Designer: Lonely Coyote / Armory: Lonely Coyote Stables

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  • Last Post 26 July 2017
Lasergunner posted this 26 July 2017

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Lasergunner posted this 26 July 2017

Lonely Coyote Stables

CEO: Lonely Coyote Location: Leyda Founded: 4/6/2004 Data Updated: 7/2/2009   A small mecha retro-fit company sits off to the side of a 40 acre ranch. The bay only fits a single mecha at a time with an expected three month turn-around for each mech taken in. The simple man who owns this facility works dilligently, with loving care at each masterpiece he creates. For a small fee, he could upgrade your mecha, as well.   

BattleMech

Name Technology Tonnage Level Year R # Posted Views

Sun Devil SecondLine Clan 60T 2 3055 0 2 8/23/2004 250

Syndicate Standard Clan 60T 2 3067 0 3 4/20/2004 187

Poacher PCH-3R Inner Sphere 25T 1 3025 5 2 4/23/2005 687

Blade SWT-5H Inner Sphere 30T 2 3058 0 1 4/12/2004 321

Lancer LNC-3R Inner Sphere 30T 2 3055 0 3 4/11/2004 260

Shunt 540-NT Inner Sphere 30T 2 3060 0 3 4/29/2004 129

Stinger LAM STG-LAM2 Inner Sphere 30T 3 3060 0 2 4/26/2004 385

Vixen-I (mod) Inner Sphere 30T 2 3067 0 1 5/3/2004 252

Jen Pan Li JPN-L1 Inner Sphere 35T 2 3055 5 4 8/24/2004 287

Nutrail NUT-R4XX Inner Sphere 35T 3 3075 0 2 12/12/2008 99

StingRay STG-R4 Inner Sphere 35T 3 3060 3 1 4/17/2004 226

Trounce TRN-C3 Inner Sphere 35T 2 2750 5 6 7/15/2005 505

UtiliTech 3600 Inner Sphere 35T 3 3075 4 8 12/7/2008 224

Crucible CRB-1L Inner Sphere 40T 3 3060 0 3 9/2/2004 216

Line Breaker LBK-3R Inner Sphere 40T 1 3025 4 6 7/12/2005 516

Cheshire Cat CHR-C7 Inner Sphere 45T 2 3067 5 5 7/21/2006 302

Tomahawk HWK-4T Inner Sphere 45T 2 3060 4 5 2/16/2005 387

HellHound II-S HLH-2S Inner Sphere 50T 2 3060 0 1 4/30/2004 390

Pack Hunter PKT-3R Inner Sphere 50T 2 3067 0 3 6/23/2004 234

Phantom GHO-5T Inner Sphere 50T 1 3050 0 2 4/7/2004 299

BushFire BSF-1R Inner Sphere 55T 3 3060 0 2 4/9/2004 251

Dredge IDR-42 Inner Sphere 55T 3 3060 4 1 10/10/2007 187

Gambit GMB-1T Inner Sphere 55T 2 2750 5 9 8/3/2005 582

GeoWing G3O-R6E Inner Sphere 55T 3 3060 4 4 4/24/2004 319

Griffin GRF-UG1 Inner Sphere 55T 2 3050 0 3 5/1/2009 46

Griffin GRF-WB Inner Sphere 55T 2 3057 0 1 5/12/2005 231

Sniper SNP-3R Inner Sphere 55T 1 3025 0 2 9/1/2004 502

Xiangua XNG-V1N Inner Sphere 55T 2 3060 0 1 5/2/2004 191

Gall GAL-41 Inner Sphere 60T 1 3050 4 2 12/10/2008 90

MAD-06 MadDog 1 Inner Sphere 60T 2 2750 0 3 4/7/2004 328

Onager ONG-3R Inner Sphere 60T 2 3060 0 2 4/29/2004 152

Guerilla GRL-1A Inner Sphere 65T 3 3060 0 3 1/16/2005 287

Maverik MVR-1K Inner Sphere 65T 2 3055 0 4 4/9/2004 153

Muerta MRT-A1 Inner Sphere 65T 2 3058 0 3 4/14/2004 143

Tortoise TRT-153 Inner Sphere 65T 1 3025 5 8 5/4/2006 368

Wei Shan WSH-4N Inner Sphere 65T 1 3025 4 6 11/10/2008 204

Lamprey LPR-3Y Inner Sphere 70T 1 2750 4 4 10/2/2007 128

OstRich OST-3H Inner Sphere 70T 2 3050 0 1 4/15/2004 146

Rattler RTL-3R Inner Sphere 70T 2 3050 0 2 11/19/2008 120

Warhammer II (IS) WHM-2W Inner Sphere 70T 2 3050 3 1 4/12/2004 394

Brutus BRT-U5 Inner Sphere 75T 3 3055 0 1 7/24/2004 258

EuroMech ERM-3H Inner Sphere 75T 2 3060 0 3 5/5/2004 172

Liberator MAD-L3R Inner Sphere 75T 2 3058 0 3 6/25/2004 150

Marauder MAD-LT Inner Sphere 75T 2 3067 4 6 10/5/2007 166

Tyrant TYN-4T Inner Sphere 75T 1 3025 3 5 5/11/2007 221

Shocker SHK-3R Inner Sphere 80T 3 3067 0 2 4/17/2004 245

Shocker SHK-6L Inner Sphere 80T 3 3067 0 1 4/19/2004 162

Drakkhen DRK-3N Inner Sphere 90T 2 3055 0 2 4/28/2004 160

Hi-Clops HCL-PX Inner Sphere 90T 1 3025 0 3 8/28/2004 231

Mauler MAL-1X Inner Sphere 90T 1 3050 0 1 5/4/2004 375

Event Horizon EHZ-1N Inner Sphere 100T 1 3025 0 2 7/3/2004 419

Mauser Mk. 1 Inner Sphere 100T 2 2750 4 5 8/4/2004 483

Grifftake GFT-K3 Mixed 45T 2 3060 0 1 4/1/2005 258

HillKing HLK-NG Mixed 100T 2 3067 4 7 11/7/2008 183

Vehicle

Name Technology Tonnage Level Year R # Posted Views

Firefly AX-10 Inner Sphere 30T 2 3050 0 0 6/30/2005 314

PathFinder PFI-H1 Inner Sphere 30T 1 2750 0 0 7/9/2005 299

PathFinder PFI-K7 Inner Sphere 30T 2 3060 0 0 7/9/2005 239

Hunter Light Support Tank TC Refit Inner Sphere 35T 2 3060 3 1 2/16/2005 322

Gustav GST-4V Inner Sphere 50T 2 2750 5 3 7/21/2005 298

Silverback SVR-3C

 

 

Aerospace Fighter

Name Technology Tonnage Level Year R # Posted Views

JackHammer JKH-K1 Inner Sphere 50T 2 3060 0 0 7/9/2005 313

   

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2567
MONDAY, AUGUST 23, 2004
UPDATE: 1/4/2005
202 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2567]

Sun Devil SecondLine

Level: Custom Level 2 / 3055

Technology: Clan Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

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BATTLEROM IMAGE NOVEMBER 25, 3055

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

C Double Heat Sinks: 15 [30] 5T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 3 7.5

Head 3 9

Center Torso 20 20/7

L/R Torso 14 20/6

L/R Arm 10 10

L/R Leg 14 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 C LRM-10 RT 1 2.5

1 Ammo (LRM-10) 12 RT 1 1

1 C ER Large Laser RT 1 4

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser RT(R) 1 1

1 C LRM-10 LT 1 2.5

1 Ammo (LRM-10) 12 LT 1 1

1 C ER Large Laser LT 1 4

1 C ER Medium Laser LT 1 1

1 C ER Medium Laser LT(R) 1 1

1 C Streak SRM-2 RA 1 1

1 C ER Medium Laser RA 1 1

1 C Streak SRM-2 LA 1 1

1 C ER Medium Laser LA 1 1

1 Ammo (Streak SRM-2) 50 RT 1 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 Jump Jets CT 1 1

    Totals

40 29

 

Overview:

The "Dervish" has been the workhorse of the Inner Sphere since the days of the Star League, so seeing this familiar form within the Clan ranks brought us no surprise. The fact that this well-known machine has been merged with one of the best in the, "Ost" series, shocked everyone. In another example of superior Clan engineering, the "Dervish" and "Ostsol" were combined into a devastating Heavy fighter.

Seeming to pre-date the "Vulture", the "Sun Devil" is a capable machine, performing both Fire-Support, and Brawling roles equally well. The only reason we can find as to why we haven't seen this 'Mech in greater numbers, is due to the prestige of the OmniMech over this versatile, yet static, design.

 

Capabilities:

Similar to the better-known "Vulture" OmniMech, the "Sun Devil" has the ability to perform both Fire-Support and Brawling actions. The familiar pair of LRM racks, supplemented by the "Ostsol's" Large Lasers provides the "Sun Devil" with ample long-range firepower, while four Medium Lasers compliment an accurate pair of SRM launchers when the "Sun Devil" chooses to close in.

An additional pair of Medium Lasers protect the "Sun Devil" from attacks from behind, although with the excellent maneuverability granted by the Jump Jets, this is a rare occurrence.

Rounding out this deadly Heavy 'Mech, is an ample supply of armor. While the weight is only that of the original "Dervish", the protection is that of the formidable "Ostsol".

 

Configuration / Variants:

Very few "Sun Devils" have been encountered, much less captured for study. The only observable difference from one encounter to another was the fact that an estimated one in five "Sun Devils" have had their rear firing lasers removed. We can only guess as to the use of the freed up space, but two possibilities would be to augment the LRM racks with a more accurate Artemis FCS, or suppliment the electronics with an ECM and Active Probe package, turning this machine into a formidable hunter.

 

Battle History:

The sight of this well-known profile, has lead many Inner Sphere pilots to underestimate this machine.

The first engagement between "Sun Devils", and Inner Sphere forces happened during a Lyran raid into Jade Falcon space. Two lances of Lyran raiders, composed mainly of Heavy-Medium 'Mechs, such as the "Shadow Hawk" and "Wolverine", assaulted the Falcon garrison on Sudeten. The two "Dervishes" accompanying the raiders were singled out by the Falcon "Sun Devil" commander. In a brutal example of Clan superior engineering, the "Sun Devil" tore the pair of "Dervishes" apart. Only one of the raiding 'Mechs was allowed to escape to bring back the first report of the existence of this impressive design to Inner Sphere Intelligence.

 

Deployment:

"Sun Devils" have been observed within the ranks of all of the invading Clans, albeit in very limited numbers. The majority of "Sun Devils" seen have been used as Garrison Command 'Mechs, leading us to believe that even though the "Sun Devil" is not a frontline OmniMech, it is still a prestigious, if underrated machine.



User Reviews

User Rating Posted Updated

Ice Hellion 0 8/24/2004  

Rather impressive mix between two nice 'Mechs.
Although it has some heat problems, the sheer firepower at all ranges, the allowed choice between several weapons for all ranges and the use of it only by expert warriors would be good points allowing it to overpass these heat problems.
Good job.

Quetzalcoatl 0 8/23/2004  

Very interesting combination mech. In particular I'm impressed by the mech's ability to handle the heat it generates.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2580
TUESDAY, APRIL 20, 2004
UPDATE: 1/4/2005
145 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2580]

Syndicate Standard

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Coyote Clan

Clan Diamond Shark Clan

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BATTLEROM IMAGE DECEMBER 27, 3067

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

C Double Heat Sinks: 13 [26] 3T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 3 9.5

Head 3 9

Center Torso 20 25/10

L/R Torso 14 20/8

L/R Arm 10 20

L/R Leg 14 21

 


Syndicate

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser RA 1 1

1 C Machine Gun RA 1 0.25

1 C ER Large Laser RA 1 4

1 C ATM-6 RT 3 3.5

1 C Ammo (ATM/6) 10 RT 1 1

1 C ER Medium Laser LA 1 1

1 C Machine Gun LA 1 0.25

1 C ER Large Laser LA 1 4

1 C ATM-6 LT 3 3.5

1 C Ammo (ATM/6) 10 LT 1 1

1 C ER Medium Laser H 1 1

1 C ECM Suite CT 1 1

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

1 Jump Jets CT 1 1

1 C Double Heat Sink RT 2 1

2 C Double Heat Sink LT 4 2

1 Ammo (Machine Gun) 100 RT 1 0.5

    Totals

38 29

 

Overview:

Apprentice-Tech:Enrique of Clan Coyote, submitted this design to his mentor, as a possible solution to Clan Diamond Shark's Thresher problem. Favoring Lasers over Auto Cannons, and incorporating the reletively new ATM technology. Even with the re-configured chasis, many of the components from the current Thresher design have been incorporated. Only minor re-tooling of the production facility would be needed to begin producing this design.

 

Capabilities:

Paired ER Lasers of all sizes to counter an attack from any distance. The two ATM 6 launchers have two separate ammunition bins located in the torsos. The various ammunition types available allow a MechWarrior some versatility, in the weapons configuration of his Syndicate. While this is nowhere near Omni-Mech technology, it does allow the pilot a limited ability to personalize his weapons load.

 

Configuration / Variants:

Studying the Thresher's mission profile, and performance-arc, A-T:Enrique found the only major problems are due to general lack of range, and dependance on ammunition. He felt that a "tweak" of the current design was needed more than an entirely new 'Mech. He did not realize what he was getting himself into when he took this goal upon himself. He started by tilting the engine forward, to lower the 'Mech's center of gravity, and incorporating reverse-actuated legs for stability, and agility. The longer Lower Legs increased the stride-length. This was done to help lower myomer-stress against the high-impact maneuvers caused by MASC activation. Next, A-T:Enrique replaced the Ultra-AC/10, and the Pulse Lasers with Paired ER Large, and Mediums. These were placed in the arms for maximum performance angle. With the real possibility that Clan Garison Units would see combat against Inner Sphere Units, a pair of Machine Guns, supported by a half ton of ammunition were also added to the arms for anti-infantry protection. The two SRM 6 racks were then upgraded to ATM 6 launchers, and moved from the arms to the torsos to incorporate a simpler/more reliable cross-feed mechanism for alternate ammunition in the two bins. The MASC just seemed excessive for what is intended to be a Garrison unit, so it was removed, in favor of an additional pair of Double Heat Sinks to help dissipate the added heat, caused by the main Laser systems. Finally, to help protect the Syndicate against advanced electronics, an ECM Suite was added, along with an upgraded Poly-Armor layout, incorporating angled surfaces to deflect incomming shells, and scatter enemy radar.

 

Battle History:

None.

 

Deployment:

Even though his mentor sponsored A-T:Enrique's design, the entry came too late to be considered. For now, it remains a computer simulation "on record" in both Clans.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/21/2004  

This 'Mech is not designed for new Mechwarriors. An Alpha strike is likely to destroy you completely.
I guess that an experimented pilot could use the mobility and the diversity of its weapons like a pianist to maximise the damage with the minimal increase in heat.

Warhawk 0 4/20/2004  

A pretty impressive design, but its a bit too expensive. You might to run the numbers in a 'Mech designer since the challenge states that the 'Mech can't be more expensive than the Thresher.
Otherwise a pretty good design.

Lonely Coyote 0 4/20/2004 4/21/2004

oops... I "lost" my 21+ lines that places the last two ES in the Right Leg, and the last two FF in the Left Leg. The additional Heat Sinks should help, but do not solve the problem, completely, for newer MechWarriors. [The new arrangement is very close to the origional Thresher price, but I believe that it comes under by a total of 800 C-Bills (including end pricing multipliers).]

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3520
SATURDAY, APRIL 23, 2005
UPDATE: 10/28/2005
525 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3520]

Poacher PCH-3R

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JANUARY 29, 3005

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 125 4T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  5 in Engine


  Internal Structure Armor

  Standard Standard

Tons 2.5 5.5

Head 3 9

Center Torso 8 10/5

L/R Torso 6 8/4

L/R Arm 4 8

L/R Leg 6 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

3 Small Laser RA 3 1.5

3 Small Laser LA 3 1.5

1 Large Laser CT 2 5

2 Heat Sink RT 2 2

2 Heat Sink LT 2 2

1 Heat Sink H 1 1

    Totals

13 8

 

Overview:

Near the end of the 30th Century the Lyran government quietly called upon its two main Mech-production facilities, TharHes on Tharkad, and Defiance Industries on Hesperus II, to develop a new Light to MediumMech for its forces. Archon Alessando Steiner had come to admit that his people's love for large `Mechs was leaving a huge gap in their front-line defenses, which the Kuritans gladly took advantage of with their mass of Jenner and Panther forces.

They needed a design that could straddle these two design concepts: 
Fast short-range 
Long-range striking power

The bidding was fierce between these two giants, but Defiance Industries eventually won-out, although it would be decades before its Hatchetman project would prove fruitful. During this time, the limited funding towards new innovations that TharHes RnD received was put towards developing a new light design, the Poacher.

The failure of Archon Alessando Steiner's "Concentrated Weakness" policy, and resulting forced retirement, has placed the Poacher program on indeffinite hold, but TharHes Industries was able to place a limited number of Poachers into the hands of the Lyran military before this.

 

Capabilities:

TharHes engineers began in 2996, with a hull-down concept and a steeply inclined profile. It was hoped that the sharp angles would help to deflect enemy missiles and ballistics. The original prototype model was actually built on a reinforced Locust chassis.

To give the Poacher the ability to close with the slowe Panther models, they imported a Doorman 125 Fusion Engine from Carlisle for the 25 ton frame. This gave the Poacher enough of a speed advantage, that they did not feel it necessary to include Jump Jets on the design.

For long-range striking ability, the TharHes engineers chose the TharHes Thunderbolt Large Laser. The range of this weapon easilly fit between the comfortable engagement envelopes of the Kuritan Jenner and Panther designs. This gave the Poacher the ability to strike enemy Jenners before they were able to come within range of their own weapon systems.

For Close-in firepower, a tripple-array of TharHes Small Lasers was installed into each arm. This not only makes the Poacher a deadly point-defense fighter, but the efficiency of the TharHes model means that the Poacher can deliver more consistant damage, over time, than the enemy Jenner model.

 

Configuration / Variants:

The short production history of the Poacher has allowed for little experimentation on the design, but the original construction files mention a possible upgrade of the Poacher's support weapons by replacing four of the Small Lasers with a pair of Mediums. This change would give the Poacher a more even damage increase as it closed with enemy units.

 

Battle History:

With the Lyran front-line defenses severely cut back by Archon Katrina Steiner in 3008, House Kurita made an attempt to raid a group of warehouses, protected by a light surveillance unit of the Waco Rangers, on Kobe.

Composed mainly of fast VTOLs, supported by Jenners and Panthers, the raiders approached the warehouses swiftly. While the VTOLs remained at range on a nearby bluff with the Panthers, the Jenners moved in to clear out the opposition. To their surprise, a Lance of the newly developed Poachers sliced through the oncomming Jenners with ease, taking-out or severely wounding many of them with the initial barrage.

The enemy Jenners scattered in confusion only to be gunned-down by a pair of Commandos, whos SRMs made short work of the Jenners exposed internals. This brought the Panthers down from their support-positions. Using the longer range of their Particle Cannons, they were able to force the Waco Rangers to fall back within the protective cover of the warehouses. The Panthers remained outside, keeping the Rangers pinned-down, and called in the VTOLs to begin picking through the Lyran supplies.

This gave the Rangers enough time to regroup. The remaining Lance of Poachers and Commandos rushed the grounded VTOLs, destroying two of them, before they could take off. THe Kuritan Panthers retaliated with PPC fire, destroying one of the Commandos brfore the Poachers could close with them. Both sides were heavilly damaged, and retreated within the confined spaces of the warehouses to play a deadly game of cat and mouse.

Two of the Panthers were destroyed, but they continued to hold the advantage, until the Waco Rangers' fire-support Lance of Crusaders and Archers moved in from a neighboring site. Only one of the Panthers was able to escape to bring news of the new Lyran `Mech back to the Draconis Combine.

 

Deployment:

As of 3025, only a handful of Poachers remain in use within the Lyran military. The immediate success of the Defiance Industry's Hatchetman leaves little room in the LCAF's budget for an even lighter design.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/28/2005  

A nice harrasser that could work well against 'Mechs from DC.
The weapons pack enough firepower at long range to worry the Jenner and the speed and heavy firepower at close range are more than enough to give troubles to the Panther. However if the Panther manages to stay at long ranges (probably in restricted grounds), it will be difficult for the Poacher to perform well.
An interesting lvl 1 design with its strengths and weaknesses.
Good job.

Warhawk 5 4/23/2005  

Nicely made light 'Mech. A bit on the slow side for fighting Jenners, but against a Panther that bit of extra speed is nice. Good protection and nicely fluffed. Always nice to see a well made lvl 1 'Mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2573
MONDAY, APRIL 12, 2004
UPDATE: 1/4/2005
226 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2573]

Blade SWT-5H

Level: Custom Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

House Liao Inner Sphere

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No Tags posted

BATTLEROM IMAGE MAY 9, 3056

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 240 6T

Gyro: Standard 3T

  Walk: 8 [9] MP

  Run: 12 [14] MP

  Jump: 8 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5

Head 3 8

Center Torso 10 10/4

L/R Torso 7 8/3

L/R Arm 5 9

L/R Leg 7 9

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Small Laser RA 2 1

1 Hatchet LA 2 2

1 Medium Laser H 1 1

2 Medium Laser CT 2 2

1 Beagle Active Probe LT 2 1.5

1 Heat Sink RT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

3 Triple-Strength Myomer RT 3 0

3 Triple-Strength Myomer LT 3 0

    Totals

38 11.5

 

Overview:

Origionally conflicting reports to the capabilities of the LNC-3R Lancer blinded us to the astonishing discovery of a joint Marik/Liao venture, into mecha design. Unfortunately, this venture was short lived, creating a schism within the engineering staff of what exactly the final capabilities of the 'Mech should be. The Marik wanted long range striking power, while the Liao side was looking for the most solid short-range hit available. This had lead to the confusing reports, and the split of the design team to produce this 'Mech, which, outwardly, looks the same as the Lancer, but performs very differently.

 

Capabilities:

Knowm as the SWT-5H Blade, this "Variant" of the Lancer design sports an almost complete rebuild of the basic chasis. Using a larger Cappellan built engine supporting only single heat sinks, along with the addition of Jump Jets, this 'Mech has proven that the effective use of TSM in a light 'Mech is possible. Our simulations show the very possiblility of this design being able to shear the head off of nearly any 'Mech currently in use. Weather this happens in practical use, will be seen. An interesting coincidence, is that, both the Lancer, and the Blade have the same top speed, but achieve it in a completely different manner.

 

Configuration / Variants:

While the Lancer is technically a completely different design, it is probably safe to note, that with these two mecha, sharing in eachother's beginning design stages, many of the basic parts should be interchangable with little modification.

 

Battle History:

[Pending]

 

Deployment:

Currently, SWT-5H Blades are being produced in Cappellan factories, and shipped directly to the Clan front within Draconis space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

This one is pretty nice too with an efficient use of TSM to increase the speed. However, I miss the long range firepower and I do not think that you will be able to get close enough to use efficiently your weapons without being noticed.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2578
SUNDAY, APRIL 11, 2004
UPDATE: 1/4/2005
155 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2578]

Lancer LNC-3R

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

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BATTLEROM IMAGE DECEMBER 27, 3053

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 210 4.5T

Gyro: Standard 3T

  Walk: 7 MP

  Run: 11 [14] MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5.5

Head 3 8

Center Torso 10 12/6

L/R Torso 7 8/3

L/R Arm 5 10

L/R Leg 7 10

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Hatchet LA 2 2

1 ER Large Laser CT 2 5

2 Small Pulse Laser RA 2 2

1 Beagle Active Probe LT 2 1.5

1 MASC RT 2 2

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

    Totals

30 12.5

 

Overview:

Adapted from the old Star League Mongoose Design, this fast 'Mech was intended to hunt down other light mecha, on its own, as the old Bounty Hunters used to do.

 

Capabilities:

To fulfill its "Bounty Hunter" role, the mech packs quite a bit of electronics into the small frame. The most striking feature is the triangle-shaped "hatchet" wielded in the left hand. The 'Mech is agile, and fast, making it a deadly opponent on the field. With only energy weapons , and the Hatchet, this 'Mech can stay out in the field indeffinately. The Active Probe allows it to ferrit out hidden enemy units, and protects this 'Mech from most ambushes.

 

Configuration / Variants:

The most likely variant we expect to see, is one that switches out the Active Probe for an ECM Suite. Another easy refit, would be to replace the Small Pulse Lasers, with standard, Medium Lasers. The slight increase in heat output, would be greatly countered by the increased damage potential at short to medium ranges. Conflicting reports plagued our investigation of this 'Mech before the final production model was released. These reports suggest alternate variant models that vary from this production model as much as exchanging the engine for a larger design, inclusion of Jump Jets, and the alternate use of TSM instead of the MASK in the current design. None of these "alternate" test models have shown themselves. The engineers on Shiro III deny having ever tested anything of the sort, and with the speed that this 'Mech has been brought from concept to production, I would tend to believe them. The money, and resources involved in the testing, and production of the current LNC-3R Lancer would have been tremendous enough.

 

Battle History:

The only recorded "official" battle the Lancer has been involved in, is on it's home planet of Shiro III, where it helped defend it's own production facilities against a riot inspired within the population by a radical. The Mech was able to keep the mob away from the factory, until the radical leader showed up, in a Cicada. The battle between the two mecha covered much of the city, and the surrounding terrain, as each attempted to out-maneuver the other. The final blow landed with the Lancer, on-top, and the radical leader, dead, in his crushed cockpit.

 

Deployment:

Currently only deployed in Marik space, although rumors have the third production run heading up to the Clan Front, under Stiener Control. Sketchy reports also place multiple unassembled Lancer chasis in Liao space on the planet of Betelgeuse, which produces the main brunt of Cappellan vehicles. What these were doing there, and if House Liao has recieved permission to produce their own Lancers, is not yet known.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

The combo of ER LL with a hatchet and some SPL is rather interesting.
However as pointed out by Warhawk and as suggested by one of your variants, I would drop the SPL for some JJ, a must for any hunter of light 'Mechs.

Lonely Coyote 0 4/13/2004 4/13/2004

My thought was that, since you were already there... why not take the easy hit? It is true, that medium lasers would make for an effective variant. The 'Mech still couldn't over-heat if it wanted to, and the potential damage would increase for ranges when the Hatchet could not be used. I will add it above. Thanks for the review.

Warhawk 0 4/12/2004  

I question the effectiveness of the IS pulse lasers that you have mounted, but overall this is a pretty nice Headhunter design. Another possible variant would be to replace the SPLs with a pair of MLs for a small heat increase.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2586
THURSDAY, APRIL 29, 2004
UPDATE: 1/4/2005
92 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2586]

Shunt 540-NT

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE NOVEMBER 24, 3060

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 180 3.5T

Gyro: Standard 2T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1.5 5.5

Head 3 8

Center Torso 10 10/6

L/R Torso 7 9/4

L/R Arm 5 9

L/R Leg 7 10

 


Standard

Battle Value: 897

C-Bill Cost: 3,813,400

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-5 RT 1 2

1 Artemis IV FCS RT 1 1

1 Ammo (LRM-5) 24 RT 1 1

1 CASE RT 1 0.5

1 LRM-5 LT 1 2

1 Artemis IV FCS LT 1 1

1 ER Medium Laser RA 1 1

1 Medium Laser RA 1 1

1 ER Medium Laser LA 1 1

1 Medium Laser LA 1 1

2 Jump Jets CT 2 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Double Heat Sink LT 3 1

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

    Totals

39 14.5

 

Overview:

A Light Raider/Support 'Mech developed by Curtiss Militech, in the Free Worlds League.

 

Capabilities:

With a top speed of 97 kph, and the ability to jump 180 meters, this is a mobile 'Mech, able to opperate in both open, and confined terrain. Its weapon selection allows it to strike at just about any distance. The paired Long Range Missile Launchers, supported by Artemis Fire-Control Systems let the Shunt hit from affar, while the arm-mounted Lasers serve the Shunt well in medium and short ranges. By mounting Double Heat Sinks, Shunt Pilots are able to manage the variety of weapons in any situation.

 

Configuration / Variants:

The current version of the Shunt mounts two different types of Medium Lasers (one "ER", the other "Standard"), although the design origionally came with all ER Lasers. The change was made on request of just about every pilot, this helps keep management of the heat curve easier, with little loss in damage potential. Some of the origional design may still be found.

 

Battle History:

[Pending]

 

Deployment:

Currently being sold on the open market, the only thing holding this light 'Mech back is its price-tag, although the added survivability, due to the CASE system is a redeaming factor.



User Reviews

User Rating Posted Updated

OpFor 0 4/30/2004  

Or use a larger launcher, you'll have fewer Artemis tons/crit.

MajorTom 0 4/30/2004  

Not to shabby for a Light 'Mech, though I agree with Ice, the Artemis is kind of a waste on a launcher so small. Maybe trade them in for another ton of armor and more ammo (so you could carry special munitions for them, etc...).

Ice Hellion 0 4/30/2004  

Nice light 'Mech. It has decent speed and can fire at all ranges quite efficiently.
My only question is on the use of Artemis IV for LRM-5, I think they are not worth their weight here. You could change it for more armor, ammo and another CASE system.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2574
MONDAY, APRIL 26, 2004
UPDATE: 1/4/2005
271 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2574]

Stinger LAM STG-LAM2

Level: Custom Level 3 / 3060

Technology: Inner Sphere LAM

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE SEPTEMBER 20, 3060

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 1.5T

LAM Conversion Equipment: 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1.5 6

Head 3 9

Center Torso 10 14/6

L/R Torso 7 10/4

L/R Arm 5 10

L/R Leg 7 14

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets CT 1 0.5

2 Double Heat Sink RT 6 2

2 Double Heat Sink LT 6 2

    Totals

48 9.5

 

Overview:

Having descovered the NAIS plans on developing a new 55 ton LAM, the "GeoWing", ISF tracked the development remotely, and reported back of the enormous expence, every one of these units would cost. In response, House Kurita LAM pilots are also getting an upgrade, but at a much lower cost.

 

Capabilities:

With a single Tiegart Magnum ER PPC as its weapon, the design seems unballanced, but Wakazashi Enterprises (producer of the Sai Light AeroSpace Fighter) has been instramental in the development the complicated flight-control surfaces, and computers for the refitted Stinger. As this weapon has an extreme range when compared to many others, it is expected that these LAM's will be able to avoid most combat, in favor of "skirting" the edges of an engagement, using its superior range to avoid taking hits. Its 10 standard Freezers keep the machine cool in all modes, and the new, Durallex Ferro-Alluminum Armor protects the craft much better than the origional plating. Although the speed has been reduced to handle the new weapons load, its speed still considered to be sufficient, because of the patrol speeds that this craft is able to achieve.

 

Configuration / Variants:

This is an extencive retrofit of the aging Stinger-LAM design.

 

Battle History:

[Pending]

 

Deployment:

As thes machine costs much less than the Davion counterpart, the Draconis Combine plans on fielding three for every one that their long-time rivals field, placing a "squadron" at any engagement that it is expected that the GeoWing is to be involved in.



User Reviews

User Rating Posted Updated

Mercer 0 4/28/2004  

Deffinately one of the best LAM retrofits out there.

OdMagnus 0 4/28/2004  

Almost a Panther LAM, good job.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2566
MONDAY, MAY 03, 2004
UPDATE: 1/4/2005
154 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2566]

Vixen-I (mod)

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JANUARY 30, 3067

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 240 9T

Gyro: Standard 3T

  Walk: 8 MP

  Run: 12 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1.5 6

Head 3 9

Center Torso 10 15/5

L/R Torso 7 10/4

L/R Arm 5 10

L/R Leg 7 14

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser RT 1 1

1 ER Medium Laser LT 1 1

2 Machine Gun RT 2 1

2 Machine Gun LT 2 1

1 Machine Gun H 1 0.5

1 Ammo (Machine Gun) 100 CT 1 0.5

1 CASE CT 1 0.5

1 Hatchet RA 2 2

1 Double Heat Sink RT 3 1

    Totals

42 7.5

 

Overview:

A surprise entry into the LightWeights, Hauptmann Jaden Clouse of the Lyran Guard has brought his captured Vixen to the arenas of Solaris VII.

 

Capabilities:

Having to replace nearly every system due to the intense conditions of atena combat, this design is almost an entirely new 'Mech. Jaden has been able to keep the ER Medium Lasers and Machine Guns of the origional design, although they have now ben replaced with Inner Sphere equivalents. The Clan XL engine proved too difficult to upkeep, and has been replaced with a Lyran-built 240 Light. In order to keep repair costs down, the Endo Steel, and Ferro Fibrous of the origional design are now Inner Sphere Standard, as well. The arm-mounted Large Pulse Laser has been left behind, proving too heat intensive for arena combat. In its place is a Light Hatchet, a popular weapon in the gladitorial arenas of Solaris VII.

 

Configuration / Variants:

This Vixen is a one-of-a-kind, being a variant of a small, fast Clan 'Mech.

 

Battle History:

Jaden Clouse has proven himself a capable pilot and is able to earn enopugh through his winnings to keep his modified Vixen in good repair.

 

Deployment:

Hauptmann Clouse has started his own stable of MechWarriors on Solaris VII. His Vixen is the show-piece of the three mecha owned by Clouse's Musketeers.



User Reviews

User Rating Posted Updated

Ice Hellion 0 5/4/2004  

I think this little devil would be nice for an arena fight.
I would just try to give it some JJ for added mobility and for the cheers of the crowd when looking at a DfA. Also due to the close range of most combat, I would exchange the ER ML for Pulse versions and the MG for some SL.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2584
TUESDAY, AUGUST 24, 2004
UPDATE: 1/4/2005
157 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2584]

Jen Pan Li JPN-L1

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE MAY 9, 3052

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 245 6T

Gyro: Standard 3T

  Walk: 7 MP

  Run: 11 MP

  Jump: 5 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 2 5.5

Head 3 9

Center Torso 11 12/6

L/R Torso 8 11/5

L/R Arm 6 10

L/R Leg 8 10

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 ER Medium Laser LA 2 2

1 Streak SRM-4 CT 1 3

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

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

1 Guardian ECM RT 2 1.5

1 Double Heat Sink LT 3 1

1 CASE RT 1 0.5

    Totals

45 15.5

 

Overview:

Battle ROMs from the Clan invasion showed the blaring deficits of the Draconis light 'Mechs. The popular "Panther" design had the necessary range to engage Clan 'Mechs, but was consistently out-maneuvered at every engagement. While the Combine's beloved "Jenner" model had the necessary speed, its lack of range meant that it was gunned down before it could close with the enemy. Senior Engineer Takashi Kurama of Alshain Weapons on Tok Do proposed a radical solution. Blend the "Panther's" range with the "Jenner's" speed and close-quarters maneuverability. Three months later, the "Jen Pan Li" was born.

While Luthien Armor Works concentrated on matching the Clans' OmniTechnology, Alshain Weapons was producing this fearsome 'Mech for those dispossessed by the invasion.

 

Capabilities:

The "Jen Pan Li" is a Light 'Mech, capable of striking its enemies from afar with its Diverse Optics Type 30X ER Large Laser. Former "Panther" pilots will appreciate the range and firing arc of the arm-mounted weapon. While it doesn't have the striking power of the Particle Cannons they are used to, it matches the range, with a manageable heat output due to the use of the Double Heat Sinks.

Those used to piloting a "Jenner" will find the added range of the pair of ER Medium Lasers, on the other arm, along with the new Guided Technologies 2nd Generation Streak Four's efficient use of ammunition a welcome advantage.

The speed and maneuverability of the original "Jenner" chassis have not been hampered. The use of advanced building materials, while bulkier than their counterparts allows this combination of weaponry and maneuverability to seamlessly meld into a single deadly machine.

Defensive components were also added. A Maximillian CASE system protects the "Jen Pan Li" from total destruction in the event of an uncontrolled ammunition discharge, and an advanced Matabushi Guardian ECM Suite, from Luthien, blankets the area surrounding the "Jen Pan Li", confusing enemy targeting sensors. These systems, along with a respectable armor protection, make the "Jen Pan Li" a tenacious fighter.

 

Configuration / Variants:

About a third of the "Jen Pan Lis" produced have their ECM components exchanged for either an Active Probe, or a TAG Artillery spotter and a Small Laser. These have been designated the JPN-L2 and JPN-L3 respectively. Their ability to work closely with the original model, to enhance performance is remarkable.

Unfortunately, due to the rushed design stages, it will not be possible to upgrade the "Jen Pan Li" into an OmniMech configuration.

 

Battle History:

In its short life, the "Jen Pan Li" has already proven itself against the Clan Juggernaught. A Lance of patrol 'Mechs, including a pair of "Jen Pan Lis", encountered a Star of raiding Smoke Jaguar 'Mechs in the wastelands surrounding the Tok Do facilities. While the patrol lance was no match for the Star of Clan 'Mechs, the "Jen Pan Lis" survived long enough to relay a warning back to the factory. By the time the Smoke Jaguar 'Mechs reached the factory, the defenses had been raised, and the Star was unable to penetrate the grounds.

 

Deployment:

"Jen Pan Lis" are being distributed to the many "Jenner" and "Panther" dispossessed pilots of the Clan Invasion.



User Reviews

User Rating Posted Updated

Prince of Darkness 5 11/15/2006  

Great.
Thats all I gotta say.

OdMagnus 0 8/28/2004  

Very very nice and mobile all-round light.

Silent_Coyote 0 8/24/2004  

good overall design.... but where is the panthers claim to fame the PPC? 
tonnage becomes the issue there. but you can fit it on another variant maybe...
where you exchange the ERLL, ECM, and a ER ML for the ERPPC but its up to you to decied on that 1

Ice Hellion 0 8/24/2004  

I really like this one. It perfectly mixes two concepts of Kurita 'Mechs: the Jenner and the Panther while adding to each of them something. Speed, increased close range firepower and better heat management to the Panther. Armor, long range firepower to the Jenner.
A really good mix.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2594
SATURDAY, APRIL 17, 2004
UPDATE: 1/4/2005
140 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2594]

StingRay STG-R4

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MARCH 5, 3060

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Compact (Small) 2T

Engine: XL 245 6T

Gyro: Standard 2.5T

  Walk: 7 MP

  Run: 11 [14] MP

  Jump: 7 MP

Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 2 7

Head 3 9

Center Torso 11 16/6

L/R Torso 8 12/4

L/R Arm 6 12

L/R Leg 8 16

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC w/ Capacitor RA 4 8

1 Angel ECM RT 2 2

1 Double Heat Sink RT 3 1

1 MASC LT 2 2

1 Jump Jets RT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets CT 1 0.5

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

    Totals

46 15.5

 

Overview:

The "Fast 'n' the Furious"... The StingRay is all that and more.

 

Capabilities:

Well armored, with one heck of a "stinger" this 'Mech might run hot, but always has the option to get out, and cool down. Able to protect itself, and its lance-mates with its improved ECM this little bugger is here to stay.

 

Configuration / Variants:

None, as of yet, and the compact construction will probably keep it that way.

 

Battle History:

No official engagements, yet, although there are stories running through the lesser reputed sections that this 'Mech has dodged many a Marik patrol, and that a number are watching enemy units deep within Clan space.

 

Deployment:

All known StingRays are positioned along the Capellan Confederation borders, although drunken rumors place this 'Mech deep within Clan space.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4144
FRIDAY, JULY 15, 2005
UPDATE: 12/6/2005
383 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4144]

Trounce TRN-C3

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Blood Spirit Clan

Star League Star League

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BATTLEROM IMAGE MARCH 4, 2698

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 210 9T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 10 [20] 0T

  8 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2 6

Head 3 9

Center Torso 11 12/5

L/R Torso 8 10/5

L/R Arm 6 10

L/R Leg 8 10

 


Standard

Battle Value: ?

C-Bill Cost: 3,090,825

Qty Weapons and Equipment Location Critical Tonnage

2 Medium Laser RA 2 2

2 Medium Laser LA 2 2

1 Large Laser CT 2 5

1 Double Heat Sink RT 3 1

2 Jump Jets RT 2 1

1 Double Heat Sink LT 3 1

2 Jump Jets LT 2 1

1 Jump Jets RL 1 0.5

1 Jump Jets LL 1 0.5

    Totals

18 12

 

Overview:

Combining the Speed and Maneuverability of the Falcon, with the Heavy-Hitting power of the FireFly, and the Punch of a Hussar, the Trounce is a masterpiece of integrated technologies.

The "Trounce" began development as a secret, Light-Superiority 'Mech, in the late 27th Century. Star League Military Analysts had determined that the Great Houses were catching up, technologically, to the Terran Hegemony they needed a new design, in order to keep their edge.

The Trounce began development in 2693, and within the next three years, had passed its preliminary design stages with flying colors. It was about to go through its final field testing, when tragedy struck.

In 2696, the "Saint Joan" incident rattled many of the "Top Brass" of the Star League Admirality. Those who had direct knowledge of the glaring defects in the Cameron Battlecruiser's design, resigned immediately, leaving the rest in the "hot seat" of public dissent.

Knowing that they needed to focus the "public eye" on something more positive, they unveiled the Trounce at that year's Martial Olimpiad. Elite Test Pilot, Colonel Frederick D. Gregory, bravely took the unproven 'Mech out onto the arenas, where he managed to "trounce" all challengers in a series of contests designed to show off the superior design capabilities of Star League RnD.

Data gathered from the arena competition shortened the field testing by two years, and by 2698, three Star League Production Facilities had been geared up to produce this popular design.

 

Capabilities:

Star League RnD knew that what they were looking for, had never been done. They started with a clean slate, deciding what technologies they were going to use in the Light Design.

First on "the cutting room floor" was XL technology, for the engine. They wanted their design to have a survivability comparable to the Light 'Mechs that were being fielded by the Great Houses. XL technology, they determined, made the design too fragile, for what would ammount to only a slight increase in speed and a massive increase in cost. To give the Trounce the maneuverability to match its lighter siblings, Jump Jets were included on the design.

Next, Star League RnD looked to the weapons. A great debate consumed the engineers for the next three weeks, as each touted the advantages of his or her favorite weapon systems, along with the shortcomings of their companion's choices. Eventually, the cost of fielding the design, won out over range and heat-effeciency. An all-laser weapons-load was agreed upon. Although the engineers toyed with the possibility of using an ER Large Laser in the design, initial calculations showed that, even WITH Double Heat Sinks, the Lasers would be pushing the maximum heat capacity that the 'Mech could handle.

The chosen equipment was installed into a custom 35 Ton Endo Steel II Frame and ballanced against the two Ton Gyro. While the mass that remained for armor was similar to the Falcon, the engineers chose to spread it over the 'Mech in more even slabs to give the pilot a better chance of survival in a tight predicament. The choice to utilize Standard Armor, as opposed to the readily available, Ferro-Fibrous variant was, once again, due to the long-term pricing concerns.

 

Configuration / Variants:

No Lower Arm or Hand Actuators.

Endo Steel: 3 RA, 3 LA, 4 RT, 4 LT

 

Battle History:

The popularity of the Trounce grew to such an extent, that the design showed up in droves, during the next Martial Olimpiad. Unfortunately, this also became the downfall of the design.

With the Trounce competing in so many of the, year 2700 events, the edge of the new design was lost.

So many people had fought in and against the design that, by the beginning of the 28th Century, the Trounce was just "another Light 'Mech".

 

Deployment:

The Star League Army uses the Trounce in a variety of roles, such as Scout-Fire-Support, Break-Through and Harasser although, being a light design, it is rarely seen outside of Striker and Hussar Regiments.



User Reviews

User Rating Posted Updated

Iron Wolf 0 12/6/2005  

The Mech looks good, but you seem to be using too many commas, which makes (for me anyways) the fluff harder to read.

Lord Cain 0 8/4/2005  

Ah free to post! I loved this little thing. It really did smoke the other mechs and for the life of me I can't put a finger on any single thing that did the trick (I know it wouldn't have been possible without double heatsinks ect ect) but it was the mix Coyote, the mix that came up pound cake here insead of being some weird Carrot and Tunafish combo.
Lord Cain

Fabrizo 0 8/2/2005  

A beautiful machine you got here LC, and nice fluff to boot.

Ice Hellion 0 7/16/2005  

Heavy firepower at all ranges and armor with above average mobility (for a light 'Mech). All this with a good fluff.
A nice light 'Mech.

Knightmare 5 7/16/2005  

Great work here. Well written fluff and a well balanced machine! A lovely addition to any SLDF Royal Regiment!. 
cheers

Warhawk 5 7/16/2005  

A nice light 'Mech. I could see it becoming a staple in the SLDF. Heavy firepower and good fluff to go with it, nice aside to your novella as well.
Always nice to see a well made light 'Mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2577
THURSDAY, SEPTEMBER 02, 2004
UPDATE: 1/4/2005
172 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2577]

Crucible CRB-1L

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

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No Tags posted

BATTLEROM IMAGE FEBRUARY 2, 2477

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: ICE 120 8T

Gyro: Standard 1.5T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 5T

  0 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4 5.5

Head 3 8

Center Torso 12 14/4

L/R Torso 10 10/3

L/R Arm 6 10

L/R Leg 10 8

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/5 RT 4 8

1 Ammo (Autocannon/5) 20 RT 1 1

1 SRM-2 LA 1 1

1 Machine Gun LA 1 0.5

1 Machine Gun RA 1 0.5

1 Ammo (SRM-2) 50 LT 1 1

1 Ammo (Machine Gun) 100 LT 1 0.5

2 Heat Sink LT 2 2

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

1 Heat Sink H 1 1

    Totals

15 12.5

 

Overview:

With the Terran Hemogony and Lyran Commonwealth both producing 'Mechs, the Capellan Confederation did not want to be left out in the cold, when it came to this new battlefield technology.

Using data gained from raids, and the single Lyran "Commando" they were able to salvage, the Capellan techs began working on their own design. After nearly ten years of development, the "Crucible" began full production at the newly built Shengli Arms Construction Facility, on Victoria.

The greatest hurdle that the Capellan techs were not able to overcome, was the construction of a stable Fusion Engine Core. The delicate magnetic shielding was beyond the House's ability to manufacture. This did not stop the techs from designing their first 'Mech.

 

Capabilities:

Combining a heavier Internal Combustion Engine with the 'Mech technology that they were able to reverse-engineer, the Capellan techs were able to produce the first medium-weight 'Mech.

Although slow, by modern standards, the techs felt that the speed was adequate to keep up with most major battles. As speed was not going to keep the 'Mech safe, as was common for the "Commando" and "Wasp", an unheard of five and a half tons of Armor was fitted onto the 40 ton frame.

Next, the Capellan techs looked to outfit the "Crucible" with weapons. Heat management was the greatest concern, so the techs chose low-heat weapons for their 'Mech. As the I. C. Engine was incapable of supporting Energy Weapons without a major overhaul, only Ballistic, and Missile Weapons were considered. The SRM 2 was chosen to match the "Wasp's" sting. While this missile rack was nowhere near as efficient as the "Commando's" pair of SRM's, the light-weight/low-heat Weapon carried enough Ammunition to outlast the longest campaign. The next weapon added was the reliable, shoulder mounted, AC/5. Although this weapon is fairly bulky, its superior range, combined with its heat-efficieny made it the right weapon for the job. Finally, the techs added the Machine Guns, as backup, to give the "Crucible" an Anti-Infantry support Weapon. The close-support weapons were needed to offset the AutoCannon's lower effectiveness at point-blank ranges. The weapons are mounted in the "Crucible's" arms to offer a wider angle of fire.

As much as the Capellan techs lacked in engine sophistication, they excelled in Heat Sink development. With only five Coolers to dissipate the "Crucible's" heat generation, they knew that placement was key. It was noted, that the Lyran "Commando" was prone to catastrophic Ammunition discharge once heat levels, inside the 'Mech, reached certain levels. By allocating a special coolant collar around the Ammunition in the Left Torso, they hoped to keep the heat in that location under control. Also, the Coolers in the Legs and Head featured a revolutionary radiator design. While the advantages of the new system were marginal, it did alow the "Crucible" to use shallow lakes to better manage its heat levels. The Head-Mounted Cooler was a welcome innovation, allowing the pilot-compartment to remain cool in even the worst conditions.

While the "Crucible" performed exactly as expected, its less-than-cutting-edge construction left it wanting when it came to fighting the lighter and faster 'Mechs of the other Houses. Even with the technological dissadvantage, the "Crucible" held its own, until the similarly weighted, Davion "Clint", produced thirty years later, out-matched this 'Mech in both speed and payload. After the turn of the Century, the "Crucible" had passed its ability to be useful, and was phased-out for more capable machines.

 

Configuration / Variants:

The only known varient, in the short life of the "Crucible", replaced the Machine Guns with a single Vehicle Flamer and a ton of the associated Ammunition. This version readily overheated if the pilot was not careful, and was not a popular design, even with the utility of the flamer.

 

Battle History:

The "Crucible was out-gunned and out-maneuvered at nearly every major engagement. The only role the 'Mech seemed to be able to fill, was that of Infantry Support. Even in this role, the only thing going for the "Crucible", was that it was cheap enough to lose.

On one occasion, two lances of "Crucibles" were guarding a supply depot, along with a lance of "Scorpion Light Tanks", and a Company of Infantry when a Marik DropShip set down just outside of range. A Lance of "Saracen Medium Hover Tanks" began raining Long Range Missiles down on the defenders, a short while later. When the defending Capellan units moved to engage, the Hover Tanks pulled back, using their superior mobility to stay at range. When they finally ran out of Ammunition, only five "Crucibles" and two platoons of Infantry remained to defend the Depot.

This is when the "Stingers" moved in. Having circled around, behind the depot, while the defenders were busy with the Hover Tanks, the lance of "Stingers" avoided the long-range engagement that the "Crucibles" favored. Using their superior maneuverability, the "Stingers" made short work of the "Crucibles" and Infantry, taking the entire supply of equipment.

 

Deployment:

The Capellan Confederation was the only House to deploy the "Crucible". This was a learning experience in design, and manufacturing for the Capellan Confederation, so all was not wasted.

[Note: Level 3 calculates the Gyro to the half-ton. This was not intended. The Mech's weight is correct with a full two-ton Gyro]



User Reviews

User Rating Posted Updated

Ice Hellion 0 9/8/2004  

Nice idea and good point about a first 'Mech with so many flaws. The main problem I see in it is that the fusion engine was rather well developed at the time of the Commando but that's a problem, you could probably fix with changing the affiliation to any remote Periphery state.

MajorTom 0 9/3/2004  

Interesting design and good fluff. Makes much more sense that 'mechs would first have ICE engines and the use of Fusion engines would come later. I don't think that pic's from Solaris though, I belive it is the Hermes II from the Japanese version of BT.

Knightmare 0 9/2/2004  

Nice design, interesting fluff. Some of the facts don't entirely add up, but all is forgiven witht he use of the Solarian pic. 
cheers

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4126
TUESDAY, JULY 12, 2005
UPDATE: 8/1/2005
334 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4126]

Line Breaker LBK-3R

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE FEBRUARY 1, 2810

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 200 8.5T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Standard Heat Sinks: 10  0T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4 4

Head 3 9

Center Torso 12 9/2

L/R Torso 10 8/2

L/R Arm 6 5

L/R Leg 10 7

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser RA 1 1

1 Small Laser RA 1 0.5

1 Medium Laser LA 1 1

1 Small Laser LA 1 0.5

1 Autocannon/2 RT 1 6

1 Autocannon/2 LT 1 6

1 Ammo (Autocannon/2) 45 CT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

1 Heat Sink RL 1 1

1 Heat Sink LL 1 1

    Totals

14 18.5

 

Overview:

Developed on Kalidasa, the Line Breaker was created for the exclusive purpose of using the Lyran love of large and slow 'Mechs against them.

 

Capabilities:

As the "David" to the Lyran "Goliath", the Line Breaker is an innexpensive machine.

It's primary "stone throwers" are a pair of Imperator Smoothie-2 Auto Cannons. Able to reach further than any other weapon currently fielded, these weapons are used at range to harass and annoy their opponent. Against the undiciplined Lyran military, this usually causes the targeted 'Mechs to break formation, in a futile attempt to chase down the much smaller 'Mech.

To make sure that it can stay well ahead of its opponent, even when moving backward, the Line Breaker has been fitted with a number of Rawlings type 50 Jump Jets. These give the Line Breaker enough maneuverability to play "keep-away" from even most Medium opponents.

If an enemy unit DOES manage to close with the Line Breaker, a pair of dual-mounted Hellion-V Lasers (one Medium and one Small) keep visitors at bay.

While many would consider the Armor to be light, for a Medium 'Mech, its intended role does not normally bring it into the direct line of enemy fire.

 

Configuration / Variants:

House Steiner has captured a number of Line Breakers through the years. They have exchanged the pair of Auto Cannons for a pair of Large Lasers. Three more Heat Sinks help the LBK-3S dissipate a majority of the heat created by these new weapons.

 

Battle History:

The Line Breaker recieved an initiation by fire when the Lyran Commonwealth attacked Kalidasa on 2812.

Local techs were in the process of loading up a company of Line Breakers for delivery, when the manufacturing facility was attacked.

Quickly, the company fanned out, to protect the merchandise. When it became apparent that the facility defenders were having trouble, one resourceful tech called his fellow techs and put together a plan.

Moving in, only a couple at a time, the techs began striking at the flanks of the Lyran attack. Even though they were not skilled warriors, they were able to get the attention of more than one Lyran 'Mech.

Slowly, they led the strays around the main fight, and right into the waiting guns of their Drop Ship. Scattered, and confused, the Lyrans were forced into a fighting retreat.

 

Deployment:

Though the Line Breaker has served valiently through the years, their numbers are slowly disappearing. The majority of surviving Line Breakers are in service with House Marik, although a few can be found scattered through the other Great Houses.



User Reviews

User Rating Posted Updated

Saint AJ 0 7/19/2005  

only thing I see wrong with it is it doesn't really have the ammo to make the AC/2s effective. I'd suggest deleting the small lasers for another ton of ammunition.

Zenigata 4 7/17/2005  

Not bad as a concept (although I'd hate to see the psych record of any MW who'd want to annoy the pilot of an Atlas or Awesome in a 40-ton 'mech with an AC/2 as the main armament ), and as a skirmisher, it's pretty solid -- perhaps a little light on armor, but that's just me. 
Personally, I'd probably have dropped the IMHO inefficient small lasers and AC/2 and installed an AC/5, and perhaps jiggered with the design to put on another half-ton to ton of armor -- then, you'd have something that'd make a lot of mechwarriors sit up and take notice.

Have a good one!

Ice Hellion 0 7/16/2005  

A harasser/fire support concept perfect to strike at the Steiner (minus some specific units).
I would however have prefered a LRM system as back-up weapons (less firepower but more in line with its intented role).

Knightmare 0 7/12/2005  

I honestly think you should keep the original picture up, minus the text. That is really funny. 
cheers

Lonely Coyote 0 7/12/2005 8/1/2005

Picture Contest at:
http://www.solaris7.com/Boards/topic.asp?TOPICID=2451

Contest Winner: Silent Coyote
Runner-up: True Grit

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6653
FRIDAY, JULY 21, 2006
UPDATE: 7/21/2006
150 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6653]

Cheshire Cat CHR-C7

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

  All Inner Sphere Factions Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JULY 14, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 240 11.5T

Gyro: Standard 3T

Walk: 5 MP

Run: 8 MP

Jump: 5 MP

Standard Heat Sinks: 11 1T

  9 in Engine


  Internal Structure Armor

  Standard Ferro-Fibrous

Tons 4.5 7.5

Head 3 9

Center Torso 14 21/6

L/R Torso 11 16/4

L/R Arm 7 14

L/R Leg 11 15

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Small Laser RT 1 0.5

1 Small Laser LT 1 0.5

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Medium Laser H 1 1

1 ECM Suite RT 2 1.5

1 Active Probe LT 2 1.5

1 Heat Sink RT 1 1

1 Heat Sink LT 1 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jet CT 1 0.5

  Totals

18 14.5

 

Overview:

The scrap at the end of the yard did not look very promising. There were pieces of a Dragon, twisted together with what I can only imagine once resembled a Jenner. Only time would tell what might be further underneath.

The records showed this as the "winnings" from various competitions that Gaunt Wolf Stables had participated in through the last couple of months... the "winnings" that were too torn up to be rebuilt. Senior Engineer Randolf Gomes has designated these to be cut up for scrap. Now it was my problem. I needed to find something in here to impress the senior engineer, and piece together a ride for the Stable Owner's niece.

Great. Just what I needed. My first project for "Big Jack" would be to build an Arena 'Mech for some Prissy Princess, just out of the academy. I mean... who gets a custom 'Mech from their uncle? I shook my head.

"Is there a problem, Journeyman?" Senior Engineer Randolf Gomes glared down at me with a glassy eye.

"No sir," I quickly answered. "This is just..." I took another look back at the heap of scrap metal, "... grand."

"Right then," he nodded. "Get to work. We aren't payin' ya to stand around and gape." He turned and limped away with his slow mechanical gate.

To the side were piles, which might have been considered "organized", of weapons and equipment. Lasers were separated from Auto Cannons and Missile Racks were set off in a third pile. They were all neatly stacked, but if I wanted to get anything, I would have to get the Heavy Mover and dig it out myself. First, though, I would need to know what kind of chassis I was working with.

The Jenner had been chewed up pretty bad, but the engine looked salvageable. Unfortunately there was little left of the inside of the Dragon. It looked like it had been cored from behind. Under the two obvious choices, was a Medium skeleton. The Myomers looked viable, but the Structure, itself was questionable. It was, unfortunately, the best I had to work with.

It was an old Chameleon Trainer 'Mech. The Actuators were all there, but the insides were a patchwork of years of abuse and repair. Memories of better days were long lost on this hulk.

I checked out the cockpit. The sour stench of stale sweat assaulted me, as I popped the hatch. I would have to replace lunch later. The controls looked pretty standard, and if the electronics hadn't been tampered with too much, it would serve well for nearly any weapons layout I eventually pieced together.

The old Chameleon's chassis was not as structurally sound, as I had hoped, and without the original engine, the Jenner's would have to do. Unfortunately, THIS had also seen better days. I had to shoehorn it into the skeletal frame by shaving off a Half Ton of the shielding. Fortunately, the cables were all pretty standard, so it wasn't too long before I was testing out the myomers and cockpit systems.

It only took about most of the day. It didn't look pretty, but if I could get the Gyro properly aligned, I was pretty sure that I would be able to walk this out of its cradle without too much more work.

If there was one thing that increased survivability in the Arenas, it was maneuverability. She would want to be able to jump. Unfortunately, the original Jets were not present. Digging through the piles, I found a number of Chilton 460s from an old Quickdraw. I would have to see if I could get them to work on this lighter design.

That would have to wait for another day.

I retired for the night, confident that I would have the 'Mech walking by the next day. The weapons would be next, with the Jump Jets and Armor sometime by the end of the week.

It took most of the next day to get the Gyro properly aligned. The 'Mech was moving, but in order to get it up to speeds resembling the original Chameleon stats, I had to overrate the poor Jenner's Engine. When I got the 'Mech up to speed, heat began pouring out of the Engine. Shaving the Engine Shielding, along with overrating the Engine was taxing Heat Sinks. After the minor maneuverability test the structure showed signs of stress. I would have to reinforce the entire frame. The Weapons and Armor would have to wait for another time.

Digging through the piles, I separated some extra Heat Sinks with a "surprise inside".

A brand-spankin'-new electronics suite somehow had made it to the bottom of the pile of "Miscellaneous Equipment". I quickly claimed the ECM and Probe systems and had them secured under a tarp by the Chameleon before anyone else noticed them.

The second thing that increased survivability in the arenas was to see, but not be seen. I could not believe this. This might just work out, after all.

The next day, the old Chameleon chassis was looking fit, although the frame was not going to be able to support a full load. The power conduits for the old Medium Lasers were shot, but the rest of the electronics were good. Of its original equipment, the Large Laser and a pair of Smalls were all that remained.

I wired in the Electronics Suite, and still had room to include a couple of Medium Lasers, to support the Large. The Ferro-Fibrous plates covered the 'Mech and helped to reinforce the structure better than I had planned.

On the last day, I strapped three of the massive Jets from the old Quickdraw onto the Chameleon's back. It wasn't pretty. To keep the stress on the frame to a minimum, I had to restrict the Jump to 150 meters. They worked, but the landing still rattled your teeth.

The final maneuvering trials proved that the 'Mech was viable, even with the light load. All in all, it came in 5 Tons underweight. This helped with the Engine problem, though, because with the lighter load, I was able to down-rate the engine, and keep the same performance. The Heat Spikes nearly disappeared.

It was a solid, well-balanced design to be somebody's first 'Mech.

It wasn't flashy, and didn't carry a bunch of fancy advanced tech, but it should do well in the Class C "beginner" matches. With luck, the young Kailynn Jaeger might even make it into the Class B tourneys before she needed to upgrade.

 

Capabilities:

Senior Engineer Randolf Gomes stood beside me, chewing his cigar. "So, tell me about 'er."

I beamed him a smile. "Well, sir, I started with the Chameleon chassis from the pile over there..."

"Just the basics, boy. How many more years you think I got in me?"

I nodded. "Right. Just the basics." I quickly reorganized my thoughts and continued. "Well, it's not quite as fast, but it still Jumps. The weapons load out is very similar to the original, although it's missing its anti-infantry Machine Guns. The Armor coverage is better all around, and the Heat Dissipation capabilities are superior to the Standard model."

"You took the Machine Guns out?"

"No, Sir, they were not there, to begin with."

"... but you didn't replace them, either."

"No, Sir. It is in my opinion, that Ammunition in your opponent's 'Mech is your best weapon. It is there, only to explode. Even with CASE, the pilot takes a nasty feedback jolt. I was not willing to risk Kailynn Jaeger's safety, on her first ride."

Senior Engineer Randolf Gomes considered me, with a glassy eye, and then checked his data reader. "Looks like you're a might underweight."

"It was necessary, Sir. The frame had seen better days, and the engine isn't quite up to handling the full 50 Tons."

"No Hatchet? Just a bunch of Lasers? What's the crowd supposed to watch?"

"With all due respect, Sir, you said this was going to be the Prissy Lit... that this was going to be Kailynn Jaeger's first 'Mech. I wanted to give her something reliable... something she would be familiar with. A Hatchet would only encourage her to get in too close, where moments are measured in the fraction of a second." I shook my head. "I felt it would be better to keep her at a distance, where she would have more time to react, and a better chance at recovering from a mistake." I smiled, as I pointed up to the 'Mech's massive Hands. "... and if she really wants to bash somebody over the head, the Arms have been reinforced to handle the blows."

His disapproving glare burned into me. "You still haven't answered my question. What's going to draw the crowd to watch a boring 'Mech, like this?"

"Sir. Better than half of the Class C Arenas, and most of the Class A and B Arenas have some sort of Terrain, to keep the battles in tight. With the advanced electronics, installed, this 'Mech nearly phases right off of your sensors, if it's not directly within line-of-sight. Think of the suspense of the hunt, instead of a flashy kill, when you think of this 'Mech.

"The old, 'cat-n-mouse'." He made a few notes. "So, what ya gonna call it?"

"Sir?"

"The 'Mech. It's gotta have a name."

I was stunned. It took me a moment to recover, but then the perfect name came to mind. "Cheshire Cat, Sir."

He nodded. "Right, then." He turned and began walking away. His slow, mechanical, gate stopped beside the ruined Griffin. He addressed me, without turning. "It seems that Jordan's Griffin has put him in the hospital for a couple of days, when his ammo-bin took a hit. See what you can do with the half of the 'Mech that's left, here."

 

Deployment:

The Cheshire Cat is a unique 'Mech, pieced together from scrap to be Kailynn Jaeger's first 'Mech. She is the niece of Caleb Justusson, owner of Gaunt Wolf stables on Solaris VII.



User Reviews

User Rating Posted Updated

Ice Hellion 5 8/3/2006  

The Cheshire Cat? Really in line with the fluff.
Interesting 'Mech with a background to it. It is for sure not a killer but the potential for "phasing" out is really nice when facing "old" 'Mechs.
I can imagine an updated version with Stealth Armor (and the needed DHS).

Gauntlet 5 7/21/2006  

Great work Lonely! Love the fluff, and the idea is great. You are 1.5 tons underweight according to HMP, which I'd have to say is just fine. It's a versatile machine, which will make a good hunter/seeker in the arenas. Great job!

Warhawk 5 7/21/2006  

Nice bit of fluff. I thoroughly enjoyed reading it. The 'Mech is interesting also.
Gauntlet's going to have a tough time running all of these baddies in combat.
Nice work.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3020
WEDNESDAY, FEBRUARY 16, 2005
UPDATE: 3/30/2005
273 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3020]

Tomahawk HWK-4T

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JANUARY 30, 3057

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 180 7T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 16  6T

  7 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4.5 7

Head 3 8

Center Torso 14 15/5

L/R Torso 11 14/4

L/R Arm 7 12

L/R Leg 11 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-10 RT 2 5

1 Ammo (LRM-10) 12 RT 1 1

3 Heat Sink RT 3 3

1 CASE RT 1 0.5

6 Heat Sink LT 6 6

2 Medium Laser RA 2 2

1 Large Laser LA 2 5

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

    Totals

21 15.5

 

Overview:

When Jeffery Calderon took control of the Taurian Concordat, he was appalled to learn of the staggering rate that Concordat, Hatchetman 'Mechs, were needing to be replaced. The light armor, and close-quarters fighting style of the Hatchet, lead to a much higher destuction rate than other comparable sized 'Mechs, within his realm. In order to help control military expenditures, he ordered Taurus Technical Industries (TTI) to come up with a refit that encouraged long-range combat. The success of this refit gave Jeffery Calderon the confidence to commission TTI to later develop the new MHL-X1 Marshal.

* Note: While it is produced at the same Taurian Factory that produces the HCT-3F Hatchetman, this refit was so drastically different from the original, that it has been re-designated the HWK-4T Tomahawk.

 

Capabilities:

A successful design, the Tomahawk is the furthest thing from the original concept of the Hatchetman. The first thing most MechWarriors notice, is the missing Hatchet. The TTI research team concluded that if you want to keep them out at long-range, take away the incentive to close. The next major change came in the replacement of the shoulder-mounted AutoCannon with a Delta Dart 10-shot Long Range Missile rack. This further pushed pilots back from a direct conflict, as the missiles have difficulty locking onto targets within 200 meters.

To give the 'Mech back some of its former punch, the team incorporated a Sterope-produced Sunglow Type 2 Large Laser into the Left Arm, pairing the Diverse Optics Type 18 Medium Laser from that arm with the other, on the right. While the Large Laser does not have the same kick as the AutoCannon, its range is comparable, and it suplements the Long Range Missiles well. The arm-mounting of the Large Laser has given the 'Mech's heaviest weapon a much wider targeting-field. More Heat Sinks have been added, to cover the heat generated from these weapon changes.

The defensive upgrades were twofold. First, the armor coverage was increased by 7.6 percent, in an attempt to correct some of the more blatant flaws in the Hatchetman's shielding. Second, the only advanced tech on the 'Mech, CASE, was incorporated into the ammo-bay, to keep the 'Mech from being hulled by a catastrophic ammunition discharge. The additional cost of the system was justified by the increased survivability of the 'Mech.

 

Configuration / Variants:

The HWK-4T weapons configuration has lead to the Tomahawk being called "the poor-man's Griffin". Emulating this even closer, the HWK-4P configuration regains some of the original Harchetman's punch by down-grading the LRM rack, to a pair of Delta Dart LRM 5 launchers, and upgrading the Large Laser to a Donal PPC, at the cost of a Medium Laser. Some feel that this field refit fulfills the original parameters better than the "official" version.

The Tomahawks that are being exported to the Concordat's new ally, the Magistracy of Canopus, are designated HWK-4R. These add a Shannon Fore SRM 4 launcher to the Center Torso, with the Short Range Missile ammunition situated underneath the LRM ammo, sharing in the protection of its CASE system. This was done at the expense of three Heat Sinks. While the pilot needs to be more careful about heat buildup, at long-range, the short-range combat heat is ballanced perfectly with the maneuverability of the 'Mech. The added short-range firepower makes this version more likely to close with an enemy, but the protection of the CASE system still allows the pilot a chance to retreat, when the fight gets too intense for the 'Mech.

 

Deployment:

The Taurian Concordat began producing the HWK-4T Tomahawk to replace their dwindling Hatchetman numbers late in 3057. The HWK-4P field refit began showing up through the next couple of years.

The HWK-4R Tomahawks are being exported to the Magistracy of Canopus, incorporating their own design specifications. This new open nature between the Magistracy and Concordat is helping to build a formitable power on the outskirts of the Inner Sphere.



User Reviews

User Rating Posted Updated

Magermh 5 5/18/2006  

Nice medium mech with a good ballince of fire power and movement. I love the addition of the jump jets. Its a step up from the Watchmen. The fluff is good read too. I wish i had more time but i will be back to check all your designs for more i missed.

Ice Hellion 0 2/19/2005  

A nice militia 'Mech that would work well in the open field (unlike so many garisson 'Mechs) plus the fluff is also nicely written. The only mistake is that the Hatchetman was never produced in the TC (it was there because of Richard's Panzer Brigade) but this is just a detail.

Knightmare 4 2/17/2005  

A poor man's Wyvern. I like it and could easily see this machine used a suppliment to the Marshal. 
cheers

Orochi Cavalcanti 4 2/17/2005  

I agree with Lord Cain.
It is a good "transition tech" machine, somewhat in the begin of the move from L1 to L2 ... I like it ...

Lord Cain 0 2/16/2005  

Fine fluff Coyote, and easy to convert this machine to a level one mech (x out the CASE) Aside from that little click, this is a solid machine 45 tonner with 7.0 tons of armor and jumpjets too. It sports good heat discharge and has the broad weapon ranges of the level 1 rules covered well.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2581
FRIDAY, APRIL 30, 2004
UPDATE: 1/4/2005
274 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2581]

HellHound II-S HLH-2S

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 3060

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 300 14.5T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 10.5

Head 3 9

Center Torso 16 24/7

L/R Torso 12 19/5

L/R Arm 8 16

L/R Leg 12 24

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 ER Medium Laser RT 2 2

2 Streak SRM-2 LT 2 3

1 Ammo (Streak SRM-2) 50 LT 1 1

1 CASE LT 1 0.5

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

2 Jump Jets CT 2 1

    Totals

28 14.5

 

Overview:

Light by most Lyran standards, the HellHound's heavy armor and strong strike capability is impressive. With its speed, the HellHound quickly out-maneuvered the slower Lyran designs. Unable to beat the Clan's range advantage, one group decided it was time to match their design, to protect the flanks of their main fighting units.

 

Capabilities:

Nearly matching Clan Jade Falcon's design, point-for-point, this Inner Sphere refit is an impressive achievement. Starting with the exchange of the Clan HellHound's standard engine for an InnerSphere 300 Light, Lyran techs were certain that they had gained enough weight to counter the clan's lighter equipment. The Inner Sphere versions of the ER Medium Lasers, and Streaks were easily installed into the bulkier Endo Steel chasis. The Jump Jets were next, and slid into place without a problem. When it came to matching the Clan's arm-mounted Large Pulse Laser, the techs had a choice: install an Inner Sphere Large Pulse, with its stunted range, or go with an ER Large Laser to match the Clan range, at a cost in heat generated. As the Clan, range advantage, had plagued the InnerSphere Fighting Forces throughout the invasion, the Lyran techs went with the ER Large Laser for its range. To counter the added heat output of the new weapon, over the origional design, two extra Freezers were installed into the engine. As the origional prototype neared completion, the Lyran techs realized that they had enough weight allocation remaining to match the Clan version, without having to resort to the expensive, and bulky Ferro-Fibrous.

 

Configuration / Variants:

No official variants are currently being produced, although some pilots have replaced the paired Streak Launchers with an MRM 10 in an attempt to increase the HellHound II-S's effective combat range.

 

Battle History:

Initial field trials proved that the HLH-2S is a solid design, filling the role that it was designed for. Unfortunately, then it comes to range, and damage potential, the Inner Sphere weapons are still only at 75 percent of Clan capacity.

 

Deployment:

LAAF units are receiving limited numbers of the refitted HellHound throughout the Alliance, although most are going to the Clan border.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/30/2004  

Nice conversion of the Hellhound. Not as efficient as the Clan version but nearly.
If I were you I would surely go for the version with MRM 10. The SSRM-2 is too weak and its range is really to short. With the MRM 10, you will increase the damage and the range at long-medium range.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2596
WEDNESDAY, JUNE 23, 2004
UPDATE: 1/4/2005
167 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2596]

Pack Hunter PKT-3R

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MAY 8, 3065

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 250 6.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 12 [24] 2T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 2.5 9.5

Head 3 9

Center Torso 16 18/9

L/R Torso 12 16/8

L/R Arm 8 16

L/R Leg 12 18

 


Standard

Battle Value: 1390

C-Bill Cost: 10,619,000

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

3 ER Medium Laser LA 3 3

1 Streak SRM-4 RT 1 3

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

1 Guardian ECM RT 2 1.5

1 Double Heat Sink RT 3 1

1 CASE RT 1 0.5

1 Beagle Active Probe LT 2 1.5

1 Targeting Computer LT 2 2

1 C3i LT 2 2.5

1 Double Heat Sink LT 3 1

1 TAG H 1 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets CT 1 0.5

    Totals

42 23.5

 

Overview:

The Pack Hunter Project was started after Precentor Martial Victor Steiner-Davion "apropriated" the Targeting Computer Technologies from Davion loyalists in NAIS.

 

Capabilities:

Built to be a Medium Hunter 'Mech, the Pack Hunter combines an impressive array of electronics in the 50 ton frame. Starting with an advanced Targeting Computer, tied through ComStar's C3i network, the Pack Hunter is capable at a multitude of ranges. Using the ER Large Laser to snipe, at long range, the Pack Hunter can strike other mecha while its companions close. As the enemy draws near, the Pack Hunter can add or exchange a tripple array of ER Medium Lasers with the ER Large. When the enemy is severely damaged, the Pack Hunter has the speed, and maneuverability to close, and search out criticals with its accurate, and efficient Streak Four-Missile Launcher. Along with nearly maximum Armor coverage, CASE protects the Pack Hunter from an unfortunate ammunition chain-reaction from reducing this expensive piece of equipment to so much rubble. Behind the weapons, is an impressive selection of electronics. An Active Probe searches for hidden units, while the ECM Suite protects the Pack Hunter from advanced enemy targeting systems. Rounding out the electronics suite, the TAG System can call down a rain of artillery on an unsuspecting enemy.

 

Deployment:

Com Star has placed a number of Level II units composed of only Pack Hunters along the Clan Borders. Pack Hunters have also been spotted within the Chaos Region surrounding Terra.



User Reviews

User Rating Posted Updated

Ice Hellion 0 6/23/2004  

Nice headhunter.
Can't the C3i be used as a TAG also? If so, then you could change it for something else.
Another though I had was to drop the SSRM-4 in favor maybe of an upgrade of the Laser weapons (since you have such a precise fire, you should try to stay out of range).

Cestusrex 0 6/23/2004  

Looks like somebody royally hopped up a Raven and added 15 or so tons. Nice, just wouldn't want to loose too many of them if I'm on a tight budget.

Warhawk 0 6/23/2004  

Impressive 'Mech. Good firepower and the addition of the TC makes it deadly at all ranges. Throw in the electronics suite and the 'Mech is worth its high price tag.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2568
WEDNESDAY, APRIL 07, 2004
UPDATE: 1/4/2005
220 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2568]

Phantom GHO-5T

Level: Custom Level 1 / 3050

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 3035

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 250 12.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 4 MP

Standard Heat Sinks: 14  4T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 8.5

Head 3 8

Center Torso 16 20/6

L/R Torso 12 18/6

L/R Arm 8 12

L/R Leg 12 15

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-5 H 1 2

1 Ammo (LRM-5) 24 RT 1 1

1 Large Laser CT 2 5

2 Medium Laser RA 2 2

2 Medium Laser LA 2 2

2 Jump Jets LT 2 1

2 Jump Jets RT 2 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

16 14

 

Overview:

Designed, under contract for the Free Worlds League, the GHO-5T Phantom is a late-in-comming low-tech design. It's design history is fraught with delays, and cancellations due to the Fourth Succession war, and the Andurian secession. The fact that this design has been completed, at all, is proof of the love of one Engineer, and her dream. The original concept was a merge of the speed, and firepower of the aging Jenner, and Locust Mecha. The young engineer, Heather Garnner, kept working on this idea, even after her initial design contract was cancelled. Selling her Whitworth for parts, she finished the prototype with the help of her daughter, and a healthy donation from, Austin's Gambit, the small mercenary company she was working for, at the time.

 

Capabilities:

The GHO-5T Phantom is a marriage of fire-power, and speed. Sporting a single Holly Long Range 5 Missile Rack supported by a Harmon Heavy Laser for a solid long-range hit, this mech has the ability to "reach out, and touch someone". For infighting, the four Argra 3L Medium Lasers have more than proven their effectiveness for the Jenner, for which they had been orrigionally manufactured. The Smithson Lifters give this mech the maneuverability to fight in all terrain from Open, to Forested Hills, to the close-in chaos of the City. While it's top speed, is standard, for a mech of this size, and much slower from the designs it was based off of, it's scouting capabilities are well above average, only needing to conserve ammunition for one of it's sysems.

 

Configuration / Variants:

Variants are pending until more field information can be gathered.

 

Battle History:

This design has already proven itself in minor engagements, along the periphery near the Marik/Stiener border. It has shown its tenasity on Cerillos when a company of Circinus Federation armor units, supported by a Lance of Mecha, and aerospace jumped the Marik Guard in a water-raid. Although, out-maneuvered on many occasions, by the periphery-hovercraft, and light mecha, its firepower cut through the enemy armor with little problem. In the final battle, a pair of Phantoms, along with a firestarter, and a Griffin cut through the enemy attack, and dove right into the unit's DropShip. Enemy infantry, and armor units were no match for the lance, as they tried to re-board their transport and escape. Limited to advancing two-at-a-time, the Vehicles were cut-down before they could fire a shot. When all was said and done, the Phantoms strode, victoriously out of their new prize.

 

Deployment:

This design is being field tested along the Marik/Stiener Front.



User Reviews

User Rating Posted Updated

Lonely Coyote 0 4/8/2004 10/28/2005

This should fix the problem.

Thanks for the review.

Ice Hellion 0 4/8/2004  

I like this design. It has a story on its own and although it might not be the design carrying more weapons or being the quickest, it has a certain flavour.
Just two points: first you are running a bit hot but I know most lvl 1 have this problem. The second problem is that your split of JJ is illegal as you must balance them equally between the left and right sides. Since you have already a Large Laser in the Center Torso, just drop one JJ and upgrade the armor a little.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2592
FRIDAY, APRIL 09, 2004
UPDATE: 8/20/2005
200 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2592]

BushFire BSF-1R

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE AUGUST 16, 3062

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XXL 275 5.5T

Gyro: Extra-Light 1.5T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Hardened

Tons 3 14

Head 3 9

Center Torso 18 16/5

L/R Torso 13 13/4

L/R Arm 9 12

L/R Leg 13 12

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 Rotary AC/2 LA 3 8

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

1 Large Laser RT 2 5

4 Thunderbolt (OS) LT 4 4

1 Ammo (Rotary AC/2) 45 LA 1 1

    Totals

29 27

 

Overview:

The BushFire is another 'Mech designed by TarHes Industry on Tharkad, the creators of the origional BushWacker design. This upgrade, with the latest technology available, is a response to rumors of a MechWerks Prototype redesign of the Bushwacker being developed in the Draconis Combine. Some view the extreme nature of this new type as a waste of time, and money, as the ammount of new, unproven, technologies built into this design is staggering. The design team has only stated that the BushWacker has always been a platform for new ideas, and technologies.

 

Capabilities:

The Rotary AC, along with the PPC and Large Laser gives the mech a healthy long-range punch. The Thunderbolt missiles, that were origionally developed by Davion scientists on New Avalon, give this 'Mech a surprise short-range kick for anyone who dares to venture close.

 

Configuration / Variants:

None.

 

Battle History:

This design has yet to see battle.

 

Deployment:

The BushFire is intended for deployment in Stiener space, along the Clan front.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

A rather surprising mix of weapons like the original Bushwalker.
I like it this way and I think it will prove a nasty surprise to most foes.

Cain "Mordred" Arthur 0 4/9/2004  

not a bad spin on the ol bushwhacker. i would be concerned about the XXL enigne as they are more fragile then XL versions. As for the mech, its got an unusual selections of weapons. I like the thunderbolt's on it. They are kinda like the IS answer to the low-tech rocket launchers. not bad.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9122
WEDNESDAY, OCTOBER 10, 2007
UPDATE: 10/10/2007
9 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9122]

Dredge IDR-42

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Terran Hegemony Star League

Tags

No Tags posted

BATTLEROM IMAGE OCTOBER 22, 3060

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 165 6T

Gyro: Standard 2T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  6 in Engine

Actuators:

L: Sh+UA
R: Sh+UA+LA+H


  Internal Structure Armor

  UtilityMech Standard

Tons 11 5

Head 3 8

Center Torso 18 8/6

L/R Torso 13 8/6

L/R Arm 9 7

L/R Leg 13 8

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Lift Hoist RA 3 3

1 Logger Chainsaw LA 5 5

1 Machine Gun RT 1 0.5

1 Ammo (Machine Gun) 100 RT 1 0.5

1 Machine Gun LT 1 0.5

1 Beagle Active Probe LT 2 1.5

1 Flamer CT 1 1

8 Cargo Pod RT 8 8

8 Cargo Pod LT 8 8

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

34 28



Overview:

The Dredge is a multi-purpose Industrial 'Mech. It was heavily used by the Terran Hegemony for construction, clearing and mining operations throughout the 2500's.


Capabilities:

A Heavy Chainsaw, along with a Lift-Hoist and plenty of Cargo space allows the Dredge to fulill its primary role of clearing terrain for new construction. During construction operations, it continues to serve by moving heavy equipment and positioning materials for the construction crews.

An Industrial Flamer allows the Dredge to clear large swaths of forest, while a pair of Chain-Guns can be used to break up rocks and debris that are too hard for the Chainsaw to handle.

Alternately, the Dredge serves mining and surveying operations. An advanced Sensor Suite can be calibrated to detect a wide variety of minerals and ores up to 30 meters below ground.

The low-slung Chassis and wide footprint of the Dredge helps it remain stable in wetlands and marshes that make movement difficult for other types of machines. Even so, a thin layer of Armor covers the sensitive internals, on the off chance that there is some sort of accident.


Battle History:

During the Reunification War, many Dredges served in the Rear Lines, transporting volatile materials, clearing airstrips and removing disabled 'Mechs from the battlefields. Unfortunately, the Dredge acquired a bad reputation after the war, when it was found to be used in a number of strip-mining operations on periphery planets. A number of ecosystems are still attempting to recover from the wide-spread scarring caused by these machines.


Deployment:

The Terran Hegemony abandoned the Dredge design in an attempt to distance itself from the environmental disasters that it created on a number of periphery worlds. They discontinued the design, selling the rights to Tao 'Mechwerks on the planet Styk. Unfortunately, the continued negative reputation keeps them from doing more than selling replacement parts for the Dredges still in operation throughout the Inner Sphere. The Terran Hegemony has yet to release the rights for the advanced electronics, so more and more Dredges are finding themselves without the specialized Sensor Suite.

 

 

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2589
SATURDAY, APRIL 24, 2004
UPDATE: 1/4/2005
209 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2589]

GeoWing G3O-R6E

Level: Custom Level 3 / 3060

Technology: Inner Sphere LAM

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JULY 15, 3060

* FOR WOLF'S DRAGOONS 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

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3 10.5

Head 3 8

Center Torso 18 26/10

L/R Torso 13 18/8

L/R Arm 9 18

L/R Leg 13 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RT 2 5

2 Thunderbolt (OS) RT 2 2

1 SRM-4 LT 1 2

1 Ammo (SRM-4) 25 LT 1 1

2 Thunderbolt (OS) LT 2 2

1 Hatchet RA 4 4

2 ER Medium Laser LA 2 2

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

1 Jump Jets CT 1 0.5

1 Guardian ECM LT 2 1.5

    Totals

35 22

 

Overview:

NAIS Scientists were looking to develope a machine to replace VTOL's, and Hovercraft on scouting missions that were deemed too dangerous, or sensitive to religate to those fragile craft. Most mecha were seen as too slow, or too lightly armored for the types of missions that this "dream-machine" was intended for, and AeroSpace fighters were unable to stop and investigate an area thoroughly. The LAM concept, developed centuries before, seemed to fit the bill. Over the next couple of years NAIS Scientists experimented with the few LAM's that they had, and were able to determine that they would be able to resurrect the ancient art of LAM engineering.

 

Capabilities:

Fast enough to replace a VTOL, or Hovercraft on a scouting mission, strong enough to take a hit, and able to fight its way out of a bad situation, the GeoWing is a capable machine. As a 'Mech, its weapons and speed compliment other mecha of similar size, but are not strong enough to stand alone on today's battlefield. As an AeroSpace Fighter, it is slower, and under-armed than Fighters of comparable size. As an Air-Mech, it's scouting abilities are supurbe. This is where the 'Mech excells. Fast, and difficult to target, and able to take a hit, the GeoWing fulfills its intended role well. The Exostar ER Large Laser allows this craft to strike at long-range, while the Holly-4 SRM rack is a solid short-range punch. The paired RAMTech 1500Z ER Medium Lasers fill in the middle range. Four ThunderBolt Missiles offer the GeoWing a "Panic-Solution". When an enemy overpowers the GeoWing, these four one-shot missiles deliver a strong, unexpected blow to "unwanted guests". An interesting addition is the Hatchet. Called "the can opener" by the pilots-in-training, it is a hard hitting weapon for when the GeoWing is unable to avoid a confrontation. The trainees have already proven that the superior agility of this craft can be used to "open up" enemy mecha with a devistating rear-strike from this weapon.

 

Configuration / Variants:

These mecha are intended to be deployed in pairs, skirting the treetops in AirMech Mode. One GeoWing would be loaded with an ECM Suite, while the other would have an Active Probe. By working in pairs, they can handle most enemy scouts, and confuse heavier patrols to escape.

 

Battle History:

[Pending]

 

Deployment:

The specialized pilots for these are currently going through the intensive training necissary to control this craft. None have yet been deployed to main military units.



User Reviews

User Rating Posted Updated

Nightstalker666 5 4/16/2007  

yay! somone who appreciates the LAM enough to go and make a good design! other than my own of course. I like the fluff work as well, and making your own picture was a nice addition.

Liio 4 4/28/2005  

This is a very, very nice design. I personally like it very much. Being an artist, I am tempted to comment on your drawing, but the design you've got going sort of obscures the perspective difficulties in the picture

I do agree with Ice Hellion that you're gonna burn up real quick with only 10DHS... I would recommend dropping the hatchet for some extra heatsinks.

Lonely Coyote 0 4/26/2004  

True, and True. The Hatchet folds back, under the LAM in AeroSpace mode (per "RoboTech" standards) to become a vertical stabalizer under the aircraft. Also, this 'Mech was never intended to go up against AeroSpace. It's AeroSpace form is a fast way out of trouble, but if there are other AeroSpace in the area, it is severely out gunned, and out maneuvered by craft even 10 tons lighter than this. LAM's have one good mode, as far as I'm concerned, but if you want to try to take advantage of it's alternate modes (for surprise, or a quick escape) then be my guest.

Ice Hellion 0 4/24/2004  

Interesting concept. You are running a bit too hot and you do not have CASE to protect your left torso.
The most annoying point for me is the use of Hatchet. This is something useless when you are in Aerospace mode, it is 4 tons partly wasted. I also wonder where it goes when the LAM is in Aerospace mode?

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3757
THURSDAY, MAY 12, 2005
UPDATE: 5/12/2005
113 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3757]

Griffin GRF-WB

Level: Custom Level 2 / 3057

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Word of Blake Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MARCH 5, 3057

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 275 8T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 5 MP

Double Heat Sinks: 12 [24] 2T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3 10

Head 3 9

Center Torso 18 24/7

L/R Torso 13 20/6

L/R Arm 9 16

L/R Leg 13 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 ER Large Laser LA 2 5

1 LRM-5 RT 1 2

1 Medium Laser RT 1 1

1 Double Heat Sink RT 3 1

2 Jump Jets RT 2 1

1 LRM-5 LT 1 2

1 Medium Laser LT 1 1

1 Ammo (LRM-5) 24 LT 1 1

1 Ammo (Streak SRM-2) 50 LT 1 1

2 Jump Jets LT 2 1

1 CASE LT 1 0.5

1 Jump Jets CT 1 0.5

1 Streak SRM-2 RL 1 1.5

1 Streak SRM-2 LL 1 1.5

    Totals

22 27

 

Overview:

As the houses became more familiar with the rediscovered technologies, newer designs began to replace more traditional models. As a result, the older 'Mech companies began approving more dramatic upgrades of their designs. The Griffin "WB" is just one attempt of a dying company attempting to compete with the newer/shinier 'Mechs of the era.

 

Capabilities:

In an attempt to satisfy their younger customers, who wanted both agility AND firepower, they kept the XL engine of the standard "3050-era" Griffin. Adding to this, they also now include an Endo Steel Chassis to provide even more weight-savings to the design.

The weapons of the original were tweaked to include not only both the traditional PPC/LRM layout, but also added an ER Large Laser for an added long-range bite. In order to keep the LRMs firing, the traditional 10-shot drum design was replaced by a sleaker pair of 5-tube launchers over each shoulder. This guarentees that even if one launcher is hit by enemy fire, the remaining ammunition will not become an issue.

For close-in fighting, an area where the Griffin has always had trouble, the company added a pair of Medium Lasers and a pair of hip-mounted Streak-2 Launchers. These weapons are easily exchanged for the PPC at closer ranges, and compliment each other well.

To protect the pilot from losing his investment, CASE has been included to make sure the machine is repairable in the unlikely event of lucky enemy fire.

 

Configuration / Variants:

This is a standard variant, included to compete with more modern designs.

 

Battle History:

We are compiling data as you read this. Please be patient, as there are, few of these currently in the field.

What we can tell you, is that all of the pilots who have purchassed this model have been pleased with the handling and the ease of heat management. Initial surveys are positive. Please see our data-site for customer reviews.

Thank you.

 

Deployment:

This model is currently for sale in the Free World's League. The first production runs are mainly for house military units, although we are gauging our production runs so that private customers and mercenaries will be able to purchase these with little delay on delivery.



User Reviews

User Rating Posted Updated

Ice Hellion 0 5/12/2005  

A nice mix between the Shadow Hawk and the Griffin.
This is really a stand alone 'Mech able to adapt to all situations and perform well.
It might be a bit too costly for my own tastes but you cannot have it all.
A nice job and the fluff is well thought.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2570
WEDNESDAY, SEPTEMBER 01, 2004
UPDATE: 1/4/2005
389 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2570]

Sniper SNP-3R

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 24, 2784

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 220 10T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 12  2T

  8 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 9.5

Head 3 9

Center Torso 18 20/9

L/R Torso 13 15/7

L/R Arm 9 15

L/R Leg 13 20

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Autocannon/2 RA 2 12

1 Ammo (Autocannon/2) 45 RA 1 1

1 Large Laser LA 2 5

1 Medium Laser RT 1 1

1 Medium Laser LT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

    Totals

15 22

 

Overview:

Developed and distributed durring the fall of the Star League, the "Sniper" was designed by the same team that developed the "Enforcer". The "Sniper" was intended to fulfill a variety of roles, from Fire-Support to Supressioin fire. More of an upgrade of a solid design, the "Sniper" offers a unique variation on the theme.

 

Capabilities:

Keeping Duke Davion's interest in AutoCannons in mind, the design team chose the superior range of the Mydron Model D AC/2 over more conventional LRM racks. Able to strike effectively at over 700 meters, the paired AutoCannons have performed admirably through the years.

As a secondary weapon, the engineering team chose the reliable ChisComp 43 Special Large Laser of the "Enforcer". The team's familiarity with the weapon, along with the versatility of the arm-mounted design made this weapon the easy choice to backup the paired AutoCannons in the opposite arm. Offering a compitent medium range punch to the accuracy of the AC/2, this weapon has served the "Sniper" well on many occasions.

In an attempt to augment the short-range deficiancy of the AutoCannons, the design team opted to mount a pair of ChisComp 39 Medium Lasers. When used in tandem with the other weapons, these Lasers provide good close-in firepower.

The four, McCloud Specials, Jump Jets were included to give the "Sniper" the mobility that it lacked in raw speed. The nozzel placement is nearly identical to the "Enforcer", allowing techs easy access to the maintenance and replacement of each individual unit.

Two additional Heat Sinks attempt to keep the "Sniper" cool, although extended use of the heat-inneficient Laser systems can still cause problems for the unwarry pilot. While the AutoCannon Ammunition is kept as far away from the heat generated from the lasers as possible, the protective coating is still susceptible to normal degration, due to heat buildup.

 

Configuration / Variants:

The most common Varient replaces the paired AutoCannons, in the Right Arm, with a single Mydron Model B AC/10. This extensive refit nearly reverts the "Sniper" back to its parent design.

 

Battle History:

The "Sniper" received a "birth by fire" in the earliest days of the First Succession War. The first "Snipers" off of the production lines were assaulted by Kuritan forces on 2785.

The first shots were fired by the newly-built "Snipers" against the assaulting Kuritan forces. The enemy inits wadded fearlessly through the raining AutoCannon fire, to assault the Federated army.

At first it looked like the Kuritan 'Mechs had the advantage, but the accurate AutoCannon fire had done more than just tickle the Dragon's Armor. Later annalysis showed that multiple AutoCannon rounds had pierced the enemy's armor in vulnerable places, subtly deteriorating the effectiveness of the Kuritan forces. The Davion "Snipers" won the battle with marginal losses, driving the surviving Kuritan units back to their waiting DropShips, and off planet.

 

Deployment:

The years have not been good to the "Sniper" design. The few remaining, after the destruction of its production facility in 2810, have served the Federated Suns valiently.



User Reviews

User Rating Posted Updated

Warhawk 0 9/2/2004  

Good fluff and an interesting design. Reminds me of my Scipio, though you do have a heavier secondary weapon. A little on the slow side, but the firepower is nice and the 'Mech is nicely balanced for a lvl 1 design. I wouldn't mind seeing a lvl 2 model taking advantage of SL tech based on this 'Mech.

Knightmare 0 9/1/2004  

Interesting Level 1 Design, not overly dependent on ammunition and fills a particular niche. Something most pre-3025 'Mechs all did. Great fluff for the machine and a good choice of photo. It's not too often you see an old Solaris 7 Arena 'Mech used...
cheers

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2576
SUNDAY, MAY 02, 2004
UPDATE: 1/4/2005
150 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2576]

Xiangua XNG-V1N

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

House Liao Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 275 8T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 4 MP

Double Heat Sinks: 13 [26] 3T

  11 in Engine


  Internal Structure Armor

  Standard Stealth

Tons 5.5 9.5

Head 3 9

Center Torso 18 20/9

L/R Torso 13 15/7

L/R Arm 9 15

L/R Leg 13 20

 


XNG-V1N

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 MRM-10 RT 2 3

1 Ammo (MRM-10) 24 RT 1 1

1 SRM-4 LT 1 2

1 Ammo (SRM-4) 25 LT 1 1

1 Beagle Active Probe LT 2 1.5

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 CASE RT 1 0.5

1 CASE LT 1 0.5

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

1 Guardian ECM CT 2 1.5

    Totals

37 23


XNG-V1K

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

1 ER Large Laser LA 2 5

1 MRM-10 RT 2 3

1 Ammo (MRM-10) 24 RT 1 1

1 SRM-4 LT 1 2

1 Ammo (SRM-4) 25 LT 1 1

1 Beagle Active Probe LT 2 1.5

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 CASE RT 1 0.5

1 CASE LT 1 0.5

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

1 C3 Slave CT 1 1

1 ER Small Laser CT 1 0.5

    Totals

25 23

 

Overview:

In the process of re-taking the St. Ives and "Chaos March" regions, lost durring the Fourth Succession War, the Capellan Confederation realized that they did not have a reliable 'Mech design for defending the flanks of an advancing attack force. The Xiangua was designed to fill this role.

 

Capabilities:

As a quick reaction flank defender, and a patrol craft, the Xiangua fills the role that many other houses fill with Shadow Hawks, and Wolverines. The paired Firmir MaxiLase Large lasers, its primary weapon, was chosen over the more popular ER models due to reports from Sha Yu pilots of difficulty managing the heat of its paired ER Lasers with the Stealth system. The MRM 10 was designed from the origional Kuritan specifications. The Hovertec Quad Launcher is usually loaded with NARC compatable ammunition, when "lanced-out" with Ravens, even though the NARC signal is lost when the Stealth system is activated. Both secondary missile systems are loaded with enough ammunition for extended missions, protected with Durallex CASE. Although an ammo explosion still cripples the 'Mech, it saves the Capellan Confederation from having to replace the entire 'Mech when heavy fighting breaks out.

 

Configuration / Variants:

The Kuritan version (XNG-V1K) does not mount Stealth Armor, replacing the ECM with a C3 Slave, and an ER Small Laser. The arm-mounted Large lasers have also been upgraded to ER.

 

Battle History:

Both House Liao, and Kurita seem to be baiting House Davion with the placement of these new mecha, although no significant fighting has yet erupted. Near the Chaos-region, Capellan Xianguas have faced off against pirates, and outlaws. Its heat management is excellent, and while in confined terrain, such as hills, forests, and city-scapes, the Xiangua performs admirably. Its only drawback, thus far, is its range in open terrain, where Long Range Missiles, and many of the newer technologies out-distance it.

 

Deployment:

House Liao is selling the modified -V1K versions to House Kurita, with the space in the Center Torso left open for the installment of the C3 Slave unit. Official statements released by Liao governmental leaders say that the sales of the Xiangua to Kuritan military units are only for the boost of the Capellan economy, and nothing more. In the Capellan Confederation, Xianguas have been deployed within the chaos region, and along the Davion border. Draconis Combine Xianguas are also being deployed near the Davion border. This is either a message to the Federated Commonwealth to "back off", or a preemptive buildup for a combined strike into Davion space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 5/3/2004  

Nice 'Mech. I really like the mix of close, medium and "long" range weapons.
An impressive job that with the new Stealth armor will be hard to detect and perfect for remaining undecteted while protecting the advancing troops.
I would gladly buy a couple of these guys for flanking my unit (too bad I am not in 3060 yet).

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2591
WEDNESDAY, APRIL 07, 2004
UPDATE: 1/4/2005
281 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2591]

MAD-06 MadDog 1

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

Tags

No Tags posted

BATTLEROM IMAGE JULY 15, 2774

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Double Heat Sinks: 13 [26] 3T

  12 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 3 10.5

Head 3 9

Center Torso 20 25/10

L/R Torso 14 20/8

L/R Arm 10 20

L/R Leg 14 24

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 RT 3 7

1 Ammo (LRM-15) 8 RT 1 1

1 LRM-15 LT 3 7

1 Ammo (LRM-15) 8 LT 1 1

1 Large Laser RA 2 5

1 Medium Laser RA 1 1

1 Large Laser LA 2 5

1 Medium Laser LA 1 1

1 Double Heat Sink RT 3 1

    Totals

45 28

 

Overview:

The RAD-06 RadDog has many design features which fit snugly together. Without the help of the advanced computers, of the times, this design would never have been completed. At the fall of the Star League, the RadDog was still only bites on a computer. The design tested well, in simulations. Overall, the designers had great hopes for this, a new line in mecha. Then tragedy struck the entire population. A viral contaminent entered the environment, and killed off everyone before medical help could arrive. It is yet, unknown, if this was a natural, or man-made occurence.

 

Capabilities:

The RAD-06 RadDog is a serious Fire-Support unit, designed to suppliment the effectiveness of other well known mecha, such as the ARC-2R Archer, and CPLT-C1 Catapult. Designed around paired Holly Long-Range Missile 15 Racks, the mech's torso draws many design elements from the heavier, Archer. Paired Lasers, mounted in the arms, add to the devistation of the LRM's if an enemy dares to approach. With a Magna Mk III Heavy Laser, supplimented with a Magna Mk II Medium Laser in each arm, this mech can keep slugging it out with the best of them, even after it runs out of ammunition.

 

Configuration / Variants:

As this design has just been redescovered, there are yet, no variations. With the compact nature of the design, there seems to be little hope of ever modifying it.

 

Battle History:

None.

 

Deployment:

Limited, as there are no real records, and only two working prototypes within the innersphere. The designs are being scrutinized for future production within both Marik, and Lyran space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/7/2004  

The only drawback is the limited amount of ammo for each LRM but otherwise it is a good Clan-IS conversion (a thing easier said than done).

Warhawk 0 4/7/2004  

Nice design. It makes a nice connection with the Clan Mad Dog OmniMech.

MajorTom 0 4/7/2004  

Wow, nicely done, one of the better Clan-to-Inner Sphere conversions I've seen done. A solid 3.5 out of 5, keep up the good work.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2597
THURSDAY, APRIL 29, 2004
UPDATE: 1/4/2005
108 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2597]

Onager ONG-3R

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 240 6T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 13 [26] 3T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6 10.5

Head 3 8

Center Torso 20 22/10

L/R Torso 14 16/8

L/R Arm 10 16

L/R Leg 14 24

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

4 LRM-5 RT 4 8

3 Ammo (LRM-5) 24 RT 3 3

1 CASE RT 1 0.5

2 LRM-5 CT 2 4

1 ER Large Laser LT 2 5

2 Double Heat Sink LT 6 2

2 Medium Laser RA 2 2

1 Double Heat Sink RA 3 1

2 Medium Laser LA 2 2

1 Double Heat Sink LA 3 1

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

    Totals

32 28.5

 

Overview:

Overview Realizing that they would not be able to repair their dwindling supply of Catapults, indefinately, the Capellan Confederation sponsored research into a design, using upgraded technologies, that they would be able to build within their own borders. After years of trials, and failures, House Liao finally found what they were looking for in the 60 ton Onager.

 

Capabilities:

Featuring the same flat heat curve of its predicessor, the Onager loads half-again as many missiles, allowing it to stay in its primary role for a much longer time. The medium lasers from the Catapult's main design were kept, but they were moved out to the arms to offer 360 degree coverage. By using a 240 XL engine, technitions were able to add an ER Large Laser. Double Heat sinks assure that this design runs cool at all ranges.

 

Configuration / Variants:

None, this is still a very new design.

 

Battle History:

Catapult pilots who have received the Onager have been very pleased with its performance, and similarity to the larger Catapult design, that they are used to.

 

Deployment:

House Liao is slowly replacing their ancient Catapults with Onagers throughout their military structure.



User Reviews

User Rating Posted Updated

Lonely Coyote 0 5/2/2004  

Exchanging the Light for an XL and removing the EndoSteel was an even exchange of weight. While this still didn't allow enough room (or weight) for stealth armor, it DID allow me to add the Lower Arms, and Hands back in to match the picture better. As to the massed LRM's, I needed the weight, not the lower heat.

MajorTom 0 4/30/2004  

Two things: The light engine would be fairly hard to come by for the Capellans, though if this was produced during or after the Jihad, it might be possible (enough time for the technology to spread). Second, it should have Stealth armor =). Doesn't look like you have any room, but it's Liao and that should really be a given. Perhaps if you used an XL, you might save enough weight to remove the Endo Steel to free up enough space for the Stealth. Also not fond of mass LRM's, but that's just personal preference. Overall and interesting design, to be sure.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2698
SUNDAY, JANUARY 16, 2005
UPDATE: 1/17/2005
202 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2698]

Guerilla GRL-1A

Level: Custom Level 3 / 3060

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JULY 14, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 260 7T

Gyro: Standard 3T

Walk: 4 MP

Run: 6 MP

Jump: 4 MP

Double Heat Sinks: 12 [24] 2T

  10 in Engine


  Internal Structure Armor

  Industrial Frame Stealth

Tons 13 13

Head 3 9

Center Torso 21 27/12

L/R Torso 15 20/10

L/R Arm 10 20

L/R Leg 15 30

 


GRL-1A

Battle Value: 1236

C-Bill Cost: 12,753,868

Qty Weapons and Equipment Location Critical Tonnage

2 Jump Jet CT 2 2

4 Cargo RT 4 4

1 Diverse Optics ER Medium Laser RT 1 1

1 Firmir LaserLite Small Laser RT 1 .5

1 Jump Jet RT 1 1

4 Cargo LT 4 4

1 Diverse Optics ER Medium Laser LT 1 1

1 Firmir LaserLite Small Laser LT 1 .5

1 Jump Jet LT 1 1

1 Martell ER Large Laser RA 2 5

1 Apple Churchill Guardian ECM Suite RA 2 1.5

1 Double Heat Sink RA 3 1

1 Lower Arm and Hand Actuators LA 2 0

1 Apple Churchill Guardian ECM Suite LA 2 1.5

1 Hotshot Flamer LA 1 1

1 Double Heat Sink LA 3 1

  Totals

40 24

 

Overview:

The Gorilla Heavy Loader, industrial 'Mech was developed over 300 years ago to aid in the construction of large buildings and military bases. This 'Mech's role changed during the First Succession War, from construction, to salvage retrieval. As 'Mech resources diminished through the First and Second Succession Wars, the few Gorillas that avoided being stripped down, fell into obscurity.

This 'Mech came back into the spotlight during the Fourth Succession War, when Zhang-si Richard Xiong, of the Warrior House, Lu Sann, confiscated a pair of the rare industrial 'Mechs from a nearby construction site. He used them to ferry infantry forces into the overrun capital city of Terra Firma and secure Duchess Yin Mai and her family from their homes as the planet fell to the Davian Onslaught. Impressed by the resourceful use of the civilian design, the Liao military began to take steps, to see if there were other uses for a 'Mech that could transport personnel across the battlefield. Four prototypes rolled off the Grand Base RnD floors, two years later.

Battle footage from the prototypes' trials-by-fire, during the combined Andurien/Canopian assault, showed many of the advantages, and problems, with a 'Mech-based infantry carrier. Once the assault force learned what to look for, the prototype Guerillas were hunted down, and slaughtered. The lack of any advanced electronics to protect the 'Mech from enemy detection meant that, while it worked behind enemy lines, it was easily discovered by random patrols. An unconfirmed report also states that, on at least one occasion, one of the prototypes ran its heat dangerously high, as it attempted to defend itself. The report states that every infantryman onboard was killed by the extreme heat levels, as the 'Mech attempted to escape from the enemy forces.

Modern versions, designated as "GRL-1A Guerilla" as both a play on words, and a description of its primary role, are now being built with lessons learned from these hard-fought trials.

 

Capabilities:

Utilizing as many advanced construction techniques as they can afford, the modern Guerilla is a technical marvel. Featuring an extra-light engine, and jump capabilities, the maneuverability of the 'Mech has been improved. The Cargo space within the fragile industrial frame has been increased by two tons over the prototype models, to eight. The 'Mech, and its cargo is protected by the latest in stealth armors, making the 'Mech and its two foot platoons nearly invisible while they work behind enemy lines.

The cargo compartments have been reconfigured to the rear, with bunkers that hold each of the infantrymen, buckled individually, in their own seats. The rear mounting provides two advantages. First, the bunkers can be individually dropped in the field to serve as a base of operations for the platoon. Second, the rear mounting, and bunker system, separates the men from the internal heat of the 'Mech, allowing the pilot to fire his weapons freely, without having to worry about his passengers. Each bunker has been sealed against inhospitable environments, using the 'Mech's own fusion engine to power the life-support systems, similar to the way that trailers use the power plant of their coach vehicle.

The weapons of the final design cover a wide variety of ranges, allowing the Guerilla to engage opponents in any situation. The arm-mounted Martell ER Large Laser gives the 'Mech its primary punch, while a pair of Diverse Optics ER Medium Lasers back it up at closer ranges. As the Guerilla's primary function is based around infantry, and deep strike operations, the other two Medium Lasers from the prototype were exchanged for a pair of Firmir LaserLite Small Lasers, and and arm-mounted Hotshot Flamer.

In a bold move, the design team incorporated a PAIR of Apple Churchill Guardian ECM Suites into the design. This controversial feature allows the Guerilla to keep its stealth armor active, while tuning the other Suite to counter enemy ECM technologies. Lance-mates, such as the Raven, and Sha-Yu, are then freed up to use their TAG systems to call in artillery strikes against especially difficult targets. Also, with the difficulty of operations behind enemy lines, the backup Suite has proven its usefulness on multiple occasions.

 

Configuration / Variants:

The bunkers can be configured to hold a wide variety of conventional infantry. The most common, is a full platoon of foot infantry in each of the two bunkers. A single platoon of motorized infantry can also be used, filling both bunkers. The final usual arrangement, incotrporates a platoon and a half of jump-capable infantry.

Alternately, a full squad of elite Power Armored infantry may be incorporated into on of the four ton cargo bays, without the use of a bunker, allowing for the Guerilla to drop in, behind enemy lines, with a PAIR of Power Armored squads.

 

Battle History:

As the combined Andurien/Canopian attack began to overrun Grand Base, a pair of the prototype Guerillas were secured in hidden locations with a pair of foot infantry platoons, each. The two 'Mechs waited for the battle line to pass by them, and then moved to assault the lightly defended rear supply lines. Unfortunately, due to their limited speed and maneuverability, they were quickly hunted down and destroyed. The other two prototypes served the Liao supply lines, protecting the supply vehicles, and carrying volitile components to the front lines.

During House Liao's "Xin Sheng", multiple Guerillas were dropped from reconfigured Commercial Drop Ships, onto planets within the Chaos March, to make short work of anarchist supply lines, before the main assault arrived. The included infantry was able to incite confusion and spread pro-Liao propoganda while the 'Mechs remained hidden, and invisible. As the main force approached the planet, the Guerillas would activate and raid multiple bases, running their infantry compliment right into the main HQ and dropping them, before turning on the base defenses. On many occasions, the Liao platoons were able to take the base with little to no loss of life, on either side.

The cargo carrying capabilities were taken advantage of during a recent raid on the independant planet of, Styk, within the Chaos March. A pair of Guerillas moved into a base, dropping off its infantry. Once the base's defenders were routed, the infantrymen quickly loaded as much as they could into the cargo-holds that they had previously occupied. They were able to move out with the base's main supplies, before the enemy could remobilize and intercept the Liao raides.

 

Deployment:

Currently, Liao forces are field-testing the first limited run of Guerillas, primarily, within the Chaos March. A few, scattered, reports also place at least a pair of Guerillas within the forces of the SLDF.

With the age of unregulated spending past, it is unlikely that much more money will be devoted to such an expensive, special-purpose design.

 

4-Ton Infantry Bunker

Equipment   Mass

Cockpit & Controls: None 0T

Engine: None 0T

Lift: None 0T

Walk: 0 MP

Run: 0 MP

Jump: 0 MP

Environmental Sealing Standard 0.4T

Heat Sinks: None 0T

  0 in Engine


  Internal Structure Armor

  Standard Standard

Tons 0.4 0

Front 1 0

L/R Sides 1 0

Rear 1 0

 

 

Standard

Battle Value: 1

C-Bill Cost: 5,100

Qty Weapons and Equipment Location Tonnage

1 Cargo Body 3.2

 



Capabilities:

The bunker was constructed to carry 3 tons of infantry. This normally consists of four squads of foot infantry, three squads of jump infantry, or two squads of motorized infantry. (Assuming all infantry platoons consist of four squads, reguardless of total number of men.)

While it is secured inside one of the Guerilla's cargo-holds, the bunker draws power from the 'Mech's fusion engine to run the life-support systems, in the same way that a vehicle trailer draws power from the coach vehicle.

Each bunker may be individually dropped, in the field, to act as a shelter, and command center for the infantry troops. While it does not have any power-source of its own, it is still more than most covert teams have, while behind enemy lines.

Once dropped, it is difficult to reload the bunker back into the cargo-hold of the 'Mech. Under ideal conditions, it takes a squad of infantry less than ten minutes to winch the bunker back into place, and reattach the power cables. To avoid this, the bunker is designed to be entered and exited while attached inside of the 'Mech's cargo-hold.

 

Guerilla GRL-1X Prototype 'Mech Infantry Carrier

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 260 13.5T

Gyro: Standard 3T

Walk: 4 MP

Run: 6 MP

Jump: 0 MP

Single Heat Sinks: 17 7T

  10 in Engine


  Internal Structure Armor

  Industrial Frame Standard

Tons 13 10.5

Head 3 9

Center Torso 21 25/10

L/R Torso 15 15/7

L/R Arm 10 15

L/R Leg 15 25

 

 

GRL-1X Prototype

Battle Value: 944

C-Bill Cost: 4,964,218

Qty Weapons and Equipment Location Critical Tonnage

1 Single Heat Sink CT 1 1

3 Cargo RT 3 3

2 Diverse Optics Medium Laser RT 2 2

1 Single Heat Sink RT 1 1

3 Cargo LT 3 3

2 Diverse Optics Medium Laser LT 2 2

1 Single Heat Sink LT 1 1

1 Firmir MaxiLase Large Laser RA 2 5

1 Lower Arm and Hand Actuators LA 2 0

2 Single Heat Sink RL 2 2

2 Single Heat Sink LL 2 2

  Totals

19 15

 

 

Gorilla Heavy Loader Industrial 'Mech

Equipment   Mass

Cockpit: Standard 3T

Engine: I. C. E. 260 27T

Gyro: Standard 3T

Walk: 4 MP

Run: 6 MP

Jump: 0 MP

Single Heat Sinks: 2 2T

  0 in Engine


  Internal Structure Armor

  Industrial Frame Standard

Tons 13 2

Head 3 8

Center Torso 21 4/2

L/R Torso 15 2/1

L/R Arm 10 3

L/R Leg 15 3

 

 

Construction/Salvage Loading and Retrieval

Battle Value: 342

C-Bill Cost: 3,066,718

Qty Weapons and Equipment Location Critical Tonnage

2 Single Heat Sink CT 2 2

6 Cargo RT 6 6

6 Cargo LT 6 6

1 Lift Hoist RA 3 3

1 Lower Arm and Hand Actuators LA 2 0

  Totals

17 15




User Reviews

User Rating Posted Updated

Ironraven 0 6/3/2006  

Interesting idea. A little iffy, in one or two details, but if you are using mech/infantry teams in urban warfare, you can't go wrong. Like Hellion, I wonder about the usefulness of the indivdual bunkers/shelters being detachable, but as far transports, personal armour and ejection seats are a good thing. For this kind of role, though, I usually like quads- used with jump troops with these kind of individual bays, you basically get infantry VLS tubes.

Lord Cain 0 1/17/2005  

Hey, the Clans use their infantry as bullet soakers on their mechs to protect the almighty mechwarrior and mech from damage at the expense of a few meaty Elementals. At least the bunkers protect the men not the machine, and imagine what would happen if an anti-mech attack was in progress as the bunkers opened. It is an infantry fighting machine with built in ground support.

Ice Hellion 0 1/17/2005  

Impressive fluff and thoughts.
The idea of a 'Mech carrying infantry in its back in little bunkers is really great. I do question its usefulness on a real battlefield or even as a guerrilla fighter because of its lack of long range weapons but nevertheless it is quite an unique 'Mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2590
FRIDAY, APRIL 09, 2004
UPDATE: 1/4/2005
125 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2590]

Maverik MVR-1K

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

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No Tags posted

BATTLEROM IMAGE JUNE 12, 3055

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 260 7T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 13

Head 3 9

Center Torso 21 28/11

L/R Torso 15 22/8

L/R Arm 10 20

L/R Leg 15 30

 


MVR-1K

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Small Laser RA 1 0.5

1 Small Laser LA 1 0.5

1 LRM-5 RT 1 2

1 SRM-6 RT 2 3

1 Large Laser RT 2 5

2 Jump Jets RT 2 2

1 LRM-5 LT 1 2

1 SRM-6 LT 2 3

1 Large Laser LT 2 5

2 Jump Jets LT 2 2

1 Ammo (LRM-5) 24 CT 1 1

1 Ammo (SRM-6) 15 CT 1 1

1 SRM-4 RL 1 2

1 Ammo (SRM-4) 25 RL 1 1

1 SRM-4 LL 1 2

1 Beagle Active Probe RT 2 1.5

1 Guardian ECM LT 2 1.5

1 Small Laser H(R) 1 0.5

    Totals

40 35.5


MVR-1H

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Small Laser RA 1 0.5

1 Small Laser LA 1 0.5

1 LRM-10 RT 2 5

1 Ammo (LRM-10) 12 RT 1 1

1 Large Laser RT 2 5

1 Beagle Active Probe RT 2 1.5

1 Jump Jets RT 1 1

1 SRM-4 RT 1 2

1 LRM-10 LT 2 5

1 Ammo (LRM-10) 12 LT 1 1

1 Large Laser LT 2 5

1 Guardian ECM LT 2 1.5

1 Jump Jets LT 1 1

1 SRM-4 LT 1 2

1 Ammo (SRM-4) 25 CT 1 1

1 Jump Jets RL 1 1

1 Jump Jets LL 1 1

1 Small Laser H(R) 1 0.5

    Totals

38 35.5

 

Overview:

This 'Mech was being designed on Luthien at the same time as the much larger Mauler. Designed as a static defense unit, prototypes served well in defending the capital city durring the clan invasion.

 

Capabilities:

Designed from the start, to fill a defensive roll, the heavy reliance on ammunition was never considered a deffecit. For Long Range attack and defense, the Holly Long Range 5 Missile Racks and the Magna Mark III Heavy Lasers strike advancing units durring their approach. When the enemy is within 200 meters, however, the Maverik has a healthy assortment of SRM's to unleash on unwarey opponents. It's Chilton 460 Jump Jets give this design unequaled versatility for a 'Mech of this size, something it can put to good use in the tight confines of the city, or heavily forested/broken terrain. The electronic suites make this 'Mech a useful in the defense of supply convoys, where it can watch from the front for ambushes. The New -1H Model packs a stronger long-range punch, and its ammunition is better ballanced for a sustained fight. The only problem with this varient is that it is more prone to overheating than the origional MVR-1K Maverik, but as long as the pilot keeps an eye on his heat guage, he shouldn't have too much difficulty "keeping his cool".

 

Configuration / Variants:

The first Variant, is the MVR-1S which exchanges the Leg mounted SRM's for four-rack torpedo launchers. This Variant has seen limited service to the 348th Reserve Detachment of the Skye Militia. A second Varient has appeared recently to appease those who felt that the leg mounted weapons were too restricting. By removing the SRM 6 racks, and upgrading the LRM launchers to 10-racks, the SRM 4's have been able to be moved to the torsos. An additional ton of LRM ammunition has been added to make sure that the launchers are able to hold out, in a sustained fight. Two of the Jump Jets have been moved to the Legs, in order to make room for the additional ammo.

 

Battle History:

Only four prototypes were available when Clan Smoke Jaguar attacked Luthien. Although only one battered prototype survived the assault, the mecha served well, and the real-time battle footage helped the techs further refine the design.

 

Deployment:

The first two shipments of Maveriks have been placed in, and around the capital City on Luthien. Only four of the -1S Variant have been produced, and shipped to the 248th on Skye. The -1H Varient is being sold, in limited quantities, to an unknown, patron.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/13/2004  

Pretty impresive design.
Apart from its role as a militia 'Mech and the cost of XL engine, I would say that the LRM-5 are a bit too light for it. Why don't you exchange the SRM-4 and LRM-5 for LRM 10? This would give your 'Mech a bigger long range punch and solve the problems of having SRM in your legs.

Warhawk 0 4/11/2004  

Not that bad of a design, but one thing jumps out at me: its a militia 'Mech. The use of normal weaponry is standard on most militia designs, but the XL engine makes the 'Mech way too expensive for the normal militia unit.
A nice conversion of the Female Battle Armor, but just not a militia design with the tech that you're using.

Lonely Coyote 0 4/9/2004  

Personally, I'm not an ammo person, myself. I have lost too many mecha because of ammo ANYWHERE on the 'Mech. This 'Mech was an experiment on the effective use of SRM's, along with the use of SRT's on water rich planets.
(My origional incarnation was the -1S model and proved quite a surprise, but once the enemy knows to stay out of the water, the torpedoes become innefective.)
This is the way the 'Mech has been built. If people don't want to use it, because of the ammo (or the location there of) then there are many other mecha to choose from.
I appreciate the review.

Quetzalcoatl 0 4/9/2004  

Never put ammo in the CT, it's just a bad idea. How bout moving the LRM-5s into the torso and puttign the ammo in the left and right torsoes. Also, I'd reccomend moving the ammo and weapons out of the legs (they have horrible fields of fire and that ammo is a bad idea if your opponent gets a floating crit). Otherwise, it's got a nice mix of weaponry and a nice load of armor, decent mech.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2571
WEDNESDAY, APRIL 14, 2004
UPDATE: 1/4/2005
112 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2571]

Muerta MRT-A1

Level: Custom Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

Word of Blake Inner Sphere

Magistracy of Canopus Periphery

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BATTLEROM IMAGE NOVEMBER 26, 3056

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 260 7T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 13 [26] 3T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 12.5

Head 3 9

Center Torso 21 31/10

L/R Torso 15 21/9

L/R Arm 10 20

L/R Leg 15 25

 


MRT-A1

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

2 Medium Pulse Laser RA 2 4

1 Light Gauss Rifle LA 5 12

1 Ammo (Light Gauss Rifle) 16 LA 1 1

1 Double Heat Sink RT 3 1

2 Machine Gun RT 2 1

2 Double Heat Sink LT 6 2

1 Ammo (Machine Gun) 100 LT 1 0.5

1 CASE LT 1 0.5

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

    Totals

28 30


MRT-AX

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

2 Medium Pulse Laser RA 2 4

1 LB 10-X AC LA 6 11

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

1 Double Heat Sink RT 3 1

2 Machine Gun RT 2 1

2 Double Heat Sink LT 6 2

1 Ammo (Machine Gun) 100 LT 1 0.5

1 CASE LT 1 0.5

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

    Totals

30 30


MRT-AD

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 Medium Pulse Laser RA 2 4

1 Double Heat Sink RA 3 1

1 Rotary AC/5 LA 6 10

3 Ammo (Rotary AC/5) 20 LA 3 3

2 Double Heat Sink RT 6 2

2 Machine Gun RT 2 1

2 Double Heat Sink LT 6 2

1 Ammo (Machine Gun) 100 LT 1 0.5

1 CASE LT 1 0.5

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

    Totals

36 30

 

Overview:

So impressed was the renouned engineer, Alecia Klipstine, with the Nobori-Nin B, that she stripped her ThunderBolt down to its chasis, and (over the next three years) re-built it, in the image of the Clan 'Mech. Both Marik, and WoB were impressed by her success in design, and function. They offered her a contract to build the 65 ton MRT-A1 Muerta at the Keystone plant within the Marik Commonwealth. After much negotiation, she agreed.

 

Capabilities:

The MRT-A1 Muerta design was configured after Clan Nova Cat's "Nobori-Nin" (known as the "Huntsman" among the Clans). The InnerSphere variant is nearly 30 percent larger than its Clan cousin, gaining in armor protection, what it lost in speed. The weapon structure has been augmented with newer technologies, in the hope to lessen the gap between: the limited InnerSphere weaponry, and the superior Clan equivalents. The Clan autocannon in the left arm, was matched with the Imperator, Light Gauss Cannon, and a ton of ammunition. The remaining weapons were matched up, one for one. The Clan built ER PPC in the opposite arm, was matched with the Fusigon Model XI ER PPC. Rounding out the Muerta's short-range weaponry are a pair of Intek Medium Pulse Lasers, and a pair of reliable LFN Linblad Machine Guns for anti-infantry. The MRT-A1 Muerta is a well rounded 'Mech with the ability to manage its heat through the rear finlike radiator.

 

Configuration / Variants:

The insufficient availability of the Light Gauss Cannons to fill the orders for this 'Mech, has forced the Keystone engineers to offer a variant with a Imperator Code Red LB 10-X AC. One ton of ammunition is added to give the AutoCannon more staying power. [ci. 3060: Two Lances of these mecha, which have been appropriated for the Star League Armed Forces, have shown up recently at New Avalon where it is believed that the NAIS engineers are attempting to replace the LGR in the left arm with one of their own RAC's. It is assumed that more ammunition would be added to support the new AutoCannon. The recent shipment of Exostar ER Large Lasers has lead us to believe that the ER PPC is to also be replaced, probably in an attempt to handle the additional heat from the RAC. Two extra Freezers would probably also be added to help minimize heat buildup.]

 

Battle History:

[Pending]

 

Deployment:

This 'Mech is currently being fielded in Marik space with an agreed apon number going, to fill out the Magistracy of Canopus military, where Alecia was born, and educated.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/14/2004  

Nice design with long and close range firepower and with energy weapons as main weapons to stay on the field longer.
I really like the FS version with the ER LL and the RAC/5. I think they get together well.

Lonely Coyote 0 4/14/2004  

Can do!

Warhawk 0 4/14/2004  

A pretty good design, but one question is left to ask: how did House Marik acquire the RAC? You did mention in the fluff several possible solutions, but something more concrete really is needed to explain it better. The model with the LB-X cannon is well within the parameters of a WoB or Marik design. Another possible modification would be to replace the RAC with a LGR, which is more in keeping with the Marik mindset.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6089
THURSDAY, MAY 04, 2006
UPDATE: 5/4/2006
190 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6089]

Tortoise TRT-153

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

  All Inner Sphere Factions Inner Sphere

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BATTLEROM IMAGE SEPTEMBER 19, 3025

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 195 8T

Gyro: Standard 2T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 19  9T

  7 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 12

Head 3 9

Center Torso 21 27/12

L/R Torso 15 20/10

L/R Arm 10 20

L/R Leg 15 22

 


Standard

Battle Value: 1,037

C-Bill Cost: 4,645,575

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

2 Heat Sink RA 2 2

1 LRM-20 LA 5 10

3 Ammo (LRM-20) 6 LA 3 3

1 Medium Laser RT 1 1

1 Machine Gun RT 1 0.5

3 Heat Sink RT 3 3

1 Medium Laser LT 1 1

1 Machine Gun LT 1 0.5

1 Ammo (Machine Gun) 100 LT 1 0.5

2 Heat Sink LT 2 2

1 Flamer CT 1 1

1 Heat Sink CT 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

29 24.5

 

Overview:

Like many of my ideas, this one is sitting somewhere in a warehouse on a back-lot of Nowhere. Parts are scattered all around with little sense of organization, although I'm pretty sure I know where MOST of it is.

 

Capabilities:

Still Goin' 195 Fusion Engine lays in its wood crate in a far corner. This engine might eventually power the 'Mech up to speeds matching many heavier units. That's not to say it's great, but it is enough to get the Tortoise into position. Still... it is much more comfortable standing away from the crowd, delivering retorts, when it has the chance, and staying out of any type of direct conflicts.

The Tortoise would be able to deliver, at range, with it's Mega P-Shooter Particle Cannon, and D20 LRM Launcher. With plenty of ammunition to spare, it would be able to bring a variety of firepower to the field.

Nineteen Ice Man Coolers keep the Tortoise running cool, but if an opponent gets in its face, things might start to heat up.

The Tortoise has a number of secondary systems designed in to take care of bullies who don't respect its personal space. The primary backup weaponry consists of a pair of Deviant-WatchMedium Lasers, followed closely with a Zippo (smok 'em if you got 'em) Flamer, and a pair of combination AK-57 uzzie radar lasar triple barrel double scoped heat-seakin Mini-Guns for Anti-Infantry support.

 

Configuration / Variants:

No Lower Arm or Hand Actuators.

 

Battle History:

The Tortoise is still sitting in pieces. I might get around to puting it together... someday, but until then, it will have to wait, along with many other unfinished projects.

 

Deployment:

Not Built... not deployed...

... although, it's simple, straight-forward design and components would be available to nearly any faction. The basic concept is more of a Lyran one, though...



User Reviews

User Rating Posted Updated

Knightmare 0 6/8/2006  

This does look vaguely familiar...Well done.
cheers

Iron Wolf 0 6/6/2006  

I like the "stand back from the crowd and deliver retorts" part.
But, by the name of the Machine Guns, are you saying you make simple things complicated?

Nice mech anywho.

Ice Hellion 0 5/10/2006  

Nice idea and picture.
The combo of LRM and PPC backed up by some medium to close range weapons is great. The only trouble is its speed but for fluff and gaming purposes, it can be explained.
Good job.

DethOkay 0 5/7/2006  

its a great design for 3025, the PPC/lrm 20 is a nice combo great range/ firepower and crit seeking abilities. I might dump the MGs the are death waiting happen but you could replace them with flamers.

Warhawk 0 5/5/2006  

Like Gauntlet said, the custom pic is very cool. You have some of comments on the thread, but here's a few more.

D20 missile launcher, nice. Very nice entry.

Gauntlet 5 5/4/2006  

Like I've already said in the thread, I like it! Gives of a very "tinkerer" feel to it, which I'm sure you meant to impart. The mech itself is pretty sweet, and actually respectably dangerous if used the right way. I really like this line "Nineteen Ice Man Coolers keep the Tortoise running cool, but if an opponent gets in its face, things might start to heat up." It leads me to believe that you yourself are pretty easy going, but can occasionally get worked up if the right buttons are pressed! A custom image, hand drawn, of which I'm glad to see! I can just imagine that this is a blueprint pic, and the final project will outshine it by far! Another great job!

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9073
TUESDAY, OCTOBER 02, 2007
UPDATE: 10/2/2007
34 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9073]

Lamprey LPR-3Y

Level: Custom Level 1 / 2750

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

DBM (The Drawing Board) File


Faction Availability

Wolf´s Dragoons Mercenary

Rim Worlds Republic Star League

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No Tags posted

BATTLEROM IMAGE MARCH 4, 2750

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 210 9T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 2 MP

Standard Heat Sinks: 18  8T

  8 in Engine

Actuators:

L: Sh+UA+LA+H
R: Sh+UA+LA+H


  Internal Structure Armor

  Standard Standard

Tons 7 13

Head 3 9

Center Torso 22 29/14

L/R Torso 15 20/10

L/R Arm 11 22

L/R Leg 15 26

 


Standard

Battle Value: 1053

C-Bill Cost: 5,567,840

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-5 RA 1 2

1 Ammo (LRM-5) 24 RA 1 1

1 LRM-5 LA 1 2

1 Ammo (LRM-5) 24 LA 1 1

1 LRM-5 RT 1 2

1 SRM-6 RT 2 3

1 Ammo (LRM-5) 24 RT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 Jump Jets RT 1 1

3 Heat Sink RT 3 3

1 LRM-5 LT 1 2

1 SRM-6 LT 2 3

1 Ammo (LRM-5) 24 LT 1 1

1 Ammo (SRM-6) 15 LT 1 1

1 Jump Jets LT 1 1

3 Heat Sink LT 3 3

1 Large Laser CT 2 5

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

28 27



Overview:

Excluding the mercenary, Wolf's Dragoons, the Lamprey has not been seen in the Inner Sphere for nearly 200 years. It was originally deployed by the Rim Worlds Republic, long before the fall of the Star League, as their primary Shock Trooper. It served this role well, as it is capable at all ranges, and can cover a variety of combat roles.


Capabilities:

"Cheap and Deadly" The Lamprey is a well rounded 'Mech. At range, it can serve as Fire Support with an unprecedented four LongFire V Long Range Missile Launchers that form an arc over the back of the 'Mech. Each Launcher is mounted in a separate location, supported by its own ammo bin. By separating the launch tubes out across the entire 'Mech in this way, the Lamprey is assured to be able to launch its missiles through the extent of any encounter.

If an opponent manages to get too close for comfort, the Lamprey turns up the heat by exchanging twenty Long Range Missiles for twelve Short Range Missiles. The pair of Exostar six-shot missile racks are each supplied by a dedicated Ton of ammo, allowing the Lamprey to indiscriminately pump SRMs into all opponents that stray too close.

A centrally mounted Large Laser delivers a solid punch at all ranges. Able to vaporize three Tons of Armor a minute, the Nightwind model is able to consistently make life difficult for the Lamprey's opponents, regardless of which set of missiles are fired.

Backing up this impressive array of weaponry are thirteen Tons of overlapping Armor Plates. They form a nearly impenetrable shell over the sensitive internal components. Sweeping down from the arc of LRM launch tubes is a sort of armored cape that shields the Lamprey's rear and sides. This not only increases protection for the Shoulder Actuators and Cockpit, but also allows the Torso Heat Sinks to run more efficiently with the added surface area.

Where the Lamprey fals short, when compared to other similar sized designs, is in maneuverability.  The Lamprey tops out at 54 kph and even though it can jump, the 60m range of the jets serves more of a utility role, than being an actual combat advantage.

Overall though, the Lamprey is a capable design that has only a moderate difficulty keeping up with the flow of battle.  With the added utility of the Jump Jets, it is nearly impossible to trap.


Configuration / Variants:

There are not enough Lampreys present, to promote wide spread experimentation on this successful design. While battlefield refits have made an appearance, from time to time, Wolf's Dragoons techs always rebuild their machines back to the original standards, once time and resources become available.


Battle History:

The Lamprey design was thought to be lost early in the Succession Wars. The few that remained after the Kerensky's injudicious exodus remained in the hands of the former Rim World pilots turned mercenary.

To the surprise of our blessed order, the Lamprey reappeared in the ranks of the Wolf's Dragoons after their first supply run, somewhere in the Deep Periphery. The pristine quality, variety and historical nature of the units that they returned with leads us to believe that they have access to at least one, if not multiple, Star League era caches. It is imperative that we locate these and secure them for our blessed order. If even one of the Successor States should locate them first, the threat to our technological superiority would be unimaginable.


Deployment:

Currently, the Wolf's Dragoons is the only power to deploy this ancient design. Although their numbers seem to be limited, the fact that they have ANY, while no others are present in the entire Inner Sphere is more than just a thorn in our side.

 


User Reviews

User Rating Posted Updated

Ice Hellion 4 10/4/2007  

Nice fluff, nice picture and a concept that puts it into a specific class on its own (in a period when you see a lot of munchy designs this is a fresh breeze).

Good job.

Warhawk 0 10/3/2007  

I like it LC. The fluff is good and that alone carries this design forward. The massed missile batteries have another good advantage aside from massing less than a single LRM-20, they allow the 'Mech to keep on going even when one rack has been disabled in combat.

Cheap, efficient (somewhat), and deadly all good points.

Cowboy 4 10/3/2007  

It's slow, and I hate LRM5 but the design seems to fit fluff well, and is pretty variable. Speed is slower than some, but yeah. 


atleast it's not a 40 ton mech that could totally shred my Hunchback.. 

:-)

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2595
THURSDAY, APRIL 15, 2004
UPDATE: 1/4/2005
111 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2595]

OstRich OST-3H

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

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No Tags posted

BATTLEROM IMAGE OCTOBER 23, 2774

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Standard Heat Sinks: 18  8T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3.5 12.5

Head 3 9

Center Torso 22 30/9

L/R Torso 15 22/8

L/R Arm 11 22

L/R Leg 15 24

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RT 2 5

1 Medium Laser RT 1 1

1 Medium Laser RT(R) 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 Ammo (Machine Gun) 100 RT 1 0.5

3 Heat Sink RT 3 3

2 Jump Jets RT 2 2

1 CASE RT 1 0.5

1 Large Laser LT 2 5

1 Medium Laser LT 1 1

1 Medium Laser LT(R) 1 1

1 SRM-6 LT 2 3

3 Heat Sink LT 3 3

2 Jump Jets LT 2 2

1 Heat Sink H 1 1

2 Machine Gun CT 2 1

    Totals

40 24

 

Overview:

When the Ostman Industrie shut its doors in 2700, Kong Interstellar, the producer of the OTL-4D Ostsol, purchased the rights to continue production of the OST series of mecha. While their production capabilities were limited, orders for OST mecha, and replacement parts were low enough for the single production facility to handle. Over the next century, more and more contracts were lost to their compeditors who were producing Guillotine, and ThunderBolt mecha. In 2770, Kong Interstellar was facing bankruptsy. Instead of giving up, Carl Richardson placed everything on the line, and mortgaged his entire company towards the announcement of the development of a new OST 'Mech. Over the next four years, Carl worked on the new design, while expanding his facility to support the construction of the larger 'Mech. On June 3rd, 2774, the first OstRich walked out of the Kong Interstellar assembly area to great fanfare. Heavy advertising had created much hype about the "modern, but innexpensive" new design. "You don't have to be rich to afford an OstRich" echoed across the InnerSphere. Intended to fill the same combat roles as the Guillotine, and ThunderBolt, the OTR-3H did its job well, and orders for the design brought new hope to the failing Kong Interstellar. Unfortunately, a raid, ten years later destroyed the facility, and the production of all OST series mecha was brought to a hault. The OTR-3H OstRich is a capable, and innexpensive design, using many components common throughout the InnerSphere. In keeping with the standard OST template, all of the electronics are housed within the main "pod" body of the 'Mech. The laser systems are easily accessable, and the ammunition is loaded in standardized bins through the back, making maintenance on this 'Mech very easy for today's tech.

 

Capabilities:

The OTR-3H OstRich starts with the same main Tronel laser arrangement from the smaller OTL-4D Ostsol. This tried, and true system gives the OTR-3H pilot the versitility to fight on the ever-changing field of battle. While slightly slower than its lighter brothers, the addition of Anderson Jump Jets easily makes up for the difference, giving it the same maneuverability as the GLT-3N Guillotine: its chief compeditor. A straight forward weapons configuration, and streamlined cockpit controls add to its ease of use, and allows the pilot to concentrate on the battle. The new weapon systems to the OST series includes the Totshclagen-6 SRM Launcher, and the paired 20mm Gatling Guns. The big brother to the Ostroc's SRM Launcher is located behind the top-mounted Lasers in angled launch tubes, sending the missiles up, and over the 'Mech, giving the OTR-3H an additional short-range punch, while the Machine Guns serve it well as an infantry-hunter. CASE protects both of these ammunition bays, in "case" of a critical failure. The inclusion of larger Battle Fists, and a stronger arm assembly allows the OstRich to engage in melee combat much more efficiantly than earlier OST designs. The "hull-down" configuration, and reverse-actuated legs, sets this 'Mech apart from the others in the OST series. This was done intentionally to give this design the air of the heavier "pod" designs, such as the Marauder, and the Stalker, increasing its popularity, and intimidating its opponents.

 

Configuration / Variants:

With the similarity in weapons configuration to the Ostsol, its variants may be seen on this 'Mech in the future.

 

Battle History:

The discovery of OTR-3H OstRiches in Liao territory, has brought this 'Mech back into the spotlight after more than 200 years of silence. Liao forces were losing ground fast against the combined assault of the Andurian/Canopian militaries since 3030. With the discovery of a cache of over 100 OTR-3H OstRiches on Raphael late 3033, the Liao military was able to reconstruct one of its regiments that had been crushed in the Fourth Succession War, by the might of Davian. The ease of use, and familiarity to the Ostsol, allowed the formerly disposessed Cappellan pilots to begin turning the tide of battle against the invaders. The included CASE saved more than one of these mecha, giving their comrades a boost in morale to see one of their own step out of the cloud of debris from the ammo explosion, and keep fighting. Many an Andurien pilot "turned tail" and ran from the sight of this "indestructable" 'Mech. Unfortunately, it is likely that the many OST-3H OstRiches lost durring the Andurian/Canopian invasion will never be replaced, as the Cappellan 'Mech construction facilities are unable to handle building a 'Mech of this size.

 

Deployment:

Currently, all known OST-3H OstRiches are in the Cappellan Confederation.



User Reviews

User Rating Posted Updated

Warhawk 0 4/15/2004  

Pretty nice mod of another RoboTech design. Fits in well with the other "low-tech" SLDF designs like the Guillotine. Good fluff to support it as well.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2565
MONDAY, APRIL 12, 2004
UPDATE: 1/4/2005
258 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2565]

Warhammer II (IS) WHM-2W

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Wolf´s Dragoons Mercenary

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BATTLEROM IMAGE MARCH 6, 3045

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Double Heat Sinks: 16 [32] 6T

  11 in Engine


  Internal Structure Armor

  Standard Ferro-Fibrous

Tons 7 11.5

Head 3 9

Center Torso 22 30/9

L/R Torso 15 20/7

L/R Arm 11 22

L/R Leg 15 30

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

1 Double Heat Sink RA 3 1

1 ER PPC LA 3 7

1 Double Heat Sink LA 3 1

1 Medium Laser H 1 1

1 SRM-6 RT 2 3

2 Medium Laser RT 2 2

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

2 Medium Laser LT 2 2

1 Double Heat Sink LT 3 1

1 Ammo (SRM-6) 15 RT 1 1

1 CASE RT 1 0.5

    Totals

44 23.5

 

Overview:

Once the exclusive property of the mercenary unit Wolf's Dragoons, the WarHammer II has appeared in other units only within the last five years. Sold under limited licence through GM BlackWell, the same company that produces the famous Marauder II for limited distribution. This, "the pride of Kerensky", has been happily accepted into the few units within the great Houses which have the honor of fielding this beautiful 'Mech.

 

Capabilities:

The WHM-2W uses Ferro-Fibrous armor for maximum protection, and Double Heat Sinks to afford the more heat-intensive weaponry of this design. The paired ERPPC's have excellent range, and are able to accurately hit targets over half a kilometer away. These are backed up by a quintet of Medium Lasers, and the obligatory SRM 6 Missile Rack.

 

Configuration / Variants:

This is the only variant of the WarHammer II that GM BlackWell has been allowed to produce. [Ed. Note: This is the version of the WarHammer that I have used for Natasha Kerensky since I started playing BattleTech (approx. 15 years ago). I'm glad that the IIC Variant has proven to be VERY similar. As you see, I had allowed the Wolf's Dragoons limited use of "Advanced-Tech", usually excluding XL-Engines, only.]

 

Battle History:

The many excursions of the "Black Widdow" would fill a book. This is not the place, nor the time to re-tell those stories.

 

Deployment:

Origionally a Wolf's Dragoons exclusive, this 'Mech has recently been released for, limited, general sale.



User Reviews

User Rating Posted Updated

Thumper 3 8/5/2006  

Nice design....Just one thing I dislike about it, HEAT HOG!

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2579
SATURDAY, JULY 24, 2004
UPDATE: 1/4/2005
196 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2579]

Brutus BRT-U5

Level: Custom Level 3 / 3055

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

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No Tags posted

BATTLEROM IMAGE FEBRUARY 1, 3055

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Double Heat Sinks: 14 [28] 4T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 14

Head 3 9

Center Torso 23 33/10

L/R Torso 16 24/8

L/R Arm 12 24

L/R Leg 16 30

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC w/ Capacitor RA 4 8

1 Medium Laser RA 1 1

1 Large X-Pulse Laser LA 2 7

1 TAG LA 1 1

5 Thunderbolt (OS) RT 5 5

2 Coolant Pod RT 2 2

5 Thunderbolt (OS) LT 5 5

2 Coolant Pod LT 2 2

1 Double Heat Sink RA 3 1

1 Double Heat Sink LA 3 1

1 Null-Signature System CT 7 0

1 Cargo Pod RT 1 1

1 Cargo Pod LT 1 1

1 Cargo Pod CT 1 1

    Totals

43 34

 

Overview:

After retrieving the absconding Professor Kale, and his highly sensitive (and illegal) DNI technologies from the Gladitorial Arenas of Solaris, the NAIS research team, formerly known as "Dark Mirage", returned to New Avalon. The return of all of the equipment, and Professor Kale, alive, impressed their superiors, and landed them the contract of a lifetime. Their new job was to take the experience garnered on Solaris, with their prototype "WildFire" 'Mech, and produce a viable fighting machine to combat the Clan threat. The BRT-U5 brutus is the pinnacle of their research, and achievements.

 

Capabilities:

Starting with a 75 ton chassis, the research team, now known as "Sinister Haze", planned the "Brutus" around fledgling technologies being developed within the confines of NAIS.

To combat the range advantage of the expected Clan foes, "Sinister Haze" equipt the frame, not only with an impressive ammount of armor, but with two emerging pieces of equipment. The Null-Signature System, developed from recovered files within the "Gray Death Memory Core" makes it more difficult for enemy units to target the "Brutus" at range. While this causes the 'Mech to run hot, it is primarily intended to allow the "Brutus" to close with its adversary. The second defensive system was developed right on the NAIS grounds. The "Blue Shield" project surrounds the 'Mech with an electro-static particle field dampener that disrupts incomming PPC charges, nearly halving all damage dealt from these powerful weapons.

For offense, the researchers combined some of the most advanced technologies available to them. They started with adding a newly developed capasitor to a standard Particle Cannon, mounted to the right arm, in an attempt to match the Clan equivalents in damage, if not in range. A Large Pulse Laser compliments the Particle Cannon in the opposite arm. It has been augmented for exceptional range, although the additional heat output is staggering. The pair of arm-mounted weapons are further enhanced with the addition of a rack of one-shot Thunderbolt missiles, and a solitary ChisComp 39 Medium Laser. A TAG system rounds out its offensive capabilities by giving the "Brutus" the ability to call down Artillery shells on its opponents.

To keep everything cool, the fourteen frezers have been supplimented with four, newly developed, coolant pods.

 

Configuration / Variants:

NOTE:The Ferro Fibrous and Cargo Pods make up for the criticals and weight of the Blue Shield System. (From "Unbound": Three tons. One Crit Slot all locations. Halve all PPC damage taken, and on a roll of "2" when activated, it explodes for 5 points of damage to each location. A critical hit shuts the system down.)

 

Battle History:

The BRT-U5 is currently running the gauntlet of battlefield testing. While the results are promissing, it has been questioned whether a less experienced pilot would be able to effectively handle this machine.

 

Deployment:

Currently, the only three BRT-U5's constructed, are going through field testing on New Avalon.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2585
WEDNESDAY, MAY 05, 2004
UPDATE: 1/4/2005
136 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2585]

EuroMech ERM-3H

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

  New Star League Inner Sphere

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No Tags posted

BATTLEROM IMAGE JANUARY 30, 3060

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 300 14.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Standard Stealth

Tons 7.5 14

Head 3 9

Center Torso 23 27/12

L/R Torso 16 22/10

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Light Gauss Rifle RT 5 12

1 Ammo (Light Gauss Rifle) 16 RT 1 1

1 Jump Jets RT 1 1

1 MRM-10 LT 2 3

1 Ammo (MRM-10) 24 LT 1 1

1 Guardian ECM LT 2 1.5

1 Jump Jets LT 1 1

1 CASE LT 1 0.5

2 Jump Jets CT 2 2

1 Medium Laser RA 1 1

1 Rotary AC/2 LA 3 8

1 Ammo (Rotary AC/2) 45 LA 1 1

    Totals

33 33

 

Overview:

It was determined that a new 'Mech should be designed to help strengthen the bonds between "former" enemies. The Successor States were brought together to create a new showpiece of the new Star League. After the expenditure of billions of the taxpayer's money, and years of "discussion", the final trappings of the EuroMech can now be revealed.

 

Capabilities:

(What can I say, this is what happens when bureaucrats design a 'Mech.) Based off of the Orion Chasis, the EuroMech is a combination of technologies from across the whole of the new Star League.

 

Configuration / Variants:

11: Thou shalt not mess with thy Star League issue equipment.

 

Battle History:

The new 'Mech of the new Star League has yet to see combat, although testing has proven it to be a better design than most had expected.

 

Deployment:

New EuroMechs are being distributed throughout the new Star League Army.



User Reviews

User Rating Posted Updated

Doc 0 5/5/2004  

The idea was done with the Black Watch.

Ice Hellion 0 5/5/2004  

This is the old joke about how a common design is drawn with the lower common things coming alive. 
The concept is interesting but the idea of all the Houses cooperating is quite strange especially when dealing with CC.

Cestusrex 0 5/5/2004  

Design by committee, not a good place to begin. I also see major problems with procurring parts. Also, way too much dependence on ammo weapons.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2583
FRIDAY, JUNE 25, 2004
UPDATE: 1/4/2005
110 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2583]

Liberator MAD-L3R

Level: Custom Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

Tags

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BATTLEROM IMAGE JANUARY 31, 3058

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 14

Head 3 9

Center Torso 23 30/15

L/R Torso 16 22/10

L/R Arm 12 22

L/R Leg 16 31

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

1 Large Laser RA 2 5

1 Medium Laser RA 1 1

1 Large Laser LA 2 5

1 Medium Laser LA 1 1

1 Rotary AC/2 RT 3 8

1 Ammo (Rotary AC/2) 45 RT 1 1

1 CASE RT 1 0.5

1 MRM-10 LT 2 3

1 Ammo (MRM-10) 24 LT 1 1

1 CASE LT 1 0.5

    Totals

33 30


Alternate

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

1 Large Laser RA 2 5

1 Medium Laser RA 1 1

1 Large Laser LA 2 5

1 Medium Laser LA 1 1

1 Rotary AC/5 RT 6 10

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

1 CASE LT 1 0.5

1 Small Laser H 1 0.5

    Totals

21 30


Yet Another

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

1 PPC RA 3 7

1 PPC LA 3 7

1 LRM-15 RT 3 7

2 Ammo (LRM-15) 8 RT 2 2

1 CASE RT 1 0.5

1 Flamer LT 1 1

1 Double Heat Sink LT 3 1

1 Small Laser H 1 0.5

    Totals

21 30

 

Overview:

Each one, a work of art, the Liberator is hand assembled by resistance fighters within the Chaos March for use by anyone who demands independance, against anyone who wishes to take it away.

 

Capabilities:

Constructed from equipment that the "Light of Freedom" military group was able to "appropriate" through raids, and Jump-Point strikes, the Liberator is a mix of technologies, most of which are easily replaceable, or difficult to damage.

 

Configuration / Variants:

This is the most commonly seen Liberator, although because each is individually built, there are variations based on this common theme.

 

Battle History:

A plague in the gut of the Chaos March, the "Light of Freedom" movement is gaining momentum, as they are able to turn their most recent raids into profitable ventures through the sale of these mecha. These raids leave the Houses who are trying to keep hold of each planet to either scale up their defence, or abandon the planet. The "Light of Freedom" has successfully helped to "liberate" the two planets of Acamar and Genoa. Unfortunately, this anarchist group is not pleased to leave these planets alone, and they continue their raids against ANY government that attempts to bring control and stability to the war-torn people.

 

Deployment:

The "Light of Freedom" raiders are currently thought to posess three of these mecha, while an aditional two have been known to be sold to other resistance groups within the Chaos March.



User Reviews

User Rating Posted Updated

Warhawk 0 6/25/2004  

Its not that expensive for a comparable heavy 'Mech. The thing that I like is that image, its pretty cool. I have to echo Cestus here, it is a really tough 'Mech.

Cestusrex 0 6/25/2004  

No problem. Tough design, though.

Lonely Coyote 0 6/25/2004 6/25/2004

OK, with the "Fluff Text", this probably shouldn't have been listed as "Militia". (My bad.)

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9103
FRIDAY, OCTOBER 05, 2007
UPDATE: 10/5/2007
54 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9103]

Marauder MAD-LT

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE DECEMBER 27, 3067

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 300 14.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Double Heat Sinks: 14 [28] 4T

  12 in Engine

Actuators:

L: Sh+UA+LA
R: Sh+UA+LA


  Internal Structure Armor

  Endo-Steel Standard

Tons 4 13

Head 3 9

Center Torso 23 30/15

L/R Torso 16 20/10

L/R Arm 12 22

L/R Leg 16 25

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 Medium Laser RA 1 1

1 PPC LA 3 7

1 Medium Laser LA 1 1

1 Large Laser CT 2 5

1 SRM-6 RT 2 3

1 Medium Laser RT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 CASE RT 1 0.5

1 SRM-6 LT 2 3

1 Medium Laser LT 1 1

1 Ammo (SRM-6) 15 LT 1 1

1 CASE LT 1 0.5

1 Double Heat Sink RT 3 1

1 Double Heat Sink LT 3 1

1 Guardian ECM LL 2 1.5

    Totals

28 33.5



Overview:

The Marauder has been a staple of Heavy 'Mechs ever since GM introduced it in the early 2600s. It was revolutionary in its day, and many design elements of modern 'Mechs can be traced back to the original MAD-3R Model. Bowie Industries has been able to modernize this ancient design with new technologies.


Capabilities:

House Steiner continues to use this as a heavy attack/support 'Mech. While the Dalban Micronics comgear is a bit dated, it still serves lance and company commanders well.

The twin PPC / Large Laser setup is a familiar one to many who have piloted and faced-off against Marauders in the past. These weapons offer a solid Long Range punch that is supported by 14 Freezers to keep them firing with little worry about Heat.

The real surprises come, once the MAD-LT closes with an opponent. A new array of Short Ranged weaponry comes to light. Two additional Magna Mk II Medium Lasers have been added to the Torsos, along with a pair of TharHes Maxi six-shot SRMs to take advantage of any holes made by the larger weapons. Each launcher is supported by a dedicated Ton of CASE protected ammunition.

While Standard Armor is used, its protection has been increased by over two Tons. This has been added over a new Endo Steel frame that makes for a tight fit, when everything comes together.

Also new to the design, is the VLAR 300 Light Engine. Although performance has not been increased over the original 300, the weight saved has made this design possible, without making the 'Mech as fragile as the original Marauder upgrades. A Norse Guardian ECM Suite, mounted just behind the Hip junction rounds out the MAD-LT's protection, giving it an advantage against many advanced targeting technologies.

Even though the MAD-LT uses only conventional weaponry, the combination continues to help its duties as a heavy-attack vehicle that is out-matched by few.


Configuration/Variants:

Endo Steel: RA 5, LA 5, RT 2, LT 2


Deployment:

House Steiner is field testing this new variant along the borders of the Chaos March.

 


User Reviews

User Rating Posted Updated

Doc 0 10/9/2007  

Stays true to the original? And what original Marauder are you talking about? This about as far from the Marauder as you can get and still call it a Marauder. Since you went with a LFE and DHS I'd like to have seen perhaps an ER LL, some ER MLs, or Artemis or Streak Missiles. The missile setup is similar to the newest Marik MAD, which IMO takes away from the Marauder. Overall an interesting design.

Cypher Himura 0 10/9/2007  

Oh yes, I do like what I see. The SRMs will prove to be a sneaky weapon on unsuspecting opponents. I think Apharmd Ind would definitely be picking up a few of these.

Cowboy 4 10/8/2007  

I love this design.. but I can't help thinking about those SRM launchers in the torso.. Here's a twist on the Mad.. instead of building them into the torso, build them onto the torso, so the launchers come up over the shoulders.. snicker think about it closely.. You'll picture it in your head.. 

That's right.. I'd look similiar ( very similar in profile) to a Timberwolf ( Mad Cat) and lets face it that could be enough to scare someone away.. snickers 

Sthill thumbs up on the design. I love it. I've seen very few Mad upgrades I didn't like, and I think personally it might be one of the best designs made in the innersphere for the time it was made.. 

Good job. ( seriously though... picture that image in your head.. It's a mad cat.. noo wait it's a maruader.. would be too funnyheh.. and might make fluff funny too)

Ice Hellion 0 10/6/2007  

Good firepower and with a surprise (nice idea the SRM-6).
I agree with Ironraven on the interest of using Streak SRM-4 (with your cooling, you would have had more firepower at close range).

An interesting twist to the original Marauder.
Good job.

Ironraven 0 10/5/2007  

It's a Mad Hammer! Like the armour fit, love the twin SRMs- most people won't believe if if they know the MADs. Well cooled, I'm glad you didn't go with ER PPCs, keeps this a solid, mid-to-close range killer, rather than giving it longer range punch that you can't use as well up close with the smaller weapons. The only thing I can think of that I would have done with it would have been to use Streak-4s instead shrugs matter of taste. 

thumbs up

LostInSpace 4 10/5/2007  

I have an aversion to refits of uber-common designs (seems like everyone has five refits of a MAD or WHM), but I like this Maruader. It stays true to the original and is downright deadly. Relatively cheap as well, with more firepower than comparably-priced designs. Think my company may have to pick one of these up. Well done!

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8401
FRIDAY, MAY 11, 2007
UPDATE: 5/11/2007
118 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8401]

Tyrant TYN-4T

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE JUNE 11, 3025

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 225 10T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 20  10T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 7.5 13.5

Head 3 9

Center Torso 23 31/14

L/R Torso 16 22/10

L/R Arm 12 22

L/R Leg 16 27

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-15 RA 3 7

1 Ammo (LRM-15) 8 RA 1 1

1 LRM-15 LA 3 7

1 Ammo (LRM-15) 8 LA 1 1

1 SRM-6 RT 2 3

1 Ammo (SRM-6) 15 RT 1 1

2 Medium Laser LT 2 2

1 Ammo (LRM-15) 8 LT 1 1

1 Large Laser CT 2 5

4 Heat Sink RT 4 4

4 Heat Sink LT 4 4

1 Heat Sink RL 1 1

1 Heat Sink LL 1 1

1 Heat Sink H 1 1

    Totals

27 28

 

Overview:

The Tyrant is an ancient design, found in the Lyran Commonwealth. It was created, as a response to the Terran Hegemony�s deployment of the Orion, and sparked the beginning of a massive escalation of arms within the member states of the Star League.

 

Capabilities:

Intended as a command �Mech, the Tyrant was built with longevity in mind. Massive Long Range Missile Racks were placed in each arm. Each rack supports its own payload of missiles, with a reserve load, in the Torso, that is cross-fed to both racks. The Missiles are backed up by a centrally aligned Large Laser. Together, these weapon systems are able to deliver a massive amount of damage, at nearly any range.

To help compensate for the Long Range Missiles� deficiency within 120 meters, a pair of Medium Lasers, and a Six-Rack of Short Range Missiles cam be brought to bear, on anyone who survives to get this close. If an opponent dares to challenge the Tyrant at point �Blank range, the Arm-Mounted Missile Racks have been reinforced, and are quite able to survive putting out melee assaults.

With enough Heat Sinks to keep it running cool, with only a marginal thought to weapon choice, the Tyrant can deliver a steady stream of damage that does not waver, no matter what the range of the enemy.

Covering the Tyrant, is an impressive amount of Armor. All locations have been covered to near capacity. This has lead to a number of scenarios, where enemy forces have concentrated fore on it, with little visible results as it belches forth wave after wave of attacks.

Unfortunately, the impressive weapon load and armor coverage has come at the price of speed. Topping out at 54kph, the Tyrant is a slow moving monster that has had troubles keeping up with the flow of battle on a number of occasions. This has been marginally compensated for, by the Lyran�s favor of other slower �Mechs, but it still has a tendancy to fall behind, leaving it open to a number of attack strategies that more traditional command units rarely have to face.

 

Configuration / Variants:

For ease of Maintenance, the Tyrant does not have any Hand Actuators.

 

Deployment:

While few have survived the ravages of the Succession Wars, a Tyrant is not a completely uncommon sight within the ranks of the Lyran Military. It still serves in its original command duties, and is mostly deployed along the Marik border.



User Reviews

User Rating Posted Updated

Eldur Hall 3 5/11/2007  

I would be concerned about the low ammo loads. Its main guns seem to be the LRM-15s, which would run out after 8 salvos. In a one-on-one battle or other small skirmish, I'm sure this would be fine. In a larger battle, though, I don't know.

The picture is the Japanese release's Stalker... is that allowed?

Gauntlet 4 5/11/2007 5/11/2007

The fluff is a little spartan considering past works. Still, it gets the job done. The 'Mech itself is quite capable. Plenty of weaponry for long AND short ranges. I like the heat dissipation as well. The 3/5 movement fits well with Lyran standards, in addition to the heavy armor. All in all, you've got a tough "baby-assault" 'Mech on your hands.

Complaints? Well, as usual, it has no jump jets, so I would have loved to see some. Personally, I feel you could sacrifice some heat dissipation for the JJs. Thats my own personal opinion though, and I have built plenty of 'Mechs without JJs as well, so it's not a big gripe.

Well done.

Ice Hellion 4 5/11/2007  

Simple yet quite efficient for an old timer 'Mech.
It has the Lyran touch as well (and the weapons suit the picture).
Now, it only lacks some battles.

Cypher Himura 0 5/11/2007  

Impressive. I'm surprised you're not saving this for N&B. I really do love this design alot, simply due to its firepower

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2593
SATURDAY, APRIL 17, 2004
UPDATE: 1/4/2005
144 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2593]

Shocker SHK-3R

Level: Custom Level 3 / 3067

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

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BATTLEROM IMAGE MARCH 3, 3066

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Compact (Small) 2T

Engine: XXL 400 17.5T

Gyro: Standard 4T

  Walk: 5 [6] MP

  Run: 8 [9] MP

  Jump: 7 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 14.5

Head 3 9

Center Torso 25 33/10

L/R Torso 17 25/9

L/R Arm 13 26

L/R Leg 17 30

 


Standard

Battle Value: 1259

C-Bill Cost: 48,061,467

Qty Weapons and Equipment Location Critical Tonnage

2 Medium Pulse Laser RT 2 4

2 Medium Pulse Laser LT 2 4

1 Hatchet RA 6 6

1 Hatchet LA 6 6

2 Improved Jump Jets RT 4 4

2 Improved Jump Jets LT 4 4

1 Improved Jump Jets CT 2 2

1 Improved Jump Jets RL 2 2

1 Improved Jump Jets LL 2 2

2 Triple-Strength Myomer RA 2 0

2 Triple-Strength Myomer LA 2 0

2 Triple-Strength Myomer H 2 0

    Totals

36 34

 

Overview:

Seen here with the late Robert "Hacksaw" McGee, the Shocker was developed in a joint Taurian/Liao venture to replace their ill-loved Chargers. This "Fast-n-Nimble" ASSAULT 'Mech has been built off of a modified Marauder chasis, and is seeing limited production on the Taurian planet of Pinard.

 

Capabilities:

A close-quarters fighter, this 'Mech runs hot, and prefers to stay that way, using its Jump Jets as its primary form of movement. The Shocker prefers to get into the middle of a heavy lance and just start swinging. The Diverse Optics Type 27P Lasers serve it well in close-quarters, while the paired hatchets, supplied by the Liao factory on Capella, make sure that this 'Mech will keep "swinging", even after sustaining damage that would send most mecha to the repair-bays.

 

Configuration / Variants:

With the compact nature of the design, it is unlikely that modifications will be easily made to this 'Mech.

 

Battle History:

Having been tested on Solaris, "Hacksaw" McGee rose, nearly, into the top-ten before he died at the hands of an opposing Axeman. Up to that point, it served well, as a brawler, especially when it was out-numbered by mecha who would normally be able to out-maneuver a 'Mech as massive as this. The Capellan models have not seen enough significant service, on the open field of combat, to tell weather the 'Mech's performance is worth the extra cost of the advanced components.

 

Deployment:

The Capellan owned Shockers have been deployed across the Davian front.



User Reviews

User Rating Posted Updated

Warhawk 0 4/17/2004  

The speed is kind of nice, but you're only set-up for short ranged combat. Its almost pointless to put that much cost into a 'Mech that is only effective at close ranges. A medium 'Mech would be much more effective and you could build at least a lance of heavies for the cost of this single 'Mech.
The only redeeming factor of this 'Mech is that its not the typical super-Munch design with lots of Clan tech and no explanation about it at all.

Lonely Coyote 0 4/17/2004 4/18/2004

1) Yes, I realize that you cannot attack with both "Hatchets" in the same round, but... does it really need to? Call it "Insurance" against a freak critical blowing off an arm, and leaving this 'Mech a big fuzzy target. . . 2) Yes, a lance of heavies, or two lances of militia (possibly a full company). I have designed in the range weakness, along with the dual-hatchet "waste" in weight, and critical usage, on purpose. With a decent pilot, this would be fairly effective against slower IS designs, but Clan mecha would deffinately be able to rip this appart (especially the lighter/faster models). -There is still the question of weather it can take out its own cost in mecha before it goes down.-

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2575
MONDAY, APRIL 19, 2004
UPDATE: 1/4/2005
129 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2575]

Shocker SHK-6L

Level: Custom Level 3 / 3067

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


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BATTLEROM IMAGE NOVEMBER 26, 3067

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 320 11.5T

Gyro: Extra-Light 2T

  Walk: 4 [5] MP

  Run: 6 [8] MP

  Jump: 6 MP

Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 8 15.5

Head 3 9

Center Torso 25 35/15

L/R Torso 17 24/10

L/R Arm 13 26

L/R Leg 17 34

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RT 2 5

1 Medium Laser RT 1 1

1 Small Laser RT 1 0.5

1 ER Large Laser LT 2 5

1 Medium Laser LT 1 1

1 Small Laser LT 1 0.5

1 Medium Laser H 1 1

1 Hatchet RA 6 6

1 Hatchet LA 6 6

2 Improved Jump Jets RT 4 4

2 Improved Jump Jets LT 4 4

1 Improved Jump Jets RL 2 2

1 Improved Jump Jets LL 2 2

1 Triple-Strength Myomer RT 1 0

1 Triple-Strength Myomer LT 1 0

2 Triple-Strength Myomer RA 2 0

2 Triple-Strength Myomer LA 2 0

    Totals

39 38

 

Overview:

Seen here with the late Robert "Hacksaw" McGee, the Shocker was developed in a joint Taurian/Liao venture to replace their ill-loved Chargers. This "Fast-n-Nimble" ASSAULT 'Mech has been built off of a modified Marauder chasis, and is seeing limited production on the Taurian planet of Pinard. [There seems to be a striking difference between the Shocker that is being sold (and has been seen), and the Shocker that House Liao is using in their own armies. For every Shocker sold to other forces, House Liao seems to be constructing two more. We have reason to believe that there are also other secrets hiding within the shadows of the Capellan Confederation. What this meens to the stability of the Star League remains to be seen.]

 

Capabilities:

A close-quarters fighter, this 'Mech runs hot, and prefers to stay that way, using its Jump Jets as its primary form of movement. The Shocker prefers to get into the middle of a heavy lance and just start swinging. The Diverse Optics Type 27P Lasers serve it well in close-quarters, while the paired hatchets, supplied by the Liao factory on Capella, make sure that this 'Mech will keep "swinging", even after sustaining damage that would send most mecha to the repair-bays. [This new design, seems to bring an entirely new weapons package to the battlefield. Able to strike at range, and manage its heat, the loss in mobility is a small price to pay. The -6L is MUCH more dangerous than its predacessor.]

 

Configuration / Variants:

This 'Mech fixes many of the problems that people had with the -3R model. 1) Price: By lowering the rating of the 400 XXL engine to a 320 XL, the techs were able to cut the price to less than half of the origional. The removal of an improved Jump Jet was the only casualty, as the -6L has nearly the same mobility as the -3R. 2) Range: The weight saved from the engine conversion was put to good use towards the addition of an entirely new weapons array. Lasers of all sizes were added to make sure that the 'Mech would be effective at all ranges. 3) Heat Management: The variety of weapons allows the pilot to manage his 'Mech around the "sweet spot" on his heat gauge. 4) Pilot Control: The biggest complaint about the -3R was the controls. The cockpit was so cramped, it made piloting a chore, which made the "Hatchets" less of a threat than they should have been.

 

Battle History:

The SHK-3R saw limited use along the Clan border within the Star League Army. It proved an addequate design, when the commanders kept the 'Mech in territory that complimented short-range combat. (Hills, Forests, City Scapes...) When hearded out into the open, they were usually nothing more than a target. [Although, reports still favor the performance, because of its speed, it was a difficult target, and it still packed quite a punch, it just wasn't cost effective to repace.]

 

Deployment:

Currently we have detected over two companies sparatically laced through the Capellan Military, and about the same number in storage.



User Reviews

User Rating Posted Updated

Lonely Coyote 0 4/19/2004  

I still kept the two hatchets, not because of the look, but because there is better than a one in four chance that an Internal hit on an arm will "silence" a hatchet. The weapons spread, while offering more than the SHK-3R, still doesn't stand up to "current" standards, all on its own.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2572
WEDNESDAY, APRIL 28, 2004
UPDATE: 1/4/2005
125 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2572]

Drakkhen DRK-3N

Level: Custom Level 2 / 3055

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


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BATTLEROM IMAGE FEBRUARY 1, 3054

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 15 [30] 5T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 15

Head 3 9

Center Torso 29 35/12

L/R Torso 19 25/10

L/R Arm 15 25

L/R Leg 19 32

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Arrow IV System RA 15 15

1 PPC RT 3 7

1 Double Heat Sink RT 3 1

1 PPC LT 3 7

2 Double Heat Sink LT 6 2

2 Ammo (Arrow IV) 5 LT 2 2

1 CASE LT 1 0.5

1 Ammo (Arrow IV) 5 CT 1 1

1 PPC LA 3 7

2 Double Heat Sink LA 6 2

1 TAG CT 1 1

    Totals

44 40.5

 

Overview:

When the call went out for an artillery vehicle that could defend itself against a lance of medium mecha, Luthien Armor Works jumped to the front of the pack with a surprise entry in the form of an assault-class 'Mech called the Drakkhen. Its ability to go anywhere, anytime helped to win it the contract over stiff vehicular competition. The Drakkhen was commissioned into the DCMS in 3054 as the Combine's first step into the realm of new mobile support units.

 

Capabilities:

While slow, compared to other mecha, a top speed of 54 kph is considered sufficient for the role that the Drakkhen was designed for. The goal was to provide enough artillery for at least one engagement, and enough firepower to defend itself, while remaining affordable and easy to repair. To achieve this, the Drakkhen was constructed from common, battle-tested, components. The engine, structural components, and armor are all standard components, used with other mecha within the Draconis Combine for over 300 years. The 'Mech's overall squat shape makes it both a small target for weapons and a difficult opponent to knock to the ground in a brawl. The 'Mech's thick-armored torso, especially its back, also gives the Drakkhen the ability to take punishment when surrounded by the enemy, and expected occurrence if an enemy hunter-lance, breaks through to attack the artillery line. Carrying 15 shots for its Shigunga Artillery Launcher, the Drakkhen is amply supplied to add support to any engagement. Its "backup" weapon systems are formitable in their own right, consisting of a tripple array of Lord's Thunder PPC's kept cool with a respectable allotment of Double Heat Sinks. The Drakkhen has proven itself as an assault unit, as well. One pilot was seen, in a training ecercise, launching an artillery shell almost straight up, into the air while discharging his shoulder-mounted PPC's at his opponent. Timing the PPC recycle time, with the shell, he was able to crush his opponent eight seconds later with a tripple-shot of blue-white plasma, while "TAG-ing" the other 'Mech with the 200-kilo shell, crippling it in under 15 seconds. The only problem the Drakkhen has come across is in the feed mechanism for the artillery cannon. Although the engineers installed a Durallex CASE system with the ammunition, the distance that the ammo-feed has to transport each shell has proven to be problematic. On two separate occasions, a severely damaged Drakkhen has been lost due to catastrophic failure of the CASE system, completely vaporizing the 'Mech and its pilot. Luthien Armor Works engineers are currently looking into the problem to determine weather it is a design, or a manufacturing problem.

 

Configuration / Variants:

The only concern Drakkhen pilots have reported, is the lack of short-range weaponry. LAW engineers are looking into the possibility of replacing one of the particle cannons with a tripple array of Medium Pulse Lasers.

 

Battle History:

The Drakkhen has only seen combat in training maneuvers. Its performance is prommissing, and the price makes it easy to field enough of these to make a difference.

 

Deployment:

The Draconis Combine is placing a number Drakkhen in strategic locations along their border with Clan space.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/29/2004  

A good Assault and a decent artillery 'Mech, rather impressive.
It is slow, armoured heavily, carrying a heavy punch and has a name that sounds German, are you sure the DC designed it?

Warhawk 0 4/28/2004  

A pretty nice design. Good fluff, and I can see where that ton of ammo in the CT could be pretty bad to deal with.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2582
SATURDAY, AUGUST 28, 2004
UPDATE: 1/4/2005
178 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2582]

Hi-Clops HCL-PX

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


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BATTLEROM IMAGE MAY 11, 3024

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 15  5T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 12.5

Head 3 9

Center Torso 29 35/14

L/R Torso 19 25/11

L/R Arm 15 15

L/R Leg 19 20

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/10 RT 7 12

2 Ammo (Autocannon/10) 10 RT 2 2

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

1 SRM-4 CT 1 2

1 Ammo (SRM-4) 25 LT 1 1

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

1 Heat Sink CT 1 1

    Totals

23 28

 

Overview:

Strormvanger Assemblies first placed the CP 10-Z Cyclops into production in 2710. Designed as a heavy assault vehicle for use in assault lances, the Cyclops also proved a favorite among headquarters troops in higher-echelon formations. Except when the Cyclops is part of an assault lance, tactical doctrine usually places it in the reserve, where it can coordinate and support the overall actions of the other BattleMechs in its command.

Because of three centuries of war, the sophisticated technology of the Tacticon B-2000 battle computer that was originally installed into the Cyclops has been lost. The Draconis Combine was looking into alternate �modern� targeting and communications systems to replace the damaged B-2000 models.

When ScolTeck, manufacturer of the Hi-Scout Drone Carrier, stepped forward, combine engineers finally found what they were looking for.

After three years of research and design, the HCL-PX prototype has finally reached the testing stages. Dubbed the Hi-Clops, this new design retains many of the features of its parent �Mech.

 

Capabilities:

The Cyclops was designed primarily as a heavy assault 'Mech, but its sophisticated communications and information network equipment make it equally valuable as a command vehicle. With its StelthMat-Q Communications System, the Hi-Clops can find and identify enemy units on almost any part of a planet without being detected itself. Its maximum detection range is 60 kilometers, although the use of the vehicle�s drone sensor units may increase this range. The Hi-Clops has infrared, seismic, sound, motion, radio, radar, and hyperpulse detection systems.

The Hi-Clops' weaponry is mixed so that it can attack or defend itself against any opponent at any range necessary. The Shigunga LRM pack is capable of engaging the enemy at extreme range. The SarLon MaxiCannon autocannon can be used in the middle ranges. Finally, the two Diverse Optics Type 20 medium lasers with the Telos Four-Shot SRM quad can take on anything that gets nearer.

The popular command vehicle module, with its detachable section located on the upper rear torso of the Cyclops was retained, and modified to hold six sensor drones. Unfortunately, because of the space needed to store the drones, the original Hermes 360 engine had to be replaced with the more compact GM 270. Overall, this allowed Draconis engineers to match the drone payload of the Hi-Scout Drone Carrier. Three NapFind, and three PathTrack Sensor Drones can be carried into the combat arena on a special back mounting. While rear armor baffles were added to help protect the Drones, their mounting is still highly vulnerable.

(Game Note: While mounted, one of each drone type rests on each of the rear torso locations, similar to mounted Clan Elementals. The 'Mech is listed as being 15 tons underweight to take the weight of the Drones, when loaded, into account.)

The NapFind and PathTrack Sensor Drones use some of the most complex communications equipment ever developed. The NapFind�s sensor range is 10 kilometers, and the PathTrack's sensor range is 20 kilometers.

The NapFind drone uses a skirtless hover system, the most advanced lift system available in the Inner Sphere. Developed in conjunction with other military vehicle manufacturers, the system employs something called a "venturi-disk," the details of which have not been released to the public. The NapFind sensor system is one of the most advanced available, using infrared, seismic, sound, and motion detection systems.

The PathTrack is a tracked drone, similar in design to the NapFind, except that it has more powerful detection systems. The PathTrack has all the detection capabilities of the NapFind, except that it may also detect and intercept radio transmissions and relay them back to the Hi-Scout.

The Hi-Clops� MultiTrack Coordination System allows the ability to relay information from drone to drone, creating a "sensor chain" that increases detection range by over 100 percent. The only problem with this system is that some worlds have an unusual amount of background radiation, which can interfere with the MultiTrack.

 

Configuration / Variants:

As this is a prototype, many advancements, and weapons variations have been tried. The variant listed is the latest attempt in the research process.

There are rumors that the Draconis Combine is working with ScolTeck to develop a drone-less communications system that would utilize the sensor information gathered from allied units, negating the need for the vulnerable drones.

 

Battle History:

Battle History: In testing, the Drones work well with the Hi-Clops to give the commander the most accurate data of the changing battlefield available.

 

Deployment:

The Hi-Clops has advanced to field testing on Luthien. We expect to see Hi-Clopses reaching full production and entering the service of the DCMS within the next two years.



User Reviews

User Rating Posted Updated

Ice Hellion 0 8/30/2004  

Really good idea. Who said that in 3025 no innovative designs could be produced?
The range is increased by the use of a AC/10 and a LRM-15 over the AC/20 LRM-10 combo and the use of so many drones is making it a really decent command 'Mech for 3025 (although I would not like to go in the front line with it but this should not be its place after all).

James the Dark 0 8/29/2004  

It needs to be lvl3 to use cargo space. A decent 'Big Brother' design.

Knightmare 0 8/29/2004  

Interesting design...you should try and find a way to represent the Hi-fi Drones without just using a game note, perhaps designate cargo space or something equivalent?
cheers

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2569
TUESDAY, MAY 04, 2004
UPDATE: 1/4/2005
280 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2569]

Mauler MAL-1X

Level: Custom Level 1 / 3050

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


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BATTLEROM IMAGE AUGUST 16, 3033

* FOR WORD OF BLAKE USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 270 14.5T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Standard Heat Sinks: 28  18T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 9 14.5

Head 3 9

Center Torso 29 40/11

L/R Torso 19 28/8

L/R Arm 15 24

L/R Leg 19 26

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 Large Laser LA 2 5

1 LRM-15 RT 3 7

2 Ammo (LRM-15) 8 RT 2 2

6 Heat Sink RT 6 6

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

6 Heat Sink LT 6 6

2 Heat Sink CT 2 2

2 Heat Sink RL 2 2

2 Heat Sink LL 2 2

    Totals

32 28

 

Overview:

Just like the Capellan Confederation, the Draconis Combine had been working on a new design when new technologies were being discovered. This is the prototype design for the MAL-1R Mauler being built by the Draconis Combine.

 

Capabilities:

Paired Large Lasers, and paired LRM 15's pack quite a punch. With plenty of Heat Sinks to keep the 'Mech running cool, this was a popular FireSupport 'Mech with the few pilots privilaged enought to bring them to combat.

 

Configuration / Variants:

This 'Mech has gone through an extensive rebuild, adding many advanced components along with four AC/2's.

 

Battle History:

Three of these mecha participated in the Ronin-purge of 3034 in the newly recognized Free Rasalhague Republic. They performed admirably as FireSupport/Command Units, raining down LRM's from a distance, and melting any opposition that approached within 450 meters. This design was so successful, that it was slotted for upgrade with advanced equipment even before full production of this model could begin. Unfortunately, the appropriate technologies wouldn't come together until nearly 3050. The extra time spent in development was well worth the wait, as the newly refitted MAL-1R Maulers helped in the decisive defense of Luthien against the combined might of the Smoke Jaguar, and Nova Cat forces.

 

Deployment:

Few of the -1X model remain, these are held exclusively by the Draconis Combine.



User Reviews

User Rating Posted Updated

Andrew Red 0 5/14/2004  

lacks close-range weaponry IMO

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2588
SATURDAY, JULY 03, 2004
UPDATE: 1/4/2005
309 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2588]

Event Horizon EHZ-1N

Level: Custom Level 1 / 3025

Technology: Inner Sphere Quad

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

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BATTLEROM IMAGE NOVEMBER 26, 2974

* FOR LOKI USE ONLY *


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

Standard Heat Sinks: 16  6T

  12 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 40/19

L/R Torso 21 30/12

L/R Arm 17 38

L/R Leg 21 38

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Autocannon/20 RT 10 14

2 Ammo (Autocannon/20) 5 RT 2 2

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

2 Ammo (Autocannon/20) 5 LT 2 2

2 Ammo (SRM-6) 15 LT 2 2

2 Heat Sink LT 2 2

1 SRM-6 RA 2 3

1 SRM-6 LA 2 3

1 SRM-4 RL 1 2

1 Heat Sink RL 1 1

1 SRM-4 LL 1 2

1 Heat Sink LL 1 1

1 Ammo (SRM-4) 25 CT 1 1

    Totals

32 40

 

Overview:

The Wandering scientist Harry Guinn was excavating an old Star League research facility, when he came across the plans for the Event Horizon. The Lyran Commonwealth was interested in testing the design that dated back to the First Succession War. It was noted to have been designed as a compeditor to the Atlas, and King Crab, although it never saw production. Unfortunately, at the time they were only able to construct a small handfull of these designs, for the ability to mass produce new designs had been lost over the past three Succession Wars.

 

Capabilities:

With only an LRM Rack for long-range strikes, the Event Horizon shows its bite within 300 meters when ALL of its other weapons come to light. A massive AC/20 is housed in the right torso as its primary short-range weapon while an array of SRM Racks protect the Event Horizon from all angles. The only major drawback to this design is when it comes to extended campaigns where it takes a full crew of techs over an hour to reload the extensive number of ammo bins.

 

Deployment:

Currently, the limited number of Event Horizons are only available to Lyran Units.



User Reviews

User Rating Posted Updated

Ice Hellion 0 7/4/2004  

Impressive quad assault design. 
It has some light troubles with heat management (especially since it can only fire most of its weapons at short range).
You are right that it falls short in middle range fights. Maybe you should exchange the SRM-4 for a Large Laser. The problem would then be that you have no real rear firing weapon (maybe putting a SRM-6 in the rear would do it). This way, you might be able to better manage the heat.

Lonely Coyote 0 7/3/2004  

The SRM 4 racks are supposed to be protecting the rear. I didn't see a way to designate this in construction.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2587
WEDNESDAY, AUGUST 04, 2004
UPDATE: 1/4/2005
301 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2587]

Mauser Mk. 1

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Terran Hegemony Star League

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BATTLEROM IMAGE JUNE 12, 2674

* FOR WOLF'S DRAGOONS USE ONLY *


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

Double Heat Sinks: 10 [20] 0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 10 19

Head 3 9

Center Torso 31 45/14

L/R Torso 21 32/10

L/R Arm 17 34

L/R Leg 21 42

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 Long Tom CT 30 30

2 Ammo (Long Tom) 5 RA 2 2

2 Ammo (Long Tom) 5 LA 2 2

1 PPC RA 3 7

1 SRM-4 RA 1 2

1 Ammo (SRM-4) 25 RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser H 1 1

    Totals

41 46

 

Overview:

What do you get when you weld a Long Tom to the back of a Wolverine?

In an attempt to keep ahead of the technology curve, the Military designers of the ancient Star League attempted to create a Mobile Artillery Platform, capable of delivering massed support to any military action, anywhere. Able to be dropped from space, the Mauser Mk. 1 was to be the ultimate in Fire Support Technologies. Unfortunately, while the idea may have been good, the scientists found that actual application was disasterous.

 

Capabilities:

Prone to leg actuator breakdown, and a glitchy gyroscope, the Mauser never left the Prototype stages of development. The sear size, and weight of the Long Tom Artillery piece was too much for a single 'Mech to handle. Redesign of the entire Artillery system lead to poor targeting capabilities, and an auto-load system that never quite worked properly. To add insult to injury, every time the massive gun fired, the 'Mech was just as likely to explode, as it was to fall over.

Another redesign of the system allowed the exhaust gasses to help keep the 'Mech stable, but the shear forces on the 'Mech's frame exceeded the maximun acceptable levels, and quickly wore on the structure of the 'Mech, eventually rupruring the engine shielding after a limited number of engagements. Extensive maintenance was necessary, and a complete overhaul of the frame was required after every engagement. Add in the ammo-feed problems, and this project was doomed to failure.

While the backup weapons were much more than a Standard Long Tom Artillery vehicle, the 'Mech's size and limited speed caused it to still be out-gunned by the Artillery-hunting forces of the day. Two Medium 'Mechs could protect the standard Long Tom better than this 'Mech could protect itself, for about the same price-tag, and longer battlefield independance.

Overall, this was an expensive and ultimately futile trek into an alternate deployment of artillery.

 

Configuration / Variants:

The Long Tom Artillery Gun took up all available space in the Torsos and Legs, leaving only the Arms open for Ammo storage, and Secondary weapons.

 

Battle History:

The Mauser never left the development stage, and thus never saw battle. Modern equivalents, using the advanced Arrow IV Artillery System are proof that this was a good idea, even if the Mauser Mk. 1 never made it into production.

 

Deployment:

Only two prototypes survive to today, and both are held on display at the Thames Historical Museum in New Zealand.



User Reviews

User Rating Posted Updated

Darkone2 4 2/3/2005  

Intresting concept for a mech...also good fluff.

Knightmare 0 8/11/2004  

Lovely fluff here mate. Nice placement for the prototype as well. Easily could have survived the Fall lost in a member of the Commonwealth far from anything important. 

I almost wonder if the Long Tom fired with it rip itself off the 'Mech and slam into the ground? 
cheers

Ice Hellion 0 8/5/2004  

A big brother for the Maus and another failure.
However how could they think that the Long Tom would hold? It was more probably going to break after the first shot.
Anyway, good job at fluffing it.

OdMagnus 0 8/4/2004  

Nice prototype idea there. History is full of these failures, very cool to see some in the BT world too.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3352
FRIDAY, APRIL 01, 2005
UPDATE: 4/1/2005
187 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3352]

Grifftake GFT-K3

Level: Custom Level 2 / 3060

Technology: Mixed Biped

Tonnage: 45 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

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BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 270 (IS) 7.5T

Gyro: Standard 3T

--Walk: 6 MP

--Run: 9 MP

--Jump: 6 MP

Double Heat Sinks: 12 [24] (IS) 2T

  10 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2.5 9

Head 3 8

Center Torso 14 22/6

L/R Torso 11 18/4

L/R Arm 7 14

L/R Leg 11 18

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Critical Tonnage

1 PPC RA 3 7

1 Medium Laser LA 1 1

1 Medium Laser H 1 1

1 LRM-10 CT 2 5

1 Ammo (LRM-10) 12 RT 1 1

1 Jump Jets RT 1 0.5

1 Double Heat Sink RT 3 1

1 Jump Jets LT 1 0.5

1 Double Heat Sink LT 3 1

2 Jump Jets RL 2 1

2 Jump Jets LL 2 1

  ��Totals

20 18

 

Overview:

The mercenary company "Flaming Chest Wound", (with the bright red and yellow explosion of a Shadow Hawk suffering an ammo crit as their unit symbol) had made a number of successful excursions into Clan Space. The Grifftake was pieced together from salvage gained while on their most recent assignment for the Federated Commonwealth in the Jade Falcon Occupation Zone.

The mercs accidentally ran across a Steel Viper garrison as they made their way out of Clan space. When the fighting stopped and the smoke cleared, the mercs had lost a number of 'Mechs, but stood victorious over the enemy scout 'Mechs. In the center of the wreckage stood a pristine Shadow Cat. Its pilot could be seen kicking the foot of his towering 'Mech, whose myomers had given out during the opening maneuvers of the battle.

The "Flaming Chest Wound" mercs had not only salvaged a Clan 'Mech, but a pilot, as well. The rest of the salvage on the field was only icing on the cake.

 

Capabilities:

Unfortunately for Star Commander Gerald, the "Flaming Chest Wound" techs were still new at maintaining Clan tech, and so most of the 'Mech was gutted for lower-grade Inner Sphere tech.

The first exchange was the removal of the Engine. The techs were able to aquire a used Phoenix Hawk engine, so the 'Mech was able to keep its maneuverability, although the slaged Myomer accellerators were beyond the ability of the techs to replace.

Secondly, the Clan weaponry was removed. The Gauss Rifle and ER Medium Lasers went straight to the Commander's Marauder. Digging through the unit's inventory, the techs were able to come up with a pair of standard Medium Lasers, and a PPC. All of these lacked in range and damage capasity, from the original weapons, and bondsman Gerald was beginning to wonder if he had made a mistake in surrendering himself to these mercs. Realizing that the PPC was no match for the Gauss Rifle that it replaced, the techs dusted off an old LRM 10. It slid easily it in the Center Torso, utilizing the ammunition space from the removed Gauss.

The Active Probe was also a total mystery to the techs, and so it was also removed, and replaced with standard sensory equipment.

While the "Flaming Chest Wound" stockpiles didn't have enough Ferro-Fibrous Armor to accomodate the 'Mech, there was some weight saved in this new configuration. An additional two tons of armor was added to the frame, actually increasing the protection on the arms and torso.

An extra pair of Double Heat Sinks were also added to account for the heat-spike of the PPC while jumping.

 

Configuration / Variants:

This is a one-of-a-kind rebuild. Not even the "Flaming Chest Wound" mercs know how long it will last in its current configuration.

 

Battle History:

When bondsman Gerald took his "new" 'Mech out for a trial run, the techs noted that the weapons-profile was very similar to the ancient Griffin designs. (although with a much more favorable heat curve)

Captain Slade Crockett immediately christened the 'Mech the "Grifftake" as a play on the Clan word, and a reminder to the bondsman of his place.

 

Deployment:

Currently, the only Grifftake is being used by the "Flaming Chest Wound" mercenary company. The 'Mech and its pilot are both faring well in the group.

 

Noteable Mechwarrior:

Bondsman Gerald

Formerly a Steel Viper Star Commander, bondsman Gerald, of the "Flaming Chest Wound" mercenary company, is known as "The 150 Meter Man" because of his ability to keep his highly maneuverable 'Mech at exactly 150 meters from his opponent. While this keeps both his Medium Lasers and LRM rack effectively in "Medium-Range", his skills as a pilot allow him to hit quite fequently with all four of his weapon systems.

This tactic has earned bondsman Gerald many a "kill", along with the diciplinary actions for leaving his "Fire-Support" role that comes with them.



User Reviews

User Rating Posted Updated

Ice Hellion 0 4/7/2005  

An interesting redesign of the Shadow Cat. Your tech must be top of the line to be able to do such wonders. It might not be able to perform as well as Clan 'Mech but it is really a nice 'Mech for IS and as you pointed out it could work well as a "Griffin".
I also really like the approach you had and the temporary feelings coming out of your fluff.
Good job.

Lasergunner posted this 26 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4224
WEDNESDAY, AUGUST 03, 2005
UPDATE: 8/27/2005
395 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4224]

Gambit GMB-1T

Level: Custom Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Davion Inner Sphere

House Liao Inner Sphere

House Steiner Inner Sphere

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BATTLEROM IMAGE APRIL 6, 2693

* FOR MI2 USE ONLY *


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

Double Heat Sinks: 12 [24] 2T

  11 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 3 9

Head 3 9

Center Torso 18 22/10

L/R Torso 13 18/8

L/R Arm 9 16

L/R Leg 13 18

 


Standard

Battle Value: ?

C-Bill Cost: 5,031,506

Qty Weapons and Equipment Location Critical Tonnage

1 ER Large Laser RA 2 5

2 Streak SRM-2 LA 2 3

2 Streak SRM-2 RT 2 3

2 Streak SRM-2 LT 2 3

1 Streak SRM-2 CT 1 1.5

1 Ammo (Streak SRM-2) 50 LT 1 1

1 Double Heat Sink RT 3 1

2 Jump Jets RT 2 1

2 Jump Jets LT 2 1

1 Jump Jets CT 1 0.5

1 CASE LT 1 0.5

    Totals

19 19.5

 

Overview:

Hollis Incorporated designed and built the Catapult for the Star League military in a limited production run from 2571 through 2573. The good relationship between these two groups continued as the SLDF depended on Hollis Incorporated exclusively for supplies of missiles and components for their Catapults.

When Defiance Industries developed the Streak SRM 2 Missile Launcher in 2618, the Terran Hegemony did not have an immediate use for the technology. Looking to the close ties that Hollis Incorporated had with the SLDF, they granted the technology to Hollis Inc. for testing and the possible contract for a new 'Mech design utilizing this equipment. Hollis Inc., through their affiliate, the well known Holly Missile Systems, began production of the new technology. Even before Hollis's decision, Holly had an excellent reputation for producing some of the finest missile-systems for battlefield use. Even Terran firms utilized Holly-built launchers, including General Mechanics of Mars, for use on their highly successful Kintaro. With the new technology, testing began immediately.

Through the 2620s, the Terran Hegemony experienced an economic explosion. Throughout that decade, and well into the next, they slowly withdrew support from independent firms, outside of direct Terran control, to concentrate newfound gains on securing Hegemony dominance in military development and continued economic supremacy.

When Hollis Inc. realized that they had been left high-and-dry, they made the decision to take the new technology to the open market. House Steiner, always looking to gobble up any advantage they could garner to close the technology gap with the Terran Hegemony, took interest in the new Missile System.

Unfortunately, when the Council Lords passed Council Edict 2650, allowing them to double the size of their personal forces, Hollis Inc. was, once again, left out of the loop. As a provision of the edict, certain pieces of advanced Terran technology were authorized for release, leaving Defiance Industries free to sell a limited selection of their advanced technology on the open market. The next year, the Streak SRM 2 Missile Launcher made its debut in the Lyran Military, on the 40-Ton Defiance-built Sentinel.

While the Sentinel faired well, it failed to promote further integration of the Streak system into other designs. With Defiance’s near monopoly on Streak launchers, Hollis Inc. was having trouble selling its own Streak systems. Rather than let the technology languish in obscurity, Hollis Inc. chose to front a new design of their own, centered exclusively on the new Missile system.

Hollis R&D; chose the common 55-Ton wieght-class to feature their Streak technology and began development of an original design in 2680.

 

Capabilities:

While their original design concept of a fast jump-capable 'Mech, with 10 Streak SRM 2s worked, in theory, transforming their theoretical model into an actual design was much more than Hollis inc. initially realized.

Using state-of-the-art computer modeling, they were able to test the concept, and point out the strengths and weaknesses of the idea. The shear ammount of damage that the design was capable of dishing out showed great promise, but range and heat were both seen as issues that worked against it.

It was an easy case to counter the nagging heat issues. Double Heat Sinks were incorporated into the equasions, giving the design a more than respectable heat dissipation. The range issue, on the other hand, became a major contention within Hollis Industries.

Holly Engineers wanted to include their own brand of Long Range Missiles on-top-of the Streak racks. Unfortunately, the design was already pushing what a 55-Ton 'Mech was capable of. Instead, a Large Laser was put forward as a potential replacement to some of the Streak racks.

Taking out some of their new missile racks, for a foreign weapon system, was more than Holly Missile Systems was willing to allow, but after nearly a year of arguments and frustration, it was finally agreed upon that three of the Streak racks would be removed. The weight saved would be left open for the trial addition of a number of long-range weapons, for testing on the prototype frame.

A variety of weapons including Particle Cannons, Lasers, LRMs and even an AC/2 were tested. Hollis Engineers finally concluded that the concentrated punch of the Laser was a nice compliment to the shreading qualities of their Streak SRMs, but the mediocre range of the weapon was a dissapointment. An Extended Range version of the Laser was finally chosen. It weighed the same as the standard model, with a range more comparable to their LRMs. Holly RnD accepted the compromise and the first prototypes began their field-testing.

One of the major concerns was coordinating the targeting of so many weapons through a standard targeting and control computer. To the relief of Hollis Inc. Streak technology proved much easier to integrate into the prototype, than expected. Each Streak rack included its own lock-on scanners, so the potential stress on the computers was kept to a managesble level.

"It's amazing," said one prominent Hollis Engineer, "The new missile systems take care of themselves, freeing up the computers to focus on internal matters. It really is an innovative technology."

Hollis Inc. found the basic prototype to be well ballanced, but the design had more trouble dissipating the heat generated, than originally expected. To help offset the massive heat-spikes from the Laser and the large number of missile systems, the next generation prototype included a weight-saving Endo Steel frame, with the recovered mass going directly into an additional pair of Double Heat Sinks.

It was at this point, that Hollis Inc. realized that they were reaching beyond their capability to produce. While they had received a small number of Extended Range Large Lasers from the Terran Hegemony for use in new Star League prototypes, they no longer had a relationship with the only companies that could supply them with more. Their stockpiles of Endo Steel Internal Structure were also dangerously low.

It took everything Hollis Inc.'s Sales Department could put forth, just to get the Terran Hegemony to look at the prototype. If they could not get a contract for the advanced materials, then the entire design would be set back, indefifitely. All of the maneuvering got Hollis Inc. more attention than they expected.

The Terran Hegemony rejected the design, but it wouldn't be long before they regretted the decision. Hollis Inc. chose to continue refining the prototype, with encouragement from the Great Houses, themselves. The Federated Suns already had a working model of the Laser they required, and the Capellan Confederation had nearly completed research into the specialized Internal Structure. Hollis Inc. was free to bring together the technology that they thought best.

Next, the Engineering team looked at how to cover the sensitive internals from hostile intentions. Looking at how the design was being utilized in the simulators, everyone agreed that a subatantial percentage of armor needed to be placed to the rear, as the optimum range was between 100 and 200 meters, taking it into brawling actions more often than not. This didn't leave much armor for the rest of the 'Mech. To compensate, two additional features were included.

The first feature was a safety device, found to save 'Mech and pilot alike. Blast-plates were built-up around the ammunition, separating the main ammo-bay from the rest of the 'Mech. The protective CASE was designed to channel a critical ammunition discharge out of the back of the 'Mech, away from the engine and pilot. The second feature was the integration of the remaining mass into the new lighter-weight Ferro-Fibrous Armor. Gaining half a Ton of protection over the standard armor without CASE, the arms and torsos of the 'Mech were reinforced to more respectable levels.

The final prototype turned many heads, including Hegemony researchers. It was a technological masterpiece of integrated technologies that had the range to engage nearly any other unit currently being fielded, the speed to close, and the damage-potential to knock most pilots on their back before they knew what hit them.

 

Lasergunner posted this 26 July 2017

 

 

 

Configuration / Variants:

Both Arms: Shoulder, Upper Arm Actuator, Lower Arm Actuator, Hand

Endo Steel Internal Structure: 3 RA, 3 LA, 2 RT, 2 LT, 2 RL, 2 LL

Ferro-Fibrous Armor: 3 RA, 3 LA, 3 RT, 4 LT, 1 H

-----[Start : Comstar Update]----- 
In spite of the Gambit's "cursed" nature, or more likely, because of it, hundreds of Gambits survived the first two Succession Wars.

Nobody wanted to pilot these machines, but the Great Houses were strapped for resources. They needed 'Mechs. They could not allow these valuable assets to sit around and collect dust any longer.

The Capellan Confederation was the first to step forward with a plan to "down-grade" the Gambit to a level of technology that they could sustain. The "leftover" advanced tech would be used to repair other Star League era machines with less of a stigma.

The "new" GMB-3L Gambit was refitted with all standard equipment. It fielded a Standard Large Laser in its Right Arm, and three SRM Four racks, one in each Side Torso, and on in the Left Arm. The ammo-bay was doubled and a half-ton was added to the armor, to help offset the loss of the Ferro-Fibrous. An additional Heat Sink was also added, but the weaponry was now divided by range.

It did not take long for House Steiner and House Davion to do the same. House Davion upgraded the Large Laser to a PPC and removed three of the SRM racks, replacing the remaining four with standard two-shot systems. Only one SRM rack remained in each location. Two Small Lasers round out the close-in support. Once again, another half-ton of Armor was added, along with an additional Heat Sink.

House Steiner did its best to avoid the whole "curse in combat" issue, by encouraging its pilots to stay as far back as possible. The GMB-3S Features a Standard Large Laser in the Right Arm with a pair of LRM Five racks, one in the Left Arm, and one in the Left Torso. Each LRM rack has its own bin of ammunition. A pair of Medium Lasers, one in the Center Torso, and one in the Right, rounds out its weaponry. The Armor has been increased by half a ton, and a Heat Sink has been added. 
-----[End : Comstar Update]-----

 

Lasergunner posted this 26 July 2017

Battle History:

Field testing of the Gambit proved its worth and orders for the design started comming in before the final tests had taken place. Hollis Inc. was not willing to push the design through, until it was satisfied that all technologies worked together. The next hurdle for them was pulling together the appropriate technologies through contracts from across the Inner Sphere. Nobody wanted to be left out of the chance to get a leg-up on the Terran Hegemony, so it did not take long before Hollis Inc. was receiving the inventory that they needed to bring themselves up to full production.

In 2693, the first Gambits began to roll off the assembly lines at Corey, Hesprus II, and New Avalon. Holly Missile Systems immediately saw the spike in sales of their Streak technology that they had expected nearly a quarter of a century before.

-----[Start : Comstar Update]----- 
The Gambit did not see much use within the Successor States, until after the fall of the Star League. Within its first ninety years, the Gambit was mainly shown off in parades. It DID see limited use within the Periphery, although the Gambit's true nature was only hinted at during this time.

At first there were sparatic freak incidents. A Gyro hit here, an Ammo explosion, there. Nothing that couldn't be explained away as unfortunate, but plausible. The sound construction and sturdy design always had the 'Mech back up and running in no time. Everyone either loved or feared the Gambit, depending on which side of its crosshairs they were on. As the time of the Star League drew to a close, more and more of these incidences came to light.

2760 : Duke Donald Ferdinand II 
On the Davion border world of Hyalite, in 2760, Duke Donald Ferdinand II was nearly killed during a parade when his Gambit tripped and fell, unexpectedly, into the crowd. Amazingly enough, nobody else was injured. Duke Ferdinand was immediately rushed to a hospital where he received medical attention for a number of broken ribs and a ruptured spleen. The 'Mech was torn apart to find out what had happened, but nothing wrong could be found. The growing dissent within the Taurian Concordante was blamed anyway, and the Duke was able to sanction increased SLDF defenses for around the main starport.

2765 : Captain Mishu Takama 
After the world of New Vandenberg, along with 17 other Taurian worlds seceded from the Concordat and by default, the Star League, in 2765, Star League divisions began moving into the Concordante to quell the uprising. Unfortunately, an incident with the First French Regiment only made the situation worse. After the incident, the entire Periphery, except the Rim Worlds Republic, rose up in rebellion. General Kerensky was left with no choice, and began moving many of the closest SLDF Divisions into the outer realms.

As SLDF forces evacuated across the hot, wet plains of Larsha, Captain Mishu Takama, watched from the cockpit of her Gambit in trepid silence. Her unit was to be left behind, while the rest of the SLDF forces were to be transported into Taurian space.

With the bulk of the SLDF forces gone, Captain Takama's unit was left to stand alongside the Capellan regulars. After an argument over who was in charge, between the Captain, and the Capellan commander, the pair faced eachother in single 'Mech combat. The Captain, in her Gambit dominated the duel, quickly outmaneuvering the commander's Warhammer. It was hobbled in moments as the Gambit tore it apart with ease. Then, in an event that has yet to be explained, the commander's final shot from his Warhammer pierced the Captain's cockpit window and instantly incinerated her.

With the collapse of the Star League, the Houses pulled the combined support that the Gambit required. The terrible violence of the First Succession War saw the Gambit Production Facilities in the Lyran Commonwealth and the Capellan Confederation as the first casualties.

2794 : Alhena System 
In the First Succession War, Marik forces charged a lance of Gambits during the Lyran invasion of Alhena. The Marik Company, mainly composed of Javelins, Firestarters and Clints quickly surrounded the lone Lance. The Gambits made quick work of the company, but could not seem to down a single 'Mech. When the battle was over, not a single Marik 'Mech had been knockled out of the fight. Although all were in need of extensive repairs, not a single one needed assistance getting back to the repair bays.

2830 : New Avalon Gambit Production Facility 
While the factory on New Avalon remained nearly untouched by the ravages of war, the factory itself exploded unexpectedly within the first months of the Second Succession War. Although everything from terrorists to dissention was blamed, no solid reason was ever found.

Continued savagery through the Second Succession War kept anyone from rebuilding their Gambit Production Facilities, and the design was lost to history when the last known Gambit was destroyed in 2984.

2984 : Lieutenant Jeffery Lancaster 
Lieutenant Jeffery Lancaster's Gambit was proof of the tenacity of the ancient Hollis design. While it had been rebuilt many times, and now only utilized the stunted technology of the day, Lt. Lancaster's Gambit was still an effective machine.

Unfortunately, the Gambit's eternal curse reared its head one final time in the lonely, desolate hills of Hesprus II.

Lt. Lancaster led his troop in a raid against the Lyran Commonwealth to secure vital resources for his home, back on Wing.

In a turn of fate only found in the storybooks, Lt. Lancaster discovered himself separated from his troop, and confronted by Lyran Commandos in the remains of the ancient Lyran Gambit Factory. Ambient radiation in the surrounding hills kept his calls for help from reaching his comrades, until it was too late.

When the rest of the Lieutenant's troop arrived, they could only guess at what had gone on. The Gambit's right foot was found, stuck inside the torso-mounted SRM rack of one of the downed Commandos. Deep ruts, and twisted 'Mech entrails revealed that the Commando had been dragged for nearly 100 meters, before the Gambit's foot had finally snapped off. Another Commando was leaning against a factory wall nearby. In place of its head, there was a smoldering chunk of charred metal. The SRM-Arm of the Commando remained outstreatched, still smoking from its final missile volley.

What remained of Lt. Lancaster's Gambit was at the other end of that volley, nearly 150 meters away. The armor plating of the Gambit was charred and twisted outward in a telltale sign of an ammunition explosion, although a majority of the external shell remained intact.

Lt. Jeffery Lancaster was found, dead, in his cockpit. Investigators have concluded that one too many SRM strikes to the head of the Gambit, along with the ammunition feedback through his Neural Helmet was enough to do him in. Underneath the Lieutenant's corred 'Mech, were the supplies that they had come for. His troop collected everything and returned home without further incident.

We find great irony in that a 'Mech called "Gambit" would have nothing but bad luck through its entire existance. 
-----[End : Comstar Update]-----

 

Deployment:

The Steiner, Davion, and Liao militaries are primarily fielding the Gambit, although a few can be found in nearly any corner of the Inner Sphere.

 

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #735
THURSDAY, JUNE 30, 2005
UPDATE: 6/30/2005
217 DOWNLOADS

Firefly AX-10

Level: Custom Level 2 / 3050

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Liao Inner Sphere

BATTLEROM IMAGE DECEMBER 27, 2690

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: I. C. E. 160 12

Cruise: 10 MP

Flank: 15 MP

Heat Sinks: 0 0


  Internal Structure Armor

  Standard Standard

Location 3 3

Front 3 12

L/R Sides 3 12

Rear 3 10

Rotor 2 2

 


Standard

Battle Value: 395

C-Bill Cost: 1184000

Qty Weapons and Equipment Location Tonnage

2 SRM 2 Front 2

1 SRM 2 Right 1

1 SRM 2 Left 1

1 Ammunition (SRM 2) 50 Body 1

1 TAG Body 1

1 ECM Suite Body 1.5

  Total

7.5

 

Overview:

The Firefly first appeared in the military of the Rim Worlds Republic in the late 2600's. This ill-loved VTOL was used extensively, during the coup, in scorched-earth campaigns throughout the Hegemony.

 

Capabilities:

The Firefly has the capability to advance into enemy territory, using its speed and stealth to maneuver into prime positions, where it can reap the most devistation, calling down artillery fire with its advanced Targeting Acquisition Gear, and spread general chaos with its Inferno SRM's.

While Armor on the Firefly is light, it is sufficient to allow the vehicle to escape most situations, intact.

The use of an Internal Combustion Engine allows for easy maintenance, and keeps the price of the vehicle low, allowing an army to field many of these in conjunction with their military units.

 

Variants:

As technology levels decreased with the first two Succession Wars, and spare parts became scarce, the advanced TAG and ECM systems were removed in favor of an additional half-ton of armor, and two tons of personnel space. The added room was large enough to carry two squads of infantry. This has changed the role of the Firefly from Deep-Penetration Skirmisher, to Infantry Support Vehicle. It performs these duties well, and has served admirably through to this day.

As the old technologies have been rediscovered, the Capellan Confederation has been rebuilding most of its Fireflys back up to the original specifications. Some modern Fireflys have been known to mount an Active Probe, in place of the ECM Suite. These are used as scouts to rout-out ambushes before the frontline forces enter the territory. About a quarter of all Fireflys are thought to be configured this way.

 

Battle History:

During the Usurper's coup, Fireflys were used extensively in scorched-earth tactics throughout the Hegemony. By Stefan Amaris' order, they called down artillery strikes on viliages, and burned towns with their Inferno SRM's.

The Succession Wars were not kind to this vehicle, but it still saw use through the past three centuries within the Capellan Confederation, who captured a large number of these during campaigns to take Hegemony worlds, after the fall of the Star League.

One of the more recent uses saw a lance of rebuilt Fireflys helping out Capellan frontline forces. The advancing Capellan military had stumbled onto a well-placed minefield. With the help of the Fireflys, coordinating with rear-guard Catapults, they were able to lay-down a precision line of artillery fire to clear a path through the minefield. The Capellan units were then free to move in on the flanks of the enemy forces. pinching them in a crushing blow.

 

Deployment:

While the Firefly has not been built in over three centuries, many have still survived to this day and serve valiantly in the ranks of the Capellan Confederation.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #739
SATURDAY, JULY 09, 2005
207 DOWNLOADS

PathFinder PFI-H1

Level: Custom Level 1 / 2750

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

All Factions

BATTLEROM IMAGE DECEMBER 29, 2750

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: Fusion 70 3

Cruise: 7 MP

Flank: 11 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3 3.5

Front 3 14

L/R Sides 3 14

Rear 3 12

Rotor 3 2

 


Standard

Battle Value: 843

C-Bill Cost: 1400000

Qty Weapons and Equipment Location Tonnage

1 LRM 20 Front 10

1 Ammunition (LRM 20) 6 Body 1

1 Medium Laser Right 1

1 Medium Laser Left 1

1 Infantry Bay Body 3

  Total

16

 

Overview:

The problem of securing heavily mined locations, during the Reunification War, prompted the Fledgling Star League to take a hard look at their current Mine Clearing technologies.

RnD Facilities within the Terran Hegemony realized that if they could somehow, merge, the efficient mine-locating capabilities of Conventional Infantry with the maneuverability and striking power of an innexpensive fast vehicle, they would have the edge in future opperations.

The PathFinder Infantry Support Vehicle was designed specifically for helping an Infantry Platoon get to and clear imbedded minefields.

 

Capabilities:

Featuring enough internal space for an entire platoon of Foot Infantry, the PathFinder can easily deliver. Once on-site, the platoon usually breaks down into individual squads to better cover a larger area. Once a mined area is descovered, the Infantry Squad "Flags" it and radios the PathFinder, which delivers a flight of missiles, either directly or remotely, to clear the location for safe passage.

The Heavy VTOL frame was chosen for its excellent maneuverability and general immunity to landmines.

Two Medium Lasers are the only defense on this lightly armored craft. While the first PathFinders had them both mounted to the front, It was soon descovered that this caused the pilots to stick around a "Hot-Zone" far too long, resulting in the destruction of the entire first production run before the second could be completed.

A redesign of the chassis placed the lasers to the sides of the craft. This change still allowed the PathFinder to defend itself and its infantry while encouraging the pilots to take a more defensive stance on the battlefield.

 

Variants:

As listed above, the only standard variant to be produced has both Medium Lasers to the front of the vehicle.

Through the years, the PathFinder has been modified to fill a variety of other roles.

House Marik PathFinders have been modified for City-Infiltration. The PFI-M3 reduces the LRM to a 10-tube Missile Launcher. The recovered mass was used to add a Six-Shot SRM rack below the LRM system along with a pair of Small Lasers alongside the Mediums.

Davion PathFinders remove te LRM altogether in favor of a Medium Auto Cannon. An additional Medium Laser to the Front, along with a Machine Gun to each, the Front, Right and Left Sides, makes the PFI-D2 a deadly Infantry Fighter.

Some Taurian PathFinders have had the LRM 20 exchanged for four LRM 5s and an additional ton of ammunition. Two of the LRM racks are mounted to the Front, and the other two are mounted one on each side. The Taurian Concordante uses their PFI-T4 PathFinders to seed the battlefield with Infantry and Thunder Munitions.

 

Deployment:

Through the centuries, PathFinders have found their way into nearly every fighting unit in the Inner Sphere.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #740
SATURDAY, JULY 09, 2005
UPDATE: 7/9/2005
153 DOWNLOADS

PathFinder PFI-K7

Level: Custom Level 2 / 3060

Technology: Inner Sphere VTOL

Tonnage: 30 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE APRIL 7, 3060

* FOR MI2 USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 1.5

Lift Equipment: Rotor 3

Engine: Fusion 100 4.5

Cruise: 8 MP

Flank: 12 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3 4

Front 3 18

L/R Sides 3 18

Rear 3 16

Rotor 3 2

 


Standard

Battle Value: 797

C-Bill Cost: 1470000

Qty Weapons and Equipment Location Tonnage

1 MRM 20 Front 7

1 Ammunition (MRM 20) 12 Body 1

1 ER Medium Laser Right 1

1 ER Medium Laser Left 1

1 Battle Armor / Infantry Bay Body 4

  Total

14

 

Overview:

After the fall of the new Star League, the Draconis Combine had to prepare for the real possibility of renewed attacks from its neighbors. In an attempt to replace some of its aging military units that hadn't seen service since the beginning of the Clan Invasion, Draconis PathFinders have been rebuilt to take advantage of newer weapon systems.

 

Capabilities:

The new PFI-K7 PathFinder replaces the original LRM rack with a smaller MRM system with nearly the same mine-clearing capabilities.

The internals of the Vehicle have meen modified quite a bit to allow for a larger engine and the inclusion of an entire squad of Battle Armor Infantry. Each Battle Armor unit has the same mine-detecting capability as a full squad of Foot Infantry with the advantage of increased maneuverability and armor.

 

Variants:

This is an updated variant of the centuries-old PFI-H1 PathFinder.

 

Deployment:

The PFI-K7 has been recently added to the Draconis Combine's Military Roster.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #560
WEDNESDAY, FEBRUARY 16, 2005
UPDATE: 2/16/2005
235 DOWNLOADS

Hunter Light Support Tank TC Refit

Level: Custom Level 2 / 3060

Technology: Inner Sphere Tracked

Tonnage: 35 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Taurian Concordat Periphery

BATTLEROM IMAGE JANUARY 29, 3060

* FOR HEIMDAL USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 2

Lift Equipment: None 0

Turret: None 0

Engine: Fusion 175 10.5

Cruise: 5 MP

Fank: 8 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 3.5 6.5

Front 4 32

L/R Sides 4 24

Rear 4 24

 


Infantry Support

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location Tonnage

1 Large Laser Front 5

1 SRM 2 Left 1

1 SRM 2 Right 1

1 SRM 2 Rear 1

1 Ammunition (SRM 2) 50 Body 1

1 CASE Body .5

1 Infantry Bay Body 3

  Total

12.5

 

Overview:

After the acquisition of the new Missile Carriers, Protector Jeffery Calderon realized that he still did not have a unit that could reliably support his realm's most important asset, its infantry. As Taurian Technical Industries was currently busy working on the new MHL-X1 Marshal, ce commissioned Vandenberg Mechanized Industries (VMI) to design a unit capable of supporting the Concordat's many Tracked APC's. They answered their Protector's call with a refit of the ancient Hunter design.

 

Capabilities:

As the name states, the Hunter is a support vehicle. Originally designed as a Fire-Support unit, the Hunter's role has changed little over the centuries. With the changes made by VMI, the primary role has not changed, although the units it is designed to support, has.

Exchanging the Long Range Missiles and Flamer for a host of new weapons, the Hunter's range has been cut back in favor of the better all-round coverage that VMI felt an Infantry Support Vehicle needs. Its new primary weapon is a Sunglow Type 2 Large Laser. This weapon is capable of punching through most standard bunkers with ease. To cover its flanks, three Harvester SRM 2 systems have been added to protect the vehicle. Unfortunately, as the Large Laser is not turret-mounted, the SRM's have had only moderate success in keeping the enemy away. Many times the APC's it is supporting will move in close to the sides of the Hunter, to add their Machine Guns to its flanks.

The armor coverage needed to be increased by half a ton, in order to cover the bulky Infantry Bay added to the rear of the vehicle. This bay is capable of carrying a full platoon of Foot Infantry into a combat-zone. A full Lance of Infantry Carriers, including two of the modified Hunters, and six Taurian Tracked APC's can bring a total of twelve tons of infantry to the battle-lines. To protect the crew, and the infantry it is carrying, the modified Hunter includes CASE. The addition of the CASE system was controvercial, as many commanders would have liked to see more armor, to protect the vehicle itself. The VMI design team has looked into the problem, and concluded that an additional half ton of armor would not significantly increase the survivability of the machine, while the CASE system nearly guarentees the survivability of the personnel. They stand by their choice of CASE to protect the crew and infantry.

 

Deployment:

The New Vandenberg plant has been producing a limited number of modified Hunter Light Support Tanks for distribution along the Concordat's borders. A few have also been seen in the ranks of the Magistracy of Canopus, but their low dependance on both infantry and vehicles means that sales to this realm will not significantly impact the New Vandenberg site.



User Reviews

User Rating Posted Updated

Orochi Cavalcanti 3 2/17/2005  

Its an average design with a good fluff.
One of the main problem with the design is already mentioned in the fluff: the three side mounted SRM2 ... I really dislike this configuration. Maintain it as is, and add a ps note saying that they are studying something better to replace the SRM2s :-)
The second problem is a matter of taste (my taste). I do not like APC with big teeth, because it makes it a threat, and a preferential target in the field. I prefer it with clearly defensive weaponry ...

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #768
THURSDAY, JULY 21, 2005
UPDATE: 7/21/2005
222 DOWNLOADS

Gustav GST-4V

Level: Custom Level 2 / 2750

Technology: Inner Sphere Hover

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Marik Inner Sphere

BATTLEROM IMAGE JUNE 13, 2750

* FOR WOLF'S DRAGOONS USE ONLY *


So I ask myself, "Self, what would be considered an effective artillery unit?"
I thought about this, and came up with the "Gustav"

BattleTech Vehicle Technical Readout

Type/Model: Gustav GST-4V 
Tech: Inner Sphere / 2750 
Config: Hovercraft 
Rules: Level 2, Standard design 

Mass: 50 tons 
Power Plant: 115 I.C.E. 
Cruise Speed: 75.6 km/h 
Maximum Speed: 118.8 km/h 
Armor Type: Standard 

Armament: 
1 Sniper Artillery 
Manufacturer: (Unknown) 
Location: (Unknown) 
Communications System: (Unknown) 
Targeting & Tracking System: (Unknown) 


Overview: 
Developed in 2410 to bolster the Free World League front against the Capellan's attempt to retake the Andurien worlds, the Gustav was designed to suppliment the Andurien Artillery assets.

Capabilities: 
Speed is the main defense of this unit. The sniper is built on the largest hover platform available, allowing it to travel over nearly any terrain, to settle down, and begin raining shells down on its opponents. In the event that it is discovered, it has the speed to outmaneuver nearly any opponent, and move to a more secure location.

It's armor coverage is barely sufficient to cover the machine, but the designers felt that the ability to escape capture was more important than staying to fight.

Featuring five tons of ammunition, the Gustav is capable of sustaining over eight minutes of continuous fire before needing to reload.

The controvercial choice of the hover platform, meant that several considerations needed to be made in the design. The Sniper Artillery piece needs a stable, secure platform to fire accurately. When the Gustav gets into position to fire, it must turn off its ventral fanjets, and "land" on four shock-absorbing padds.

The Artillery piece was mounted to the rear because it is the vehicle's only weapon. If the Gustav needs to flee an engagement, it has the ability to lower its cannon, and directly target persuers, making this a dangerous vehicle to follow. This is not seen as a detriment, because, even in reverse, it has the speed to keep up with the flow of nearly any battle.

Battle History: 
A company of Gustavs protected Shiro III from Capellan invasion in 2450. The Andurian forces stood behind a curtain of Artillery fire, taunting the invading forces to approach. The Capellan units rushed in, taking heavy losses, before turning back. Patiently, the Capellan commander waited for the shelling to let up, when the Gustavs stopped to reload.

The line was quickly broken, and the Gustavs overrun. The Company Commander, Captain Henery Stevenson, quickly rallied his Gustavs into a defensive line. They retreated, just infront of the Capellan forces, using what ammunition they were able to reload to cut down the invaders directly, sending them home with little to show for the attack.

Variants: 
The Gustav is a proven design, and the only changes to this tenatious machine have been to replace the aging electronics with modern equivalents.

Notable Vehicles & Crews: 
Captain Henery Stevenson was awarded for his quick thinking on Shiro III durring a Capellan invasion. He organized his Company of Gustovs, when the battle lines were broken, to push back the assault.

Deployment 
The Gustav was deployed along the Andurien/Capellan border, under the command of the Andurian Millitary forces. The capability of the design to escape being overrun, has kept the majority of Gustavs produced, in service with the Marik military, even to this day.


--------------------------------------------------------------------------------
Type/Model: Gustav GST-4V 
Mass: 50 tons 
Equipment: Items Mass 

Internal Structure: 20 pts Standard 0 5.00 
Engine: 115 I.C.E. 0 10.00 
Cruise MP: 7 
Flank MP: 11 
Heat Sinks: 0 Single 0 .00 
Cockpit & Controls: 0 2.50 
Crew: 4 Members 0 .00 
Lift Equipment: 0 5.00 
Armor Factor: 40 pts Standard 0 2.50 

--------------------------------------------------------------------------------
Internal Armor 
Structure Value 
Front: 5 5 
Left / Right Sides: 5 10/10 
Rear: 5 15 

--------------------------------------------------------------------------------
Weapons & Equipment: Loc Heat Ammo Items Mass 
1 Sniper Artillery Rear 0 50 2 25.00 
TOTALS: 0 2 50.00 
Items & Tons Left: 13 .00 

--------------------------------------------------------------------------------
Calculated Factors: 
Total Cost: 1,251,667 C-Bills 
Battle Value: 237 
Cost per BV: 5,281.29 
Weapon Value: 78 / 78 (Ratio = .33 / .33) 
Damage Factors: SRDmg = 6; MRDmg = 6; LRDmg = 6 
BattleForce2: MP: 7H, Armor/Structure: 0 / 2 
Damage PB/M/L: 1/1/1, Overheat: 0 
Class: GM, Point Value: 2 
Specials: artS 

--------------------------------------------------------------------------------

Created with HeavyMetal Vee

 


User Reviews

User Rating Posted Updated

Knightmare 0 7/21/2005  

Reminds me of a designer that actually reviewed Artillery retreats. Very well done.
cheers

Warhawk 5 7/21/2005  

An interesting design, nicely fluffed and presented. An interesting location for the artillery piece, but with good fluff to back it up. An odd armor configuration, but understandable given the tactics.

Lonely Coyote 0 7/21/2005  

Rescued from an entry I made a while back in a, now archived, Artillery design competition.

Lasergunner posted this 26 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #734
THURSDAY, JUNE 30, 2005
UPDATE: 6/30/2005
205 DOWNLOADS

Silverback SVR-3C

Level: Custom Level 2 / 3026

Technology: Inner Sphere Tracked

Tonnage: 100 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Steiner Inner Sphere

BATTLEROM IMAGE SEPTEMBER 20, 3009

* FOR ISF USE ONLY *


SOLARIS7: VEHICLE TECHNICAL READOUT

Equipment   Mass

Cockpit & Controls: Standard 5

Engine: Fusion 200 13

Cruise: 2 MP

Flank: 3 MP

Heat Sinks: 10 0


  Internal Structure Armor

  Standard Standard

Location 10 7

Front 10 30

L/R Sides 10 30

Rear 10 22

 


Standard

Battle Value: 112

C-Bill Cost: 4651667

Qty Weapons and Equipment Location Tonnage

4 Thumper Artillery Gun Front 60

5 Ammunition (Thumper) 20 Body 5

  Total

65

 

Overview:

For many years, the Draconis Combine has been pushing the Lyran border further and further back. Lyran military strategists were called together to find a solution. They determined that the Dragon’s love of light 'Mechs could easily be countered by bigger guns, and thicker armor, so they turned their attention to the problem of the Draconis minefields that seemed to pop-up everywhere along the Lyran/Draconis border.

After many years of research, the Silverback Thumper Artillery Carrier was the result.

The Silverback Thumper Artillery Carrier is a recent addition to the Lyran Commonwealth’s arsenal. It has been developed by Red Devil Industries on Pandora for use as a cheap and efficient way to clear enemy minefields.

 

Capabilities:

Under armored and slow, this vehicle is meant to stay well behind the frontline, waiting for the call to come to action.

Once it is called, it only takes a couple of moments to zero in on the target area. After the area has been properly ranged, the quad Thumpers can clear a safe passage 120 meters wide, and nearly three-quarters of a kilometer long, in roughly four minutes. This is usually enough to cut through most minefields without the need to take the time to locate each and every single mine. Allied units are then free to advance, with room to maneuver in case of enemy detection.

The Silverback does not have any backup weaponry, and must depend on allied units for protection. As this vehicle rarely leaves the confines of its home base, this is rarely an issue.

 

Variants:

There have been a few attempts to alter the design parameters of the Silverback, with little luck. The most promising, so far, has replaced the quad mount with a pair of Long Tom Artillery Launchers. Unfortunately, the chassis was not designed to handle a simultaneous launching of the Long Tom Artillery Piece. Such use results in a critical fracture down the middle of the frame, shearing the vehicle in half.

 

Battle History:

The Lyran Commonwealth has used the Silverback in many campaigns against their most hated enemy, the Draconis Combine.

In a more recent deployment, the Mercenary, Yar’s Renegades, brought two Silverbacks along on a mission into the Bandit Kingdoms, on a pirate hunt.

When the group ran into some trouble with a well-defended bandit encampment, they ordered their Silverbacks into action. One peppered the encampment with light artillery fire, while the other hammered a path through the defenses, allowing the Mercs to walk right up to the encampment unopposed.

 

Deployment:

Red Devil Industries' primary production is for the ranks of the LCAF, although they are free to sell any extra production to limited mercenary groups.



User Reviews

User Rating Posted Updated

Prince of Darkness 5 1/12/2007  

Jesus Christ!



RUN AWAYYYYYYYY!!!!!
(I drop a five behind me for you while running)

Lasergunner posted this 26 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #315
SATURDAY, JULY 09, 2005
231 DOWNLOADS

JackHammer JKH-K1

Level: Custom Level 2 / 3060

Technology: Inner Sphere Conventional

Tonnage: 50 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

House Kurita Inner Sphere

BATTLEROM IMAGE APRIL 10, 3060

* FOR COMSTAR USE ONLY *


FIGHTER BLUEPRINTS

Developed By Aerotech Shipyard


Vessel Name/Class: JackHammer

Technology Base: Inner Sphere - Level 2

Vessel Classification: Conventional Fighter

Vessel Hull: (Unknown)

Mission Profile: (Unknown)

Mass: 50 tons

 

Engine: 200 (Unknown) Fusion

Movement:

  Safe Thrust: 4

  Maximum Thrust: 6

Armour Type: (Unknown) Standard w/CASE

Armament:
1x Unknown MRM 20
2x Unknown LRM 10
 
Manufacturer:   (Unknown)
   Location:   (Unknown)
Communications System:   (Unknown)
Targeting & Tracking System: (Unknown)


Overview:

Developed as an experiment in Mine Clearing and Infantry Deployment strategies, the JackHammer is a new Conventional Fighter that breaks the ice on future developments in non-standard technologies.


Capabilities:

Featuring VSTOL capabilities, the JackHammer is able to bring its compliment of four Battle Armor Suits to nearly any location on the field of battle.

With the Nose-mounted MRM 20, the JackHammer can easily fulfill its primary role, as a Mine-Clearing unit. After dropping off the Battle Armor to a suspected minefield, the JackHammer can take to the air, and monitor the surounding terrain for enemy activity. As mined areas are found, it can easily dive-in and take care of the threat.

Backing up the MRM system are a pair of LRM 10s, one in each wing. The reach of the LRMs, along with their uncanny ability to strike at the internal systems of most Fighters gives the JackHammer the ability to scare-off many air-born agressors. Unfortunately, its reletively thin armor cover means that it cannot stick around if enemy units persist to threaten it.

The interesting choice to include of CASE on the Conventional Fighter was due to the large number of missiles that have to be loaded into the Fighter. Because the Battle Armor take up so much room inside of the Fighter, the crossfeed mechanisms for the LRM racks had to be awkwardly strung between the Pilot compartment and the Infantry Bay. Jamming was frequent in the early design stages. Many JackHammers were lost when jammed ammunition suddenly exploded, destroying the fighter and instantly killing all who were on board. The easiest solution, that kept the development process going, was to add blast baffles to funnel the explosion out of the bottom of the craft, away from all personnel. This gave everyone the chance to survive and eject from the doomed craft. While the jamming problem has been solved, CASE remains as an integral part of the design.


Battle History:

The JackHammer has undergone extensive field testing against periphery bandits on Draconis worlds near the edge of the Inner Sphere.

On many occasions, it has performed its duties well. On one more noteable engagement, the JackHammer went to work on an enemy minefield loaded with bombs. After the coordinated removal of the minefield, it dropped its payload to construct a new minefield. The Draconis units then tricked the bandits into chasing them into their own trap. Half of the enemy 'Mechs and vehicles were quickly disabled before the bandits knew what hit them.


Deployment:

The JKH-K1 has recently graduated to more extensive field testing, closer to the heart of the Inner Sphere.





Vessel Name/Class: JackHammer

Mass: 50 Tons

Vessel Details:     Mass

Engine: 200 Fusion   13

Structural Integrity: 5   0

Thrust:

 Safe; Thrust: 4 MP    

 Maximum; Thrust: 6 MP    

VSTOL     2.5

Heat Sinks: 10 - Single   0

Fuel Capacity: 320 Fuel Points   2

Cockpit and Controls:     5

       

Crew: 1   0


       

Armor: 48 points Standard   3

  -Standard Scale-    

      Armor

  Front:   12

  Left / Right:   12 / 12

  Rear:   12



           

Standard Weapons and Equipment: Loc Ammo Heat SRV MRV LRV ERV Mass

1 MRM 20 Nose 12 0 12

12

- 8

1 LRM 10 LW 24 0 6 6

6

6

1 LRM 10 RW 24 0 6 6

6

6

C.A.S.E Body

N/A

-

-

0.5

           

Tonnage Left:               4



Vessel Cost: 2,978,209 C-Bills

Battle Value: 367

Lasergunner posted this 26 July 2017

SOLARIS7: PROTOMECH TECHNICAL READOUT: ARCHIVE ID #31
TUESDAY, JULY 11, 2006
UPDATE: 7/17/2006
398 DOWNLOADS

Gnoll Proto

Level: Custom Level 2 / 3067

Technology: Clan

Tonnage: 8 Tons

Designer: Lonely Coyote

Armory: Lonely Coyote Stables

 


Faction Availability

Clan Wolf Clan

BATTLEROM IMAGE NOVEMBER 25, 3067

* FOR LOKI USE ONLY *


SOLARIS7: PROTOMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 500 kg

Engine: Fusion 75 2000 kg

Walk: 6 MP

Run: 9 MP

Jump: 5 MP

Heat Sinks: 0 0 kg


  Internal Structure Armor

  Standard Standard

Location 800 kg 1900 kg

Head 2 6

Torso 8 13

L/R Arm 2 4

Legs 5 8

Main Gun 1 3

 


Standard

Battle Value: 0

C-Bill Cost: 0

Qty Weapons and Equipment Location kg

1 LRM 3 Torso 600

1 12 Shots LRM 3 Torso 300

1 Streak SRM 2 Torso 1000

1 5 Shots Streak SRM 2 Torso 100

1 Machine Gun Main Gun 250

1 10 Shots MG Main Gun 50

5 Jump Jets Torso 500

  Total

2800 kg

 

Overview:

The ProtoMech was a new and radical discovery by the Star League Forces, as they annihilated Clan Smoke Jaguar. Little new information about these unorthadox designs has filtered back from Clan space about new developments within the ranks of these "Mini-Mechs".

Recently, a new ProtoMech design has been seen by raiders into Clan Wolf territory. Originally mistaken as the smaller Centaur, the newly discovered Gnoll has a very similar weapons load with a much higer survival rate.

 

Capabilities:

The Gnoll weighs in two Tons heavier than the similar Centuar design. It is fast and Maneuverable, able to leap around, making it a difficult target even in open terrain. With a heavy load of Armor, it is a difficult target to take down.

Like the Centaur, the Gnoll sports an "over the shoulder" array of missiles, including an LRM 3, for pegging targets at range, and a highly efficient Streak SRM Rack for mixing it up at closer ranges. Initial estimates would consider the limited ammunition for the SRM a vulnerability, but as the Gnoll is Jump-Capable, the 5 Rounds of Ammunition for the Launcher is usually pleanty due to the innacuracy of getting a target-lock while in the air. The Streak system conserves the Ammo for just the right time.

The only other weapon on the Gnoll is an Anti-Infantry Machine Gun with enough Ammo to keep unarmored units at bay.

Individually, the Gnoll Might not look like much of a threat, but as they are deployed in "Points" of five units, their "Plink-a-Dink" damage adds up quickly against standard Inner Sphere Medium 'Mechs.

 

Deployment:

With Clan Wolf's shift to the Crusader viewpoint, we expected to see ProtoMechs eventually being deployed. The introduction of a new design was unexpected, seeing as it is still rebuilding from its clash with Clan Jade Falcon.



User Reviews

User Rating Posted Updated

Prince of Darkness 0 3/23/2007  

I like it. the lack of a laser weapon is a hinderance, but it carries enough ammunition for it's job.
Good work.

Lonely Coyote 0 7/17/2006  

Edit: Increased speed from 5/8/5 to 6/9/5 because I just noticed it's still a 2 Ton engine.

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