  At the same time the Balrog's pilot brought it's massive six ton hatchet down on the Jackhammer's chest.

The damage to the respective mech's was incredible, but by far the Jackhammer received the worst end of the deal.  The Balrog's hatchet, driven by the enhanced strength from the TSM, caved in the entire chest and left support structure of the Jackhammer.  The remaining ammunition erupted in a hell storm autocannon shells, ejected from the mech's back by the CASE system.  Carrying through the support struts, the hatchet ripped into the engine core, digging deep into the very internals, rupturing the whole of the engine.  The Jackhammer dropped dead where it stood.  The Balrog staggered, nearly two tons of armor plating shattering under the kick from the Jackhammer.  For a moment it looked as though the mech might fall, but the pilot kept the mech under control and after a moment, the Balrog stood victorious.

Not the grand showing that Hyperion was hoping for, the company has had to replace the expensive light engine twice.  Ryder's faith in Justusson has not been shaken though, and the CEO has stated that the Jackhammer will be repaired at no cost to Justusson.  Needless to say, Jack hopes for better results in his next matches.

Variants:

Currently, no variants have been developed for the Jackhammer.  It is not known if any will be developed.  It is assumed that much depends on the success of the upcoming matches.

Notable 'Mechs & Warriors:

Caleb "Big Jack" Justusson, and the only Jackhammer produced, named Big Jack itself by the techs, have made an impression on the fans of Solaris VII.  Sadly, due to poor luck, it has not been the impression that Hyperion would have truly wanted.  Still, 1 win, 1 loss, and 1 draw isn't terrible, and Justusson has more matches lined up. He and Hyperion hope for better results to come.

Deployment:

With six tons of RAC ammunition carried in the torso, CASE protection was a necessity.  The high tonnage of ammunition, CASE, and combined with the rugged durability of the light engine, the Jackhammer is able to be deployed for a relatively long time.  By firing the RACs with wisdom and prudence, the mechwarrior can conserve ammo and unleash a hell storm of laser fire.  These facts make the Jackhammer surprisingly capable of relatively long term deployment without need of resupply.  Even if the mech takes a hit to an ammo bin, the CASE leaves the mech semi-intact, and still capable of continuing the fight.

Due to it's high forward assault survivability rate, Hyperion hopes to receive high numbers of orders for the Jackhammer.  Though, sadly, since the rotary autocannon technology is only available to the Federated Suns, the Jackhammer has a limited market to be sold to.  Historically, that market also does not commonly use mass assault mechs.  




Type/Model: Jackhammer JAC-3

Mass: 90 tons

Equipment:   Crits Mass

Internal Structure: 138 pts Standard 0 9.00

Engine: 270 Light 10 11.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 12 Double [24] 6 2.00

   (Heat Sink Loc: 1 LA, 1 RA)

Gyro:   4 3.00

Cockpit, Life Support: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Armor Factor: 279 pts Standard 0 17.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 44

  Center Torso (Rear):   14

  L/R Side Torso: 19 28/28

  L/R Side Torso (Rear):   10/10

  L/R Arm: 15 30/30

  L/R Leg: 19 38/38


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Rotary AC/5 RA 1 120 12 16.00

   (Ammo Loc: 4 LT, 2 RT)

1 Rotary AC/5 LA 1   6 10.00

1 ER Medium Laser RT 5   1 1.00

1 Guardian ECM LT 0   2 1.50

1 ER Medium Laser LT 5   1 1.00

1 ER Medium Laser CT 5   1 1.00

1 ER Medium Laser HD 5   1 1.00

1 Targeting Computer RT     6 6.00

CASE Equipment: LT RT     2 1.00

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   32   74 90.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 15,593,300 C-Bills

Battle Value: 2,214

Cost per BV: 7,043.04

Weapon Value: 2,835 / 2,835 (Ratio = 1.28 / 1.28)

Damage Factors:    SRDmg = 44; MRDmg = 29; LRDmg = 3

BattleForce2: MP: 3J,   Armor/Structure: 7/5

    Damage PB/M/L: 7/5/-,   Overheat: 1

    Class: MA,   Point Value: 22

    Specials: ecm


This design created using HMPro...with a little tweaking from Yours Truly!

 


User Reviews

User Rating Posted Updated

Ice Hellion 5 3/23/2006  

Big, nasty and solid. What else could any 'Mechwarrior from Solaris VII ask for?
Nice fluff (and what is the problem with cliches?) and nice pictures.
Really great job.

Ironraven 0 3/22/2006 3/22/2006

Gauntlet, I'm jealous of your artistic ability. Great fluff, and a good mech. I'm not a fan of RACs, but the fluff made up for ir. I would actually use this one.

Thunder 5 3/21/2006  

You Killed my Faffy! Murderer! And I lost the Bet too!

Warhawk 5 3/21/2006  

I'm absolutely floored by the sheer amount of good fluff and the incredible illustrations that graced this TRO.

Incredible, there's nothing left for me to say about this 'Mech and it's performance. Amazing work here. I may be under a fluff-block, but this might just be the inspiration that I need to go on.

Samak 5 3/21/2006  

Its nice to see the story behind this mech finally come to light. I've faced it in the past, and its a mean monster. Great Fluff, and I see you've been learning from Lord Cain on battle reporting. Keep up the Excellent work

Stolen_Thunder 5 3/21/2006  

nice. this is great stuff, gaunt. especially the......well, the whole thing. can i buy one?

Iron Wolf 5 3/21/2006  

Hehe.... thanks for the plug Gauntlet... I've kinda been feeling left out with your "fluff war" with Samak, lol.

Naw, it's not cliche... but don't ask me that, of course I'm going to promote it.

As always, nice fluff and nice pictures. Now you need a three way pic with the Geiong Si, the Balrog and the JackHammer. That would PWN!

Gauntlet 0 3/21/2006 3/21/2006

UPDATE

I also want to say thanks to Iron Wolf for letting me use Hyperion Armour Works. Couldn't have done it without you! =)

I know the whole "Solaris VII" mechwarrior thing is a little cliche, but I hope you don't hate it too much!

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5967
THURSDAY, MARCH 30, 2006
154 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5967]

Gladiator GLD-1R

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Gauntlet

Armory: Big Gaunt's Nuts, Bolts, and Everything Else!

HMP (Heavy Metal Pro) File


Faction Availability

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Tags

DOGA

Custom Image

Battlemech

BATTLEROM IMAGE JUNE 13, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Gladiator GLD-1R

Tech: Inner Sphere 3067 

Configuration: Biped BattleMech

Rules: Level 2 Custom Design

Mass: 75 tons

Chassis: P.A.I. Gladius A-1 Prototype Endo Steel

Power Plant: 300 PlasFire Light Engine

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 PlasJet Type 3 Heavy Standard Jump Jets

     Jump Capacity: 120 meters

Armor Type: PlasSlab 112 Standard

Armament:  

    1 Mydron Tornado Rotary AC/5
    1 Defiance Trak-Shot II Streak SRM 4
    1 Sutel Precision Line Large Pulse Laser
    2 Sutel Precision Line Medium Pulse Lasers  

Manufacturer: Hyperion Armour Works Talon Division

     Location: Talon

Communications System: Neil 6000

Targeting & Tracking System: Spar 3c Tight Band


Overview:

After a year of matches on the Game World, Caleb Justusson had done very well for himself.  As had Winston Ryder, having bet quite successfully on Justusson.  Always looking to make more money, Hyperion Armour Works CEO Winston Ryder realized that there was a vast untapped market on Solaris VII.  

Like many corporations, Hyperion sponsored various different sports teams and products, outside those that they made themselves.  On Solaris however, Hyperion was lacking what other companies had owned for centuries; a stable.  Mechs owned and operated by Hyperion had the potential to pull in vast amounts of revenue from ticket sales and match winnings.  Seeking to capitalize on the money to be made on Solaris, Ryder authorized Project Arena, to develop a mech specifically designed to battle in the Game World's arenas.

Forming Gaunt Wolf Stables, Hyperion offered the first position to Justusson.  Caleb "Jack" Justusson, having already been given the Jackhammer battlemech, refused to join the conglomerate's stable, choosing instead to keep his independent status.  This left Gaunt Wolf in a quandary.  A stable existed, but without mech's and pilots.

During the development phase of Hyperion's arena mech, Gaunt Wolf Stables set about hiring on mechwarriors to fill the stable's ranks.  In order to entice the most selection of mechwarriors, Hyperion offered to modify and upgrade the mech's that those warriors who were interested already owned.  By submitting the applicants to a battery of sim tests, Gaunt Wolf Stables was able to eliminate all but eight mechwarriors, two for each weight class.

One warrior chosen, the only one without her own mech, was chosen due to her astonishing sim scores. Even more remarkable was the fact that, unlike the other mechwarriors, she had no real-life experience in a battlemech.  

The warrior's name was Janeen R.J. Maslow.  The fact that she had no true experience was of little concern for Gaunt Wolf Stables.  By the time that the warriors had been chosen, the expert engineers at Hyperion were nearing completion of the mech that would bear the standard for Gaunt Wolf Stables, and Hyperion Armour Works.  Due to her apparent skill in the sims, it was decided that Maslow would be the perfect choice to helm the mech.


Capabilities:

Imported from Mica VII in the Mican Protectorate, the Gladiator is built around a Phalanx Armories Inc. Gladius A-1 prototype endo steel chassis.  The advanced periphery nation offered to build the chassis for Hyperion, when word was leaked that none of the companies that Hyperion normally outsourced from, were capable of building the chassis to the design specifications desired.  Gavel Alexander, Protectorate Director and CEO/Lead Engineer of P.A.I. even went so far as to provide the first chassis from his Star League era production facility for free, with a full array of spare parts.  The intention was simple.  If the mech performed well, the possibility of generating business was one too promising to ignore.

First and foremost, the mech is designed for durability.  To that end, the power source at the heart of the Gladiator is a hearty PlasFire 300 light engine.  Not as heavy as a standard fusion engine, the light engine is more rugged than the fragile extra-light engine.  At the 300 rating, the PlasFire engine can propel a 75 ton mech at speeds in excess of 60.0 km/h, which was deemed ideal for the Gladiator. To further lend durability to the Gladiator's performance, the mech is wrapped in fourteen tons of Hyperion built PlasSlab 112 standard armor.  At only .50 tons less that maximum, the armor coverage on the Gladiator is 96% of full coverage.

As any experienced mechwarrior who has fought in the many arenas on the Game World will tell you, a major key to survival is maneuverability.  The engineers at Hyperion knew this, and built the Gladiator accordingly.  Equipped with four PlasJet Type 3 Heavy jump jets, built on Talon, the Gladiator has a jump capability of 120 meters.  Combined with it's optimal speed profile, the mech is as mobile as a 75 ton war machine can be made.

The primary weapon of the Gladiator is a Mydron Tornado Rotary Autocannon.  Newly developed, the RACs are as dangerous as they are unpredictable.  Mounted in the Gladiator's right arm, the Mydron cannon's delicate barrel rotator rings are protected by a Hyperion trademarked shield cowling.  The cowling encircles the barrel cluster, protruding ever so slightly as well, to offer further protection the cannon's barrels as well.  

One of the difficulties that mechs equipped with RACs experience is severe recoil.  One recoil reduction system used by the Gladiator is the simple, yet somewhat odd looking, counterweight.  Mounted beneath the elbow actuator of the mech's right arm, the counterweight helps keep the RAC in line with it's target.  

Another recoil reduction method employed by the Gladiator are the reinforced shoulder actuators, found also on the Jackhammer.  The Gladiator is equipped with an active independent myomer shock absorption system, and a patented micro gyro-stabilization system, based entirely on those of the Jackhammer. The shoulder systems, combined with the simple counterweight, practically eliminate all recoil from the Mydron cannon.  

Supporting the RAC are three of Sutel's Precision Line pulse lasers, one large and two medium grade, as well as a Defiance Trak-Shot II Streak SRM 4 missile launcher.   The pulse lasers and streak missiles were chosen for their accuracy, providing the Gladiator with a dangerous and deadly number two punch.  Though somewhat short ranged in comparison to many other weapon systems, the laser and missile combination was considered ideal for the Gladiator because it was not built to be a long ranged fighter.  

Making the Gladiator a true arena fighter is the heat dissipation capability the mech possesses.   The mech's 300 grade PlasFire engine mounts an exceptional integral heat exchange system.  Nearly able to dissipate all the mech's waste heat, the Gladiator mounts only an additional four tons of heat dissipation equipment. While the mech can run hot, it takes work on the part of the pilot to do so.

Rounding out the mech's components are the Neil 6000 communications suite and the Spar 3C Tight Band targeting and tracking system.  Both purchased in bulk, the individual systems were dependable and easy to replace, even if they weren't on the cutting edge of quality.  Since the Gladiator was to be fighting in the arenas of the Game World, Hyperion could afford to be "frugal" with the comm. suite, considering that the machine had no need of advanced communications.  The Spar 3C T&T system came with the comm. suite, so Hyperion felt it's use would not detract from the mech's performance.

By utilizing it's mobility, and heat efficiency, the Gladiator can be quite devastating.  It's high armor coverage ratio allows the mech to absorb  a multitude of hits before anything reaches the vital internals.  The more durable light engine makes the Gladiator even more of a threat because, in the case of a complete torso failure, the mech can still fight on.  If it were equipped with an XL engine, this would not be the case.

The Gladiator also mounts three tons of RAC ammunition and a ton of SRM ammunition.  Protected by CASE, the Gladiator carries enough ammo for even the most extended of matches.

Battle History:

As yet, Janeen has only fought a singe match.  She and the Gladiator faced off against Cindy Midkiff and her updated Warlock named Show Stopper.  The former mech of Cole Brenner, an infamous Solaris fighter, Cindy sacrificed ten tons to Janeen, but had the advantage in range, thanks to the extended range large lasers.

The battle was fought in Boreal Reach.  Cindy, having won her mech from Brenner, was an experienced mechwarrior who was aware of her advantage over Janeen.  Keeping as far away as possible she attempted to slice away at the larger mech.  

The match lasted for a long time, and ultimately it was the heavy armor of the Gladiator that won the day. The Warlock is a good machine, and being modified with double strength heat exchangers and ER lasers, made it even better.  Sadly however, at 65 tons, it cannot mount the same armor that the Gladiator can. Sadly, the Show Stopper fell to a 6 round volley from Janeen's RAC, cratering the entire torso, effectively destroying the mech.

Variants:

Dubbed the Gladiator for it's sole purpose of arena fighting on Solaris VII, the GLD-1R is not the only known mech named "Gladiator".  The clans also possess a mech that shares the name.  The clan Gladiator is a machine to be feared, as it is an assault class omni-mech.  Though Hyperion knew this when naming the mech, in reality, it matters not.  Should Hyperion's Gladiator ever face the clan Gladiator on Solaris, the fans will have already learned the difference!

Notable 'Mechs & Warriors:

As yet, Janeen is the only mechwarrior to pilot the Gladiator, which she has dubbed Dauntless.  If the mech proves to be a successful arena design, other mechwarriors may pilot it.  

Deployment:

Because it is designed strictly as an arena mech, Hyperion has not bothered to advertise the Gladiator to the House militaries.  It is unknown as to whether or not the Great Houses will purchase any Gladiators to fill their ranks.  The mech would actually make a decent line mech, considering it's high ammo load and deadliness at multiple ranges.  Perhaps Hyperion will advertise to the houses later, if it does well on the Game World.  

As yet, it is still a one-of-a-kind mech.  With sufficient interest, Hyperion may be willing to enter into a trade agreement with P.A.I. to import the chassis, and sell the mech on a large scale basis.  Hyperion has offered performance specs to many of the more successful stables of Solaris.  


Type/Model: Gladiator GLD-1R

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 14 4.00

   (Endo Steel Loc: 1 HD, 4 LA, 1 LT, 4 RT, 2 LL, 2 RL)

Engine: 300 Light 10 14.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 14 Double [28] 6 4.00

   (Heat Sink Loc: 1 LA, 1 RA)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA 15 .00

Armor Factor: 224 pts Standard 0 14.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 35

  Center Torso (Rear):   10

  L/R Side Torso: 16 23/23

  L/R Side Torso (Rear):   8/8

  L/R Arm: 12 23/23

  L/R Leg: 16 31/31


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Rotary AC/5 RA 1 60 9 13.00

   (Ammo Loc: 3 LT)

1 Streak SRM 4 RT 3 25 2 4.00

   (Ammo Loc: 1 LT)

1 Large Pulse Laser LT 10   2 7.00

2 Medium Pulse Lasers CT 8   2 4.00

CASE Equipment: LT     1 .50

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   27   74 75.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 12,976,250 C-Bills

Battle Value: 1,759

Cost per BV: 7,377.06

Weapon Value: 2,265 / 2,152 (Ratio = 1.29 / 1.22)

Damage Factors:    SRDmg = 42; MRDmg = 15; LRDmg = 1

BattleForce2: MP: 4J,   Armor/Structure: 6/4

    Damage PB/M/L: 7/5/-,   Overheat: 0

    Class: MH,   Point Value: 18

 


User Reviews

User Rating Posted Updated

Ironraven 0 4/6/2006  

Very pretty, and very well written. This is a quality, hoop kicking design.

Ice Hellion 5 4/1/2006 4/1/2006

Nice picture (I really like what you are doing with them and how you integrate them within the fluff).
The fluff is also nicely written with some interesting "engineering" parts (like the recoil compensator).
Within an arena, it would be quite efficient and in every restricted area. For open grounds, it might be a little too short ranged but since it would never work alone, this would not be too much of a problem.

Good job.

Samak 5 3/31/2006  

BLAH! your getting to good with your fluff Gaunt, it takes to long to read. Only kidding man, this is great work. I like that you add more than just the standard ID pic, it gives it a better than Canon feel. Your Arena mechs are getting way to good, and although I dislike IS pulse weapons, their use with the rest of the loadout works well, I hate to see what comes out of your twisted mind next

Warhawk 5 3/31/2006  

Very good fluff. I honestly would pilot one. Very sweet custom image and a deadly arena 'Mech.
Very nicely done and fluffed.

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