Designer:Lars / Armory:Lars Corp

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Lasergunner posted this 01 July 2017

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Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #237
MONDAY, JUNE 14, 2004
425 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=237]
Musketeer Hover Tank

Bradley Cavalry Fighting Vehicle 3062

Custom Level 2 / 3067 Inner Sphere  Hover 50 Tons
Lars Lars Corp

Faction Availability


Vehicle Technical Readout
Bradley Cavalry Fighting Vehicle


Mass: 50
Movement Type: Hover
Power Plant: 215
Engine Type: Fusion
Cruise Speed: 95.4 km/h
Flank Speed: 148 km/h
Armor: Ferro Fibrous with CASE
Armament:
   Rotary AC/2
   ER Small Laser
   ER Medium Laser
   Cargo

Manufacturer:
Communications System:
Targeting & Tracking System:

Overview:

The Bradley Cavalry Fighting Vehicle was designed by GM Industries in early 3062 as a way to allow the Federated Commonwealth's growing battle armor corps to quickly be moved into battle. The eruption of Civil War on Kathil pressed the Bradley into early service. As the cavalry concept has been used by the Davions for centuries and proven to be effective by units such as the Deneb Light Cavalry, Davion commanders ordered a new cavalry fighting vehicle to be produced. In the end, the Bradley was born, named after an ancient Terran cavalry fighting vehicle. The Bradley is based on a hoverskirt, making it quick and able to deploy troops at lightning speeds. The Bradley's main gun is a Bushmaster 45mm Rotary AC/2. The new weapon has signifigant range that gives the Bradley long hitting power, but more importantly its high rate of fire is murderously effective at slaughtering enemy infantry. The Bradley also has a coaxial mounted ER small laser, useful for defending against armored infantry, and a front mounted ER medium laser that can burn holes in the armor of other vehicles or even 'Mechs. The Bradley is well protected with six tons of Kallon vehicle Ferro-Fibrous armor, and its ammunition is stored in CASE system, protecting both the Bradley's crew and infantry passengers in case of an ammunition explosion.

The Bradley has been in production for a little under a year, with almost sixty vehicles produced. They have all been assigned to the Federated Sun's Armored Cavalry RCT's 4th Cavalry Battalion and are used to transport the 87th FedCom Battle Armor Battalion into combat.




Type: Bradley Cavalry Fighting Vehicle
Technology Base: Inner Sphere Level 2
Movement Type: Hover
Tonnage: 50

           

Equipment   Mass

Engine: 215 Fusion     14.5

  Cruise MP: 9

  Flank MP: 14

Internal Structure: Standard     5.0

Heat Sinks: 10     0

Turret:       1.0

Control Equipment:       2.5

Lift Equipment:       5.0

Power Amplifier:       0.0

Armor Factor: 107 FF     6.0

    Internal Armor

    Structure Value

  Front: 5 26

  Right: 5 22

  Left: 5 22

  Rear: 5 12

  Turret: 5 25




Weapons and Ammo   Location Heat Mass

Rotary AC/2   Turret 0 8.0

Ammo-Rotary AC/2   Body 0 2.0

ER Small Laser   Turret 2 0.5

ER Medium Laser   Front 5 1.0

Cargo   Body 0 4.0




Vehicle Cost: 2,677,833

Generated on 6/14/2004 11:081 AM

User Reviews

6/22/2004  Taurian Bull
Nice hoover. Should be able to transport troops and support them well enough. Just can't leave alone to long against mechs or you will loose them quick.

 

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2941
WEDNESDAY, DECEMBER 24, 2003
385 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2941]
3055 Gallowglas

Gallowglas GAL-0GLS

Custom Level 1 / 3025 Inner Sphere  Biped 70 Tons
Lars Lars Corp
Gallowglas HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 3 MP

Standard Heat Sinks: 17  7T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7 12

Head 3 9

Center Torso 22 30/9

L/R Torso 15 23/7

L/R Arm 11 20

L/R Leg 15 22

 


Standard

Battle Value: 1204

C-Bill Cost: 6,086,454

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

2 Large Laser RT 4 10

2 Medium Laser LA 2 2

1 Jump Jets CT 1 1

1 Jump Jets LL 1 1

1 Jump Jets RL 1 1

1 Heat Sink CT 1 1

1 Heat Sink H 1 1

1 Heat Sink RA 1 1

1 Heat Sink LT 1 1

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

    Totals

18 22



Overview:

Appearing amongst the ranks of Wolf's Dragoons in 3009 after their first supply run in the Deep Periphery, the Gallowglas has been sighted amongst the Dragoons in extremely limited numbers, and has not been observed in any known military in the Inner Sphere since or prior to the fall of the Star League. The Gallowglas has proven to be quite the effective heavy 'Mech design, and though they have attempted, the various Houses of the Successor States have yet to successfully emulate the brillant simplicity and effectiveness of the Gallowglas' design.


Capabilities:

The Gallowglas represents an uncanny balance of manueverability, armor, and offensive capability that is near-unmatched by other 'Mechs. The Gallowglas moves at an average speed for its weight class, but its manueverability and ability to negotiate difficult terrains is exponentially enchanced thanks to the addition of jump jets, making it one of the heaviest 'Mechs in the Inner Sphere with the ability to jump. The Gallowglas also features very thick armor, allowing it to take direct blasts even from large-bore autocannons like the AC/20. The Gallowglas' tenacity in combat combined with the sheer will of Dragoon MechWarriors give the 'Mech quite the fierce reputation amongst MechWarriors across the Inner Sphere. The Gallowglas is armed with some of the most effective weapons systems found in the Inner Sphere, a Tiegart PPC, unseen in the Inner Sphere since the fall of the Star League, provides the Gallowglas with the majority of its punch. Twin large lasers back the particle projector cannon, making the Gallowglas a fierce opponent at long ranges. The Gallowglas' effectiveness only increases as it closes in range, with dual medium lasers mounted on its left wrist give the Gallowglas heavy short range firepower. If the Gallowglas finds itself in a desperate situation, its hand actuators allow it to throw blows against other 'Mechs. Suprisingly, even with it's extensive weapons layout and jump jets, the Gallowglas remains quite cool compared to other heavy 'Mechs in combat thanks to the extensive heat dissipation cooling equipment spread across the Gallowglas' chassis, allowing the 'Mech to quickly and efficiently bleed off excess heat. All of these features have allowed the Gallowglas a distinct advantage over it's adverseries, allowing it to best other 'Mechs time and time again.


Configuration / Variants:

A single variant of the Gallowglas has been observed in combat with the Dragoons; it appears to replace the PPC and a single medium laser and presumably most of the heat dissipation system for an AC/10 autocannon of unknown origin. Examples of this variant have been very limited and closer examination has yet to be possible.


Deployment:

Wolf's Dragoons are the only force in the Inner Sphere to field this potent BattleMech. It appears Blackwell Heavy Industries, the same corporation on Outreach responsible for providing the Dragoons with the MAD-4A Marauder II BattleMech have begun to produce Gallowglas' for the Dragoons in limited numbers. The only example of the Gallowglas found outside of Wolf's Dragoons is two salvaged by the Draconis Combine after the two bitter enemies faced off on Misery during the Fourth Succession War. However, Kuritan engineers have yet to decipher the Gallowglas' advanced systems, which are much more sophisticated then anything found in the Inner Sphere since the fall of the Star League, lending to several rumors arising that the Gallowglas' origin is in fact, not of the Inner Sphere.


User Reviews

12/25/2003  Warhawk
That's a pretty nice pre-3055 Gallowglas. Just as impressive as the upgraded version.
Good job.

 

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2952
MONDAY, JUNE 30, 2003
1028 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2952]
3055 Gallowglas

Gallowglas GAL-3GLS

Custom Level 2 / 3067 Inner Sphere  Biped 70 Tons
Lars Lars Corp
Gallowglas HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 280 12T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 3 MP

Double Heat Sinks: 13 [26] 3T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 12

Head 3 9

Center Torso 22 30/9

L/R Torso 15 23/7

L/R Arm 11 20

L/R Leg 15 22

 


Standard

Battle Value: 1685

C-Bill Cost: 12,004,720

Qty Weapons and Equipment Location Critical Tonnage

1 Gauss Rifle RA 7 15

1 ER Large Laser LT 2 5

1 ER Large Laser RT 2 5

2 ER Medium Laser LA 2 2

1 C3 Slave H 1 1

2 Ammo (Gauss Rifle) 8 RA 2 2

1 CASE RT 1 0.5

1 Jump Jets CT 1 1

1 Jump Jets LL 1 1

1 Jump Jets RL 1 1

1 Double Heat Sink LT 3 1

1 Double Heat Sink RT 3 1

    Totals

40 33.5



Overview:

The Gallowglas, long a favorite of the Lyran Alliance ever since Blackwell Industries offered it for sale in 3055 was one of the first BattleMechs to be refitted with Blackwell's Light Fusion reactor. Lyran Alliance commandos covertly stormed the Blackwell plant on Outreach, stealing a GAL-3GLS Gallowglas prototype, along with the Light fusion engine powering it. Taking it apart and reverse engineering the engine also gave the Lyrans the secrets to the Gallowglas, allowing them to build their own 'Mechs. A popular design for fighting the Clans, the new GAL-3GLS Gallowglas is now being built for the Lyran Alliance through Coventry Metal Works, one of the premier Lyran 'Mech production centers, and one of the few manufacturers of Light engines in the Inner Sphere.


Capabilities:

The heart of the GAL-3GLS Gallowglas is the new Light engine. The new Light Fusion engine developed by Wolfs Dragoons in leiu of Blackwell Industries emulates the durability of a Clan XL engine with Inner Sphere technology, reducing both cost and fragility. Though the 280 Light fusion engine provides only average speeds for a 'Mech its size, the Gallowglas' jump jets allow it the ability to quickly traverse difficult terrain. The GAL-3GLS Gallowglas uses this advantage to combine the versatility of the GAL-1GLS with the 'Mech-hunting ability of the GAL-2GLS Gallowglas, making the new GAL-3GLS quite the capable adversary on any battlefield, against any opponent. The original Blackwell-Prototype Gallowglas mounted a Blackwell Fury Gauss rifle; the Lyran reverse-engineered model utilizes an Poland Model C Gauss rifle to propel supercharged ferronickel slugs at supersonic speeds. Though the sensative capacitors of the Gauss rifle are prone to detonate should the weapon take damage, the GAL-3GLS Gallowglas is equipped with a CASE system to contain the blast, protecting the valuable Light fusion engine. In practice, an exploding Gauss rifle will simply blow the Gallowglas' arm clean off without damaging any components in the 'Mechs torso. Backing the Gauss rifle at long ranges are twin right-flank mounted BlazeFire ER large lasers, inflicting heavy damage at the longest ranges reachable. The lasers generate excessive amounts of waste heat however, placing severe strain on the Gallowglas' heat dissipation system. A MechWarrior must keep constant eye on his heat gauge to avoid overtaxing his heat system. This version of the Gallowglas replaces the largely ineffective pulse lasers of former with ER models, doubling the lasers effective range. The reliable Defiance Model XII lasers provide an offensive shield at closer ranges, though when used in conjunction with the heavy lasers can cause the Gallowglas to quickly overheat. The easily adaptable Dalban Micronics electronics suite have been augmented with a C3 Slave computer, allowing the Gallowglas to easily tie into such a network. With C3 networks becoming more prevailant amongst Lyran forces, this feature is quite desirable.


Configuration / Variants:

With the lack of C3 command 'Mechs in the Lyran Alliance, a variant, the GAL-CM Gallowglas is based largely on the GAL-1GLS Gallowglas. With the Light fusion engine, the new Gallowglas command 'Mech carries a Defiance ER PPC instead of a Gauss rifle, with the original pulse lasers instead of ER models. A C3 Master computer resides in the Gallowglas' left torso, allowing the Gallowglas to effectively coordinate a lance of C3 slaved BattleMechs. As the Gallowglas CM's weapons systems generate more heat, two additional freezers are installed, and the head-mounted small laser is upgraded to an ER medium laser.


Deployment:

The GAL-3GLS built by Blackwell Industries have found their way amongst the Draconis Combine and Free Worlds League, selling the design to traditional enemies of the Lyran Alliance in order to spite the Lyrans for their industrial sabotage. In selling the Light fusion equipped Gallowglas to these realms, Blackwell has spread the Lyran's Light fusion secret, denying them a technical edge over their enemies. Though the Free Worlds League and Draconis Combine are fielding the Gallowglas in small numbers, the largest concentration of the 'Mech is found within the Lyran Alliance. The 'Mech, with its reduced cost in comparison to other front-line BattleMechs has quickly spread across the LAAF, and can be found in almost all Lyran formations, from the Lyran and Donegal Guards to the Skye Rangers and Lyran Regulars. The design is also a favorite amongst units stationed along the Clan border, where its comparable technology allow it to effectively fight off Clan raiders.


User Reviews

10/21/2003  Teufelhund
True on the not needing CASE for gauss ammo.

6/30/2003  Checkmate
Just so you know... you don't need CASE for Gauss ammo.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2904
SUNDAY, JUNE 01, 2003
UPDATE: 2/8/2005
390 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2904]

Snow Raven LAM Omni

Level: Custom Level 2 / 3067

Technology: Clan LAM

Tonnage: 55 Tons

Designer: Lars

Armory: Lars Corp

HMP (Heavy Metal Pro) File


Faction Availability

Clan Snow Raven Clan

Tags

No Tags posted

BATTLEROM IMAGE OCTOBER 23, 3064

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 275 8T

Gyro: Standard 3T

LAM Conversion Equipment: 5.5T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

C Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 3 9

Head 3 9

Center Torso 18 26/10

L/R Torso 13 20/6

L/R Arm 9 18

L/R Leg 13 20

 


Prime

Battle Value: 3500

C-Bill Cost: 18,499,611

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC LT 2 6

1 C ER PPC RT 2 6

1 C Medium Pulse Laser LA 1 2

1 C Medium Pulse Laser RA 1 2

1 Jump Jets CT 1 0.5

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RT 2 1

    Totals

19 22.5


Alpha

Battle Value: 2754

C-Bill Cost: 19,139,761

Qty Weapons and Equipment Location Critical Tonnage

1 Jump Jets CT 1 0.5

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

1 C Ultra AC/20 RT 8 12

1 C ER Large Laser LT 1 4

2 C ER Medium Laser LT 2 2

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

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

    Totals

18 22.5


Bravo

Battle Value: 3328

C-Bill Cost: 19,248,261

Qty Weapons and Equipment Location Critical Tonnage

1 Jump Jets CT 1 0.5

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

1 C ER PPC RT 2 6

1 C LRM-20 RT 4 5

1 C LRM-20 LT 4 5

2 Ammo (LRM-20) 6 LT 2 2

2 Ammo (LRM-20) 6 RT 2 2

    Totals

19 22.5


Charlie

Battle Value: 3011

C-Bill Cost: 19,215,711

Qty Weapons and Equipment Location Critical Tonnage

1 Jump Jets CT 1 0.5

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

1 C ER Large Laser RT 1 4

3 C Streak SRM-4 LT 3 6

3 C Streak SRM-4 RT 3 6

2 Ammo (Streak SRM-4) 25 RT 2 2

1 Ammo (Streak SRM-4) 25 LT 1 1

1 C Double Heat Sink LT 2 1

    Totals

17 22.5

 

Overview:

After the "Evil Twin" debacle that Clan Jade Falcon faced, most Clans decided against ever even trying to develop a Clan LAM. Clan Snow Raven, however, with its preference of Aerospace combat, found the idea of a LAM design to be quite attractive. Challenging Clan Jade Falcon to a Trial of Possession for all of the Falcon's data and research on LAM design, Clan Snow Raven begun the developement of their Totem 'Mech, the Snow Raven Omni-LAM. The Snow Ravens learned from Clan Jade Falcon's design errors and replaced the two-man cockpit for a single cockpit. Snow Raven Omni-LAM pilots are carefully chosen from the most elite MechWarriors and Aerospace Pilots the Clan possesses, then they are cross-trained so that they are masters of both 'Mech control and Aerospace piloting. The Snow Raven Omni-LAM is one of the most unique pieces of war equipment in either the Clan Homeworlds or the Inner Sphere.

 

Capabilities:

The Snow Raven Omni-LAM was designed as a machine that can accomplish both 'Mech tasks and Aerospace Fighter tasks equally well, making the 'Mech one of the most flexible designs ever produced. At fifty-five tons the Snow Raven tops the LAM weight scale, The Snow Raven Omni-LAM was designed as a machine that can accomplish both 'Mech tasks and Aerospace Fighter tasks equally well, making the 'Mech one of the most flexible designs ever produced. At fifty-five tons the Snow Raven tops the LAM weight scale, allowing an equal balance of speed, armor, and firepower. No stops to cost were added and the Snow Raven utilizes an XL engine, and both endo steel and ferro-fibrous armor. A 275 XL engine powers the Snow Raven, giving it a top ground speed of 86 kph. Five jump jets make the 'Mech extremely manueverable when groundbound and give the Snow Raven an unmatched 450 meter jump capability when in hybrid mode. The Snow Raven Omni-LAM has several different configurations, with the Primary being geared mostly towards ground combat. Twin ER Particle Cannons give the Snow Raven Prime a heavy, long range fighting ability, enough firepower to go toe-to-toe with much heavier designs. Twin medium pulse lasers allow the Snow Raven Prime to rake enemies from either the sky or close up on the ground. The Alpha configuration is a dedicated strafing craft, with a mammoth Ultra AC/20 autocannon allowing it to rip apart anything in its way. A single ER Large laser backed by twin ER Medium lasers back the Ultra autocannon, though firing them in conjuntion with the cannon usually leads to heavy heat build. The Alpha's primary fault is its lack of Ultra Autocannon rounds, which is quickly depleted during strafing runs. The Snow Raven B is a quick-moving fire support platform, with twin LRM-20 batteries allowing it indirect fire abilities. A single ER PPC backs the launchers in direct-fire support, and provides a sturdy fall back weapon should the missile systems run dry. Alternate configuration C takes note from the Bravo configuration, though reverses its role. Multiple Streak SRM packs turn the Snow Raven C into a fearsome close range fighter, packing 24 guided short range missiles. The Snow Raven C suffers from longevity problems, with only fifty missile salvos to arm the launchers with. A single ER Large laser provides the Snow Raven C with a long range sting, or a back up weapon to protect itself should its missile launchers become depleted.

 

Deployment:

Clan Snow Raven exclusively deploys their Totem Land-Air-Omnimech. The Snow Raven is deployed in their own formations. The Snow Ravens have been quick to incorporate it in their military doctrine and have founded an exlusively LAM equipped fighting force, the First Airborne Cluster. However, the First Airborne is only at half strength, with only two Trinaries of Snow Ravens. The understrenghed unit is still a force to be reckoned with, and is one of the most elite, flexible units in the Snow Raven Touman.



User Reviews

User Rating Posted Updated

Ironraven 0 1/29/2006  

If the Falcons can teach aeropilots to drive mechs, an honorable clan can teach mechwarriors to fly. I like the Charlie configuration the best, as it would probably be the best dogfighter.

Axeman89 0 12/29/2003  

I love it!
At last, a purely SNow Raven design!

Warhawk 0 9/14/2003  

Its pretty weird that one of your designs is overweight. You listed the engine in the fluff as an XL and for the readout its a standard one. A pretty simple mistake and rather easy to fix.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2905
TUESDAY, JANUARY 20, 2004
UPDATE: 2/8/2005
155 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2905]

Sphinx NC221-12B

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 75 Tons

Designer: Lars

Armory: Lars Corp

HMP (Heavy Metal Pro) File


Faction Availability

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JUNE 12, 3100

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 375 19.5T

Gyro: Standard 4T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

C Double Heat Sinks: 22 [44] 12T

  15 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 4 12.5

Head 3 9

Center Torso 23 36/10

L/R Torso 16 25/7

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 2546

C-Bill Cost: 19,388,250

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC LA 2 6

1 C ER PPC RA 2 6

3 C ER Medium Laser LT 3 3

3 C ER Medium Laser RT 3 3

2 C ER Medium Laser CT 2 2

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

2 C Double Heat Sink RT 4 2

    Totals

40 20

 

Overview:

Derech Brewer, a well-known celebrity in the Lyran Alliance, suprised many by enlisting into the Stormhammers as a MechWarrior. A cocky man made famous by his roles in the "Immortal Warrior" holovid movies. Though his prowess in actual combat is not-nearly as legendary as the "Immortal Warrior" he portrayed in the films, he has proven to be a competent MechWarrior on his own-right, disproving critics who believed the actor-turned MechWarrior was doing so as a celebrity stunt to gain publicity. Plans for a holovid series of Derech's exploits with the Stormhammers are already in the works.

 

Capabilities:

The Sphinx, a Nova Cat designed companion for the Black Hawk OmniMech, is feared throughout the Republic of the Sphere for its brutal array of short-ranged ER Medium lasers, capable of burning through even the most thickest of armor. The Sphinx makes up from a lack of long range firepower by using a large XL engine, allowing it the same running speed of its smaller brother, the Black Hawk, allowing it to bring all of its short range weapons to bear on a target. This Sphinx, NC221-12B, is one of the first production models made by the Nova Cats, and it is unknown how it became property of Derech Brewer, though it is known how the 'Mech has been extensively modified. Dual ER-PPC's provide the Sphinx much more long range firepower then the original configuration, and keeps eight of the ER Medium lasers of former, making it nearly as deadly up close as the original. Derech Brewer has time and again pulled off manuevers more suited for an action-holovid then the modern battlefield, showboating his 'Mech and keeping it well maintained with a customized paint-job. It has earned the nickname "Screen Stealer" for the attention it draws from both the media and enemy fire.

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2901
FRIDAY, JUNE 20, 2003
523 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2901]
banshee

Banshee IIC

Custom Level 2 / 3055 Clan  Biped 95 Tons
Lars Lars Corp

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 285 16.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 21 [42] 11T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 5 18.5

Head 3 9

Center Torso 30 45/15

L/R Torso 20 30/10

L/R Arm 16 32

L/R Leg 20 40

 


Standard

Battle Value: 2653

C-Bill Cost: 10,663,770

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC LA 2 6

1 C ER PPC RT 2 6

1 C Gauss Rifle LT 6 12

1 C Streak SRM-6 RT 2 3

2 C ER Medium Laser RT 2 2

2 C Medium Pulse Laser RA 2 4

3 Ammo (Gauss Rifle) 8 LT 3 3

2 Ammo (Streak SRM-6) 15 RT 2 2

2 C Double Heat Sink LA 4 2

2 C Double Heat Sink RA 4 2

2 C Double Heat Sink RT 4 2

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink CT 2 1

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

    Totals

48 38



Overview:

The much maligned Banshee was, though unpopular, widely spread across the Inner Sphere, even amongst the ranks of the Star League. When General Aleksandr Kerensky departed the Inner Sphere on his exodus, he took with him several Banshees, including two BNC-3S Banshee prototypes. These two new Banshees served with distinction during Operation Klondike, in Clan Star Adder and Ghost Bear forces, respectively. After the reunification of the Pentagon Worlds the Clans began anew, building their armies from both new designs and classic designs. The BNC-3S Banshee, with Operation Klondike under its belt, was chosen by both the Adders and Bears to serve in their Touman, though with a considerable facelift thanks to superior advancements in Clan technology.


Capabilities:

Like the BNC-3S Banshee, the Banshee IIC is considerably slower then the BNC-3E, using the space saved by downsizing the engine to add an exponentially more effective weapons loadout. The Banshee IIC is one of the most durable 'Mechs in advent, with nearly nineteen tons of armor protecting its endo-steel frame. The sturdy endo-steel frame supports an assortment of weaponry, making the Banshee IIC a feared opponent at all ranges. Twin ER model PPCs coupled with a rail gun make up the Banshee IICs primary armament. In addition to being intensely hard-hitting, the cannons are also some of the longest ranged weaponry available. For closer ranged engagements, the Banshee IIC mounts an assortment of medium lasers, twin ER models and dual pulse models for anti-battle armor work. A Streak SRM-6 pack is mounted on the Banshee IICs right shoulder, with two tons of ammunition supplying it with the endurance to last near an entire campaign. The Gauss rifle is similarily supplied, with twenty-four rounds arming it with enough ammunition to tear apart a Company of lesser 'Mechs. The Banshee IICs extensive cooling system can nearly bleed off all of the excess heat generation created by its weaponry. With eleven tons of cooling equipment the Banshee IIC can keep relatively cool even in the thickest of battles.


Deployment:

First encountered in a Clan Ghost Bear Provisional Garrison Cluster, the Banshee IIC is now known to serve all of the Clans, though the design seems most prevailant in the Ghost Bears and Star Adders, who are the only apparant manufacturers of the design. Though only produced by Clans Ghost Bear and Star Adder, the Banshee IIC is wide-spread amongst all the Clans who favor the Banshee IICs tremendous firepower and durability at its low cost to build and maintain. Thanks to its performance, near matching the deadliness and effectiveness of an Omnimech, the Banshee IIC shows no signs of being retired in the near future.


User Reviews

9/10/2003  Ice Hellion
Pretty interesting. I did something similar for Project Freebirth although mine is mixed tech.
A bit slow for me but a good, solid design. Anyway expect for the Gauss Rifle, this is a long lasting 'Mech that will not have really often ammo problems. This is not really a Clan attitude.

6/20/2003  X
nasty long range punch you have there. but a few things..

1. SSRM 4 - why not just a few more med lasers? just as effective. 'sides, 30 shots for a short range STREAK system? isn't that a bit of overkill?

2. Ever considered trading the ER PPCs for Large Pulses? The accuracy at range might be worth considering. maybe 1 ER PPC for 1 Large Pulse to hunt smaller, faster prey. and you free up some heat too!

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2888
FRIDAY, JULY 11, 2003
573 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2888]
King Crab

King Crab IIC

Custom Level 2 / 3055 Clan  Biped 100 Tons
Lars Lars Corp
King Crab HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 18 [36] 8T

  12 in Engine


  Internal Structure Armor

  Standard C Ferro-Fibrous

Tons 10 15

Head 3 9

Center Torso 31 40/17

L/R Torso 21 30/12

L/R Arm 17 34

L/R Leg 21 35

 


Standard

Battle Value: 2307

C-Bill Cost: 11,788,000

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/20 LA 8 12

1 C Ultra AC/20 RA 8 12

1 C ER PPC LT 2 6

1 C ER PPC RT 2 6

3 Ammo (Ultra AC/20) 5 LT 3 3

3 Ammo (Ultra AC/20) 5 RT 3 3

1 C Double Heat Sink CT 2 1

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink RT 2 1

2 C Double Heat Sink LT 4 2

    Totals

45 42



Overview:

Designed for the needs of General Kerensky himself, the King Crab held a special place amongst the Clans. With nearly all in the Inner Sphere leaving with the Exodus Fleet and most of them surviving the Pentagon campaign, the King Crab was one of the first 'Mechs to be refitted with advanced technology. It was the highlight of a MechWarriors career to pilot a King Crab IIC, considered a pinnacle of Clan engineering until the advent of the OmniMech. Even after the invention of the OmniMech, the King Crab IIC served in front-line formations until it was slowly phased out into second-line commands. Though relegated to second-class units, the King Crab IIC is still quite the force to be reckoned with, as even OmniMech technology cannot stop the firepower of two Ultra AC/20s.


Capabilities:

The only obvious fault of the King Crab was its incredible ammunition dependancy coupled with a lack of long-range support weapons. With the original King Crab loaded with only five rounds per autocannon, this was a design weakness that had to be adressed. With the King Crab IIC mounting Ultra AC/20s, weapons that could deplete their ammunition twice as fast as the original, engineers ensured the King Crab IIC was suffciently supplied with ammo by tripling its payload. Six tons of ammunition ensure the King Crab IIC has the endurance to last a long firefight with the occasional double-rate of fire burst thrown in the mix. Adressing the lack of secondary weaponry, the King Crab IIC does away with both the Exostar large laser and the fickle LRM rack. Twin Clan ER PPCs provide the King Crab IIC with long range firepower, and effective fighting weapons should the Ultra autocannons become disabled or run dry of ammunition. Thanks to advances in military sciences, the King Crab IICs armor weighs slightly less then the original King Crab's allowing additional room for heat dissipation equipment, necessitated by the incredible heat the Ultra autocannons generate on full rate of fire and the inferno of waste heat created by the Extended-Range PPCs. Even with eight tons of double heat sinks, the King Crab IIC has difficult time venting all of its waste heat, necessitating its MechWarrior keep a vigilant eye over its heat gauge.


Configuration / Variants:

A popular variant inspired by the KGC-001 King Crab encountered on Tukkayid replaces the Ultra Autocannons with Gauss rifles, turning the King Crab IIC into a heat effecient, long-range power house. Encountering such a King Crab IIC, armed with four headcapping weapons, is quite a frightening thought to even the most hardest of MechWarriors.


Deployment:

All of the Clans use the King Crab IIC in their second-line arsenals, though the 'Mech was first discovered by the Draconis Combine in a raid against the Ghost Bears in 3054. Originally believed to be salvaged from Spanac or Luk during the Battle of Tukkayid, it was later learned that the King Crab IIC was common amongst all of the homeworld Clans and still in production by some when Prince Victor Steiner-Davion led his colalition to Strana Mechty to challenge the Crusader Clans.


User Reviews

6/7/2008  Stormwind
Ugh extremely deadly. Start the pounding from range, and the whoopass up close.

7/13/2003  MajorTom
NICE! This thing could kick your butt without even thinking about it. Great remake, 4.5 out of 5.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2950
SUNDAY, JUNE 01, 2003
473 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2950]
stalker

Stalker IIC

Custom Level 2 / 3055 Clan  Biped 85 Tons
Lars Lars Corp
Stalker HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 255 13T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

C Double Heat Sinks: 21 [42] 11T

  10 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 4.5 16.5

Head 3 9

Center Torso 27 40/14

L/R Torso 18 27/9

L/R Arm 14 28

L/R Leg 18 36

 


Standard

Battle Value: 2365

C-Bill Cost: 9,543,225

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC CT 2 6

1 C ER Medium Laser LA 1 1

1 C ER Medium Laser RA 1 1

1 C Medium Pulse Laser LA 1 2

1 C Medium Pulse Laser RA 1 2

1 C LRM-15 LA 2 3.5

1 C LRM-15 RA 2 3.5

1 C LRM-15 LT 2 3.5

1 C LRM-15 RT 2 3.5

2 Ammo (LRM-15) 8 LA 2 2

2 Ammo (LRM-15) 8 RA 2 2

2 Ammo (LRM-15) 8 LT 2 2

2 Ammo (LRM-15) 8 RT 2 2

2 C Double Heat Sink LA 4 2

2 C Double Heat Sink RA 4 2

2 C Double Heat Sink LT 4 2

3 C Double Heat Sink RT 6 3

1 C Double Heat Sink LL 2 1

1 C Double Heat Sink RL 2 1

    Totals

51 34



Overview:

The Stalker IIC was designed early after the formation of the Clans as a second-line fire support platform. Using Clan technological innovations, the Stalker IIC carries several LRM batteries to provide an awesome amount of missile support for a second-line formation.


Capabilities:

The Stalker IIC is built around an updated version of the original Stalker chassis, using endo steel to support its massive array of weaponry and armor. Another internal system to recieve a change is the 'Mech's heat dissipation systems. To deal with the massive waste heat generated by the new weapons load the Stalker IIC relies on twenty-one double strength heat sinks, more then enough to handle most of the heat generated by the 'Mech. Converting the Stalker IIC to a dedicated fire support platform necessitated the removal of the original's SRM packs, which were removed in favor of adding two more additional LRM racks. The original LRM-10 racks have also been upgraded, with five more missiles in each rack, giving the Stalker IIC an impressive ability to launch 60 LRM's per salvo. A centerline mounted ER PPC gives the Stalker IIC a strong direct long-range punch, replacing the original STK-3F's twin large lasers. For closer ranged confrontations, the Stalker IIC retains the Inner Sphere Stalker's quad medium laser arrangement, but of course updates them to Clan standards. Two are ER lasers while the other two are Pulse lasers, trading range for superior accuracy. The Stalker IIC also benefits from beefed up armor, the maximum amount its new endo steel structure could carry, giving it supberb durability due to its retaining of its original 255 rated standard fusion engine. The decision to keep the standard fusion engine also keeps the Stalker IIC's production costs down.


Configuration / Variants:

The Stalker IIC has a variant that removes its close range weapons arrangement to upgrade the 'Mech's LRM-15's to LRM-20 packs. The 'Mech's ER PPC is also replaced by twin ER large lasers, located on each side of the Stalker IIC's center torso. In 3059 Clan Coyote refitted several of their Stalker IIC's with their new ATM-12 systems. Each launcher is equipped with three tons of ammunition, considered to be a light ammunition load for its mission. The Stalker IIC 3 also enjoys improved accuracy of its laser systems, as its ER Medium lasers have been upgraded to pulse technology.


Deployment:

The Stalker IIC is widely used by almost every Clan. Stalker IIC's can be found in almost every second-line Clan fire support unit with no signs of retiring it any time soon.


User Reviews

10/11/2003  Magermh
Have you tried ATMs. Then can you make a varsion of this one with ATM-9s and less heatsinks. Sorry i missed it in the fluff, ami bad.

6/14/2003  X
Wow! Nice mix of weapons there, this baby probably can handle itself as a general combat 'Mech, rather than a specific fire support platform!

But if you are serious about the fire support idea, how about switching out all the energy weapons for a pair of Large Pulses instead - accuracy at long range, and still lethal at shorter ranges.

One thing to note though... I would think that Clan pilots would be most unhappy at being, or getting, fire support. The fluff might need a bit of rethinking. 'Mech's perfectly fine, though.

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2881
FRIDAY, JUNE 20, 2003
701 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2881]
3025 Centurion

Centurion IIC

Custom Level 2 / 3055 Succession Wars [Tournament Legal] Clan  Biped 50 Tons
Lars Lars Corp

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 200 8.5T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2.5 10

Head 3 9

Center Torso 16 24/7

L/R Torso 12 18/6

L/R Arm 8 16

L/R Leg 12 20

 


Standard

Battle Value: 1370

C-Bill Cost: 4,756,000

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/20 RA 8 12

1 C LRM-20 LT 4 5

2 C ER Medium Laser CT 2 2

3 Ammo (Ultra AC/20) 5 RT 3 3

2 Ammo (LRM-20) 6 LT 2 2

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RT 2 1

    Totals

30 24



Overview:

The Centurion is one of the most prolific designs in the Inner Sphere. Used extensively by every Great House since the beginning of its construction, the Centurion can be counted on to fill any role on the battlefield. Such versatility followed General Kerensky during his exodus, where the Clans also acknowledge the Centurions diverse roles. One of the first 'Mechs to be refitted by the Clans, the Centurion IIC has served loyally to the Clans since its inception in 2822.


Capabilities:

Like the Inner Sphere Centurion, the Centurion IIC is a "jack-of-all trades, master of none." Capable of filling nearly any combat role on a battlefield, the Centurion IICs simple, yet effective design have allowed it to survive nearly 200 years of service with the Clans. The Centurion IIC is structurally nearly the same as its Inner Sphere predecessor, though a Clan endo-steel chassis replaces the old one, allowing for much heavier weapons systems to be mounted. The Luxor AC/10 has been traded out for an Ultra Class-20 Autocannon, capable of tearing through even the thickest armor. The autocannon is armed with three tons of ammunition, more then an ample supply for most situations, though on full rate of fire can be expended in minutes. For long range engagements, the Centurion IICs chest mounted LRM-20 system is adequate, though hardly enough firepower for a long range duel. The Centurion's dual center-torso housed medium lasers have been swapped for Clan ER models, with both facing forward as it is dishonorable for an opponent to attack from behind. One area where the Centurion IIC is really beginning to show its age is its small 200 rated fusion engine. With innovations like the XL engine, the Centurion IICs maximum running speed of 65 kph seems ponderously slow for its weight class. As a second-line machine, however, the Centurion IIC is more then capable.


Configuration / Variants:

During a raid on the Ghost Bear world Jarret, Kuritan troops faced a Centurion IIC armed with a Gauss rifle. As this was the first encounter with a Centurion IIC, ComStars original report of the 'Mech mistakenly reported the Centurion IICs primary armament as a Gauss rifle. After the Great Refusal, it was discovered the Centurion IICs primary configuration mounted an Ultra Autocannon, not the Gauss rifle previously believed, though Centurion IICs with Gauss rifles in place of the Ultra Autocannon is quite common among the Clans.


Deployment:

The Centurion IIC is actively used by every Clan in the second-line forces. The Centurion IIC is especially popular amongst Clan Blood Spirit, who value its versatility and durability. It is rumored that the Blood Spirits have a Centurion IIC produced in 2822, quite a testiment to the Centurion IICs reliability. The first encounter the Inner Sphere had with the Centurion IIC was against Clan Ghost Bear in 3054. It was originally believed by the Inner Sphere to be exclusive to Clan Ghost Bear, though this was later proved false when DCMS forces encountered Centurion IICs in service with Clan Smoke Jaguar during Operation Bulldog.


User Reviews

6/20/2003  X
some serious firepower going on here, but i worry about the lack of speed, especially for a Clan 'Mech. and personally, i have always felt that anything designed for combat-up-close-and-personal should jump...

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2958
WEDNESDAY, NOVEMBER 12, 2003
476 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2958]
BLR4SBattleMaster

Battlemaster BLR-7S

Custom Level 2 / 3067 Inner Sphere  Biped 85 Tons
Lars Lars Corp
Battlemaster HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 340 20.5T

Gyro: Standard 4T

  Walk: 4 [5] MP

  Run: 6 [8] MP

  Jump: 0 MP

Double Heat Sinks: 18 [36] 8T

  13 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8.5 15

Head 3 9

Center Torso 27 40/11

L/R Torso 18 28/8

L/R Arm 14 26

L/R Leg 18 28

 


Standard

Battle Value: 1644

C-Bill Cost: 19,341,010

Qty Weapons and Equipment Location Critical Tonnage

2 ER PPC RA 6 14

3 ER Medium Laser LT 3 3

3 ER Medium Laser RT 3 3

1 Streak SRM-6 LT 2 4.5

1 Ammo (Streak SRM-6) 15 LT 1 1

1 CASE LT 1 0.5

2 Double Heat Sink LA 6 2

2 Double Heat Sink RT 6 2

1 Double Heat Sink LT 3 1

2 Triple-Strength Myomer LL 2 0

2 Triple-Strength Myomer RL 2 0

2 Triple-Strength Myomer CT 2 0

    Totals

37 26



Overview:

Still producing the centuries-old BLR-1G Battlemaster, Red Devil Industries of Pandora began a program to update the classic 'Mech to let it keep up with the new advanced designs rolling out of the factories. Although the BLR-3M Battlemaster refit added some more life to the old 'Mech, the technological surge of the 3060's threatened to make the Battlemaster obsolete. In an attempt to breath more life into the Battlemaster the BLR-7S was christened.


Capabilities:

The BLR-7S Battlemaster is the Battlemaster for the 31st Century. It makes use of the new Light engines, giving it the ability to to carry a heavier weapons load. However it also makes the Battlemaster much more succeptable to attrition and raises its pricetag considerably, but the BLR-7S costs less then Red Devil's previous Battlemaster upgrade, the BLR-3S. The single PPC is now complemented by a second barrel, giving the Battlemaster quite a punch at long ranges, while the half-dozen arrangement of medium lasers have been advanced to ER class, allowing the Battlemaster to hit at ranges farther then ever before, a necessity for combating the newest designs of the Inner Sphere and Clans. The laser array is also completely forward facing, giving the new Battlemaster a fearsome array of short ranged firepower. The Holly SRM pack on the Battlemaster's shoulder has been replaced by a new Coventry Streak SRM-6, with a single ton of ammo, which is sufficient for most engagements. All the additions to the Battlemaster's armament has put a strain on the 'Mech's ability to cool itself. Although it carries eighteen double heat sinks the Battlemaster is guaranteed to shutdown if all of its weapons are fired at the same time. To combat this Red Devil designers beefed up the Battlemaster's myomers with triple strength myomer, giving the Battlemaster a boost of speed when it overheats and allows it to punch and kick harder. Like the BLR-1G Battlemaster, the BLR-7S can drop its hand-held PPC's if needed.


Configuration / Variants:

The BLR-7SS Battlemaster replaces the twin PPC's and some heat sinks for two LRM-15 batteries carried in a hand-held mount in the right arm. Three tons of ammo for the missiles give each launcher twelve salvos each. The Lyran Alliance plans to replace all of its BLR-3S Battlemasters with the new BLR-7SS.


Deployment:

The Lyran Alliance has boughten the first run of the new Battlemasters and are using them to replace the older BLR-1G, 3M and 3S models among the LAAF's ranks. However the new Battlemaster has failed to gain much popularity as most Lyran Mechwarriors these days would rather pilot a flashy new design then a classic veteran.


User Reviews

11/17/2006 4  Prince of Darkness
I'm with them on the med. lasers, I think it needs a hatchet

3/4/2005  Magermh
This is good. TSM was a good idea. Hooom.....

6/17/2004  Highlander Burial
Isn't Pandora - and thus Red Devil Industries - in the hands of the Jade Falcons?

11/12/2003  Warhawk
I like it even with the high heat curve. I've always liked the classics. I would have to agree with Major Tom and his assessment, dropping the ER mediums to standards would still give you a max overheat of 9 with running which is just enough to activate the TSM. Besides that, the 3 whole extra spaces isn't worth the extra heat in my opinion.

11/12/2003  MajorTom
ug, holy heat curve Batman. I like the concept of the mech, but even with the TSM, the mech runs way too hot for my liking. A simple solution would be to drop the ER Mediums for standards, it would make it at least a bit more manageable and still give you enough excess to activate the TSM.

 

Lasergunner posted this 15 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2927
THURSDAY, JUNE 12, 2003
669 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2927]
GRF6FGriffin

Griffin GRF-1D

Custom Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 55 Tons
Lars Lars Corp
Griffin HMP (Heavy Metal Pro) File

Faction Availability


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 275 15.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Standard Heat Sinks: 12  2T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 10.5

Head 3 9

Center Torso 18 28/7

L/R Torso 13 22/4

L/R Arm 9 16

L/R Leg 13 20

 


Standard

Battle Value: 1075

C-Bill Cost: 5,014,456

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 SRM-6 RT 2 3

2 Medium Laser LA 2 2

1 Ammo (SRM-6) 15 RT 1 1

1 Heat Sink CT 1 1

1 Jump Jets CT 1 0.5

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

    Totals

14 15.5



Overview:

The Griffin, originally developed as an assault 'Mech, was relegated to the role of fire-support in medium lances. The Davions, quite fond of the Griffin thanks to its reliability, saw a more important role in the Griffin. With manueverability and the ability to carry a decent sized payload, the Griffin was transformed from a support-exclusive design to a jack-of-all-trades knife fighter, capable of dueling it out with any other medium 'Mech.


Capabilities:

The GRF-1D's primary armament is the fearsome Fusigon PPC, a versatile weapon with suitable specifications for the Griffin's new role. Though losing effectiveness at closer ranges, the Fusigon allows the Griffin to still sting enemies at long ranges. When enemies close into ranges where using the Fusigon becomes impractical, the GRF-1D Griffin carries a plethora of short range weapons systems. The Delta Dart missile drum is replaced by a Holly Six-Pack SRM system, housed in a similar drum, making differentiation between the GRF-1N and GRF-1D Griffin difficult for enemies. Two ChrisComp Medium lasers are mounted on the Griffin's wrist, further providing the GRF-1D with short range firepower, and gives the Griffin a reliable fall-back system should the Holly SRM-6 pack's 15 reloads become depleted. The GRF-1D Griffin maintains the high maneuverability enjoyed by the GRF-1N Griffin. With a maximum speed of more than 80 kph and an unprecedented 150 meter jump ability, the Griffin can easily evade anything it cannot kill. The GRF-1D is powered by the same legendary CoreTek 275 fusion planet as the GRF-1N Griffin, giving it suberb charge for both movement and for the Griffin's many energy powered weapon systems. As the GRF-1D Griffin routinely battles 'Mechs heavier then it, the meager nine-and-a-half tons of armor have been amplified by a ton. The armor mostly reinforces the Griffin's broad chest region, with the false armor baffles installed on the shoulder and knee actuators also being thickened. A problem faced by the GRF-1D Griffin is overheating. Though equipped with additional heat sinks, the Griffin cannot deal with all of the waste heat generated by its heavy weapons systems. The only solution in this lies in the MechWarrior, who must constantly watch his heat gauge and keep his machine cool.


Battle History:

During the battle for Mallory's World in 3012, Prince Ian Davion's medium lances were almost exlcusively outfitted with GRF-1D Griffins and Dervishes. With the savage fighting on the world, with their high-mobility in mind, a detatchment of Griffins were sent on a recon-in-force mission in an attempt to locate Kuritan command elements. The lance of Griffins instead located a larger force, a Kuritan heavy lance led by a Thunderbolt. Using their superior mobility, the Griffins would quickly strike the heavy lance and fall back, wearing the heavy lance down to the point of retreat. Tracking the crippled Kuritan lance, the Griffins discovered a mobile field base repairing several badly-damaged DCMS Battlemechs being repaired. Before any pilots could reach their machines to oppose the Griffins, the Davions razed the MFB and called in the rest of their company, taking the damaged 'Mechs as spoils of war. In 3019, an interesting event occured on the Periphery-Federated Suns border world of Broken Wheel. A Griffin assigned to the local garrison force was on a standard security patrol when several radar contacts appeared on his Octagon Tartrac system. A light lance of Periphery bandits were attempting to raid the Wagon Trail Ale Brewery, brewer of Broken Wheel's answer to Timbiqui Dark. The bandit's Wasps and Stingers were using their articulated hands to steal hundreds of cases of the beer. The Griffin cautiously approached the light 'Mechs, who when they realized his presence dropped the beer and began to fire upon the Griffin who returned their fire. To prevent collateral damage to the brewery, the Griffin managed to turn the battle into a running battle, using his Griffin's powerful CoreTek 275 engine and quick speed to keep up with the lighter 'Mechs. Though disabling the light 'Mechs was no problem for the Griffin and its heavy weapons, Wagon Trail Brewery still awarded the Griffin's pilot with a lifetime supply of ale in gratitude.


User Reviews

9/14/2003  Warhawk
Great fluff and a great modification to the Griffin. Especially nice since you're only using lvl 1 tech.

6/21/2003  X
yeah, i agree... the more i look at this design, the more i like it.

6/20/2003  Orochi Cavalcanti
A pretty good level 1 mech ...
I understand why you like it. SAJ will say that it is "ingenuous", and I think it too. Simple and efficient.
And a pretty good fluff too.
5/5

 

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