Designer:Ironraven / Armory:RavenWolf Archives

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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 #6815
SATURDAY, AUGUST 12, 2006
161 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=6815]
3025 Banshee

Enhanced Banshee BNC-3E-E

Custom Level 2 / 2750 Inner Sphere  Biped 95 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

BNC-3E-E Banshee

Mass: 95 tons
Chassis: Star League XT
Power Plant: GM 380 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: unknown
Jump Capacity: 120 meters
Armor: Starshield
Armament:
2 large pulse lasers
2 extended range large lasers
medium laser
Manufacturer(s):
Star League Weapons Research
Communications System: Dalban Commline
Targeting & Tracking System: Dalban HiRez-B

 

Overview:

 

Long considered a "white elephant", the Banshee's typical tactic is to close under the cover of it's long range weapons until it can put it's heavy fists into the enemy. In the early years of the 28th Century, SLDF and HAF planners proposed selling the entirity of the reserve Banshees to the Great Houses, and replacing them with more modern mechs, rather than update them. The pop-gun autocannon, fly swatter laser, and single particle cannon were considered to simply be too little armament for such a massive mech.

While the Banshees began a slow march to the scrap yard to be stripped of thier weapons before arriving at the auction block, SLWR was able to have a great many of these surplus mechs transfered to thier hands as "test bed" mechs. And the testing soon began, on computer and on the range, using discretionary funds. As the last mech of that era still in service, certain cliches in the Star League Weapons Research command takk a rather paternal view towards this mech, particularly the general in charge of SLWR, a direct decendent of both the head engineer and the senior test pilot of the origional Banshee project.

The new extra-light engine came from the manufacturer with high-efficency heatsinks when it was diverted from it's intended project. This radically improved the heat distibution of the mech, while freeing up twenty tons of weight. Soon after, the origional armour and armament were discarded, as were the communications and computer systems.

The head mounted laser was replaced with a more effective medium laser, which was capable of being modified to serve as LOS laser communication system due to it's synthetic apature focusing system. Along with this stealthy communications system, it was equipped with the same Olmstead command and control communications suite as the Cyclops, taking this barroom brawler from a common grunt and elevating it to a lance or company leader's mech. And becuase it was anticipated that any Mechwarrior assigned to the Banshee would be familiar with the mech's reputation as a brawler, another three tons of armour were added, making it almost unrivaled in the area of protection until the introduction of the King Crab and Atlas.

To give it's long range punch, it was decided to keep the weapons in the torso. Even though that limited thier field of fire, it also allowed them to be fully available even in a toe-to-toe encounter. For surviability, the weapons fit was mirrored on the left and right side. Origionally it was to be equipped with quad large pulse lasers, this proved to be more than the heat distribution could manage. As a result, the lower lasers were replaced with a pair of extended range large lasers, giving the new Banshee awesome punch at long range, while the highly effective lasers could gut most mechs like fish in built up terrain.

But the final suprise of the redesigned Banshee was the leg mounted jump jets. Able to pounce on the enemy from 120 meters away, a distance one third greater than the Highlander and with five percent greater mass, the leg structure and actuators were redesigned for greater durability. Not only did this give the new Banshee greater mobility, it also gave a leathal new weapon in it's hand to hand arsenal.

When presented to the planning committee on the anniversary of the adoption of the Banshee, the board members were horrified. The redesigned Banshees were almost three times thier origional price, allowing for inflation, while the mechs being auctioned off were being sold for almost thier purchase cost. They were further intimidated by the demonstration footage, which started off by having the Banshee jump at a line of target drones, shattering one of them as it landed, and smashing the heads of two others within ten seconds. The battle that would have pitted a single 95 ton Banshee against a six remote control Mustangs was over in under 60 seconds, with four enemy mechs ruined without a single shot being fired into them, the others evicerated with weapons fire. The sale of Banshees was quickly halted, citing a possible fusion core safety issue.

In the end, the majority of the SLDF Banshee's would be sold off. Those that weren't, were officially transfeered to the HAF's reserve, where they were reconfigured as BNC-3H Enhanced Banshees. These mechs were equipped with a extended range large laser in place of thier AC/5, and equipped with improved heat sinks. The 40 real Enhanced Banshees were sent to various Castle Brians between 2745 and 2760. They would soon come out of hiding in the hands of Loyalist forces, were they would time and again suprise the enemy who's target identification systems would repeatedly fail to comprehend the true nature of their opponent. The most spectacular use would be during the fighting in the Martian Badlands, where a technique known as "bunny hopping" was developed. Bunny hopping occures when a mech leaps from a higher plane onto an enemy mech, in what is basically a jump jet-less death from above manuver, but the pilot triggers the jets just as first contact is made with the enemy, allowing the pilot to make a much more controlled landing, away from the enemy mech. The mechanical impact combined with the heat of the plasma jets was consistantly able to mangle Aramis mechs. This technique was most commonly used from ambushes by Lt Karlov's reconnisance lance of the 414th Composite Regiment, allowing them to take out thier first four targets before the enemy knew what has happening, then jump towards another enemy to execute a true DFA, while firing the lasers at a third target. It should be pointed out that Lt. Karlov and his men were formerly part of the HAF's presentation and drill team, and some of the most precise mech pilots of the entire war. Due to the catastrophic results that routinely occure when lesser pilots attempt to bunny hop, it is is grounds for disciplinary action in the current House armies and most mercenary units, just as in the SLDF.

 

Type: BNC-3E-E Banshee
Technology Base: Inner Sphere Level 2 3025
Tonnage: 95


           

Equipment   Mass

Internal Structure:       9.5

Engine: 380 XL     20.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 17 [34]     7.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 288     18.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 30 44

  Center Torso (Rear):   15

  R/L Torso: 20 30

  R/L Torso (Rear):   10

  R/L Arm: 16 31

  R/L Leg: 20 39


BV : 1662 Cost : 25312691

Weapons and Ammo   Location Critical Heat Mass

Medium Laser   H 1 3 1.0

Large Pulse Laser   LT 2 10 7.0

ER Large Laser   LT 2 12 5.0

Large Pulse Laser   RT 2 10 7.0

ER Large Laser   RT 2 12 5.0

Jump Jet(s)   RL 2 0 4.0

Jump Jet(s)   LL 2 0 4.0

Double Heat Sink   LT 3 0 0

Double Heat Sink   RT 3 0 0


User Reviews

8/22/2006  Ice Hellion
An interesting approach to the upgrade of a classical 'Mech.
You have told everything that is wrong with that 'Mech: the price and ... the price.
However the combo of ER and Pulse Large Lasers is a good one and the bunny hopping is really a nice thing.
Definitely a great job.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7720
FRIDAY, JANUARY 12, 2007
326 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=7720]
LGB2CLongbow

Longbow LGB-7A

Custom Level 2 / 2750 Inner Sphere  Biped 85 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

LGB-7Q Longbow

Mass: 85 tons
Chassis: StarCorp 100
Power Plant: Strand 255
Cruising Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarSlab/9.5 Mk II
Armament:
2 Katyusha Arrow IV Systems
1 Delta Dart LRM-5
2 Ceres Arms Medium Lasers
Manufacturer(s):
StarCorp Industries
Communications System: O/P 3000 COMSET / Irian TelStar
Targeting & Tracking System:AntiAir Flak Systems-2 / Octagon Barrage System

Overview:

Developed from the LGB-7Q in the late 2740s, the -7A and -7B Longbow were intended to fill a similiar role as the -109E varient of Wakazashi Enterprises' Bombadier. While not purchased in the same numbers, these slower artillery support meche were attached to assault, headquarters and artillery units of the SLDF on a limited basis. Not a common asset, it was prized when it could be made available.

Each arm and torso housed an Arrow IV missile artillery system, each with twenty salvos of rockets. When combined with TAG-equipped forward observers, this allowed the Longbow-7A to execute what became known as the "double down", where two of the massive projectiles would home in on a single target simulataniously. This allowed even a light scout vehicle or mech to serve as a potent sniper that could take out all but the very heaviest enemies with a single attack if the seeker heads functioned properly. In it's standard artillery role, these two launchers could, in less than two minutes, punch a hole in a defensive line or fortification wide enough to allow a company of mechs to pass.

Tucked under the left arm was a five tube LRM launcher, with a pair of waist-level medium lasers, for defense. While a paltry quantity of defensive fire, even when compaired to smaller fire support platforms such as the Archer and Catapult, these were considered sufficent as artillery mechs would be fielded with medium and light mechs as a security force.

For pure defense, it was equipped with one of the old standbyes of battlemechs, fourteen and half tons of StarSlab armour. Simple to replace and compact, it lacked the finesse of ferro-fiberous armours but was readily available at every depot, supply cache and armoury. It was also compact enough to allow this mech to carry it's full load of ammunition. It was decided that the use of CASE would be irrelivant, as the besed containment baffels of the day would not be able to prevent the destruction of the mech if artillery ammunition cooked off.

Not as mobile or cost effective as the smaller BMB-109E, the LGB-7B never the less served well with the SLDF when used properly. Several were used in the Battle of Cransford Shelf on New Earth, where thier great weight was supported by the thousands of square kilometers of bare bedrock. Two artillery lances made up of -7As and -7Bs supporting the assault on the starport were creditied with 19 kills against light and medium mechs, and prevented enemy armour and infantry units from swarming the left flank of the main Star League thrust. One mech, the Boone was creditied with disabling the Union dropship of reinforcements that had slipped though the blockade. The craft was struck by six rockets in less than fourty seconds, the last pair taking out two of the thrusters, and causing the crippled ship to tumble into the ground with its mechs trapped aboard. By contrast, Longbows (both artillery and LRM armed models) suffered in the Nighthound Swamps region of Venus, where one was actually abbandonned and destroyed in place after sinking into the mud, while the lighter, faster Bombadiers were able to fight thier way through.

There was only one varient of the LGB-7A known to have been made, which removed the LRM rack and ammunition, along with the left laser. In thier place, another ten shells were provided per launcher. There were only eight of these units produced, and were assigned to a 7395th Independent Barrage Battalion ("Rictor's Revenge"), a massed unit of artillery mechs with a battery of self propelled Long Toms and a foward observer lance attached to it.

 

Type: LGB-7Q Longbow
Technology Base: Inner Sphere Level 2 3058
Tonnage: 85


           

Equipment   Mass

Internal Structure:       8.5

Engine: 255     13.0

  Walking MP: 3

  Running MP: 5

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 232     14.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 37

  Center Torso (Rear):   12

  R/L Torso: 18 26

  R/L Torso (Rear):   10

  R/L Arm: 14 23

  R/L Leg: 18 28


BV : 1094 Cost : 8085425

Weapons and Ammo   Location Critical Heat Mass

Arrow IV System   RA/T 10/5 10 15.0

Arrow IV System   LA/T 10/5 10 15.0

@Arrow IV System (20)   LT 4 0 4.0

@Arrow IV System (20)   RT 4 0 4.0

Medium Laser   LT 1 3 1.0

Medium Laser   RT 1 3 1.0

LRM-5   LT 1 2 2.0

@LRM-5 (24)   CT 1 0 1.0

No lower arm, hand actuators.

The BMB-109E Bombardier was created by Fabrizo for the Nuts & Bolts trial series.

User Reviews

1/13/2007  Ice Hellion
Slower than the Naga but more efficient and less costly.
Using a missile boat as a cheap artillery 'Mech is really a great idea.
Nice job (although I would have preferred to see jump jets instead of the LRM-5).

1/13/2007 5  Samak
OOOOOOOOOOOOOOOH an Arty 'Mech with 8 tons of ammo? Can somebody say Inferno IVs? I like this 'Mech. Yes its a big slow target full of explosives, but who cares, you can rain death down all over the board, or just burn down the entire battlefield. I like this version of the Longbow the best out of any I've seen. The LRM-5 and 2 medium lasers give it some direct fire capabilty, which is always good. Fluff is good, as is the 'Mech. Great Job.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6151
SUNDAY, MAY 14, 2006
366 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=6151]
victor

Victor VTR-9D

Custom Level 1 / 2750 Inner Sphere  Biped 80 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

VTR-9D Victor

Mass: 80 tons
Chassis: HildCo Type V
Power Plant: Pitban 320
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: HildCo Model 12
Jump Capacity: 120 meters
Armor: Durallex Heavy
Armament:
2 Armstrong Type-A Autocannons
1 Holly SRM-4
2 Sorenstein V Medium Lasers
2 SperryBrowning Machine Guns
Manufacturer(s):
HildCo Interplanetary
Communications System: Opus III Highbeam
Targeting & Tracking System: MaLandry 34

Overview:
Initially conceived of to provide Victor-equipped units with a long range fire support and anti-infantry platform, the VTR-9D is universally considered a failed design. Well suited to the roles intended for it, it was just never accepted by the warriors assigned to pilot it.

The main armament was replaced by a pair of Armstrong class-5 autocannons. The combined punch of the two is barely half of that of a single shell of the Pontiac cannon, while having twice the range of much larger weapon. There is certainly sufficient ammunition aboard to last the typical engagement, with a total of forty shells, but mechwarriors who piloted these "Losers" loathed the popgun cannons. While the addition of two leg mounted machine guns, resurrected from the original VTR-9A, were popular in built up situations, they failed to compensate for the loss of close range frightfulness that the Victor was known for.

While a few were used during the Reunification War, the majority of them were rearmed. Several of those that fought in the Reunification War removed the MGs and upgraded the cannons to Ultra models, effectively doubling the firepower of these mechs, a slight improvement in their barrage abilities. Some, designated the VTR-9E, carried the KaliYama Class 10 autocannon later made famous on the Orion. Others had thier machine guns torn out and were returned to the VTR-9B configuration. One mech was experimentally fitted with an extended range large laser in place of one of the Armstrong cannons and extra heatsinks, effectively duplicating the firepower of half a Rifleman. This mech would later have the second cannon replaced with a large laser, but it is unclear if it was a second extended range model or a pulse laser. These and other poor attempts at producing a longer ranged Victor would continue on with mixed results until the development of the VTR-10G.

Through all of our research into the large and varied tree of the VTR family, we at RavenWolf have one lingering question- what was the VTR-9C? A notable gap in the developmental history of this mech, it is tempting to dismiss it as something that never was. But a scouring of HildCo's historical documents makes only a single, and undefined, reference to this phantom configuration.

 

Type: VTR-9D Victor
Technology Base: Inner Sphere Level 1 3025
Tonnage: 80


           

Equipment   Mass

Internal Structure:       8.0

Engine: 320     22.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 12     2.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 184     11.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 30

  Center Torso (Rear):   15

  R/L Torso: 17 20

  R/L Torso (Rear):   10

  R/L Arm: 13 15

  R/L Leg: 17 20


BV : 1091 Cost : 7925521

Weapons and Ammo   Location Critical Heat Mass

SRM-4   LT 1 3 2.0

@SRM-4 (25)   LT 1 0 1.0

Medium Laser   LA 1 3 1.0

Medium Laser   LA 1 3 1.0

2 Jump Jet(s)   CT 2 0 2.0

Jump Jet(s)   RL 1 0 1.0

Jump Jet(s)   LL 1 0 1.0

Autocannon/5   RA 4 1 8.0

Autocannon/5   RA 4 1 8.0

@Autocannon/5 (40)   RT 2 0 2.0

Machine Gun   LL 1 0 0.5

Machine Gun   RL 1 0 0.5

@Machine Gun (200)   LT 1 0 1.0


User Reviews

5/18/2006  Ice Hellion
It might be surprising but I like it. As a direct fire support 'Mech for heavy and assault mobile units, it seems useful.
I can see it working well with the "normal" Victor providing suppressive fire to the AC/20 carrier while this one jumps from cover to cover.
An original approach.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6152
SUNDAY, MAY 14, 2006
338 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=6152]
victor

Victor VTR-10G

Custom Level 2 / 2750 Inner Sphere  Biped 80 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

VTR-10G Victor

Mass: 80 tons
Chassis: HildCo Type V
Power Plant: Pitban 320 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: HildCo Model 12
Jump Capacity: 120 meters
Armor: Durallex Heavy
Armament:
1 M-7 Gauss Rifle
2 Sorenstein XVIII Large Pulse Lasers
1 Holly SRM-6
Manufacturer(s):
HildCo Interplanetary
Communications System: Opus III Highbeam
Targeting & Tracking System: MaLandry 34

 

Overview:
Shortly after the start of the Civil War, a report on system weaknesses was prepaired for General Kerensky. Its purpose was to find failings and benefits with SLDF equipment. Among the recommendations made, near the top of the list was a request from almost all Mech divisions for more Victors. The VTR, when properly used, provided almost unmatched close range power, bludgeoning Aramis forces into submission. However, it was not without complaints. Afteraction analysis of the performance of the mech pointed out the lack of range. While the Stormbringer and Thunderclap had performed well, neither of them had the overall performance of the origional Victor. In the middle years of the War, a fourth member of the family was added, the VTR-10G.

Using the same endosteel skeleton as the Stormbringer, HildCo wanted to produce a mech that could be utterly leathal at any range. The AC/20 was replaced with an M-7 Gauss Rifle, retaining most of the punch and all the fearsome reputation as the origional Pontiac cannon. It was decided to place it in an armour shroud similiar in appearance to the AC/20's barrel, with thermal and EM decoys and baffles, to further hamper enemy attempts to determine which mech they were facing. Psychological projection had origionally this would lull Aramis forces into thinking that they were safer at longer ranges, and thus into exposing their fighting possitions. It also had the advantage of being oversized, allowing the a greater degree of protection to the acceleration coils of the M-7 in the event that the VTR-10G engaged in hand to hand combat.

The HildCo engineers initially planned of leaving the secondary armement untouched, but after the M-7's reduced performance at close range was demonstrated in computer simulation, they went looking for something a little more impressive. The senior designer, who had started off as a draftsman on the Sandfox development team, and an avid hunter of game birds, proposed what he described as a "double barrel laser shotgun". Similiar to a proposed and discarded twin medium pulse laser mount for the Sandfox, the design team scaled the system up dramatically. With a pair of large pulse lasers in the left arm, the computer modelling showed that a twin blast would have all the energy of the AC/20, at similiar range, without ammuntion dependency and a higher hit probability due to the scatter of laser pulses. The only problem was that the heat crippled the mech almost instantly, along with being overweight. Knowing that Victor pilots were, as a rule, agressive warriors, this forced the design team to choose between two options- reduce the energy weapons array in effectiveness or range with Sorenstein XVs, or find a way to manage the heat. By modifying the chassis slightly, they were able to take the engine and cooling package from the Thunderclap, whose enhanced cooling system could manage the load with ease even if no additional heatsinks were mounted outside of the engine.

The initial concept testbed was assembled by mounting the torso and arms of a partial Thunderclap bolted to a flatbed carrier. Heat and stress loads were similated to recreated the effects of jumping and walking, as the power, cooling and weapons systems were evaluated. Over the next three weeks, a similiar rig, built using parts for a Stormbringer's frame was put together, with the engine mounts being modified by the use of a laser cutter and an a cargomech's hands. While crude, it served well enough to ensure that the engine would not seperate from the chassis, even under a simulated 100m drop. By the time these initial tests were completed, a proper prototype was ready.

To round out the defensive package, the VTR-10G was equipped with the same Holly SRM-6 rack that had proved effective in the Thunderclap, and provided with a single ton of ammunition. While some had argueed that the more frugal 4-tube launcher would be more viable, given the unlimited ammunition supply of the pulse lasers. Others said the missile rack was retained mostly out of tradition. Operationally, it would have mixed results. Some pilots reserved it for a final, knock out blow at close quarters, while others used the explosives' superior anti-structural ability (particularly with infernos mixed in with the conventional high explosive warheads) useful in urban fighting. Other pilots left the magazine empty, choosing to have dead weight in thier mech rather than carry what they considered unneeded and potentially dangerous ammunition for an antiquated weapon. The -10G was equipped with twin CASE internal armouring systems to prevent damage from the SRM ammunition or a catestrophic failure of the M-7's accelerator coils. Externally, them mech was wrapped in thirteen and a half tons of standard armour, exceeding that of the already well protectedl VTR-9B.

When delivered to the SLDF, the prototype mech was accidentally sent not to a test facility, but the front lines. Something of a suprise to the quartermaster of that battalion, gauss ammunition was quickly procured and the mech sent into combat. It was this mech that caused rumors of a new long range, high velocity autocannon to spread through Aramis forces when it eviscerated a lance-sized flanking unit with a single shot per mech. The one surviving and uncaptured pilot had brought out the his battlerom, which showed the thermal and ER signature of an AC/20 with twice the range. Based on the imagery, Aramis intelligence officers concluded that the SLDF must have aquired a new source of a hyper-dense material, possibly a large quantity of osmium, and had mated it with ancient discarding sabot technology and possibly a secondary rocket booster. As a result, for a while, Usurper forces would assume that any AC/20 would be armed with these new wonder shells and fall back to very edge of LRM range, and Aramis' researchers spent a great deal of time trying to duplicate these rounds. By the time the new Victor prototype was located, the fear of it that the enemy showed sold the design to the SLDF Quartermaser's Office.

Used in support of heavy and assault units, the Victor-10G quickly became a popular mech. So much so that HildCo could not keep up with the demand for them, and developed a conversion kit for the -9B. Consisiting of a new right arm and a replacement, 16-round magazine, this package was designated the -9G. An unknown number of Victors recived this modification, along with a small number of Thunderclaps (which often were often equipped with a homemade, expanded ammunition store). While more common, the VTR-9G would never be as sought after as the -10G, with it's ability to put up a wall of energy and twice the magazine capacity for the main weapon.

Widely used during the fighting in the Sol system, the VTR-10G's actual battle history is somewhat obscured by several factors. As it is nearly identical in appearance and sensor readings to both the -9B, the surviving battlefield data can only identify gauss armed Victors by the ranges they engage the enemy at. And even then, it is difficult to tell if it is a -10G or a -9G retrofit. As a result, no one battle can be said for a fact to have hinged on the actions of a VTC-10G pilot. But given the influence of the Victor in engagements such as the Battles of Moscow and Kyber Pass on Earth, the Siege of Cransford Gap on Venus and the Martian Badlands Campaign, among others, it can be safely assumed that -10Gs took part in them.

While most mechs have a number of easily identifiable varients, the Victor's family tree makes it difficult to identify some of them. It is known that a small number of damaged -10Gs were repaired with the arm and main weapon of the -9B, resulting in an unofficial AC/20 varient informally dubbed the -10H. At least one is believed to have been repaired using the right arm of a Stormbringer, while another received the left arm of a SBR-1HM or TDR-15P after the fighting on Mars. HildCo records indicate there was one armed with a pair of particle cannons rather than the pulse lasers, but the fate of this mech is unknown. At least a few VTR-10s, thier official designation unknown, never had the SRM-6 installed, instead carrying an active probe and an ECM suite. Others, due to parts shortages, mounted the four-tube Holly rack used on most Victors.

Due to the Frankenstinian nature of so many of the HildCo 80-ton mechs, combined with the use of the retrofit kit, and the loss of so many records, it is simply impossible to say how many VTR-10Gs were produced before the Exodus. Undoubtedly, a great many of the Victors that left with the general were of this type. What is safe to say is that not a single one remained after the Second Succession War, when the last of the gauss rifle equipped mechs of the Great Houses were either destroyed or scrapped.

 

Type: VTR-10G Victor
Technology Base: Inner Sphere Level 2 3025
Tonnage: 80


           

Equipment   Mass

Internal Structure: ES     4.0

Engine: 320 XL     11.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 12 [24]     2.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 216     13.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 33

  Center Torso (Rear):   16

  R/L Torso: 17 22

  R/L Torso (Rear):   12

  R/L Arm: 13 20

  R/L Leg: 17 25


BV : 1798 Cost : 18372721

Weapons and Ammo   Location Critical Heat Mass

Gauss Rifle   RA 7 1 15.0

@Gauss Rifle (32)   RT 4 0 4.0

Large Pulse Laser   LA 2 10 7.0

Large Pulse Laser   LA 2 10 7.0

SRM-6   LT 2 4 3.0

@SRM-6 (15)   LT 1 0 1.0

Jump Jet(s)   RL 1 0 1.0

Jump Jet(s)   LL 1 0 1.0

2 Jump Jet(s)   CT 2 0 2.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Thanks to Ice Hellion for having made the Stormbringer. Every time I take that mech to the table, I enjoy watching my opponent's face. They only bigger suprise is this thing.

User Reviews

5/18/2006  Ice Hellion
Nice job. I like the reference to all the models produced from the Victor (including my own Stormbringer).
This one is probably the ultimate Victor: it has mobility, heavy punch (at all ranges) and armor.
Its only drawback is its cost but I guess that under normal times, it would have been assigned to Royal Units.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9051
FRIDAY, SEPTEMBER 28, 2007
175 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=9051]
3025 UrbanMech

RuralMech RM-F60

Custom Level 1 / 2750 Inner Sphere  Biped 30 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

RM-F60 RuralMech

Mass: 30 tons
Chassis: Republic-R
Power Plant: GM 120
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Pitban 6000
Jump Capacity: 120 meters
Armor: Durallex Medium
Armament:
1 Imperator-C AC/5
1 Harmon Medium Laser
Manufacturer(s):
Orguss Industries
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Rural

Overview:

Introduced as a counterpart to the widely controversial and often successful UrbanMech, the RuralMech was intended to serve as an effective and inexpensive mech for the defense and garrisoning of open country. Faster and longer ranged than it's citybred sibling, the RuralMech uses most of the same structural components.

The need for mech that can fill this role became clear within a decade of the first UrbanMechs being deployed. The 17th Galvan Irregulars, normally an urban defense regiment, had been impressed into guard duty after an the inadvertent introduction of Kepler's Rot led to the collapse of the harvest of several staple grains. What stores remained had to be rationed, which led to food riots and a raging black market. To protect the remaining stores of grains, the Irregulars were stationed around key storage facilities. As the food shortage threatened to turn into a famine, the regiment was further stretched to protect The crop that had been planted in the northern hemisphere. When confronted by bandits and thieves on cargo hovercraft, the UrbanMechs of the 17th often found themselves unable to give chase, nor did they possess needed range to engage the smaller, faster targets.

With the analysis of this and other similiar situations, the engineers at Orguss explored a number of options. One of these was to reduce the expense of the Stinger or Pheonix Hawk, but these mechs were in high enough demand that even if the modified versions were approved for production, it would have required defaulting on existing contracts. With the production of the UrbanMech outstripping the demand after the first decade, it was decided to use the "Urbie" for the basis of this design. The first step was to improve mobility. The only way to do this was lighten the weapons system, and the Imperator-C was chosen to replace the -B model commonly found on the UrbanMech. While it posses only half the potential damage as the larger weapon, it does have much greater range. To compensate for this weapon's inability to effectively target enemies at close range, the laser was upgraded to a medium-weight design so that there would be no "safe" zone between the maximum range of the secondary weapon and the effective minimum range of the main.

These changes allowed the motive output to be doubled. No longer could (literally) a farm scow or dump truck outrun the mech. With the improvement of the jump jet systems, even small groups of raiders and scouts on light cross country vehicles could no longer take advantage of the thick trees to slow the mech. In early tests, this allowed the RuralMech to outperform light ground vehicles and even some faster mechs.

With a marketing campaign directly solidly at agricultural and mining firms, the RuralMech sold moderately well for a short time. But in the long run, smaller and less well armoured mechs like the Wasp, Stinger and Locust were still able to be priced as much as 25% below the RuralMech. With almost as many RuralMechs sitting in storage lots as UrbanMechs within 10 years, Orguss shifted their focus to the use of the RuralMech in urban environments. Unfortunately, by that time the rural defense image had become firmly entrenched in the minds of many, as had that of it being nothing more than a slightly upgraded UrbanMech. While some were purchased for city guard units, it was only in small numbers and those machines were intended for use as quick response forces to slower UrbanMechs.

Like the UrbanMech, there were a number of variants produced on an experimental basis that were built around various weapons fits. Mostly built around even lighter autocannons or long range missiles, the only one that had an notable sales replaced the autocannon with a large laser and a battery of machine guns. Sometimes called the "SubUrbanMech", this machine gained infamy when used in limited numbers by Tauran forces during the Reunification War as a trooper mech along with the standard RuralMech. Smaller, lighter and slower than their SLDF counterparts, most of these were destroyed on the field of battle. While these represented only a small percentage of the machines deployed by the Taurans, footage of them were widely used by Star League propagandists to paint the still common image of the Periphery states as little more than backwards upstarts. Ironically, the very same footage was copied by Tauran media and used to show Tauran forces as noble defenders of a self-isolated and largely agrarian people who wished nothing more than to be left alone.

While the RuralMech is considered a "dead" design, it would require almost nothing for Orguss to put it back into production. As a supplement for the UrbanMech, the RuralMech would still perform well as the Inner Sphere slips further in barbarism, forcing isolation and self-sufficiency on many worlds.

 

Type: RM-F60 RuralMech
Technology Base: Inner Sphere Level 1 2750
Tonnage: 30


           

Equipment   Mass

Internal Structure:       3.0

Engine: 120     4.0

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 10     0.0

Gyro:       2.0

Cockpit:       3.0

Armor Factor: 96     6.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 11

  Center Torso (Rear):   8

  R/L Torso: 7 8

  R/L Torso (Rear):   4

  R/L Arm: 5 10

  R/L Leg: 7 12


BV : 538 Cost : 2046850

Weapons and Ammo   Location Critical Heat Mass

2 Jump Jet(s)   CT 2 0 1.0

Medium Laser   LA 1 3 1.0

Autocannon/5   RA 4 1 8.0

@Autocannon/5 (20)   RT 1 0 1.0

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

User Reviews

11/14/2008 4  Taipan
I really like this. The reasoning behind the change in design philosophy is well explained, and for the purpose this machine was built, it would have functioned perfectly well.

I like the cameo appearance of the SubUrbanMech variant and the involvement of both types in the Periphery Wars, with the types being thrust into roles they were unsuited for, as often happens in desperate conflicts. The use of the model for propaganda for both sides is very perceptive.

Good stuff, and proof that it isn't always the most famous or most heavily-armed machines that have the most interesting histories.

11/21/2007 4  Harddown
Hmmm, as for the main gun, it's a toss up, the AC is good for clearing hexes, but the LL could just set fire to stuff, providing cover from smoke, and extra heat against opponents, making the jump jets at interesting addition. All in all, I like it, though I'd like it a -bit- faster. The fluff is, of course, awesome.

10/3/2007 4  Cowboy
Well... I like the design. I really liked the fluff ( suburban mech.. Priceless) Good job! I don't think I would change the engine really, the jumping is good for it's intended role.

I honestly can't think of how to improve on it, save maybe what Ice Hellion Said. shrugs good.. Solid .. Design.

10/2/2007  Ice Hellion
Interesting approach apart from what Doc said (and I do like the idea of a Rural UrbanMech), I would have suggested to switch the AC/5 and the Large Laser versions with the Large Laser one becoming the norm.
The reason behind that is that in open countries, you might have troubles finding supply depots.

Nice job.

9/29/2007  Doc
Interesting design. I think though that for something intended for the Open Country I'd go with a bigger engine over moderate speed with JJs. If you dropped the JJs, could you get 5/8?

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5350
WEDNESDAY, JANUARY 18, 2006
577 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5350]
MAD-5RW6.gif

Marauder (MAD-5RW6) MAD-5F

Custom Level 2 / 3050 Inner Sphere  Biped 75 Tons
Ironraven RavenWolf Engineering

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BattleMech Technical Readout

MAD-5F Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Swingline X-1000
Jump Capacity: 120 meters
Armor: Ferro-Fibrous
Armament:
2 Magna Hellstar PPCs
2 Magna Mk II Medium Lasers
2 Shigunga LRM-15 (8 salvos each)
Manufacturer(s):
General Motors
modified by RavenWolf Engineering
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

Overview:

The MAD-5RW6 started as a contract with the smallest and newest of the Great Houses, the Free Rasalhague Republic. They wanted a pair of fully modernized Marauders to form a new standard around. They provided us with a pair of thier stock -3Rs and access to thier supply of spares. They were already familiar with our work with replacing autocannons with long range missile racks from an previous contract with the DCMS, and wanted these on the Marauder varient they would call call thier own. The reasons for this were several- other than the Kungsarme's tactical doctrine, a desire for a unique mech for the purposes of building morale was deemed to be worthwhile by Rasalhague military and political leadership. It was would be easier and faster to make a distinctive variant of an existing mech, rather than completely design a new machine from a blank slate.

The KungsArme required that the model provisionally known as the MAD-5F take advantage of newer, lighter engines and more modern armour. The FFR specified the use of LRM racks to take advantage of recent developments in warhead designs. Further, they specified symetrical weapons systems to allow battlefield survivability. They also wanted to be able to have maximum mobility or one of the LRM racks fire within the same ten second window as firing two standard particle cannons.

To fulfill these requirements, it was obvious that the best balance of firepower and sustainability was the LRM-15. These were mounted in large, simple box-like racks similiar to those of the Catapult, along with a small search light in each corner of the rack.The newer engine was retained as per request, along with a total of 12 double heat sinks. The older Hellstar PPCs were the preferred main weapons system on the first mech, dubbed Forebud, along with the Magna Mk IIs. On the second mech, Profetia, we replaced the classical Magna armamement with a pair of ER large lasers, each with a coax medium pulse laser, and two more heatsinks in the torso.

Prophetically, we signed this particular contract on 13 August 3049. It would be several months before we learned of the defeat of a force of Kell Hounds on The Rock. We proceeded with the work quickly, using a mix of components we'd developed in earlier models. The two mechs started basic trials before year's end. During this time, we started to recieve the first, often bizarre, reports from the core-ward Periphary. But that new came slowly to Thule, where we were begining our weapons trials of what we were calling the MAD-5RW6 and -5RW6a. As the trials were coming to a close, the First Husars, whom we'd been working with for the trials and to make minor updates to their mechs, when thier command was thrown into chaos. An number of dropships, origion unknown, broadcasting IFF codes no one could recognize came into orbit. Overste Swigard ordered us to prepair to run with thier dependants when the strangers demanded to know what forces would oppose thiers.

She left us with our mechs and a few that were down for maintance, along with the families of her troops. When she ordered us to leave, she was under heavy fire. We boosted with the families aboard the Eratosthenes, launching 30 seconds behind the Callimachus. As soon as we able, we sealed the airtight doors to the mech and cargo bays. Launching our two fighters, we also opened the doors to the main bays. While these provided weakness, they allowed our mechs to fire from the open ports. The fighters fell back to cover the Eratosthenes, while the Callimachus punched a hole through the invaders thin screen of fighters, using the heavier armour and arms of the larger ship as a massive fist.

Luckily, we made it through to our jumpship which had been hiding at a pirate jump point, as per our SOP. As soon as we had confirmed the connection of the dropships to Archimedes, she jumped to Pinnacle. The first signal we received was a desperate call for help that we could not answer. Silently, we waited and prayed until we had recharged enough to make a second jump to Susquehanna. We were never happier to hear Swedenese. We depositied our passengers and our bad news.

Reviewing the battleroms that had been transmitted to us, we were first filled with a kind of sick joy. Our mechs, fighting valiently, or so it seemed to us. The LRM racks were performing as expected, better than expected. The energy weapons were savaging the enemy with precision shots. We knew that our teammates, our friends, would not die in vain. Then we realised that we were seeing three mechs, nearly identical in appearance to ours. They wore a bear's head insignia, foriegn, alien to us. The silence in our command center had a solid, pressing presence to it.

We retired the -5RW6 design from our catalog except for those contracts with the Rasalhague. We last saw our two prototypes leaving for thier ultimate trial in the Firesdon Desert. The KungsArme wanted a Marauder version that would be thiers, to serve as much as a weapon as a symbol. For RavenWolf Engineering, the loss of our pilots who had volunteered to take these mechs into battle, sealed our fate. We would serve alongside Rasalhague, Draconis and Federated troops in the two bloody years between then and Tukayyid. We fought, we fixed, we ran. We survived.

And we will remember.

Type: MAD-5F Marauder
Technology Base: Inner Sphere Level 2 3025
Tonnage: 75


           

Equipment   Mass

Internal Structure:       7.5

Engine: 300 XL     9.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 12 [24]     2.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 224 FF     12.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 35

  Center Torso (Rear):   10

  R/L Torso: 16 22

  R/L Torso (Rear):   9

  R/L Arm: 12 24

  R/L Leg: 16 30


BV : 1564 Cost : 15937250

Weapons and Ammo   Location Critical Heat Mass

2 Jump Jet(s)   RL 2 0 2.0

2 Jump Jet(s)   LL 2 0 2.0

Medium Laser   RA 1 3 1.0

Medium Laser   LA 1 3 1.0

PPC   LA 3 10 7.0

PPC   RA 3 10 7.0

LRM-15   LT 3 5 7.0

LRM-15   RT 3 5 7.0

@LRM-15 (8)   RT 1 0 1.0

@LRM-15 (8)   LT 1 0 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Image compliments of Ice Hellion. Thanks!

User Reviews

1/20/2006 5  Ice Hellion
Really nice story and a nice variant that looks like the Mad Cat with a rather limited set of advanced tech.
It is nearly as efficient as the MDG-1A Rakshasa for a little less in price (for a lance of MDG-1A Rakshasa, you could get nearly a star of MAD-5RW6).
The only little problem I see is that you are 0.5 tons too light (what a shame ).
I think I would really like to use it in a real fight one of these days.

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4841
TUESDAY, NOVEMBER 15, 2005
399 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=4841]
3025 Marauder

Marauder MAD-3RW1

Custom Level 1 / 3025 Inner Sphere  Biped 75 Tons
Ironraven RavenWolf Engineering

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BattleMech Technical Readout

MAD-3RW1 Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor
Armament:
2 Maga Mk III Large Lasers
2 Magna Mk II Medium Lasers
1 LRM-10
1 SRM-2
Manufacturer(s):
General Motors
modified by RavenWolf Engineering
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

Overview:

Produced at the request of one of our customers, frustrated by the balky feed and limited ability of the AC/5, this Marauder variant instead carries an LRM-10 for long range fire. This rack was salavaged from a Dervish, and the reliability of the loading mechanism is only enhanced by the additional mass of the heavier mech. On the average, a salvo from this rack does the same amount of damage as the autocannon, and it's fixed mount is also easier to maintain. For close- quarters combat, we also added an SRM-2 rack in the torso.

To date, the user reports that there is no loss of effectiveness from the switch to LRMs, and that the rack is actually less prone to entangling in vegitation. The SRM-2, which he prefeers to load with infernos, has proven to be a nasty suprise to two opponents to date, and very useful in this Mech's current assignment to a counter-insergency campaign.

Other Marauders have undergone similiar modification, but fits jump jets rather than the SRM rack and it's attendent ammunition. One operator of this version is currently assigned to a garrison in mountanious terrain, and reports that the mobility improvement is "worth it's weight in fusion cores". This modification package is designated -3RW2.

Additionally, there is a second version known as the -3RW3, which fits another two tons of armour to the frame. This model has been as popular the first two, and has been adopted to some degree as a substitute standard in the forces of one minor State.

Type: MAD-3RW1 Marauder
Technology Base: Inner Sphere Level 1 3025
Tonnage: 75


           

Equipment   Mass

Internal Structure:       7.5

Engine: 300     19.0

  Walking MP: 4

  Running MP: 6

  Jumping MP: 0

Heat Sinks: 20     10.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 184     11.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 35

  Center Torso (Rear):   10

  R/L Torso: 16 17

  R/L Torso (Rear):   8

  R/L Arm: 12 22

  R/L Leg: 16 18


BV : 1049 Cost : 6417250

Weapons and Ammo   Location Critical Heat Mass

Medium Laser   RA 1 3 1.0

Medium Laser   LA 1 3 1.0

Large Laser   LA 2 8 5.0

Large Laser   RA 2 8 5.0

LRM-10   RT 2 4 5.0

@LRM-10 (24)   LT 2 0 2.0

SRM-2   CT 1 2 1.0

@SRM-2 (50)   CT 1 0 1.0


User Reviews

1/9/2006  MajorTom
I agree with Ice, the SRM seems like a "pop-gun" that wastes space. On the other hand, the ability to fire Inferno's, especially in lvl 1 play, is quite handy. A (fairly) unique approach replacing the AC with an LRM, and it would definately be surprising to have that comming at you. Good job.

11/29/2005  Ice Hellion
I like the idea and the surprise of getting hit by LRM when facing a Marauder.
However, I found the SRM to be little more than a toy gun. I would drop it and increase the armor.

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5565
TUESDAY, JANUARY 31, 2006
495 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5565]
3025 Marauder

Enhanced Marauder MAD-3R-E

Custom Level 2 / 2750 Inner Sphere  Biped 75 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

MAD-3R-E Enhanced Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor
Armament:
2 ER PPC
2 Medium Lasers
Ultra AC/5 (20 shells)
Manufacturer(s):
General Motors
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

Overview:

Uncovered by our research team, RavenWolf is proud to show the world the enhanced model of the MAD-3R. This substitue standard configuration was used sporadically by the Star League Defense Force. These were most often assigned to lance and company leaders within heavy and fire support units. The vast majority of them were produced at the regiment and division levels by technicians, rather than being factory items.

The -3R-E improves on the range of the mech by replacing the PPCs with extended range models, and on the level of firepower with an UAC/5 in place of the AC/5. Survivability is marginally improved with a small additional amount of armour, mostly to the side torsos, and the addition of CASE to protect the 20 cannon shells.

However, the chronic heat issues have not been notable rectified by the switch to double-efficency heat sinks. The feed mechanism for the auto cannon is unchanged, with the doubled rate of fire actually increasing the reliability issues.

To compensate for these things, there were some varients of the -3R-E, but they were not authorised by the SLDF. Some used ER large lasers, or regular partical cannons, to reduce the heat output. Others replaced the cannon with a large energy weapon, doing away with the need for the feed mechanism. Often the weight was filled with additional heat sinks, but not always. These non-standard configurations were ordered returned to either the -3R or -3R-E standards when discovered by the Inspector General's agents. As a result, it was not uncommon for extended field training exercies to occure during inventory time, preferable in mangrove swamps, jungles or the arctic, where the AG's men usually didn't want to venture.

The records don't specify how many of these mechs were built, as they were field refits. However, it is believed that most of those that survived the Aramis-era left in the Exodus. Those that didn't were destroyed or repaired with more basic components by the end of the Second War, returning them to thier -3R configuration. It is believed that a few may be in service with ComStar, who uses them as the SLDF once did.

Type: MAD-3R-E Marauder
Technology Base: Inner Sphere Level 2 3025
Tonnage: 75


           

Equipment   Mass

Internal Structure:       7.5

Engine: 300     19.0

  Walking MP: 4

  Running MP: 6

  Jumping MP: 0

Heat Sinks: 14 [28]     4.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 192     12.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 35

  Center Torso (Rear):   10

  R/L Torso: 16 20

  R/L Torso (Rear):   8

  R/L Arm: 12 22

  R/L Leg: 16 19


BV : 1329 Cost : 7346500

Weapons and Ammo   Location Critical Heat Mass

ER PPC   RA 3 15 7.0

ER PPC   LA 3 15 7.0

Medium Laser   LA 1 3 1.0

Medium Laser   RA 1 3 1.0

Ultra AC/5   RT 5 1 9.0

@Ultra AC/5 (20)   LT 1 0 1.0

CASE   LT 1 0 0.5


User Reviews

2/4/2006  Ice Hellion
A credible path of decision for an upgrade of the Marauder with some problems on its own that give it more character (I really like the part about manoeuvers for avoiding inspections).
Nice job.

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6818
SATURDAY, AUGUST 12, 2006
341 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=6818]
3025 Warhammer

Enhanced Warhammer WHM-6R-E

Custom Level 2 / 2750 Inner Sphere  Biped 70 Tons
Ironraven RavenWolf Archives

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BattleMech Technical Readout

WHM-6R-E Warhammer

Mass: 70 tons
Chassis: StarCorp 100
Power Plant: VOX 280
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Leviathon Plus
Armament:
2 Martell Medium Lasers
2 ER Large Lasers
2 Small Pulse Lasers
2 Streak SRM-2s
Manufacturer(s):
StarCorp Industries
Communications System: O/P 3000 COMSET
Targeting & Tracking System: O/P 1500 ARB

Overview:

During the early 28th Century, the SLDF began to update many of thier older mechs. Sometimes this could only be achieved with a wholy new design. Othertimes, it was a simple enhancement of an existing design. These enhanced configurations were defined by the SLDF, with modernization kits made availble to armourers at the brigade and division levels. They were never overly complicated- they relied on the existing engines, and frequently the existing armour. Instead, weapons were replaced with newer models that had either long range or improved hit probability. Almost always, the older heatsinks were replaced with newer models with enhanced heat distribution systems.

Along with the MAD-3R-E Marauder, the enhanced Warhammer (WHM-6R-E) helped to define the above pattern. As the WHM-6R configuration was already well defined, with a long and successful service history, there was no discussion about replacing it after the Thug was repeatedly shown to be inferior in most situations. Origionally designed as the first replacement of the Warhammer, the Thug was over sized and over priced for it's weapons and armour fit. The Warhammer -6R-E consistantly defeated the Thug in wargames, due to it's superior abilities, ensuring thta the Warhammer would remain in the Star League Defense Force until the very end.

The first step to upgrading the Warhammer was to pull out the earlier cooling system, which had traditionally been a limiting factor to the Warhammer's capabilities. While this change resulted in weight savings, it gave the new Warhammers heat dissipation superior to all but handful of mechs.

When the small pulse laser was perfected, many pundits thought it would be the end of the machinegun in various calibers. On mechs that mounted both traditional small lasers and machineguns, such as the Warhammer, this was very true. By replacing both of those twined weapons systems with a single gatling laser in each side of the torso, not only was a full ton of mass saved, but the targetting system was simplified, easing it's load on the computer system. Similiarly, the SRM-6 was replaced with a pair of Streak-class, two cell launchers. While it meant that the weapons statistically did less damage, assuming that all warheads stuck thier target, the use of the twinned Streaks actually increased the damage done to targets and conserved ammunition. There was some debate about replacing the medium lasers with pulse models, but it was decided that the precision accuracy of the traditional constant beam weapons system would be more valuable urban warfare, one of the Warhammer's traditional favored enviroments, than the increased hit probability and reduced range that the pulse laser option offered.

Suprising to many observers, the SLDF elected to remove the particle cannons in favor of lighter, less powerful extended range large lasers. In the balance, the reduction of delivered energy by 20% was offset by by the weight savings. The other feature of the large lasers that the SLDF planners saw as desirable was that unlike a particle bolt system, laser systems do not have loss of precision and damage potential from the muzzle to the maximum engagement range. This is quite useful in close quarters, were the enemy might be only a mechslength away. Even though these new lasers produced higher heat than the particle cannons they replaced, the enhanced cooling system allows only a tiny degree of heat to remain after an "alpha strike", which mech warriors are want to do when they step around the corner and are confronted by the enemy.

One of the unplanned advantages was that the modernized Warhammer was several tons under it's theoretical maximum weight load. As the armour around the legs and joints of the Warhammer had always been the other drawback to this mech family, it was decided to apply another three tons of composite plates. This improved armour protection allowed the WHM-6R-E to withstand the attacks of mechs much heavier. When delivered to veteran Warhammer pilots, this improved protection effectively smothered any concerns about the change in main weapon.

Oddly enough, the ammunition bay of the machine gun was not removed. Rather, it was expanded, and fitted with mounting brackets, with power and data lines run through the old ammunition feed chutes. Then left unused, leaving the mech a full ton and a half underweight. The use of either the Beagle active probe or Gaurdian countermeasures suites were examined, and even tested, but in the end, neither of these electronics warefare packages were ever standardized. Without standardization, there would be no authorization to mount them, even though the computer system was updated with the control software for both of them. While it was extrememly unofficial, many units who were able to get one or the other of these packages through unofficial channels eagerly mounted them. When discovered by agents of the Inspector General, these unapproved configurations were ordered returned to the -6R-E standard. Of course, since these new electronics bays were origionally intended to be ammunition bays, they were able to be oppened and thier contents removed within minutes. Unlike similiar modifications to other mechs, they were rarely discovered by the IG's personnel, who could only report a sufficency of spare electronics for the units' so equipped mechs.

Unlike many of the mechs modernized in this era, there is one whos pilot's actions can be shown to have been influencial in an engagement. Colonel Nikolai Tanaka was born in the archology complex of the Kirile Islands, and would return home at the head of an combined battlemech/infantry unit during the closing days of the Aramis era. With hundreds of levels and sublevels, the archology reached almost three kilometers into the sky, and to the ocean floor between the islands, possessing litterally thousands of square kilometers of residential, agricultural, commercial and industrial sectors. While the mechs were restricted to fighting on the outside of the city, and in the twenty five meter high "main floors", Tanaka's forces pushed the Userper's men and machines into the leathaly cold waters of the Bering Sea. The Colonel himself proved the Warhammer to be a frightful anti-infantry mech on several times, when he used the large and medium lasers' inherient precision to vaporize individual snipers and machine gun, laser and anti-armour teams hidden inside buildings. While unconventional, it was not only tactically sound, but showed the population that the SLDF wished to minimize collateral damage. When facing a hoard of Aramis infantrymen surrounding a holding pen full of unarmed civilians, he chose no weapon, instead using the feet of his mech, a grusome display of simple Newtonian physics, until the enemy ran only to be burned down by the pulse lasers. As he would later write in his recounting of the War, Danger in the Maze, "Nothing chances your perception of the places of your childhood as much as returning to them as an adult and as a liberator. Any attrocity, any outrage, that you saw before that point pales in comparison to the small, simple disrespects by the occupier." The book is still standard reading at most officers schools across the Sphere, centuries later.

For a cost of less than 10% of the mech's origional purchase price, the Warhammer WHM-6R-E would give the Star League a significantly improved capability. Of the many modernization proposals, perhaps this one gave the best return on the investment.

 

Type: WHM-6R-E Warhammer
Technology Base: Inner Sphere Level 2 2750
Tonnage: 70


           

Equipment   Mass

Internal Structure:       7.0

Engine: 280     16.0

  Walking MP: 4

  Running MP: 6

  Jumping MP: 0

Heat Sinks: 18 [36]     8.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 208     13.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 32

  Center Torso (Rear):   11

  R/L Torso: 15 21

  R/L Torso (Rear):   7

  R/L Arm: 11 21

  R/L Leg: 15 29


BV : 1316 Cost : 6321734

Weapons and Ammo   Location Critical Heat Mass

ER Large Laser   RA 2 12 5.0

ER Large Laser   LA 2 12 5.0

Medium Laser   LT 1 3 1.0

Medium Laser   RT 1 3 1.0

Small Pulse Laser   LT 1 2 1.0

Small Pulse Laser   RT 1 2 1.0

Streak SRM-2   RT 1 2 1.5

Streak SRM-2   RT 1 2 1.5

@Streak SRM-2 (50)   RT 1 0 1.0

CASE   RT 1 0 0.5

Double Heat Sink   RA 3 0 0

2 Double Heat Sinks   RT 6 0 0

3 Double Heat Sinks   LT 9 0 0

Double Heat Sink   LA 3 0 0


User Reviews

11/23/2007 2  Harddown
Great design. Not a Warhammer, but a great design. The fluff is really, really good, but a Warhammer has twin PPCs, and heavy SRM firepower, this has neither. It's a very solid design, but it's just not a Warhammer.

8/22/2006  Ice Hellion
I would again stand with Doc. A Warhammer is two PPC and nothing less or more.
This design is something else but is not without its own virtues and is backed by a really good fluff (I like the way you have the 1.5 tons left without anything in it and the characters you use).

8/15/2006 3  Doc
Again, like Stolen_Thunder's -6X, this just doesn't strike me as a Warhammer. By no means a terrible design, and the changes are logical and effective, it has good fluff. But for me it just likes that stand out point to make me go wow, i want one.

 

Lasergunner posted this 15 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5984
WEDNESDAY, APRIL 05, 2006
591 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5984]
3025 Phoenix Hawk

Phoenix Hawk X PHX-1X

Custom Level 2 / 2750 Inner Sphere  Biped 45 Tons
Ironraven RavenWolf Archives

Faction Availability


BattleMech Technical Readout

PXH-1X Phoenix Hawk

Mass: 45 tons
Chassis: Orguss Stinger
Power Plant: GM 270
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Pitban 9000
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
1 Harmon Longreach ER Large Laser
2 Harmon Starclass Medium Lasers
2 Harmon Widebroom Small Pulse Lasers
Manufacturer(s):
Orguss Industries
Communications System: Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak

Overview:

In 2718, the Star League Defense Force announced a trial for a new reconnaissance mech. Dubbed "Recon Leader XXVIII", the parameters were many. While the majority of these requirements were standard (environmental systems, communications systems compatibility, et al), several were key:

  • Able to provide fire support for lance mates.
  • Requires no special ammunition. Advanced weapons with the option of utilizing standard ammunition (as per SLDF reg 1278.93.414) are allowed.
  • Must have at least an emergency ground speed of 86 kph and be jump capable, OR an emergency ground speed of 120 kph without jump capability. This should not require the use of MASC.
  • Mass no less than 30 tons and no more than 45 tons.
The requirements further specified that the mech had to be suitable for the following roles: high-risk scout, flanker, forward screen commander (scout leader), head hunter, rapid reaction support. All of these roles had been filled for generations by a variety of mechs, including the Cicada and Phoenix Hawk, but the SLDF was growing increasingly unhappy with its arsenal of options.

The trial had an uncompromising deadline, requiring that all entrants be ready for the first round of testing no later than January 1, 2720. With slightly less than two years to prepare, most manufacturers were forced to modify existing designs. Newhart Industries entered the HSR-250, an up armoured and down engined version of the speedy Hussar. Orguss entered an updated version of the classic Phoenix Hawk, armed with an ER large laser, two medium lasers, and a pair of pulse lasers, designated the PHX-1X. HartfordCo re-entered their CDA-2F design, recycling an entry for a previous trial. Kallon Industries entered their Fisher Cat, a 45-ton mech best described as a mini-Wolverine. And finally, HildoCo debuted their Sandfox prototype at the test site, having it literally walk down the drop ship ramp on December 29, 2719.

The trials were overseen by Colonel Hapstead Morris, a career SLDF officer with long experience as a light mech leader and commander, having served prior to this posting as the commanding officer of the Third Regimental Combat Team. Col. Morris' committee would spend the next two years beating, banging and abusing these four mechs. The very rigorousness of the trials brought howls of protest from several subcontractors and in particular, Newhart Industries. The typical selection process involved several long, drawn out phases, where huge technical staffs could fine tune the mechs between tests and adjust them for the climates of the new test facilities. Instead, Col. Morris instead allowed a three person team to be provided by each manufacturer for each of the prototypes, with another ten technicians assigned to the team. These techs were selected by computer randomization from Star League, and only from those with experience in active operations. Many of the engineers were scandalized when these techs would open an access panel, pull out a piece of equipment, and hurl it from a maintenance gantry, declaring it "junk" (and other similar terms). General maintenance between phases was done in a proper repair facility, while those done between actual tests were done in the field more often than not, with standard SLDF equipment. Any fine tuning of the mech for a new location's environment had to be conducted while in the cradles of a dropship while enroute. Sufficient time was provided to simulate transit to and from a standard jump point. These practices and others raised the ire of the manufacturers time and again.

First to be disqualified was the the HSR-250. With it's turreted extended range large laser, and high speed, it was the one of two non-jump capable mech in the trial. The general obstacle courses that was part of the early stages cost it many points when compared against the greater vertical mobility of the others. Newhart left the trial after an incident on Luna, in which the cockpit's environmental seal failed. Newhart claimed that the death of their pilot was caused by the negligence and carelessness of the SLDF techs. The investigation showed that the failure was due to the design of the cockpit hatch, with the ordering a temporary withdrawal from service of the entire Hussar fleet until the problem was corrected. This "grounding" lasted only five weeks, with several, higher ranked officials ordering the withdrawal of the safety order. The hatch later failed during testing on Mercury, and a third time on Pluto, both times killing the pilot, after the design had been re certified for operation. Several of the officers who had overridden the safety order were later found to be guilty of taking bribes from Newhart Industries, but not before the Recon Leader trial resumed.

[Editor's note: The "Hussar Hatch" investigation would find that these failures were responsible for the deaths of nineteen mechwarriors, resulting in the sealing system for the cockpit access to be redesigned while the Hussar was again withdrawn from service, this time for 23 months. After the redesign, there was no further loss of life due to failure of this seal, but any Hussars found in a long term storage depot in this era should tested before hazardous environment operations.}

Lagging equally behind in points was the Cicada -2F, an LRM-armed varient of HartfordCo's Locust follow-on. The fastest mech after the withdrawal of the Hussar, this mech still suffered on the more vertical portions of the evaluation. During testing in the taiga of northern Asia, it quickly became bogged down in the thick forest. After a second day of "dancing with pine trees", the pilot removed the safety interlock from the incinerator his mech was equipped with, and burned a path through the forest with a blast of plasma every second or so. A brutal and privative solution, it was also effective. But the damage done to the test facility was so extensive after only thirty minutes of this, Colonel Morris ordered the pilot removed from the trial. By the same token, he was required to order the deactivation of the jumpjets of the other mechs, as they similarly drew plasma from the fusion reactors, and had been scorching and burning the local flora. This segment was considered by most of the pilots be the worst part of the testing, even worse than the space-based phases. During this period, and those trials conducted in the Gobi and on the Martian Ice Cap, the Cicada's greater native running speed evened the tables. It would eventually be eliminated from the competition during testing in the Venusian Badlands, where the Cicada took an 800m fall while attempting to negotiate a canyon wall. There was a great deal of upset from various factions in and outside of the SLDF over this, as armless, jumpless mechs of the "bird" or "semi-biped" pattern were considered inappropriate for such terrain. Col. Morris countered by pointing out that two of the three Hussars that had been destroyed on Wotan in the 2630s had fallen victim to such terrain, one by falling in the same manner the Cicada had, and the other in an explosives triggered rock slide that had buried and crushed the mech. In the Colonel's words, "You don't wait a month for reenforcement while the enemy hides in the hills when they aren't in some town sniping or bombing citizens."

These incidents were the most painful of the trial, with the remaining three designs. In the combat simulations, the Fisher Cat proved to be an early favorite, heavily armed and armoured. But the use of an extralight engine resulted in several simulated "deaths" of the mech, along with the Sandfox, as the extra bulk of the engine behind armour this light was higher than that of the Phoenix Hawk X, but with the heaviest armour of the three, the Fisher Cat had the lowest number of through-and-through armour penetrations. The addition of the active probe contributed to it's performance, but ultimately were one of the two things that cause this mech to be denied service within the SLDF. During combat trials with live weapons against remote controlled vehicles and mechs, the particle cannon was found to cause a great deal of interference with the probe's operation, twice overloading it's electrical protection and destroying the module. This, and the use of the Streak-type SRMs, which couldn't be guaranteed to be in all of the storage caches that the SLDF had prepared over the centuries removed this powerful mech from consideration.

[Editor's note: The FSH-1R would later be reexamined for a similar role in a trial that began in the fall of 2769, and was interrupted by the Aramis Coup. The prototype would serve in the Terran Militia, an armed group raised from Aramis sympathizers who were all supposedly Terran volunteers. Many of their number were actually recruited from the Io Penal Facility, the most secure military prison facility available to the HAF and SLDF, including the man who's corpse would later be found in the cockpit of this mech.]

In the final stages, the Sandfox and Phoenix Hawk X faced numerous combat trials, usually using simulated weapons against both an opposing force and each other. These three sided battles often continued off the proving grounds, with Col. Morris eventually requesting a military police detachment to keep the two groups of test pilots apart. This unusual measure was the direct result of series of escalating pranks and fist fights that bordered on the realm of sabotage and outright brawls. At this point, each team had a full lance of each mech. The versatility of the Sandfox's long range missile system when used with modern munitions frustrated the Phoenix Hawk X pilots, but the limited capacity of the ammunition racks forced the Sandfox lance to complete their contacts early. This short coming only lasted as long as the Sandfox's had missiles. Once the Swarm and conventional munitions had been expended, the Phoenix Hawk pilots were able to close for a laser kill. Even these duels were long, drawn out affairs, as the two designs had equal mobility.

In the end, the SLDF selected the Phoenix Hawk X over the Sandfox, due primarily to it's battlefield endurance and heavier armour. The conventional engine, while heavier, had only half the bulk of the Sandfox's extralight model, resulting in greatly enhanced survivability in the event of an armour failure, while the energy weapons array was proof against the feared ammunition explosion. While not able to efficently fire all of it's weapons, the ten double heatsinks provided more than enough colling to fire the long and medium range weapons or the medium and anti-infantry lasers, while still cooling the jump jet system. Used efficently by a skilled pilot, this mech was theoretically able to function during a forest fire, as demonstaged by the Cicada pilot's temper tantrum in Russia. Finally, the use of the of the standard Orguss Stinger chassis allowed this mech to use the same spare parts as the older Phoenix Hawk varients, with no suprises for technicians. Even the new power distribution system required by the anti-infantry pulse lasers and the extended range main armament had no recorded incidents of failure except from abuse. The PHX-1X was one of the few mechs in history that got it all right, but by dint of being little more than an updated pre-existing design with over a century of experince.

There were two minor varients of the PHX-1X during it's production history. The first removed the medium lasers and replaced the extended range large laser with a large pulse laser, while the second removed the small pulse lasers and switched to an extended range particle cannon as it's main weapons. Only a handful of either of these were produced, as they lack the versatility of the main model. There was also reputed to be a pair of one-of-a-kind prototypes, one which replaced the small pulse lasers with two more medium lasers, and the other replacing all but the large laser with a pair of medium pulse lasers. Both of these were believed to have been pressed into active duty during the Civil War, and were destroyed in the fighting.

[Editors Note: Most significantly, the PHX-1X served as the forerunner of the PHX-1Y. "The Y" featured an endosteel skeleton, but was mostly indentical the Pheonix Hawk X. It's main improvement was to adopt the modular mounting found in the Mercury, this time in the arms. The medium and small pulse lasers remained as they are, but symmetrical, modular housings in each arm replace the main weapon. The main weapon module could be placed in either arm, with the main weapon being either large pulse laser or an extended range partical cannon, depending on the mission requirement. These mechs were to go to the SLDF Special Forces Command and other elite, light reconnisance and raiding units. The power distribution and weight restrictions were sufficent to only mount one of the two, but with the assistance of a second mech and three techs the weapons could be swapped in less than an hour. For field operations, a single tech would be attached to each mech, and the pilot of the mech being serviced, would be sufficent. Each mech was intended to be shipped with a case that would carry either of the two weapons in the dismounted state along with a few spare parts. This case was designed to be carried between the jump jet housings on the rear torso, and weight ten tons, with the "pack" mounted and dismounted by a second battlemech. Experimentally, a conventional large laser could be mounted in one arm, with electronic warfare package, either ECM or an active probe, in the other, but there are no records to suggest it was actually fielded.

Given what we know now, the seven prototypes that were constructed in 2765-66 were possibly some of the most influential mechs produced, along with the Bergen's MCY Mercury and Brigadier Corporation's TMH Tomahawk series. All three of these designs featured an easily maintained, semi-modular design philosophy that served as the ancestor to the Clan omni-technology. None of them survived the first year of the War.]

Given that Star League records mention the type, but rarely the specific model, of mech, any actions taken by Pheonix Hawk pilots in HAF or SLDF formations during this models service life could be attributed to it. It is equally likely that these actions were commited by pilots at the controls of older Pheonix Hawks of a number of configurations, and as such, the exact battle history of this mech is lost to history. There is one mechwarrior who deserves special mention. Martin Gandosmith was the lead test pilot for Orguss during the the Recon Leader XXVIII testing. His mech was painted in standard Orguss livery, a greyish white with black and yellow markings, as most Pheonix Hawks were when they left the production facility. The gyro access panel for the PHX-1X prototypes were marked with a white "X", denoting thier model. This reminded Gandosmith of crossed bones, and he conviced the techs to put a skull over them in the ancient "Jolly Rodger". A flamboyant joker, he soon became known for annoying the compition and judges with off key renditions of sea shanties and other "piraty songs" poorly sung over the safety and coordination frequencies, along with assuming a "piratical air" out of his mech. He was removed from duty by the Orguss directors when he had a 2m tall plastic parrot delivered to the maintenance hanger, with plans of mounting it on his battlemech's shoulder. By this point, his style and mannerisms had infected the other test pilots and the SLDF techs, who refused to participate until he was reinstated. This protest work stopage put the test behind by almost a month, but the pirate lore would stay with the PHX-1X for it's career. The most common and permited manifestation of this was the use of the origonal PHX-1X test pilot patch or variations of it being retained on the coolant suits of service "Phoenix drivers" as a moral patch.

This mech was quickly placed into service through the SLDF and the Terran Hegemony forces, serving in all significant conflicts between 2722 and the Exodus. During the Civil War, entire companies of of Phoenix Hawk X's would serve as fast fire brigades to division-sized actions. With the mobility of jump jets, the leathal efficency of the pulse lasers against infantry, and the range of the large laser, this mech would take part in dozens of urban actions. Against rebel Urbanmechs, the Phoenix Hawk was brutally effective, with a can opener in the pocket becoming a common grim joke among the pilots of these mechs. Nearly all of those that survived the War left with the General during his abandonment of the Star League. Becuase of the ease at which these mechs could revert to the configuration of the older Star League regulation or Davion configurations, there is no way of knowing how many of them survived to this era.

 

Type: PXH-1X Phoenix Hawk
Technology Base: Inner Sphere Level 2 3025
Tonnage: 45


           

Equipment   Mass

Internal Structure:       4.5

Engine: 270     14.5

  Walking MP: 6

  Running MP: 9

  Jumping MP: 6

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 143 FF     8.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 21

  Center Torso (Rear):   7

  R/L Torso: 11 15

  R/L Torso (Rear):   5

  R/L Arm: 7 13

  R/L Leg: 11 20


BV : 1075 Cost : 4445990

Weapons and Ammo   Location Critical Heat Mass

ER Large Laser   RA 2 12 5.0

Medium Laser   RA 1 3 1.0

Small Pulse Laser   RA 1 2 1.0

Medium Laser   LA 1 3 1.0

Small Pulse Laser   LA 1 2 1.0

3 Jump Jet(s)   LT 3 0 1.5

3 Jump Jet(s)   RT 3 0 1.5

Ferro-Fiberous   LA 2 0 0.0

Ferro-Fiberous   LT 3 0 0.0

Ferro-Fiberous   CT 2 0 0.0

Ferro-Fiberous   RT 3 0 0.0

Ferro-Fiberous   LL 2 0 0.0

Ferro-Fiberous   RL 2 0 0.0

Author's notes: Yes, I know, I recycled a lot of the fluff for the Sandfox for this, but as the two were both part of the Recon Leader XXVIII program, they share this history. To me, this is what the PHX family could have been- fast, tough, reliable, and bad to the bones.

User Reviews

4/6/2006 5  Einherjar
Fantastic. Excellent fluff, and a fine upgrade to a fan favorite mech! Like Warhawk said, the 2 meter parrot was an excellent piece that really added flavor to the fluff. Excellent job! Keep it up!

4/6/2006 5  Ice Hellion
Really good fluff (the test pilot is quite an addition to the universe of the SLDF) and a good design on its right.
Really good job.

4/6/2006 5  Samak
I like this version. The fluff is great, and it is a very thought out upgrade of the original PHX. I like the pirate idea, and the nod to the PHX origins as a RoboTech design. Great job

4/6/2006 5  Warhawk
Very nice bit of fluff and thank you for the homage to my Tomahawk from the SLDF N&B contest. I really liked that bit about the "leanings" of the test pilot. I nearly fell out of my chair at work when I read "had a 2 meter parrot delivered to the hanger..." That's just brilliant.

Very nicely fluffed and designed.

 

Lasergunner posted this 15 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5506
SUNDAY, JANUARY 29, 2006
475 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5506]
3025 Phoenix Hawk LAM

Sandman LAM SND-3N

Custom Level 3 / 2750 Inner Sphere  LAM 50 Tons
Ironraven RavenWolf Archives

Faction Availability


BattleMech Technical Readout

SND-3N Sandman

Mass: 50 tons
Chassis: Standard
Power Plant: Vlar 300 XL
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
ER Large Laser
Flamer
Gaurdian ECM Suite
Manufacturer(s):
Unknown
Communications System: Unknown
Targeting & Tracking System: Unknown

Overview:
 

The long lost Sandman LAM was once one of the fists that the SLDF's Special Forces Command weilded. Combined with other LAMs, Spider mechs, Mk VII landing craft, and a variety of specialized recon, raiding and direction action units, SLDF-SFC was able to conduct a wide variety of missions of a covert and semi-covert nature. "Any time, any place, any mission" was the motto of these men and women.

The Sandman's mission was deliver small units of troops quickly into an operational area. They were carried in pods that could support 8 men, stored in the chest. They had to climb down the body or onto a convient bridge when it was bipedal. In it's ari-mech mode, those troops carried by the SND could jump or repell, either when it was hovering or when it was stationary. There were even techniques developed that allowed specially equipped troops to parachute from these troops bays. These bays provided sufficent life support to proect the men for 48 hours, but most of the time these periods were restricted to only a few hours.

After delivering the troops, the Sandman would either depart to make decoy landings, depart to conduct it's own strikes, or remain to support the strike. The large laser in the right arm provided sufficent punch to deal with most light and medium vehicles and mechs. The flamer was included for anti-infantry and -fortification attacks. The addition of a powerful countermeasures suite made it harder to hit the mech with defenses ranging from simple flares and chaff to laser detectors and signal jammers. With eight tons of advanced composite armour, the Sandman is a highly survivable LAM.

To improve this survivability, a pair of "Sandy"s are usually have Mongol or Pheonix Hawk LAMs attached to it for fire support. A typical mission might be a counter-terrorist strike, where two SNDs and two MG-45Ss would make the direct strike at the enemy's command center. The entry team dropped off by the Sandmans would enter the target building, while the LAMs would neutralize the perimeter and secure a dropzone for a troop shuttle. This second, heavier wave of commandos and light mechs would strike at the lesser structures, and deal with continuing resistance. The troops and anyone or anything they had been sent to recover would be on the troopship within minutes, boosting with the LAMs flying escort, bound for the orbiting dropship.

The mission that best typifies this was operation MOUNTAIN LIZARD, the rescue of several minor members of the House of Cameron that had been taken hostage by a local guerilla movement. That mission struck at 6 seperate targets, and involved two Leopard-class dropships, four Mk VII assult shuttles, four SND-3Ns, six MG-4Ss, eight Spiders and fewer than 200 troopers. From the moment the clock started, MOUNTAIN LIZARD forces returned to the orbiting destroyer in two hours, 43 minutes, at a loss of six men and no hostages. They left behind almost six hundred dead guerillas, and turned the surviving leadership over to civilian authorities.

Unfortunately, the Aramis Coup cost SFC almost the entirety of it's capabilities. The SFC LAMs, like those of the regular army, were pressed into service for close air support of mech units and recon, as LAMs can operate independent of fixed runways and dropships, while aerospace fighters can not. With the protacted fighting at the core of Human space, "beachheads" were often contested for days, if not weeks, requiring LAMs to serve at an unprecidented level in thier CAS role, costing them greatly. Combined with thier normal special operations, the SNDs ceased to exist long before General Kerensky retook Earth.

The only historically recorded varient of the Sandman removes the flamer and replaces it with a medium laser. This mech was often used for exo-atmospheric operations, such as seizing space stations or facilities on moons and asteroids. If the mech's manufacturer had not been lost along with the plans for the Sandman, it might be possible to determine if there are other versions. However, there would be no point in removing the troop bays. These make the Sandman unique; there were other designs in this weight class already in service.

 
Type: SND-3N Sandman
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 50


           

Equipment   Mass

Internal Structure:       5.0

Engine: 300 XL     9.5

  Walking MP: 6

  Running MP: 9

  Jumping MP: 6

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

LAM Conversion Gear:       5.0

Cockpit:       3.0

Armor Factor: 143 FF     8.0

    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 16 25

  Center Torso (Rear):   6

  R/L Torso: 12 19

  R/L Torso (Rear):   5

  R/L Arm: 8 12

  R/L Leg: 12 16


BV : 986 Cost : 9641250

Weapons and Ammo   Location Critical Heat Mass

ER Large Laser   RA 2 12 5.0

Guardian ECM Suite   CT 2 0 1.5

Flamer   LA 1 3 1.0

Troop Bay (4 men)   LT 2 0 3.0

Troop Bay (4 men)   RT 2 0 3.0

2 Jump Jet(s)   RL 2 0 1.0

2 Jump Jet(s)   LL 2 0 1.0

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

The Mongol MG-45S-LAM is the creation of Samak at the PyroTechNix armoury. This is part of my continuing personal effort to try to interlink our collection of stuff that doesn't suck into a single, cohesive universe.

As origionally posted, this had two more, largely superflous, heatsinks. And was 2 tons over. Thanks for spotting what I missed, Hellion. And thanks to Knightmare- I pulled a Special Operations Group out thin air; I hadn't known that the SLDF called it Special Forces Command. Same thing, same missions.

User Reviews

1/29/2009  Donteras
People don't seem to be aware of how small battlemechs really are. A troop carrying LAM would be an awful lot like converting an airbus into a battlemech. I'm not saying it can't be done, but try to imagine how weird looking it will be.

1/30/2006  Knightmare
Well done. A good read with well thought out material, only a few minor fluff issues, like that fact that the Star League did not enjoy a SOG, but rather the SAS. Still, great work.
cheers

1/30/2006  Ice Hellion
Nice fluff, nice concept and nice links provided to the future.
My only "bad" comment is that you are two tonw too heavy but this does not mean it is not a really nice design.
Good job.

1/30/2006 5  Warhawk
I like the bit about the troop bay and a small glimpse into the future of the Clans leading up to the use of the Kirghiz C during the initial Clan Invasion.

Good bit of fluff as well about the SOG groups and the nickname of "Sandy" is spot on for the role of the old A-1s during Korea and Vietnam.

Nicely done.

1/29/2006  Samak
A solid design, although the flamer on a LAM throws me a bit, although being a fan of flamers, I'm not going to complain. The troop bay confuses me, although not being a big fan of level 3, most of the tech does. Other than that a good design, fast, well armoured, and able not tied down with ammo dependant weapons, Good job.

The mention of the Mongol was great too

 

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