Designer: Major Tom / Armory: TRO 2750

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Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #707
MONDAY, MARCH 13, 2006
1533 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=707]
Aegis

Aegis (Heavy Cruiser)

Standard Level 2 / 2750 Inner Sphere  Warship 750,000 Tons
MajorTom TRO 2750

Faction Availability


Class/Model/Name:    Aegis (Heavy Cruiser)

Tech: Inner Sphere / 2372

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 750,000 tons

Hull: Templar Steel Plus

K-F Drive System: KF Mark XIX

Length: 725 meters

Sail Diameter: 1,308 meters

Power Plant: Century 5000 Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Grumman K5 Ferro-carbide

 

Armament:18 Armstrong II 35-Series NAC/358 White Shark Missile Tubes24 Imperator-20 NAC/2012 Randall-55 NL-554 Baracuda Missile Tubes4 Magna-45 NL-45Manufacturer:    Di Tron Industries   Location:    New EarthCommunications System:    OMP StratacasterTargeting & Tracking System: KTI 389

Overview:

The Aegis heavy cruiser exemplifies the Terran Hegemony's love of tradition and fondness for proven designs, even after technological advances had opened up new possibilities.

Launched in 2372, the THS Aegis won quick acclaim as an excellent heavy cruiser. Di Tron Heavy Industries had incorporated every technological innovation, including the first use of detachable jump sails, into the design of the Aegis. Detachable sails, which became common on warships by the end of the 24th century, allow the cruiser to protect the delicate mechanisms of the sail as it accelerates toward its target. Internal automated systems unfurl the sail in response to signals from the Aegis so that it begins collecting energy, storing it in several large batteries. This significantly reduces the time the cruiser needs to jump out of a star system.

With excellent firepower and good mobility, Aegis cruisers served the Hegemony navy for a century and a half, undergoing many refits to take advantage of new equipment. In 2531, the cruisers began to be phased out in favor of the new Avatar cruisers, which turned out to be a short-lived class, A few Aegis cruisers remained in the navy as training vessels.

Deborah Cameron, the cautious Director-General of the Teran Hegemony at the time, lowered the profile of the Hegemony Armed Forces by retiring the 106 ships but guarded against future wars by sending them to mothballs instead of scrapyards .

For 30 years, the ships orbited Sol between Terra and Mars. The founding of the Star League and the Reunification War that followed created a critical need for ships in the young Star League Defense Forces. First Lord Ian Cameron issued a directive in 2582 ordering the return of the Aegis cruisers to active duty. One-third of the cruisers were turned over to the Council Lords to be added to their private fleets, and the rest went to Hegemony shipyards to be refitted for use in the Star League Navy.

Di Tron transformed the relics into some of the most advanced warships of their time. The newer equipment was mostly smaller than the old, and there was enough room to add a few amenities, such as a Zero-G pool. One of the most important innovations was the Lithium Fusion Batteries, which allow Aegis cruisers to store enough power for several jumps.

The addition of the 70 Aegis cruisers gave the Star League Navy a major boost during its crucial formation. In battle, the revitalized Aegis cruisers performed as well as more modern ships. Though their hulls had weakened with age, the ships' firepower was such that only the largest warships dared approach. The Aegis remains an important part of the Star League Navy more than a century later.

Capabilities:

The main firepower of the Aegis is its 18 35-Series autocannon and eight White Shark missile tubes. The large-caliber cannon are housed in six turrets. Secondary armament consists of a mix of lasers, cannon, and missiles, mostly clustered around the fighter bays.

The interior of a refitted Aegis cruiser is roomy by modern standards. This allows the ship to carry more ammunition than other cruisers. Archaic materials and construction techniques make the hull of the cruiser weaker than on later ships. The materials used to manufacture the hull also leave the ship more
easily detected.

Named Vessels:

Comstar - Righteous Fury, Swift Justice, Avenging Sword
WoB - Immortal Spirit, Herald of Justice (Destroyed)
FWL - Olympic, Nueva Badajoz


Class/Model/Name: Aegis (Heavy Cruiser)

Mass: 750,000 tons

Equipment:             Mass

Power Plant: Standard 90,000.00

K-F Hyperdrive: Compact (Integrity = 16) 339,375.00

Lithium Fusion Battery:   7,500.00

Jump Sail: (Integrity = 4) 68.00

Structural Integrity: 75 56,250.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 2,046 Double 1,577.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   1,875.00

Armor Factor: 586 Ferro-carbide 672.00


      Armor Value

      (Capital Scale)        

  Fore:   91        

  Fore Left / Right:   101 / 101        

  Aft Left / Right:   101 / 101        

  Aft:   91        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (18) with 4 doors 2,700.00

   Bay 2: Small Craft (10) with 2 doors 2,000.00

   Bay 3: Cargo (1) with 1 door 85,835.00

     

DropShip Capacity: 4 Docking Hardpoints 4,000

Grav Decks:    

   Grav Decks #1 - 2: (90-meter diameter) 100

Life Boats: 20 (7 tons each) 140

Crew and Passengers:    

   49 Officers (48 minimum)   0.00

   146 Crew (146 minimum)   0.00

   80 Gunners (70 minimum)   0.00

   86 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NAC/35(24 rounds) Nose 70

70

-- 240 8,024.00

3 White Shark(30 msls) FL/R 9 9 9 9 90 3,120.00

2 NAC/35(22 rounds) FL/R 70

70

-- 480 16,044.00

3 NL55 L/RBS 17 17 17 17 510 6,600.00

2 NAC/35(22 rounds) L/RBS 70

70

-- 480 16,044.00

2 NAC/35(22 rounds) L/RBS 70

70

-- 480 16,044.00

3 NAC/20(30 rounds) L/RBS 60 60

60

360 15,024.00

3 NAC/20(30 rounds) L/RBS 60 60

60

360 15,024.00

1 Barracuda(10 msls) L/RBS 2 2 2 2 20 780.00

3 NL55 AL/R 17 17 17 17 510 6,600.00

3 NAC/20(30 rounds) AL/R 60 60

60

360 15,024.00

3 NAC/20(30 rounds) AL/R 60 60

60

360 15,024.00

1 Barracuda(10 msls) AL/R 2 2 2 2 20 780.00

4 NL45 Aft 18 18 18 18 280 3,600.00

2 White Shark(20 msls) Aft 6 6 6 6 30 1,040.00

2 NAC/35(22 rounds) Aft 70

70

-- 240 8,022.00

2 NAC/35(22 rounds) Aft 70

70

-- 240 8,022.00

TOTALS:           5,060 750,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 15,032,876,000 C-Bills

Battle Value: 167,790

Cost per BV: 89,593.4

Weapon Value: 68,286 (Ratio = .41)

Damage Factors:    SRDmg = 9,094; MRDmg = 9,094; LRDmg = 7,173; ERDmg = 1,367

Maintenance Point Value:    MPV = 489,243 (66,435 Structure, 141,988 Life Support, 280,820 Weapons)

Support Points: SP = 612,000 (125% of MPV)

BattleForce2: (Not applicable)

 

 AeroTech 2 Vessel Technical Readout 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #709
MONDAY, MARCH 13, 2006
1642 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=709]
Black Lion

Black Lion (Battlecruiser)

Standard Level 2 / 2750 Inner Sphere  Warship 810,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Black Lion (Battlecruiser)

Tech: Inner Sphere / 2691

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 810,000 tons

Hull: ExoSteel C-180

K-F Drive System: KF King IX

Length: 772 meters

Sail Diameter: 1,433 meters

Power Plant: Carston Pegasus Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Grumman 900 Ferro-carbide

 

 

Armament:18 Scarborough-30 Series NAC/308 White Shark Missile Tubes6 Barracuda Missile Tubes32 Imperator-20 NAC/20Manufacturer:    Boeing InterstellarCommunications System:    Needham AerostarTargeting & Tracking System: Needham OmniSystem IV

Overview:

When it became apparent that the Cameron battlecruisers were not living up to their design specifications, the Quartermaster Command decided to test a new design rather than pour trillions of Star League Dollars into redesigning and refitting existing Camerons. The Cameron remain in service, though ln a much more limited role.

This time, the admirals of Warship Sub-Command bypassed the usual procedure of accepting design proposals from all the major shipyards, awarding the contract to Boeing Interstellar in late 2689. This award carried the proviso that the company would make several key modifications to a battlecruiser design it had submitted during the contract competition that led to the creation of the Cameron.

Boeing Interstellar produced an excellent design, named the Black Lion for former Director-General James McKenna's famous battlecruiser. Boeing built two per year for the next 31 years.

Capabilities:

The Black Lion's three Carston Pegasus interplanetary engines generate almost twice as much thrust as those used on the Cameron Class. With less weight than the Cameron, the Black Lion became one of the quickest warships of its size . The engines' size and complexlty, however, make the engineering decks a labyrinth of tight crawl-spaces and catwalks. Maintenance difficulties make engine breakdowns more frequent than normal for a modern ship.

The Black Lion's second important improvement over the Cameron is increased armor protection. The most controversial aspect of the Black Lion is its choice of weapons. Instead of relying on energy weapons, the Black Lion mounts cannon and missiles as its primary weapons, four turrets carrying 30 Series autocannon and two turrets capable of firing White Shark missiles. The battlecruiser also carries four turrets of smaller autocannon and six tubes firing the Barracuda missiles.

The designers used only non-energy weapons so the ship could mount a smaller and lighter power system. The main drawback to this choice of weapons is that the ship must devote interior space to carrying ammunition.

The ship's flight deck can carry 18 heavy Aero-Space Fighters, and its four docking rings can handle the largest DropShips.

A Black Lion often heads a battle group protecting a convoy. When meeting enemy ships, the Black Lion uses its superior speed to lead a group of destroyers toward the enemy. If that is not enough to chase the enemy away, the battlecruiser can deliver enough damage to weaken the enemy's attack.

The Black Lions live up to most of the admirals' expectations. They are as elusive as hoped, and in the Periphery, the battlecruisers can easily dominate a battle. In the hidden wars against the House militaries, however, Black Lions cannot cope with swarms of enemy fighters.

Named Vessels:

Comstar - Blake's Strength
WoB - Rays of Enlightenment, Blake Ascendant
FWL - Xanthos
Other - SLS Tirpitz (Destroyed)


Class/Model/Name: Black Lion (Battlecruiser)

Mass: 810,000 tons

Equipment:             Mass

Power Plant: Standard 145,800.00

K-F Hyperdrive: Compact (Integrity = 17) 366,525.00

Jump Sail: (Integrity = 4) 70.00

Structural Integrity: 75 60,750.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 1,837 Double 1,252.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   2,025.00

Armor Factor: 974 Ferro-carbide 1,157.00


      Armor Value

      (Capital Scale)        

  Fore:   151        

  Fore Left / Right:   168 / 168        

  Aft Left / Right:   168 / 168        

  Aft:   151        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (18) with 4 doors 2,700.00

   Bay 2: Small Craft (10) with 2 doors 2,000.00

   Bay 3: Cargo (1) with 1 door 70,426.00

     

DropShip Capacity: 4 Docking Hardpoints 4,000

Grav Decks:    

   Grav Deck #1: (65-meter diameter)  

Grav Decks:    

   Grav Deck #2: (85-meter diameter) 50

Escape Pods: 20 (7 tons each) 140

Crew and Passengers:    

   48 Officers (47 minimum)   0.00

   160 Crew (159 minimum)   0.00

   64 Gunners (64 minimum)   0.00

   86 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NAC/30(46 rounds) Nose 60 60

60

200 7,037.00

2 NAC/30(46 rounds) Nose 60 60

60

200 7,037.00

4 White Shark(40 msls) FL/R 12 12 12 12 120 4,160.00

1 Barracuda(10 msls) FL/R 2 2 2 2 20 780.00

2 NAC/30(44 rounds) FL/R 60 60

60

400 14,072.00

2 NAC/30(44 rounds) FL/R 60 60

60

400 14,072.00

3 NAC/20(36 rounds) L/RBS 60 60

60

360 15,030.00

3 NAC/20(36 rounds) L/RBS 60 60

60

360 15,030.00

2 NAC/20(24 rounds) L/RBS 40 40

40

240 10,020.00

1 Barracuda(10 msls) L/RBS 2 2 2 2 20 780.00

3 NAC/20(39 rounds) AL/R 60 60

60

360 15,032.00

3 NAC/20(39 rounds) AL/R 60 60

60

360 15,032.00

2 NAC/20(26 rounds) AL/R 40 40

40

240 10,022.00

1 Barracuda(10 msls) AL/R 2 2 2 2 20 780.00

2 NAC/30(44 rounds) Aft 60 60

60

200 7,036.00

2 NAC/30(44 rounds) Aft 60 60

60

200 7,036.00

2 NAC/30(44 rounds) Aft 60 60

60

200 7,036.00

TOTALS:           3,900 810,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 5,957,848,000 C-Bills

Battle Value: 247,597

Cost per BV: 24,062.68

Weapon Value: 99,515 (Ratio = .40)

Damage Factors:    SRDmg = 10,510; MRDmg = 10,510; LRDmg = 8,295; ERDmg = 3,216

Maintenance Point Value:    MPV = 566,818 (71,436 Structure, 200,352 Life Support, 295,030 Weapons)

Support Points: SP = 604,800 (107% of MPV)

BattleForce2: (Not applicable)

 AeroTech 2 Vessel Technical Readout 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #713
WEDNESDAY, MARCH 15, 2006
1388 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=713]
Cameron

Cameron (Battlecruiser)

Standard Level 2 / 2750 Inner Sphere  Warship 860,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Cameron (Battlecruiser)

Tech: Inner Sphere / 2668

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 860,000 tons

Hull: Creighton M-4

K-F Drive System: KF King VI-a

Length: 839 meters

Sail Diameter: 1,450 meters

Power Plant: Cassion Vassers Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Ajax 7PK300 Ferro-carbide

Armament:12 Super Rand Heavy NPPC8 Maelstrom AR10 Launchers16 Pontiac-25 Series NAC/2510 Tronel-55 NL55Manufacturer:    Daussault-Shimmon Enterprises   Location:    New EarthCommunications System:    ViaComm1011Targeting & Tracking System: Johnson Cata Master 6000

Overview:

The decades following the Reunification Wars seemed so peaceful and prosperous all acrosss the Star League that the public assumed that the soldiers of the SLDF had very little to do but escort cargo transports or act as honor guard at important functions. So good were the times that many thought that the SLDF was unnecessary, at least at its present size. This view was at its strongest during the 2650s, when a small but influential minority of politicians and nobles lobbied to limit the growth and eventually freeze the military's budget.

The budget freeze forced the SLDF to be frugal, but there was a wide gap between the navy's battleships and its cruisers. The admirals needed a ship to assume command of the huge convoys going into and out of the Periphery. They wanted a ship with the firepower of a battleship and the mobility of a cruiser so it could keep up with the fast cargo DropShips being built at that time.

The small firm of Daussault-Shimmon Enterprises of New Earth beat out the other bidders for the contract in 2657. Instead of fulfilling its grand promises, the Cameron battlecruiser became the Star League Navy's biggest boondoggle.

Capabilities:

When launched in 2668, the Cameron obviously fell short of the sleek, powerful vessel promised by its designers. The ship was very slow. Its two Cassion Vasser interplanetary engines, while extremely powerful, could only match the acceleration of a battleship. The problem sprang from the fact that the Cameron was 50,000 tons over its design weight.

The good news was the Cameron's weaponry. It has four turrets housing the Maelstrom AR-10, a launcher that can fire missiles of any size, along with six other turrets carrying the largest particle projection cannon available. Combined with secondary armament of 16 autocannon, ten naval lasers, and the ability to carry 16 fighters, these weapons give the ship a tremendous offensive capability.

[Editor's Note: Though the admirals knew the Cameron was a flawed design, the prospect of public disapproval made them afraid to admit the mistake, and so they ordered 40 of the ships .

Modifications masked some of the many flaws, but hopes that the ship would turn out to be adequate were dashed by the fate of the SLS Saint Joan. Attached to the Twentieth Army in the Rim Worlds Republic, the Saint Joan escorted convoys carrying personnel and supplies for the SLDF. In November 2674, while escorting a convoy headed for Placidia, the ship encountered six privateer vessels, destroyer-size transports fitted with weapons and more powerful engines.

When the Saint Joan maneuvered to engage the attackers, it lost power. The captain switched to auxiliary power, only to find that the ship's batteries could not provide life support and fire the weapons simultaneously. Seeing that the battlecruiser was doing nothing to protect its ships, the privateers moved to investigate. After a few cautious attacks, they realized the vessel was helpless and so began to attack in earnest, destroying the Saint Joan in minutes.

An investigation later revealed that engineers at Daussault-Shimmon had known of the problem but had covered it up to save the contract.]

Named Vessels:

Comstar - Invisible Truth


Class/Model/Name: Cameron (Battlecruiser)

Mass: 860,000 tons

Equipment:             Mass

Power Plant: Standard 103,200.00

K-F Hyperdrive: Compact (Integrity = 18) 389,150.00

Jump Sail: (Integrity = 5) 73.00

Structural Integrity: 80 68,800.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 2,430 Double 1,931.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   2,150.00

Armor Factor: 750 Ferro-carbide 877.00


      Armor Value

      (Capital Scale)        

  Fore:   120        

  Fore Left / Right:   128 / 128        

  Aft Left / Right:   128 / 128        

  Aft:   118        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (16) with 4 doors 2,400.00

   Bay 2: Small Craft (2) with 2 doors 400.00

   Bay 3: Cargo (1) with 1 door 184,994.00

     

DropShip Capacity: 2 Docking Hardpoints 2,000

Grav Decks:    

   Grav Decks #1 - 2: (75-meter diameter)  

Life Boats: 20 (7 tons each) 140

Escape Pods: 30 (7 tons each) 210

Crew and Passengers:    

   48 Officers (47 minimum)   0.00

   193 Crew (169 minimum)   0.00

   46 Gunners (46 minimum)   0.00

   42 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 Heavy NPPC Nose 30 30 30 30 450 6,000.00

2 AR10 (8 KW, 6 WS, 6 B) FL/R * * * * 80 2,640.00

2 Heavy NPPC FL/R 30 30 30 30 900 12,000.00

2 NAC/25(24 rounds) L/RBS 50 50

50

340 12,030.00

2 NAC/25(24 rounds) L/RBS 50 50

50

340 12,030.00

3 NL55 L/RBS 17 17 17 17 510 6,600.00

2 NAC/25(26 rounds) AL/R 50 50

50

340 12,032.00

2 NAC/25(26 rounds) AL/R 50 50

50

340 12,032.00

2 NL55 AL/R 11 11 11 11 340 4,400.00

2 AR10 (8 KW, 6 WS, 6 B) AL/R * * * * 80 2,640.00

2 Heavy NPPC AL/R 30 30 30 30 900 12,000.00

2 Heavy NPPC Aft 30 30 30 30 450 6,000.00

TOTALS:           5,070 860,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 3,955,250,000 C-Bills

Battle Value: 134,202

Cost per BV: 29,472.36

Weapon Value: 62,460 (Ratio = .47)

Damage Factors:    SRDmg = 5,861; MRDmg = 5,861; LRDmg = 4,618; ERDmg = 1,806

Maintenance Point Value:    MPV = 446,062 (78,407 Structure, 158,565 Life Support, 209,090 Weapons)

Support Points: SP = 328,732 (74% of MPV)

BattleForce2: (Not applicable)

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #708
MONDAY, MARCH 13, 2006
1151 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=708]
Congress

Congress (Frigate)

Standard Level 2 / 2750 Inner Sphere  Warship 760,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Congress (Frigate)

Tech: Inner Sphere / 2542

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 760,000 tons

Hull: Endo Steel AN

K-F Drive System: KF Mark XXV

Length: 703 meters

Sail Diameter: 1,207 meters

Power Plant: GM 8050 Starlifters Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Blue Nose 440CL Ferro-carbide

Armament:1 Killer Whale Missile Tube12 Armstrong LN-10 NAC/102 White Shark Missile Tubes8 Magna Large Laser4 Oriente-30 NAC/30Manufacturer:    Dekirk AerospaceCommunications System:    5T VargasTargeting & Tracking System: Wolf 157

Overview:

Frigates have served in both the Hegemony Navy and then in the Star League Navy as heavily armed surveillance vessels. The first frigates of the Hegemony Navy were little more than cruisers, with sensors and imaging equipment replacing much of their weaponry. As the navy's sophistication increased, ships were designed to be swift, heavily armed, and capable of electronic espionage.

In 2536, the admirals of the Hegemony decided that the Quixote Class frigates had outlived their usefulness. Incidents between the frigates and the warships of the surrounding realms showed that the Quixote could be outmaneuvered by foreign ships of comparable size.

A year later, the architects of Dekirk Aerospace submitted a design that seemed so good that the Hegemony Navy accepted it without hesitation. Construction of the first Congress frigates met a serious obstacle in the form of a lawsuit filed by the Federated Suns against the shipyard and the Hegemony government. In the lawsuit, Challenge Systems, a shipbuilding firm from the Davion world of Galax, claimed that most of the Congress frigate was a Challenge design stolen by industrial spies employed by Dekirk.

The legal wrangling continued for three years until a compromise agreement was signed in 2540. In it, the Terran Hegemony and Dekirk Aerospace admitted no guilt but did include Challenge Systems as a partner in the construction of the new frigates. The navy of the Federated Suns also received a bargain price on some of the new frigates, with the more advanced Hegemony technology absent.

Capabilities:

Because of its dual mission as convoy escort and an information-gathering vessel in enemy territory, the Congress frigate had to be swift, well-armed, equipped with advanced snooping gear, and capable of extended voyages through adverse conditions. The Congress was such a good mix of all these qualities that the Terran Hegemony and then the Star League saw no need to replace the 200 ships of the class for many decades.

Much of their satisfaction came from the fact that the interior of the ships makes every square centimeter functional and accessible to all major systems for easy maintenance, a trademark of Dekirk ships. Another trait of the company was its   attention to ergonomics, the science of comfortably fitting the machine to the man using it. The company went to great lengths to ensure that the crew would be as comfortable as possible.

The ship's main armament is its eight cannon in five turrets, one missile launcher capable of launching the huge Killer Whale missile, and two other missile launchers that fire White Shark missiles.

The Congress can carry two DropShips behind its sensor and observer towers. Most carry the Pentagon Class DropShips, which are little more than large gun platforms that detach from the frigate to fight. On special missions, the Congress can carry DropShips containing troops or 'Mechs.

If the Congress Class has a weakness, it is lack of fighter support . Fighter carriers, such as the Vengeance Class, often accompany Congress frigates.

Named Vessels:

Comstar - Cleansing Fire, Hollings York


Class/Model/Name: Congress (Frigate)

Mass: 760,000 tons

Equipment:             Mass

Power Plant: Standard 136,800.00

K-F Hyperdrive: Compact (Integrity = 16) 343,900.00

Jump Sail: (Integrity = 4) 68.00

Structural Integrity: 75 57,000.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 604 Double 36.00

Fuel & Fuel Pumps:   2,000.00

Bridge & Controls:   1,900.00

Armor Factor: 438 Ferro-carbide 487.00


      Armor Value

      (Capital Scale)        

  Fore:   75        

  Fore Left / Right:   72 / 72        

  Aft Left / Right:   72 / 72        

  Aft:   75        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (6) with 1 door 900.00

   Bay 2: Small Craft (4) with 1 door 800.00

   Bay 3: Cargo (1) with 1 door 172,085.00

     

DropShip Capacity: 2 Docking Hardpoints 2,000

Grav Decks:    

   Grav Deck #1: (90-meter diameter) 50

Life Boats: 8 (7 tons each) 56

Escape Pods: 8 (7 tons each) 56

Crew and Passengers:    

   43 Officers (42 minimum)   0.00

   192 Crew (154 minimum)   0.00

   21 Gunners (21 minimum)   0.00

   32 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Killer Whale(10 msls) Nose 4 4 4 4 20 650.00

2 NAC/10(74 rounds) FL/R 20 20

20

120 8,030.00

2 NAC/10(74 rounds) L/RBS 20 20

20

120 8,030.00

1 White Shark(10 msls) L/RBS 3 3 3 3 30 1,040.00

2 Large Laser L/RBS 2(16)

2(16)

-- 32 20.00

2 NAC/10(76 rounds) AL/R 20 20

20

120 8,032.00

1 NAC/30(25 rounds) AL/R 30 30

30

200 7,040.00

2 Large Laser AL/R 2(16)

2(16)

-- 32 20.00

2 NAC/30(50 rounds) Aft 60 60

60

200 7,040.00

TOTALS:           874 760,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 3,579,088,000 C-Bills

Battle Value: 78,469

Cost per BV: 45,611.49

Weapon Value: 34,673 (Ratio = .44)

Damage Factors:    SRDmg = 2,350; MRDmg = 2,338; LRDmg = 1,806; ERDmg = 696

Maintenance Point Value:    MPV = 313,136 (64,188 Structure, 185,590 Life Support, 63,358 Weapons)

Support Points: SP = 293,619 (94% of MPV)

BattleForce2: (Not applicable)

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #705
MONDAY, MARCH 13, 2006
1523 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=705]
Essex

Essex (Destroyer)

Standard Level 2 / 2750 Inner Sphere  Warship 620,000 Tons
MajorTom TRO 2750

Faction Availability


Class/Model/Name:    Essex (Destroyer)

Tech: Inner Sphere / 2711

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 620,000 tons

Hull: Ferromite 90R

K-F Drive System: KF Tri-Mark V

Length: 615 meters

Sail Diameter: 1,120 meters

Power Plant: Intersystem Class VII's Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: MVT CL200 Improved Ferro-aluminum

Armament:

12 Whirlwind-20 Series NAC/203 Barracuda Missile Tubes8 Magna-35 NL358 Rand-10 Medium NPPCManufacturer:    Mitchell Vehicles   Location:    Graham IVCommunications System:    Marcon DIYTargeting & Tracking System: Diamond XR3

Overview:

There have been two classes of destroyers to bear the Essex name, the first seeing service in the Hegemony Navy during the 25th and 26th centuries. It was designed for sentinel duty in the space around important worlds as a command ship for squadrons of corvettes. The class performed well until 2645, when the new Naga Class began to replace the Essex destroyers.

In 2707, the Star League Defense Forces called for a new destroyer to supplant the Naga. Disenchanted with the slow Baron and Carson Classes, the Star League admirals wanted a quicker destroyer that could also make sustained voyages far from support.

Capabilities:

The SLS Essex slipped its moorings from the Mitchell Vehicles shipyards above Graham IV in late 2711. Because its designers had wished to emphasize the vessel's swiftness and reliability, they had given it three compact and dependable lnterSystem Class VII engines, built by the Saro company of Keid, which produce great thrust.

The computer system is the Diamond Green Combat Computer, manufactured by the Nirasaki Computers Collective. Though not the most powerful or versatile computer available, it is one of the simplest and most reliable, qualities that Star League admirals prized. Beginning in the 2740s, Mitchell Vehicles started equipping the destroyers with Nirasaki's Diamond Plum, which can manage more tasks but requires special training. Both systems can control many remote surveillance satellites, orchestrate nearby corvette squadrons, and fire the ship's weapons.

The Essex's main weapons are its twelve autocannon, manufactured by Karon Naval Armaments of Terra and mounted in four turrets. The Whirlwind-20 Series has been used for 100 years and is unmatched for reliability.

The Essex carries three missile tubes capable of firing Barracuda missiles, the smallest and smartest of the three standard missile types used by the Star League Navy.

One of the main flaws of the Essex is its ammunition bays, which are too lightly armored to protect the missiles and shells adequately . This drawback became evident with the destruction of two Essex destroyers in action against Periphery forces in the 2730s. Mitchell Vehicles added armor to the 300
Essex destroyers in service, but it lacks the structural strength of armor incorporated into the frame.

An Essex can carry six AeroSpace Fighters in a bay amidships that has entrances to the port and starboard.

[EDITOR'S NOTE : One of the most famous Essex Class destroyers was the SLS Gettysburg, launched in 2722 . Under Major Alina Carrows, the Gettysburg served in the Periphery, overseeing the flow of ships in and out of the New Vandenberg star system, where the ship defeated an ancient Dart Class cruiser crewed by fanatical Periphery separatists.

In 2757, Major Evgeny Baratynsky, a decorated nephew of General Aleksandr Kerensky, took command of the Gettysburg from Major Val Mhong. Major Baratynsky and the crew of the ship showed great skill and courage when they were isolated from the rest of the Star League fleet in the Taurian Concordat region.

The SLS Gettysburg was destroyed by Caspar drone warships above Terra in 2777.]

Named Vessels:

Comstar - Defender of Versailles, Hammerstrike (Destroyed), Starlight (Destroyed), Emerald (Destroyed), Deathblow, Brandenburg CrusaderFWL - Raven, SchrackWoB - Deliverance (Destroyed), Hidden Meaning, Divine Forgiveness, Righteous Honor



Class/Model/Name: Essex (Destroyer)

Mass: 620,000 tons

Equipment:             Mass

Power Plant: Standard 111,600.00

K-F Hyperdrive: Compact (Integrity = 13) 280,550.00

Jump Sail: (Integrity = 4) 61.00

Structural Integrity: 60 37,200.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 746 Double 229.00

Fuel & Fuel Pumps:   1,200.00

Bridge & Controls:   1,550.00

Armor Factor: 220 Improved Ferro-aluminum 306.00


      Armor Value

      (Capital Scale)        

  Fore:   37        

  Fore Left / Right:   37 / 37        

  Aft Left / Right:   37 / 37        

  Aft:   35        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (6) with 2 doors 900.00

   Bay 2: Small Craft (4) with 2 doors 800.00

   Bay 3: Cargo (1) with 1 door 132,634.00

     

Grav Decks:    

   Grav Deck #1: (55-meter diameter)  

Life Boats: 6 (7 tons each) 42

Escape Pods: 6 (7 tons each) 42

Crew and Passengers:    

   35 Officers (34 minimum)   0.00

   142 Crew (134 minimum)   0.00

   31 Gunners (31 minimum)   0.00

   32 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NAC/20(32 rounds) Nose 40 40

40

120 5,013.00

3 NAC/20(51 rounds) FL/R 60 60

60

360 15,042.00

1 Barracuda(10 msls) FL/R 2 2 2 2 20 780.00

2 NL35 L/RBS 7 7

7

208 2,800.00

2 Medium NPPC L/RBS 18 18 18 18 540 7,200.00

2 NL35 AL/R 7 7

7

208 2,800.00

2 Medium NPPC AL/R 18 18 18 18 540 7,200.00

2 NAC/20(32 rounds) Aft 40 40

40

120 5,013.00

2 NAC/20(34 rounds) Aft 40 40

40

120 5,014.00

1 Barracuda(10 msls) Aft 2 2 2 2 10 390.00

TOTALS:           2,246 620,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,903,163,600 C-Bills

Battle Value: 62,357

Cost per BV: 30,520.45

Weapon Value: 30,383 (Ratio = .49)

Damage Factors:    SRDmg = 2,110; MRDmg = 2,110; LRDmg = 1,668; ERDmg = 655

Maintenance Point Value:    MPV = 286,601 (43,192 Structure, 151,655 Life Support, 91,754 Weapons)

Support Points: SP = 460,575 (161% of MPV)

BattleForce2: (Not applicable)

 AeroTech 2 Vessel Technical Readout 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #706
MONDAY, MARCH 13, 2006
1424 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=706]
Lola

Lola III (Destroyer)

Standard Level 2 / 2750 Inner Sphere  Warship 680,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Lola III (Destroyer)

Tech: Inner Sphere / 2662

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 680,000 tons

Hull: AlumaShield MX

K-F Drive System: KF King III

Length: 653 meters

Sail Diameter: 1,100 meters

Power Plant: Rolls LeFay Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Boeing D-Span Ferro-carbide

Armament:12 Hellion-55 NL552 White Shark Missile Tubes16 Luxor-10 NAC/104 Maxell-45 Series NL455 Barracuda Missile TubesManufacturer:    Boeing InterstellarCommunications System:    ViaComm 248Targeting & Tracking System: Delta Trac-VII

Overview:

This class of heavily armed and armored destroyers was named for an admiral who was one of the Hegemony Navy's harshest critics. Rear Admiral Adelaide Lola, one of the first commanders of Warship Sub-Command, was the conscience of the Hegemony Navy with her unrelenting demands that her sailors meet standards of moral and ethical excellence as well as military skill.

She died in 2332, and a destroyer class bearing her name was launched in 2345. The first Lola Class of destroyers served for 760 years in the HAF as an escort and picket ship. In 2622, Blue Nose Clipperships gave the name Lola to a design undergoing tests, but faults in the ship and budget constraints aborted the expected contract, leaving the Lola Il as an orphan in navy service until the turn of the century.

Years after the Lola II entered service, reports about the increasing size and sophistication of Periphery raiders prompted the Quartermaster Command to seek a new vessel design. The specifications called for a destroyer that would be easy and inexpensive to build, strong enough for escort duties in the Periphery, and dependable enough for extended picket duty in the star systems of the Terran Hegemony. In 2660, after looking over the designs submitted by Hegemony shipbuilders, the Star League Navy awarded the contract for the Lola III class destroyer escort to Boeing Interstellar.

Capabilities:

The most obvious feature of the Lola is its impressive array of armaments. Four turrets hold twelve huge naval lasers of great power and the widest possible arcs of fire.

The other main armament consists of a mix of White Shark and Barracuda missile launchers.

The Lola's secondary armament is also stronger then that carried on other destroyers. The 16 autocannon and four lasers frame the two entrances to the destroyers' hangar deck, which can carry a maximum of six heavy AeroSpace Fighters.

To meet the navy's request for a destroyer that can withstand punishment, Boeing Interstellar consulted with several BattleMech manufacturers about the most effective use of armor on the ship's hull. The 'Mech makers recommended the use of what was called baffled deadspace, a cushion layer between the inner and outer hull to absorb the impact of a weapon hit. The concept improved the Lola's protection, but the innovative armor added too much weight to the ship. To counter the problem, Boeing Interstellar used four Rolls Le Fay interplanetary drives, engines designed for larger vessels. Using these engines in a destroyer left little room for anything else, making tight quarters throughout the Lola.

Even these engines did not make the Lola swift, but it can at least maneuver around transports. As an escort vessel, the Lola has no equal. A single Lola guarding a convoy is sufficient deterrent to keep most pirates at bay.

Named Vessels:

Comstar - Leander (Destroyed), Divine Wisdom, Holy Martyrdom, Strength Through Adversity, Blake's Vission, Ranger

WoB - Guarded Knowledge


Class/Model/Name: Lola III (Destroyer)

Mass: 680,000 tons

Equipment:             Mass

Power Plant: Standard 163,200.00

K-F Hyperdrive: Compact (Integrity = 14) 307,700.00

Jump Sail: (Integrity = 4) 64.00

Structural Integrity: 50 34,000.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 742 Double 126.00

Fuel & Fuel Pumps:   1,200.00

Bridge & Controls:   1,700.00

Armor Factor: 288 Ferro-carbide 322.00


      Armor Value

      (Capital Scale)        

  Fore:   48        

  Fore Left / Right:   48 / 48        

  Aft Left / Right:   48 / 48        

  Aft:   48        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (6) with 1 door 900.00

   Bay 2: Small Craft (4) with 1 door 800.00

   Bay 3: Cargo (1) with 1 door 116,384.00

     

Escape Pods: 8 (7 tons each) 56

Crew and Passengers:    

   38 Officers (37 minimum)   0.00

   143 Crew (143 minimum)   0.00

   39 Gunners (39 minimum)   0.00

   32 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NL55 Nose 11 11 11 11 170 2,200.00

3 NL55 FL/R 17 17 17 17 510 6,600.00

1 White Shark(10 msls) FL/R 3 3 3 3 30 1,040.00

4 NAC/10(100 rounds) L/RBS 40 40

40

240 16,040.00

1 NL45 L/RBS 5 5 5 5 140 1,800.00

2 Barracuda(20 msls) L/RBS 4 4 4 4 40 1,560.00

4 NAC/10(100 rounds) AL/R 40 40

40

240 16,040.00

1 NL45 AL/R 5 5 5 5 140 1,800.00

4 NL55 Aft 22 22 22 22 340 4,400.00

1 Barracuda(10 msls) Aft 2 2 2 2 10 390.00

TOTALS:           1,860 680,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,941,651,600 C-Bills

Battle Value: 59,501

Cost per BV: 32,632.25

Weapon Value: 29,405 (Ratio = .49)

Damage Factors:    SRDmg = 1,908; MRDmg = 1,908; LRDmg = 1,514; ERDmg = 606

Maintenance Point Value:    MPV = 320,556 (39,526 Structure, 206,570 Life Support, 74,460 Weapons)

Support Points: SP = 488,250 (152% of MPV)

BattleForce2: (Not applicable)

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #716
WEDNESDAY, MARCH 15, 2006
2553 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=716]
McKenna

McKenna (Battleship)

Standard Level 2 / 2750 Inner Sphere  Warship 1,930,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    McKenna (Battleship)

Tech: Inner Sphere / 2652

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 1,930,000 tons

Hull: Cortex UltraBond

K-F Drive System: KF King I

Length: 1,405 meters

Sail Diameter: 1,560 meters

Power Plant: Goliath LV9 Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Ulston C5-A Ferro-carbide

 

 

Armament:12 Zeus-40 Series NAC/4012 Thunderbolt-55 Series NL556 Maelstrom AR-10 Missile Systems48 Kreuss XX Heavy NPPCManufacturer:    Blue Nose Clipperships   Location:    MArsCommunications System:    Mercury TY60Targeting & Tracking System: Communal V-1a

Overview:

The silhouette of angular turrets, mazes of towering sensor islands, and the sheer size of the McKenna battleship (twice as long as the previous largest JumpShip and ten times its mass) have made it one of the most recognizable warships. Sailors consider it the highlight of their careers to serve on one of the 280 ships of this class, and admirals invariably choose it as their flagship.

The McKenna was the only ship to win two consecutive Martial Olympiads, in 2696 and 2700.

Capabilities:

Proven reliability and major innovations won this prestigious and lucrative contract for the Blue Nose Clipperships of Mars. Reliability came from the fact that the ship's hull was based on the Farragut battleship, the strongest and most stress-resistant previous design.

The McKenna Class battleship carries the Lithium-Fusion battery system, a proven system after more than a century of use, even though few warships carry it because of its great expense. The L-F system stores energy in its series of Tokomak Rings, collecting it from the ship's sail or from a space station. The ship can jump into a star system, find itself surrounded, and use the energy in the L-F batteries to make the immediate jump back to a friendly star system.

The McKenna carries an unprecedented number and variety of weapons. Many naval officers feared at first that the large number and type of weapons would be unreliable in battle or would tax the ship's fire-control computers. The Communal V Naval Combat Computer System, from the Nirasaki Computers Collective, proved to be powerful enough for the ship's weapons, most of which worked well. The only exception was the balky Maelstrom missile system, which can launch any type of missile . Successive versions failed to meet expectations until the Maelstrom AR-10 finally worked properly.

The McKenna can carry many more AeroSpace Fighters than its predecessors, and it also holds six DropShips, marking a major shift in naval doctrine. Before the McKenna, the SLDF considered battleships huge escorts for combat transports. The McKenna can carry two regiments of ground forces and AeroSpace Fighters and can train most of its weapons on a planet's surface, giving the Star League the ability to use a single ship to quell all but the most dangerous military situation on a planet.

Named Vessels:

Clan Wolverine - Zughoffer Weir
WoB - Blake's Sword


Class/Model/Name: McKenna (Battleship)

Mass: 1,930,000 tons

Equipment:             Mass

Power Plant: Standard 347,400.00

K-F Hyperdrive: Compact (Integrity = 37) 873,325.00

Lithium Fusion Battery:   19,300.00

Jump Sail: (Integrity = 7) 126.00

Structural Integrity: 95 183,350.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 6,325 Double 5,447.00

Fuel & Fuel Pumps:   1,600.00

Bridge & Controls:   4,825.00

Armor Factor: 1,343 Ferro-carbide 1,603.50


      Armor Value

      (Capital Scale)        

  Fore:   200        

  Fore Left / Right:   250 / 250        

  Aft Left / Right:   250 / 250        

  Aft:   143        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (25) with 4 doors 3,750.00

   Bay 2: Fighters (25) with 4 doors 3,750.00

   Bay 3: Small Craft (16) 3,200.00

  Cargo (1) with 2 doors 255,382.50

     

DropShip Capacity: 6 Docking Hardpoints 6,000

Grav Decks:    

   Grav Decks #1 - 2: (45-meter diameter)  

Grav Decks:    

   Grav Deck #3: (75-meter diameter) 50

Life Boats: 30 (7 tons each) 210

Escape Pods: 30 (7 tons each) 210

Crew and Passengers:    

   96 Officers (96 minimum)   0.00

   404 Crew (335 minimum)   0.00

   78 Gunners (78 minimum)   0.00

   180 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 NAC/40(41 rounds) Nose 40

40

-- 135 4,550.00

1 NAC/40(41 rounds) Nose 40

40

-- 135 4,550.00

2 NL55 Nose 11 11 11 11 170 2,200.00

1 NAC/40(41 rounds) FL/R 40

40

-- 270 9,100.00

1 NAC/40(42 rounds) FL/R 40

40

-- 270 9,102.00

1 NAC/40(42 rounds) FL/R 40

40

-- 270 9,102.00

3 NL55 FL/R 17 17 17 17 510 6,600.00

2 AR10 (7 KW, 7 WS, 10 B) FL/R * * * * 80 2,860.00

4 Heavy NPPC L/RBS 60 60 60 60 1,800 24,000.00

4 Heavy NPPC L/RBS 60 60 60 60 1,800 24,000.00

4 Heavy NPPC L/RBS 60 60 60 60 1,800 24,000.00

4 Heavy NPPC AL/R 60 60 60 60 1,800 24,000.00

4 Heavy NPPC AL/R 60 60 60 60 1,800 24,000.00

4 Heavy NPPC AL/R 60 60 60 60 1,800 24,000.00

4 NL55 Aft 22 22 22 22 340 4,400.00

2 AR10 (6 KW, 6 WS, 10 B) Aft * * * * 40 1,340.00

1 NAC/40(42 rounds) Aft 40

40

-- 135 4,551.00

1 NAC/40(42 rounds) Aft 40

40

-- 135 4,551.00

1 NAC/40(42 rounds) Aft 40

40

-- 135 4,551.00

1 NAC/40(42 rounds) Aft 40

40

-- 135 4,551.00

TOTALS:           13,560 1,930,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 21,395,929,800 C-Bills

Battle Value: 214,446

Cost per BV: 99,773.04

Weapon Value: 115,654 (Ratio = .54)

Damage Factors:    SRDmg = 11,031; MRDmg = 11,031; LRDmg = 8,691; ERDmg = 2,186

Maintenance Point Value:    MPV = 1,051,035 (206,393 Structure, 472,632 Life Support, 372,010 Weapons)

Support Points: SP = 1,278,450 (122% of MPV)

BattleForce2: (Not applicable)

 AeroTech 2 Vessel Technical Readout 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #714
WEDNESDAY, MARCH 15, 2006
1316 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=714]
Potemkin

Potemkin (Troop Cruiser)

Standard Level 2 / 2750 Inner Sphere  Warship 1,510,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Potemkin (Troop Cruiser)

Tech: Inner Sphere / 2611

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 1,510,000 tons

Hull: Cortex DuoStress

K-F Drive System: KF Mark LC

Length: 1,508 meters

Sail Diameter: 1,345 meters

Power Plant: Chatham 7500 Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Grumman TR8 Ferro-carbide

Armament:16 Maxell-45 Series NL458 Barracuda24 Kreuss XX Heavy NPPCManufacturer:    Riga Interstellar ShipyardsCommunications System:    TelStar HNTargeting & Tracking System: KTI 600I

Overview:

The Potemkin cruiser is one of the oddest ships ever to see service. Its huge size and the fact that 25 DropShips hang from the cylindrical hull make this one of the most recognizable warships in the Star League. [EDITOR'S NOTE: This ship was twice the length of today's Monolith JumpShip.]

The Reunification War taught the SLDF that DropShips carrying troops were poorly equipped to defend themselves in space. The Quartermaster Command therefore called for a cruiser that could defend DropShips and that was also nimble enough to avoid enemy ships.

In 2601, Riga Interstellar Shipyards submitted the original design, which would carry ten DropShips and be about half the size of what the Potemkin eventually became. Though generally pleased with the design, the SLDF sent it back to Riga with suggested modifications. Riga Interstellar resubmitted an improved design, only to get it back yet again with even more changes. For eight years, the bureaucratic redesign continued . By the time the Quartermaster Command finally approved the design, the ship had more than doubled in size and could carry 25 Drop-Ships. No longer a troop transport by any classification, the new ship design was uniquely classified as a troop cruiser.

When the SLS Potemkin emerged from the Riga Shipyards in 2611, sailors immediately dubbed it the Corncob Cruiser, a nickname that lasted throughout the ship's career. [EDITOR'S NOTE : Riga Interstellar built 106 ships of this class, with the last remaining in service until 2781, when improved escort vessels made the Potemkin unnecessary.]

Capabilities:

The Potemkin carries 25 DropShips in five rows of five around the cruiser's cylindrical hull . The arrangement of the docking rings protects the Drop-Ships but allows most of their weapons to fire.

The weapons on Potemkin cruisers are chosen for their effectiveness against AeroSpace Fighters. Among and around the DropShip rings are 20 turrets carrying medium PPCs. Five turrets carrying large lasers and eight Barracuda missile launchers are clustered around the nose and engines of the ship.

Though Potemkin cruisers perform well in battle, they are not without flaws. The enormous fuel requirements of 25 DropShips make it necessary for each Potemkin to travel with tankers, which themselves require escort.

[EDITOR'S NOTE : Launched in 2748, the SLS Riga was one of the last Potemkin cruisers to be built. Under Commodore Nicholas Schlesinger, the Riga saw considerable action in the Periphery, ferrying troops to and from rebellious worlds. The Riga was the last Potemkin to be commissioned, in 2781. It was recommissioned in 2784 and left with General Kerensky's forces.]

Named Vessels:

Comstar - Vision of Truth (Destroyed)


Class/Model/Name: Potemkin (Troop Cruiser)

Mass: 1,510,000 tons

Equipment:             Mass

Power Plant: Standard 181,200.00

K-F Hyperdrive: Compact (Integrity = 29) 683,275.00

Jump Sail: (Integrity = 6) 106.00

Structural Integrity: 80 120,800.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 3,325 Double 2,679.00

Fuel & Fuel Pumps:   10,000.00

Bridge & Controls:   3,775.00

Armor Factor: 1,139 Ferro-carbide 1,363.50


      Armor Value

      (Capital Scale)        

  Fore:   179        

  Fore Left / Right:   201 / 201        

  Aft Left / Right:   201 / 201        

  Aft:   156        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (5) with 1 door 1,000.00

   Bay 2: Small Craft (5) with 1 door 1,000.00

   Bay 3: Cargo (1) with 1 door 386,362.50

     

DropShip Capacity: 25 Docking Hardpoints 25,000

Grav Decks:    

   Grav Deck #1: (95-meter diameter) 50

Life Boats: 50 (7 tons each) 350

Escape Pods: 50 (7 tons each) 350

Crew and Passengers:    

   68 Officers (67 minimum)   0.00

   279 Crew (279 minimum)   0.00

   48 Gunners (48 minimum)   0.00

   50 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NL45 Nose 9 9 9 9 140 1,800.00

3 NL45 FL/R 14 14 14 14 420 5,400.00

2 Barracuda(20 msls) FL/R 4 4 4 4 40 1,560.00

3 Heavy NPPC L/RBS 45 45 45 45 1,350 18,000.00

3 Heavy NPPC L/RBS 45 45 45 45 1,350 18,000.00

3 Heavy NPPC AL/R 45 45 45 45 1,350 18,000.00

3 Heavy NPPC AL/R 45 45 45 45 1,350 18,000.00

4 NL45 AL/R 18 18 18 18 560 7,200.00

4 Barracuda(40 msls) Aft 8 8 8 8 40 1,560.00

TOTALS:           6,600 1,510,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 22,646,353,000 C-Bills

Battle Value: 96,567

Cost per BV: 234,514.41

Weapon Value: 62,158 (Ratio = .64)

Damage Factors:    SRDmg = 4,120; MRDmg = 4,120; LRDmg = 3,267; ERDmg = 1,338

Maintenance Point Value:    MPV = 567,331 (135,863 Structure, 271,778 Life Support, 159,690 Weapons)

Support Points: SP = 876,375 (154% of MPV)

BattleForce2: (Not applicable)

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #715
WEDNESDAY, MARCH 15, 2006
1595 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=715]
Texas

Texas (Battleship)

Standard Level 2 / 2750 Inner Sphere  Warship 1,560,000 Tons
MajorTom TRO 2750

Faction Availability


Class/Model/Name:    Texas (BattleShip)

Tech: Inner Sphere / 2618

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 1,560,000 tons

Hull: Galadin SYN

K-F Drive System: KF Tiger I

Length: 1,209 meters

Sail Diameter: 1,375 meters

Power Plant: Rolls Royce Kraken Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Panthex YM1 Lamellor Ferro-carbide

 

Armament:16 Sunspot-3L Heavy NPPC4 Killer Whale Missile Tubes2 Winchester-Boeing Autocannon48 Omicron-45 Series NL456 Maelstrom AR-12 Missile TubesManufacturer:    Krester Ship Construction   Location:    TerraCommunications System:    Pathfinder 43CDTargeting & Tracking System: MORSAT

Overview:

As venerated as the Monsoon battleship had become by the beginning of the 27th century, it was clear that countless upgrades and refits would not keep the class operational forever. Ships built for the private navies of the Member States, such as the Free World League's Atreus Class battleship, rivaled the Monsoon's firepower and were easier to build and maintain.

In 2611, the admirals of the Star League Navy began listing characteristics they considered vital for a battleship. First and foremost was the need for more speed. During the Monsoon's career, engine technology had made great steps forward in thrust capabilities, size, and serviceability.

Increased protection was another important requirement for the new batleship. Weapon technology had also advanced since the Monsoon's creation, leaving what had been considered ample armor now suspect.

Lastly, the Star League Navy wanted a new ship to carry the largest and most advanced weapon systems available.

After much competition between shipbuilders, the admirals of Warship Sub-Command deliberated and awarded the contract to Krester's Ship Construction in late 2616. The design they came up with was for the Texas.

Capabilities:

The ship's hull took advantage of the new technologies. The lighter and stronger armor plating, a product of synthetic metals and BattleMech armor research, rides a frame that was less likely to succumb to stresses, yet still allowed more room for the ship's systems and crew.

The Communal XXX designed by the Nirasaki Computers Collective is one of the largest computers ever built, as powerful as planet-based machines that control communication and power grids.

The Texas carries a powerful array of weapons, the most spectacular being the two Winchester-Boeing Autocannon. With a muzzle diameter of almost two meters, these autocannon can throw 1 .2-ton shells hundreds of kilometers with great accuracy. The size of these projectiles limits the number the Texas can carry, one of the ship's few faults. The ship has six missile launchers that can fire any size missiles, and it can carry 40 fighters. Along with PPCs and lasers, this assortment gives the Texas battleships a fearsome offensive capability. This weaponry and strength, combined with the maneuverability provided by its three Rolls Kraken engines, make the Texas battleship one of the most potent vessels of its time.

Construction of a Texas battleship, although aided extensively by automation, takes 18 months, almost twice the time needed to build the Monsoon battleships. As a result, Krester's Ship Construction has turned out only 52 of these vessels.

Named Vessels:

Clan Wolverine - Michigan (Destroyed), Bismarck
Other - Prinz Eugen


Class/Model/Name: Texas (BattleShip)

Mass: 1,560,000 tons

Equipment:             Mass

Power Plant: Standard 280,800.00

K-F Hyperdrive: Compact (Integrity = 30) 705,900.00

Jump Sail: (Integrity = 6) 108.00

Structural Integrity: 85 132,600.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 3,825 Double 3,031.00

Fuel & Fuel Pumps:   1,400.00

Bridge & Controls:   3,900.00

Armor Factor: 1,836 Lamellor Ferro-carbide 1,782.00


      Armor Value

      (Capital Scale)        

  Fore:   234        

  Fore Left / Right:   342 / 342        

  Aft Left / Right:   342 / 342        

  Aft:   234        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (40) with 6 doors 6,000.00

   Bay 2: Cargo (1) with 5 doors 301,671.00

   Bay 3: Small Craft (16) with 2 doors 3,200.00

     

DropShip Capacity: 6 Docking Hardpoints 6,000

Grav Decks:    

   Grav Deck #1:  (95-meter diameter) 50

Grav Decks:    

   Grav Deck #2: (55-meter diameter)  

Grav Decks:    

   Grav Deck #3: (65-meter diameter) 50

Life Boats: 35 (7 tons each) 245

Escape Pods: 20 (7 tons each) 140

Crew and Passengers:    

   117 Officers (117 minimum)   0.00

   507 Crew (240 minimum)   0.00

   78 Gunners (78 minimum)   0.00

   160 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

4 Heavy NPPC FL/R 60 60 60 60 1,800 24,000.00

2 Killer Whale(20 msls) FL/R 8 8 8 8 80 2,600.00

1 NAC/40(75 rounds) FL/R 40

40

-- 270 9,180.00

12 NL45 L/RBS 54 54 54 54 1,680 21,600.00

2 AR10 (10 WS, 10 B) L/RBS * * * * 80 2,400.00

12 NL45 AL/R 54 54 54 54 1,680 21,600.00

2 AR10 (10 WS, 10 B) AL/R * * * * 80 2,400.00

4 Heavy NPPC AL/R 60 60 60 60 1,800 24,000.00

TOTALS:           7,470 1,560,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 7,834,399,200 C-Bills

Battle Value: 135,020

Cost per BV: 58,023.99

Weapon Value: 91,559 (Ratio = .68)

Damage Factors:    SRDmg = 5,353; MRDmg = 5,353; LRDmg = 4,218; ERDmg = 1,458

Maintenance Point Value:    MPV = 745,069 (153,679 Structure, 394,490 Life Support, 196,900 Weapons)

Support Points: SP = 1,553,175 (208% of MPV)

BattleForce2: (Not applicable)

 AeroTech 2 Vessel Technical Readout 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #704
MONDAY, MARCH 13, 2006
1819 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=704]
Vincent

Vincent Mk 39 (Corvette)

Standard Level 2 / 2750 Inner Sphere  Warship 420,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Vincent Mk 39 (Corvette)

Tech: Inner Sphere / 2432

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 420,000 tons

Hull: Templar X-Plate

K-F Drive System: KF Mark III-c

Length: 402 meters

Sail Diameter: 1,005 meters

Power Plant: Howser 2G2 "Hotfires" Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Delhi 9800 Ferro-carbide

Armament:

 

 

2 Barracuda Missile Tubes4 Luxor-10 Series NAC/108 Thunderbolt Large LasersManufacturer:    Delhi Warships   Location:    CarverCommunications System:    Belden 405MTargeting & Tracking System: Ulsop Eagle-Eye 12

Overview:

The Hegemony Armed Forces recognized the need for a small, powerful craft to patrol the approaches to Hegemony worlds. Being surrounded by Inner Sphere realms, the admirals of the HAF sought a patrol vessel that could delay any intruders.

For years, the Terran Hegemony had to make do with a variety of corvette designs that were poor compromises between detection capabilities and combat-worthiness. To cover the weaknesses, the HAF mixed corvettes of different types into four-ship squadrons. Thus, two Bonaventure Class ships, which had excellent surveillance capabilities but poor armament, patrolled with two of the Vigilant Class, which was well-armed but limited in its detectioncapability. The Hegemony also relied heavily an remote surveillance satellites scattered throughout its star systems.

When the Capellan army invaded Terra Firma in 2409 with a large fleet and still caught the HAF offguard, it pointed up the Terran Hegemony's continued vulnerability. After eventually recapturing Terra Firma, the Hegemony Armed Forces used a portion of the Liao reparations to commission a new corvette. The specifications for a new design called for detection-capability at twice the distance of previous corvettes, enough firepower to threaten any intruder, and the flexibility to incorporate future advances.

Delhi Ships, a small manufacturer of military transport vessels that later became Delhi Warships, submitted a design that would became the Vincent corvette. Though based outside the Hegemony, Delhi won the contract partly because its headquarters is on Capella, and it would take payment in the flood of L-Bills pouring into Terra in military reparations. To handle the huge contract and to keep secret the Hegemony technology being installed on the Vincent, Delhi Ships agreed to build a new facility in the Carver System. Delhi produced a design that was produced in the thousands, served the HAF and SLDF for more than three centuries, and built Delhi into a major Star League defense contractor.

Capabilities:

That set the Vincent apart from previous Hegemony corvettes was its size, almost twice that of previous designs, and the use of what the designers called "smart modularity ."

Smart modularity was Delhi Ships' attempt to confer with other contractors to standardize ship fittings and systems. These pioneers in cooperation produced many components that are still used on new ships.

Though many crewmen found the large size of the Vincent corvette unnerving, that very feature is a key to the ship's longevity. The roomy Vincent has accommodated all technological advances. At one time or another, engineers have replaced the ship's engines, computers, and weapons.

The statistics provided here are for the Vincent Mark XXXIX, the most common model. The heart of the Mark XXXIX is its Ulsop Al Surveillance Computer, which is so efficient at gathering and interpreting data gathered by the ship's sensors that it nearly doubled the detection range of the Mark XXXVIII.

The ship's four naval autocannon, eight lasers, and two missile systems give it credible firepower, especially because corvettes usually fight as squadrons.

The Mark XXXIX carries two Howser 2G2 "Hotfire" engines. Their powerful thrust gives the Vincent great swiftness and maneuverability.

Named Vessels:

Clan Wolverine - Badger (Destroyed)Comstar - Alacrity, Resilience, Determination
FWL - Liberty
WoB - Blake's RedemptionOther - TCS Vandenberg


Class/Model/Name: Vincent Mk 39 (Corvette)

Mass: 420,000 tons

Equipment:             Mass

Power Plant: Standard 100,800.00

K-F Hyperdrive: Compact (Integrity = 10) 190,050.00

Jump Sail (Detachable): (Integrity = 4) 51.00

Structural Integrity: 40 16,800.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 493 Single .00

Fuel & Fuel Pumps:   2,000.00

Bridge & Controls:   1,050.00

Armor Factor: 108 Ferro-carbide 104.50


      Armor Value

      (Capital Scale)        

  Fore:   16        

  Fore Left / Right:   19 / 19        

  Aft Left / Right:   19 / 19        

  Aft:   16        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (6) with 2 doors 900.00

   Bay 2: Small Craft (4) with 1 door 800.00

   Bay 3: Cargo (1) with 1 door 97,283.50

     

Grav Decks:    

   Grav Deck #1: (60-meter diameter)  

Escape Pods: 8 (7 tons each) 56

Crew and Passengers:    

   28 Officers (26 minimum)   0.00

   101 Crew (101 minimum)   0.00

   24 Gunners (8 minimum)   0.00

   32 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 Barracuda(20 msls) Nose 4 4 4 4 20 780.00

1 NAC/10(50 rounds) FL/R 10 10

10

60 4,020.00

2 Large Laser FL/R 2(16)

2(16)

-- 32 20.00

1 NAC/10(50 rounds) L/RBS 10 10

10

60 4,020.00

2 Large Laser L/RBS 2(16)

2(16)

-- 32 20.00

TOTALS:           204 420,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,673,093,000 C-Bills

Battle Value: 20,427

Cost per BV: 81,905.96

Weapon Value: 9,009 (Ratio = .44)

Damage Factors:    SRDmg = 465; MRDmg = 453; LRDmg = 326; ERDmg = 133

Maintenance Point Value:    MPV = 183,890 (38,437 Structure, 129,055 Life Support, 16,398 Weapons)

Support Points: SP = 180,400 (98% of MPV)

BattleForce2: (Not applicable)

 AeroTech 2 Vessel Technical Readout 

 

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12741
THURSDAY, JANUARY 07, 2010
410 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12741]
3025 Battlemaster

BattleMaster BLR-1Gb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 85 Tons
MajorTom TRO 2750

Faction Availability


BattleMaster BLR-1Gb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2850


Chassis: Hollis Mark X Endo-Steel

Power Plant: VOX 340 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: StarGuard Standard Armor

Armament:

     2 ER PPCs

     1 Large Pulse Laser

     4 Medium Lasers

Manufacturer: Hollis Industries

     Primary Factory: Corey

Communications System: HarfordCo COM 4000

Targeting and Tracking System: HarfordCo XKZ 1


This version of the BattleMaster was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 9,496,543 C-Bills

BV2: 1,825 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.50

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 340 Fusion Engine 27.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 17 (34) - Double (13 in engine) 7.00

Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 232 points - Standard Armor 14.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   11

R/L Torso: 18 28

R/L Torso (rear):   8

R/L Arm: 14 24

R/L Leg: 18 26


 

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

ER PPC LA 15 3 7.00

2 Medium Lasers RT 6 2 2.00

2 Medium Lasers LT 6 2 2.00

Large Pulse Laser CT 10 2 7.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

4 4 4 2 0 4 1 Structure: 7  

Special Abilities: ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12742
THURSDAY, JANUARY 07, 2010
359 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12742]
3025 Battlemaster

BattleMaster BLR-1Gbc

Standard Level 3 / 2750 Age of War/Star League [Experimental Tech] Inner Sphere  Biped 85 Tons
MajorTom TRO 2750

Faction Availability


BattleMaster BLR-1Gbc

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2850


Chassis: Hollis Mark X Endo-Steel

Power Plant: VOX 340 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: StarGuard Standard Armor

Armament:

     2 ER PPCs

     1 Large Pulse Laser

     4 Medium Lasers

Manufacturer: Hollis Industries

     Primary Factory: Corey

Communications System: HarfordCo COM 4000

Targeting and Tracking System: HarfordCo XKZ 1


This version of the BattleMaster was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 10,388,243 C-Bills

BV2: 1,825 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.50

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 340 Fusion Engine 27.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 14 (28) - Double (13 in engine) 4.00

Heat Sink Locations: 1 RT

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 232 points - Standard Armor 14.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   11

R/L Torso: 18 28

R/L Torso (rear):   8

R/L Arm: 14 24

R/L Leg: 18 26


 

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

ER PPC LA 15 3 7.00

2 Medium Lasers RT 6 2 2.00

2 Medium Lasers LT 6 2 2.00

Large Pulse Laser CT 10 2 7.00

Command Console

HD

1 3.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

4 3 3 2 0 4 2 Structure: 7  

Special Abilities: ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12743
THURSDAY, JANUARY 07, 2010
327 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12743]


3025 Battlemaster

BattleMaster BLR-1Gc

Standard Level 3 / 2750 Age of War/Star League [Experimental Tech] Inner Sphere  Biped 85 Tons

 

MajorTom TRO 2750

 

Faction Availability


Battlemaster BLR-1Gc

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2850


Chassis: Hollis Mark X Standard

Power Plant: VOX 340 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: StarGuard IV Standard Armor

Armament:

     1 Donal PPC

     1 Holly SRM-6

     6 Martell Medium Lasers

Manufacturer: Hollis Industries

     Primary Factory: Corey

Communications System: HarfordCo COM 4000

Targeting and Tracking System: HarfordCo XKZ 1


This version of the BattleMaster was exclusive to the SLDF.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 9,519,093 C-Bills

BV2: 1,577 Tech Rating/Era Availability: E/C-F-E


Equipment     Mass

Internal Structure: Standard 8.50

Engine: 340 Fusion Engine 27.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 17 (34) - Double (13 in engine) 7.00

Heat Sink Locations: 1 LT, 3 RT

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 232 points - Standard Armor 14.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   11

R/L Torso: 18 28

R/L Torso (rear):   8

R/L Arm: 14 24

R/L Leg: 18 26


 

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

2 Medium Lasers RT 6 2 2.00

(R) Medium Laser RT 3 1 1.00

2 Medium Lasers LT 6 2 2.00

(R) Medium Laser LT 3 1 1.00

SRM-6 LT 4 2 3.00

Command Console

HD

1 3.00

@SRM-6 (30)

LT

2 2.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 16

4 4 4 1 0 4 0 Structure: 7  

Special Abilities: SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13913
SUNDAY, JUNE 06, 2010
191 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13913]
Crockett

Crockett CRK-5003-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 85 Tons
MajorTom TRO 2750

Faction Availability


Crockett CRK-5003-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Extinct By: 2850


Chassis: Endo-Steel

Power Plant: Strand 255 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: Geotec 300

     Jump Capacity: 90 meters

Armor: CarbonStrand 30 Weight AS Standard Armor

Armament:

     1 Gauss Rifle

     2 Blankenburg 25 ER Large Lasers

     4 Medium Pulse Lasers

     2 Medium Lasers

Manufacturer: Blankenburg Technologies

     Primary Factory: Soul

Communications System: GRPNTR Groundpainter 5

Targeting and Tracking System: Scope 30 RNDST


This version of the Crockett was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 8,504,675 C-Bills

BV2: 2,307 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.50

Internal Locations: 6 RT, 3 LA, 3 RA, 1 LL, 1 RL

Engine: 255 Fusion Engine 13.00

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00

Heat Sinks: 15 (30) - Double (10 in engine) 5.00

Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 263 points - Standard Armor 16.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 35

Center Torso (rear):   19

R/L Torso: 18 25

R/L Torso (rear):   11

R/L Arm: 14 28

R/L Leg: 18 36

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

Medium Laser RA 3 1 1.00

Medium Pulse Laser RA 4 1 2.00

ER Large Laser LA 12 2 5.00

Medium Laser LA 3 1 1.00

Medium Pulse Laser LA 4 1 2.00

Gauss Rifle LT 1 7 15.00

Medium Pulse Laser CT 4 1 2.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Gauss Rifle (16)

LT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 9 Points: 23

3j 5 5 3 0 4 2 Structure: 7  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12732
WEDNESDAY, JANUARY 06, 2010
442 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12732]
3025 Marauder

Marauder MAD-1R

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 75 Tons
MajorTom TRO 2750

Faction Availability


Marauder MAD-1R

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2650

Extinct By: 2810


Chassis: GM Marauder Standard

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Ferro-Fibrous w/ CASE

Armament:

     2 Magna Hellstar PPCs

     1 GM Whirlwind Autocannon/5

     2 Magna Mk II Medium Lasers

Manufacturer: General Motors

     Primary Factory: Kathil

Communications System: Dalban Micronics

Targeting and Tracking System: Dalban Hi-Rez


This version of the Marauder was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 75.00 tons

Chassis Config: Biped Cost: 6,903,000 C-Bills

BV2: 1,420 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure: Standard 7.50

Engine: 300 Fusion Engine 19.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 - Single (12 in engine) 6.00

Heat Sink Locations: 2 LL, 2 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 197 points - Ferro-Fibrous 11.00

Armor Locations: 4 LT, 4 RT, 3 LA, 3 RA

CASE Locations: 1 RT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 23 36

Center Torso (rear):   10

R/L Torso: 16 21

R/L Torso (rear):   8

R/L Arm: 12 22

R/L Leg: 16 20

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

Medium Laser RA 3 1 1.00

PPC LA 10 3 7.00

Medium Laser LA 3 1 1.00

Autocannon/5 RT 1 4 8.00

@AC/5 (20)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 14

4 2 3 2 0 3 0 Structure: 6  

Special Abilities: SRCH, EEE, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12733
WEDNESDAY, JANUARY 06, 2010
518 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12733]
3025 Marauder

Marauder MAD-2R

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 75 Tons
MajorTom TRO 2750

Faction Availability


Marauder MAD-2R

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: GM Marauder Standard

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Ferro-Fibrous w/ CASE

Armament:

     2 ER PPCs

     1 GM Whirlwind Autocannon/5

     2 Magna Mk II Medium Lasers

Manufacturer: General Motors

     Primary Factory: Kathil

Communications System: Dalban Micronics

Targeting and Tracking System: Dalban Hi-Rez


This version of the Marauder was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 75.00 tons

Chassis Config: Biped Cost: 7,400,000 C-Bills

BV2: 1,630 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 7.50

Engine: 300 Fusion Engine 19.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 (32) - Double (12 in engine) 6.00

Heat Sink Locations: 3 LT, 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 197 points - Ferro-Fibrous 11.00

Armor Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

CASE Locations: 1 RT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 23 36

Center Torso (rear):   10

R/L Torso: 16 21

R/L Torso (rear):   8

R/L Arm: 12 22

R/L Leg: 16 20

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Medium Laser LA 3 1 1.00

ER PPC LA 15 3 7.00

Autocannon/5 RT 1 4 8.00

@AC/5 (20)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 16

4 4 4 3 0 3 0 Structure: 6  

Special Abilities: SRCH, EEE, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13914
SUNDAY, JUNE 06, 2010
273 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13914]


3025 Stalker

Stalker STK-3Fb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 85 Tons

 

MajorTom TRO 2750

 

Faction Availability


Stalker STK-3Fb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2625

Extinct By: 2840


Chassis: Titan H1 Standard

Power Plant: Strand 255 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Standard Armor w/ CASE

Armament:

     2 LRM-15s w/ Artemis IV FCS

     2 ER Large Lasers

     4 Magna Mk II Medium Lasers

     1 Guardian ECM Suite

Manufacturer: Triad Technologies

Communications System: Cronol PR

Targeting and Tracking System: Spar 3c Tight Band


This version of the Stalker was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 8,805,625 C-Bills

BV2: 2,029 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 8.50

Engine: 255 Fusion Engine 13.00

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 17 (34) - Double (10 in engine) 7.00

Heat Sink Locations: 2 LT, 3 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 248 points - Standard Armor 15.50

CASE Locations: 1 LT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 42

Center Torso (rear):   11

R/L Torso: 18 29

R/L Torso (rear):   7

R/L Arm: 14 25

R/L Leg: 18 32

Weapons and Ammo Location Heat Criticals Tonnage

2 Medium Lasers RA 6 2 2.00

LRM-15 RA 5 3 7.00

Artemis IV FCS

RA

1 1.00

2 Medium Lasers LA 6 2 2.00

LRM-15 LA 5 3 7.00

Artemis IV FCS

LA

1 1.00

ER Large Laser RT 12 2 5.00

ER Large Laser LT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

Ammo: LRM-15 (Artemis) (24)

LT

3 3.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 20

3 4 5 4 0 4 1 Structure: 7  

Special Abilities: ECM, CASE, SRCH, ES, SOA, IF 2

Created using Solaris Skunk Werks
Downloadable here

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13911
SUNDAY, JUNE 06, 2010
244 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13911]
3025 Archer

Archer ARC-2Rb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Archer ARC-2Rb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: 2840


Chassis: Endo-Steel

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Maximillian 100 Standard Armor w/ CASE

Armament:

     2 Doombud LRM-20s w/ Artemis IV FCS

     3 Diverse Optics Type 18 Medium Lasers

Manufacturer: Earthwerks Incorporated

     Primary Factory: Calloway VI

Communications System: Neil 9000

Targeting and Tracking System: RCA Instatrac Mark XII


This version of the Archer was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 7,176,273 C-Bills

BV2: 1,705 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 7 LA, 7 RA

Engine: 280 Fusion Engine 16.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 216 points - Standard Armor 13.50

CASE Locations: 1 LT, 1 RT 1.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 33

Center Torso (rear):   10

R/L Torso: 15 24

R/L Torso (rear):   6

R/L Arm: 11 22

R/L Leg: 15 30

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

LRM-20 RT 6 5 10.00

Artemis IV FCS

RT

1 1.00

LRM-20 LT 6 5 10.00

Artemis IV FCS

LT

1 1.00

(R) Medium Laser CT 3 1 1.00

Ammo: LRM-20 (Artemis) (12)

RT

2 2.00

Ammo: LRM-20 (Artemis) (18)

LT

3 3.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 17

4 3 5 4 0 3 0 Structure: 6  

Special Abilities: CASE, SRCH, ES, SOA, IF 3

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12656
THURSDAY, DECEMBER 24, 2009
366 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12656]
3025 Crusader

Crusader CRD-2R

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 65 Tons
MajorTom TRO 2750

Faction Availability


Crusader CRD-2R

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2650

Extinct By: 2840


Chassis: Crucis-B Endo-Steel

Power Plant: Magna 260 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Riese 500 Standard Armor w/ CASE

Armament:

     2 Magna Longbow-15 LRM-15s w/ Artemis IV FCS

     2 Intek Medium Lasers

     4 Streak SRM-2s

     2 M100 Heavy Machine Guns

Manufacturer: Kallon Industries

     Primary Factory: Bernardo

Communications System: Garret T11-b

Targeting and Tracking System: Garret A6


This version of the Crusader was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 65.00 tons

Chassis Config: Biped Cost: 6,273,510 C-Bills

BV2: 1,533 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 1 HD, 2 CT, 4 LT, 3 RT, 2 LA, 2 RA

Engine: 260 Fusion Engine 13.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 192 points - Standard Armor 12.00

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 33

Center Torso (rear):   8

R/L Torso: 15 24

R/L Torso (rear):   6

R/L Arm: 10 20

R/L Leg: 15 21


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

LRM-15 RA 5 3 7.00

Artemis IV FCS

RA

1 1.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

LRM-15 LA 5 3 7.00

Artemis IV FCS

LA

1 1.00

Machine Gun LA 0 1 0.50

2 Streak SRM-2s RL 2 2 3.00

2 Streak SRM-2s LL 2 2 3.00

@LRM-15 (Artemis) (8)

RT

1 1.00

@Streak SRM-2 (50)

RT

1 1.00

@MG (200)

LT

1 1.00

@LRM-15 (Artemis) (8)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 15

4 4 5 3 0 2 0 Structure: 5  

Special Abilities: SRCH, EEE, ES, SOA, IF 2


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12730
WEDNESDAY, JANUARY 06, 2010
306 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12730]
Excalibur

Excalibur EXC-B2b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Excalibur EXC-B2b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2620

Extinct By: 2796


Chassis: Corbine 1 Endo-Steel

Power Plant: Ford 350 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Pribak 9000 Standard Armor w/ CASE

Armament:

     1 Grizzard Model 200 Gauss Rifle

     1 Ingrid Systems LRM-20 w/ Artemis IV FCS

     1 McArthur Anti-Missile System

Manufacturer: Yankee Weapons Systems

     Primary Factory: New Earth

Communications System: Faulk 203 Comset

Targeting and Tracking System: KBC Starsight Model QTA1


This version of the Excalibur was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 16,103,987 C-Bills

BV2: 1,715 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 6 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 350 XL Engine 15.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 11 - Single (11 in engine) 1.00

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA

Armor: 176 points - Standard Armor 11.00

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 26

Center Torso (rear):   9

R/L Torso: 15 18

R/L Torso (rear):   6

R/L Arm: 11 18

R/L Leg: 15 24


 

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RA 1 7 15.00

LRM-20 LT 6 5 10.00

Artemis IV FCS

LT

1 1.00

Anti-Missile System CT 1 1 0.50

@Gauss Rifle (16)

RT

2 2.00

@LRM-20 (12)

LT

2 2.00

@Anti-Missile System (12)

CT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 17

5 3 4 4 0 3 0 Structure: 3  

Special Abilities: AMS, SRCH, EEE, ES, SOA, IF 2


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12740
THURSDAY, JANUARY 07, 2010
400 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12740]
3025 Rifleman

Rifleman II RFL-3N-2

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 80 Tons
MajorTom TRO 2750

Faction Availability


Rifleman II RFL-3N-2

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2771

Extinct By: 2835


Chassis: Kallon Type IV Endo-Steel

Power Plant: 320 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Kallon Royalstar Standard Armor

Armament:

     2 LB 10-X ACs

     2 Large Pulse Lasers

     2 Medium Lasers

     1 Beagle Active Probe

Manufacturer: Kallon Industries

     Primary Factory: Talon

Communications System: Garret T-11A

Targeting and Tracking System: Garret D2j


This version of the Rifleman was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 80.00 tons

Chassis Config: Biped Cost: 18,807,200 C-Bills

BV2: 1,543 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.00

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 320 XL Engine 11.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 14 (28) - Double (12 in engine) 4.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 192 points - Standard Armor 12.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 29

Center Torso (rear):   10

R/L Torso: 17 20

R/L Torso (rear):   6

R/L Arm: 13 20

R/L Leg: 17 26


 

Weapons and Ammo Location Heat Criticals Tonnage

Large Pulse Laser RA 10 2 7.00

LB 10-X AC RA 2 6 11.00

Large Pulse Laser LA 10 2 7.00

LB 10-X AC LA 2 6 11.00

Medium Laser RT 3 1 1.00

Medium Laser LT 3 1 1.00

Beagle Active Probe LT 0 2 1.50

@LB 10-X (Cluster) (10)

CT

1 1.00

@LB 10-X (Slug) (10)

CT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 15

4 5 5 2 0 4 0 Structure: 4  

Special Abilities: PRB, RCN, SRCH, EEE, ES, SOA, FLK 1/1/1


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13910
SUNDAY, JUNE 06, 2010
246 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13910]
3025 Thunderbolt

Thunderbolt TDR-5Sb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 65 Tons
MajorTom TRO 2750

Faction Availability


Thunderbolt TDR-5Sb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Endo-Steel

Power Plant: Magna 260 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ryerson 150 Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 Delta Dart LRM-15 w/ Artemis IV FCS

     3 Diverse Optics Type 18 Medium Lasers

     1 Streak SRM-2

     2 Small Pulse Lasers

Manufacturer: Eathwerks Incorporated

     Primary Factory: Keystone

Communications System: Neil 8000

Targeting and Tracking System: RCA Instatrac Mark X


This version of the Thunderbolt was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 65.00 tons

Chassis Config: Biped Cost: 6,315,410 C-Bills

BV2: 1,613 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 2 CT, 2 LT, 4 LA, 2 RA, 2 LL, 2 RL

Engine: 260 Fusion Engine 13.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 14 (28) - Double (10 in engine) 4.00

Heat Sink Locations: 2 LT, 1 RT, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 208 points - Standard Armor 13.00

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 30

Center Torso (rear):   11

R/L Torso: 15 24

R/L Torso (rear):   6

R/L Arm: 10 20

R/L Leg: 15 29

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

2 Small Pulse Lasers LA 4 2 2.00

LRM-15 RT 5 3 7.00

Artemis IV FCS

RT

1 1.00

Streak SRM-2 RT 2 1 1.50

3 Medium Lasers LT 9 3 3.00

Ammo: LRM-15 (Artemis) (16)

RT

2 2.00

Ammo: Streak SRM-2 (50)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 16

4 4 4 2 0 3 1 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA, IF 1

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12731
WEDNESDAY, JANUARY 06, 2010
446 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12731]
3025 Warhammer

Warhammer WHM-6Rb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Warhammer WHM-6Rb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: 2810


Chassis: StarCorps 100 Standard

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leviathon Plus Ferro-Fibrous

Armament:

     2 Donal PPCs

     1 Holly SRM-6 w/ Artemis IV FCS

     2 Martell Medium Lasers

     2 Magna Small Lasers

     2 SperryBrowning Machine Guns

Manufacturer: StarCorps Industries

     Primary Factory: Emris IV

Communications System: O/P 3000 COMSET

Targeting and Tracking System: O/P 1500 ARB


This version of the Warhammer was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 6,537,583 C-Bills

BV2: 1,431 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure: Standard 7.00

Engine: 280 Fusion Engine 16.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 17 (34) - Double (11 in engine) 7.00

Heat Sink Locations: 3 LT, 1 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 179 points - Ferro-Fibrous 10.00

Armor Locations: 1 HD, 1 CT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 25

Center Torso (rear):   9

R/L Torso: 15 20

R/L Torso (rear):   8

R/L Arm: 11 20

R/L Leg: 15 20

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

PPC LA 10 3 7.00

Machine Gun RT 0 1 0.50

Small Laser RT 1 1 0.50

Medium Laser RT 3 1 1.00

SRM-6 RT 4 2 3.00

Artemis IV FCS

RT

1 1.00

Machine Gun LT 0 1 0.50

Small Laser LT 1 1 0.50

Medium Laser LT 3 1 1.00

@SRM-6 (15)

RT

1 1.00

@MG (200)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 14

4 4 3 2 0 3 0 Structure: 6  

Special Abilities: SRCH, EEE, ES, SOA, SRM 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13912
SUNDAY, JUNE 06, 2010
271 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13912]
3025 Warhammer

Warhammer WHM-7A

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Warhammer WHM-7A

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Endo-Steel

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leviathon Plus Standard Armor w/ CASE

Armament:

     2 ER PPCs

     1 Holly SRM-6 w/ Artemis IV FCS

     4 Martell Medium Lasers

     2 Small Pulse Lasers

Manufacturer: StarCorps Industries

     Primary Factory: Emris IV

Communications System: O/P 3000 COMSET

Targeting and Tracking System: O/P 1500 ARB


This version of the Warhammer was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 7,137,333 C-Bills

BV2: 1,679 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 280 Fusion Engine 16.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 (32) - Double (11 in engine) 6.00

Heat Sink Locations: 2 LT, 1 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 208 points - Standard Armor 13.00

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 33

Center Torso (rear):   10

R/L Torso: 15 22

R/L Torso (rear):   8

R/L Arm: 11 20

R/L Leg: 15 28

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

ER PPC LA 15 3 7.00

SRM-6 RT 4 2 3.00

Artemis IV FCS

RT

1 1.00

Medium Laser RT 3 1 1.00

Small Pulse Laser RT 2 1 1.00

Medium Laser LT 3 1 1.00

Small Pulse Laser LT 2 1 1.00

2 Medium Lasers CT 6 2 2.00

Ammo: SRM-6 (Artemis) (15)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 17

4 4 4 2 0 3 1 Structure: 6  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5583
THURSDAY, FEBRUARY 02, 2006
1658 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5583]
Crab

Crab CRB-27

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 2750
Crab HMP (Heavy Metal Pro) File

Faction Availability


Crab CRB-27

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2719 (Restarted 3056)

Extinct By: Never


Chassis: Hollis Mark 1A

Power Plant: Magna 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Paulina Ferro-Fibrous

Armament:

     2 RAMTech 1200 Large Lasers

     1 Ceres Arms Medium Laser

     1 Exostar Small Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Garret T11-b

Targeting and Tracking System: Garret D2j


Overview
The Crab was designed to be a medium raider and guerrilla fighter. First built in 2719, fewer than 1,000 of this design have been delivered to their assignments so far. Initial reports on the design were good, but the 'Mech's lack of hands and inability to jump have reduced its usefulness as a raider. The Crab possesses good overall speed and can survive for weeks without resupply. All of its weapons are energy-based, which makes the Crab slightly hotter to operate than other 'Mechs of its class. [EDITOR'S NOTE: It is likely that the Crab would have become the standard medium 'Mech of the SLDF had events not forced General Kerensky and his loyalists to leave the Inner Sphere.]


Capabilities
The Crab contains little new technology. Except for the targeting system and the communications equipment, every major component on the Crab has been proven on another 'Mech design. Techs dream of assignment to a Crab, because the maintenance time is less than half that for other 'Mechs in its class. A Crab Walk is synonymous with easy duty. Only the communications equipment gives the Techs any problems.

The Dalban Series K communications network was designed to be fully self-contained. The system houses seven microprocessors, each capable of performing its own special duty as well as duplicating the operations of the other six. More than a communication systems, the Dalban network can identify the 'Mech's exact location on the world and locations of any known units on the planet. The system keeps the information current by monitoring all radio frequencies and short-wave bands. When operating behind enemy lines, the system can forecast enemy troop movements, differentiating between suspected positions and known positions, and project a path for arriving at any goal. Though not foolproof, the system does give the pilot an excellent recon report prior to his patrol. Unfortunately, the system is difficult to maintain. Damage to one of the processors normally requires its complete removal. The system redundancy was absolutely necessary to keep the system on line during combat.

The Crab's armor protection is generally good. The arms and legs are especially well-protected, with Ferro-Fibrous Armor used throughout. Its weakest areas of protection are the left and right torsos, but even those areas can withstand a direct PPC blast without a breach.

The 'Mech's weapons systems are functional, but uninspired. The large lasers are a matched set, housed in the claws and forearms of each arm. They provide an excellent arc of fire but are easily damaged during hand-to-hand fighting. Pilots have a tendency to use the huge weapons as clubs, knocking the focusing mirrors out of alignment and rendering the laser inoperable. Though the adjustment is easy to perform, it requires several minutes outside the cockpit with the pilot's head buried in the elbow of the 'Mech.

To provide a secondary line of defense, a medium Ceres Arms laser and ExoStar small laser were added in the center torso and head, respectively. The medium laser is well-protected from the engine, and heat sinks allow an unrestricted flow of heat through the center torso and out of the back. The headmounted small laser is normally used only as a last resort. Ineffective at long ranges, it is best used against soft targets, such as infantry and rioting civilians. The cockpit is well-insulated from the heat of the engine and the small laser. Pilots appreciate the relative comfort of piloting a Crab.

The 'Mech's ejection seat varies from the standard design. The pilot has two methods of escape. If an explosion is imminent, the top hatch is blown back and the seat is jettisoned through the roof of the 'Mech. Seat thrusters stabilize the descent to a controlled fall, and the pilot lands roughly 200 meters from his machine. If no explosion is likely, the seat is rotated 90 degrees and fired out the back. The pilot will land 20 to 50 meters from his 'Mech after a much shorter and gentler ride.
 


Technology Base: Inner Sphere 50 tons

Chassis Config: Biped Cost: 4,050,875 C-Bills

BV2: 1,198 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure:   5.0

Engine: 250 Fusion Engine 12.5

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 16 - Single (10 in engine) 6.0

Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA

Armor: 161 points - Ferro-Fibrous 9.0

Armor Locations: 7 LT, 7 RT


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 20

Center Torso (rear):   8

R/L Torso: 12 16

R/L Torso (rear):   6

R/L Arm: 8 16

R/L Leg: 12 24


 

Weapons and Ammo Location Criticals Tonnage

Large Laser RA 2 5.0

Large Laser LA 2 5.0

Medium Laser CT 1 1.0

Small Laser HD 1 0.5


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5587
THURSDAY, FEBRUARY 02, 2006
1360 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5587]
Hermes

Hermes HER-1S

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750
Hermes HMP (Heavy Metal Pro) File

Faction Availability


Hermes HER-1S

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2632 (Restarted 3047)

Extinct By: Never


Chassis: Irian Chassis Class 10 Endo-Steel

Power Plant: GM 270 Fusion Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Jolassa-328 Ferro-Fibrous

Armament:

     2 Hellion-V Medium Lasers

     1 Olympian Flamer

Manufacturer: Irian BattleMechs Unlimited

     Primary Factory: Irian

Communications System: Irian TelStar

Targeting and Tracking System: Alexis Photon Targeting Acquisition System


Overview
The Hermes was designed as a heavy scout for the Star League Defense Forces. Commissioned in 2632, the 'Mech was delivered in record time. Though the design requirements were fulfilled to the letter, the Quartermaster Command was skeptical of the swift delivery. Line officers were not surprised, therefore, when many of the first Hermes 'Mechs turned out to have glitches in the electronics bay. When the source of the problem was discovered many months later, Techs had to spend hours in field-repair time rewiring the electronic bays of the new 'Mechs.

The Hermes design called for a 'Mech as fast as any currently in service. The end product greatly exceeded initial expectations, but only at the cost of a severely weak firepower and armor protection. The high cruising speed is desirable, but the lack of significant firepower makes the 'Mech unpopular. The armor is acceptable, but scout pilots cannot get used to a 30-ton 'Mech with only two medium range weapons. The Hermes saw service for 19 years, after which time the design was reassigned to second-line units. [EDITORS NOTE: Irian BattleMechs reworked the basic design, which emerged as the Hermes HER-2S in 2798.]

Capabilities
The main asset of the Hermes is its tremendous speed. Capable of long bursts of speed, the 'Mech fulfills its scout role admirably until it encounters the enemy. The overall design is serviceable, but it does not incorporate any breakthoughs in technology.

The original armor was standard plating, making the Hermes susceptible to fire from most medium and light 'Mechs. The upgrade to Ferro-Fibrous armor was a modification first performed in the field to give the Hermes a higher survivability factor. Generally successful, the upgrade did improve the 'Mechs ability to withstand combat.

The single shining piece of equipment on the Hermes is the Alexis Photon Target Aquisition System. The Alexis paints the target with light before actually firing either laser. If the Alexis fails to lock on to a high-density target, such as an armored vehicle or 'Mech, the system suspends the order to fire. The order to fire is held in a memory buffer until the system acquires a target. If no target is achieved within two seconds, the order is canceled. While the heat buildup in the laser capacitor still has to be dissipated, the system saves wear and tear on the laser focusing apparatus, thus reducing maintenance requirements.

The hand flamer of the Hermes is an older design using a fuel mixture rather than tapping into the fusion plant's plasma field. When the weapon is triggered, the upper cylinder, containing a napalm gel, is opened. The gel is forced along pressure hoses towards the nozzle. Instead of exposing the napalm to open flame, the gel mixes with small amounts of specially treated magnesium suspended in water. When the magnesium hits the air, it bursts into flame, igniting the napalm. The system is considered to be among the safest devised, because the napalm is stored far from the igniting agent. Only a small amount of magnesium is required to ignite the mixture, and so damage to the storage cylinder usually causes only minor damage to the limb. As a further safeguard, ejection racks can jettison the storage cylinder away from the 'Mech.
 


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 2,701,270 C-Bills

BV2: 716 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 7 LT, 7 RT

Engine: 270 Fusion Engine 14.50

Walking MP: 9

Running MP: 14

Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA+H

Armor: 89 points - Ferro-Fibrous 5.00

Armor Locations: 7 LA, 7 RA

 

  Internal Armor

  Structure Factor

Head: 3 7

Center Torso: 10 14

Center Torso (rear):   4

R/L Torso: 7 9

R/L Torso (rear):   4

R/L Arm: 5 9

R/L Leg: 7 10

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Flamer LA 3 1 1.00

Medium Laser CT 3 1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 7

9 2 1 0 0 1 0 Structure: 3  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13835
WEDNESDAY, MAY 26, 2010
206 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13835]
Hermes

Hermes HER-1Sb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750

Faction Availability


Hermes HER-1Sb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2795


Chassis: Irian Chassis Class 10 Endo-Steel

Power Plant: 270 Fusion XL Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h (193.5 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Jolassa-328 Ferro-Fibrous

Armament:

     4 Hellion-V Medium Lasers

     1 Small Laser

     1 Olympian Flamer

     1 Beagle Active Probe

Manufacturer: Irian BattleMechs Unlimited

     Primary Factory: Irian

Communications System: Irian TelStar

Targeting and Tracking System: Alexis Photon Targeting Acquisition System


This version of the Hermes was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 5,917,015 C-Bills

BV2: 1,112 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 6 RT, 6 RA, 2 RL

Engine: 270 XL Fusion Engine 7.50

Walking MP: 9

Running MP: 14 (18)

Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 105 points - Ferro-Fibrous 6.00

Armor Locations: 6 LT, 6 LA, 2 LL

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 16

Center Torso (rear):   4

R/L Torso: 7 10

R/L Torso (rear):   4

R/L Arm: 5 10

R/L Leg: 7 14

Weapons and Ammo Location Heat Criticals Tonnage

2 Medium Lasers RA 6 2 2.00

Flamer LA 3 1 1.00

MASC RT 0 2 2.00

2 Medium Lasers LT 6 2 2.00

Beagle Active Probe CT 0 2 1.50

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 11

11 2 2 0 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5586
THURSDAY, FEBRUARY 02, 2006
1630 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5586]
Hussar

Hussar HSR-200-D

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750
Hussar HMP (Heavy Metal Pro) File

Faction Availability


Hussar HSR-200-D

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2620 (Restarted 3055)

Extinct By: Never


Chassis: Benztrov 40

Power Plant: GM 270 Fusion Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Victory Anchor 2 Ferro-Fibrous

Armament:

     1 Newhart ER Large Laser

Manufacturer: Newhart Industries

     Primary Factory: New Earth

Communications System: Field Ranger Sightseer

Targeting and Tracking System: Ranger LAF Model 2


Overview
The HSR 200-D Hussar is one of the most widely used light recon 'Mechs within the Star League Defense Forces. With a maximum speed of 151 kph, the Hussar is a difficult target in a one-on-one fight.

Originally intended to provide close support for infantry units, the 'Mech proved to be so fast that it is a greater asset for reconnaissance. Many Hussars began to replace fast scout vehicles, providing superior firepower and greater terrain-handling ability than many scout vehicles.


Capabilities
The Hussar is equipped with an ER large laser, which gives it above-average targeting and range ability with far less maintenance than other similar weapons. Seeing the success of the ER laser, the Star League Quartermaster Command placed an order with Newhart Industries for several hundred other BattleMechs of larger weight and firepower class equipped with the weapon.

The Hussar is basically defenseless once it gets within range of other weapons, though it can still charge, kick, and punch. The Hussar is occasionally drawn into one-on-one combat with other BattleMechs, but it would rarely be the 'Mech of choice for that role.

Another weakness is the overall shortage of armor on the 'Mech. With only 1.5 tons of armor, it lacks the protection of most lighter BattleMechs. Even the early-model Locust deployed by the SLDF has twice the armor of an Hussar.

The Hussar is faster, however, and mounts a better weapon. These are delicate tradeoffs in battle, but the net result is that the Hussar can disengage by running from a fight against even a lighter BattleMech.

The Ranger communications and targeting systems are also above average, with extended-range capabilities for surveillance missions as well as the ability to jam out most forms of communications. Thus, several well-placed Hussars behind enemy lines can totally disrupt the distribution of orders and troops. A Hussar can literally tap into transmissions between enemy BattleMechs 35 kilometers away. The transmission capability of the Hussar is also somewhat better than most other SLDF BattleMechs because the Hussar is more often reporting enemy movements and communications, rather than disrupting them.

[Editor's Note: The Hussar earned its fame for its success in skirting enemy lines and monitoring the enemy. In 2630, during a series of rebellions on the Lyran world of Wotan, near the Dark Nebula, the 51st Hussar Regiment of the XXX Corps was called in at the request of Lyran officials.

Ten Hussars known as "The Fingers of Death" dropped far behind enemy lines with little support. Their mission was to disrupt the enemy for as long as possible. During the three-week operation, the 'Mechs destroyed several communications stations and ammunition dumps. Finally, the rebellious locals tracked down several of these raiding Hussars and attempted to engage them in combat, only to find them turning tail and running away at staggering speeds.

When the fighting was over, only three of the Hussars had been destroyed. The Fingers of Death had proved the combat value of the Hussar, and its reputation grew.]

 


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 2,790,840 C-Bills

BV2: 636 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 270 Fusion Engine 14.50

Walking MP: 9

Running MP: 14

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 26 points - Ferro-Fibrous 1.50

Armor Locations: 7 LT, 7 RT

  Internal Armor

  Structure Factor

Head: 3 3

Center Torso: 10 3

Center Torso (rear):   2

R/L Torso: 7 3

R/L Torso (rear):   2

R/L Arm: 5 2

R/L Leg: 7 2

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser CT 12 2 5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 1 Points: 6

9 1 1 1 0 1 0 Structure: 3  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13832
WEDNESDAY, MAY 26, 2010
263 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13832]
3025 Locust

Locust LCT-1Vb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750

Faction Availability


Locust LCT-1Vb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 160 Fusion XL Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ferro-Fibrous

Armament:

     2 Medium Pulse Lasers

     1 Martell Medium Laser

     2 Small Pulse Lasers

Manufacturer: Bergan Industries

Communications System: Barret T10B

Targeting and Tracking System: O/P 911


This version of the Locust was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) &  RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,598,400 C-Bills

BV2: 642 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 160 XL Fusion Engine 3.00

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 (20) - Double (6 in engine) 0.00

Heat Sink Locations: 2 LT, 2 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 69 points - Ferro-Fibrous 4.00

Armor Locations: 1 LT, 1 RT, 6 LA, 6 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 10

Center Torso (rear):   2

R/L Torso: 5 8

R/L Torso (rear):   2

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

Medium Pulse Laser RA 4 1 2.00

Small Pulse Laser RA 2 1 1.00

Medium Pulse Laser LA 4 1 2.00

Small Pulse Laser LA 2 1 1.00

Medium Laser CT 3 1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 6

8 3 2 0 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5590
THURSDAY, FEBRUARY 02, 2006
1869 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5590]
Mercury

Mercury MCY-99

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Mercury HMP (Heavy Metal Pro) File

Faction Availability


Mercury MCY-99

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2742 (Restarted 3050)

Extinct By: Never


Chassis: Bergan MX II

Power Plant: LTV 160 Fusion Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h (172.0 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell-091 Ferro-Fibrous

Armament:

     2 Martell Medium Lasers

     2 Hessen IX Small Lasers

Manufacturer: Mitchell Vehicles

     Primary Factory: Graham IV

Communications System: DataTech 401

Targeting and Tracking System: Skyhunter IV


Overview
The unveiling of the Mercury was heralded as the dawn of a new age in BattleMech design. Billed as an obvious successor to the aging Stinger and Wasp, the Mercury answered many dreams of scout lance pilots. Initial specifications called for the light Mech to be faster and better armed than any other in its class, all without a reduction in armor.

Displayed for the first time in 2742, the Mercury was an electronic marvel, the showpiece of the Star League Defense Forces. At the unveiling, Mitchell Vehicles spokesmen described multiple breakthrough systems only in general terms, and none of the new Mechs was allowed outside the direct control of the Regular Army. [EDITOR'S NOTE: Just before the Exodus, the new Mercury 'Mechs remained with units stationed on Terra and at the factory on Graham IV. These all left with General Kerensky. The highest concentration to remain behind were with the Eighth Recon Battalion of the Third Regimental Combat Team, known as the Eridani Light Horse, which became a renowned mercenary unit. The Eighth lost all twelve of its Mercury 'Mechs during fighting on Sendai in 2798.]

Capabilities
The heart of the Mercury is the Myomer Accelerator Signal Circuitry (MASC) system. Acting as a "turbocharger" for the myomer bundles in the legs, the MASC system allows the Mercury to reach speeds of up to 172 kph in short bursts. The special circuitry sends shorter but stronger signals to the myomer bundles, effectively doubling the Mercury's walking speed. Long-term use can damage the 'Mech's actuators, but timely use in critical situations can mean the difference between life and death.
With its high speed and energy weapons, the Mercury is an ideal scout and raider, capable of remaining in the field for as long as the pilot is able to take the stresses of battle.

The few critics of the design point out the Mercury's lack of jump jets. Despite this drawback, the Mercury is well accepted by the Star League commanders. Though comparable in weight to the Stinger or Wasp, the Mercury can survive longer in battle because of its heavier weapons and the stronger Ferro-Fibrous armor.

The energy-dissipation system is a marvel of Star League technology. Automated heat sinks monitor themselves and channel excess heat away from the reactor and cockpit.

The Hessen IX Small Lasers in the head and the center torso are a matched pair. The lasers are slipped into place, bolted down, and connected in three places to the power circuits and cooling feeds. If the lasers are damaged or destroyed, the bolts can be removed and the entire system replaced, usually in minutes. [EDITOR'S NOTE: This modular replacement system was expected to revolutionize the logistical support of field units, but the Exodus and First Succession War put an end to any radical departure from standard military procedure.]

Though both Martell Medium Lasers use the same type of barrel and targeting feeds, they do differ greatly in their power systems. The right arm laser diffuses the power all along the upper and lower arm, housing redundant systems in both sections to provide backup capabilities should one part of the arm be damaged. The torso mount, however, clusters the entire system into a compact area. Any damage to the torso, other than a direct hit on the power system, is likely to pass through, missing the laser entirely.
 


Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 1,796,440 C-Bills

BV2: 586 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Standard 2.00

Engine: 160 Fusion Engine 6.00

Walking MP: 8

Running MP: 12 (16)

Jumping MP: 0

Heat Sinks: 10 - Single (6 in engine) 0.00

Heat Sink Locations: 2 LL, 2 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 53 points - Ferro-Fibrous 3.00

Armor Locations: 7 LT, 7 RT

  Internal Armor

  Structure Factor

Head: 3 5

Center Torso: 6 7

Center Torso (rear):   3

R/L Torso: 5 6

R/L Torso (rear):   2

R/L Arm: 3 5

R/L Leg: 4 6

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LT 3 1 1.00

Small Laser CT 1 1 0.50

MASC CT 0 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 6

10 2 1 0 0 1 0 Structure: 2  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5588
THURSDAY, FEBRUARY 02, 2006
2420 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5588]
Mongoose

Mongoose MON-66

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 25 Tons
MajorTom TRO 2750
Mongoose HMP (Heavy Metal Pro) File

Faction Availability


Mongoose MON-66

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660

Extinct By: 2810


Chassis: Kell/D Endo-Steel

Power Plant: Nissan 200 Fusion Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell GA3 Ferro-Fibrous

Armament:

     3 Sorenstein Medium Lasers

     1 Starflash Plus Small Laser

Manufacturer: Diplan Mechyards

     Primary Factory: Ozawa

Communications System: ON-5

Targeting and Tracking System: ON-6 w/ Beagle Active Probe


Overview
Introduced in the spring of 2660, the quick, agile Mongoose soon became popular with Star league Light Lance commanders. Though the 'Mech was originally designed for deep reconnaissance, commanders began to adapt it to front-line duty as soon as they discovered that the Beagle Active Probe and associated central processing units could coordinate the activities of an entire light company. Demand for this new vehicle was high, and by 2668, the design had become the standard command 'Mech for all light and recon lances.

Capabilities
The Mongoose was designed to replace the venerable Locust, with ground speed, rather than jumping ability, as the key to the 'Mech's maneuverability. An instant success with field commanders, the 'Mech is considered an outstanding design. The 'Mechs armament is based entirely on energy weapons, making the Mongoose an ideal deep-recon 'Mech, raider, or guerrilla fighter.

The internal structure of the Mongoose employs Endo Steel II, an alloy created especially for use in 'Mechs. Endo Steel offers tremendous load-bearing ability plus greater tensile strength, allowing a much lighter skeleton to carry the same weight as a normal skeleton. Covering the skeleton are plates of Ferro-Fibrous Armor. The Mongoose carries a heavy load of armor for its size, and it can survive a direct PPC blast to the chest without internal damage. If necessary, the Mongoose can engage medium 'Mechs with some chance of success.

The laser systems are tried and dependable, with excellent heat dissipation provided by the primary cooling collars located just above the 'Mech's elbows. Secondary heat sinks, located in the back of the torso, funnel heat toward the waist. The lasers mounted in the center torso and head are very accurate, employing internal compensators that allow the Mongoose to aim precisely when at a full run. The only drawback to the weapon system is the cooling jacket for the center torso laser, which rests on top of the engine compartment and tends to deteriorate rapidly. Replacement is not difficult, but tests show the jacket is virtually useless after 100 firings. The additional heat does not impair the Mongoose's performance, but it makes the cockpit uncomfortable and sometimes interferes with the sensor array.

The Beagle Active Probe, riding within the left shoulder, may be the most important item in the 'Mech. With extended scanner range and a wider scanning-band range, the Beagle can detect and identify vehicles 16 percent faster than any other scanner. Once identified, the target is permanently stored in the Beagle's memory. Should the Beagle encounter the target again, it will remember speed, damage, and even forecast a fighting style to the Mongoose pilot. During off hours, the pilot can review any battle on the tactical display, modifying actions with a joystick. The Beagle projects the tactical change and shows the results. This memory device has made the Mongoose a highly sought battlefield trainer.
 


Technology Base: Inner Sphere 25.00 tons

Chassis Config: Biped Cost: 2,229,479 C-Bills

BV2: 758 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 7 LT, 7 RT

Engine: 200 Fusion Engine 8.50

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 - Single (8 in engine) 0.00

Heat Sink Locations: 1 LL, 1 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 89 points - Ferro-Fibrous 5.00

Armor Locations: 7 LA, 7 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 8 12

Center Torso (rear):   4

R/L Torso: 6 10

R/L Torso (rear):   2

R/L Arm: 4 8

R/L Leg: 6 12

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Beagle Active Probe LT 0 2 1.50

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 8

8 2 2 0 0 1 0 Structure: 2  

Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12639
WEDNESDAY, DECEMBER 23, 2009
354 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12639]
Mongoose

Mongoose MON-66b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 25 Tons
MajorTom TRO 2750

Faction Availability


Mongoose MON-66b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660

Extinct By: 2810


Chassis: Kell/D Endo-Steel

Power Plant: Nissan 200 Fusion XL Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell GA3 Ferro-Fibrous

Armament:

     1 ER Large Laser

     2 Sorenstein Medium Lasers

     1 Starflash Small Laser

     1 Beagle Active Probe

Manufacturer: Diplan Mechyards

     Primary Factory: Ozawa

Communications System: ON-5

Targeting and Tracking System: ON-6


This version of the Mongoose was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 25.00 tons

Chassis Config: Biped Cost: 3,754,479 C-Bills

BV2: 934 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 200 XL Engine 4.50

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 (20) - Double (8 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 89 points - Ferro-Fibrous 5.00

Armor Locations: 2 LT, 4 RT, 4 LA, 4 RA


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 8 12

Center Torso (rear):   4

R/L Torso: 6 10

R/L Torso (rear):   2

R/L Arm: 4 8

R/L Leg: 6 12


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Beagle Active Probe LT 0 2 1.50

ER Large Laser CT 12 2 5.00

Small Laser HD 1 1 0.50


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 9

8 3 2 1 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12641
WEDNESDAY, DECEMBER 23, 2009
307 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12641]
3025 Ostsol

Ostscout OTT-7Jb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 35 Tons
MajorTom TRO 2750

Faction Availability


Ostscout OTT-7Jb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2650

Extinct By: 2835


Chassis: Kell/S Endo-Steel

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: Ostmann Sct-A

     Jump Capacity: 240 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Tronel II Medium Laser

     1 Beagle Active Probe

Manufacturer: Kong Interstellar Corporation

     Primary Factory: Connaught

Communications System: Barrett 4000

Targeting and Tracking System: TRSS.2L3


This version of the Ostscout was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 35.00 tons

Chassis Config: Biped Cost: 3,735,900 C-Bills

BV2: 610 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 280 Fusion Engine 16.00

Walking MP: 8

Running MP: 12

Jumping MP: 8 Standard

Jump Jet Locations: 4 LT, 4 RT 4.00

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 72 points - Standard Armor 4.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 11 12

Center Torso (rear):   4

R/L Torso: 8 9

R/L Torso (rear):   2

R/L Arm: 6 6

R/L Leg: 8 8


 

Weapons and Ammo Location Heat Criticals Tonnage

Beagle Active Probe RT 0 2 1.50

Medium Laser CT 3 1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 6

8j 1 1 0 0 1 0 Structure: 3  

Special Abilities: PRB, RCN, ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12643
WEDNESDAY, DECEMBER 23, 2009
441 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12643]
3025 Phoenix Hawk

Phoenix Hawk PXH-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 ER Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,698,390 C-Bills

BV2: 1,512 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15


 

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 15

6j 2 2 2 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12644
WEDNESDAY, DECEMBER 23, 2009
396 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12644]
3025 Phoenix Hawk

Phoenix Hawk PXH-1c

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1c

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2780

Extinct By: 2845


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 Snub-Nose PPC

     1 ER Large Laser

     2 Medium Lasers

     2 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,712,890 C-Bills

BV2: 1,443 Tech Rating/Era Availability: E/X-X-F


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 144 points - Standard Armor 9.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 12

R/L Leg: 11 20


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Snub-Nose PPC RA 10 2 6.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

Machine Gun LA 0 1 0.50

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14

6j 3 2 1 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5585
THURSDAY, FEBRUARY 02, 2006
1580 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5585]
Sentinel

Sentinel STN-3L

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750
Sentinel HMP (Heavy Metal Pro) File

Faction Availability


Sentinel STN-3L

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2651 (Restarted 3055)

Extinct By: Never


Chassis: Defiant V

Power Plant: Pitban 240 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Standard

Armament:

     1 Ultra AC/5

     1 Streak SRM-2

     1 Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


Overview
The STN-3L Sentinel is a medium BattleMech, though its 40-ton mass puts it at the low end of its class. Designed to provide battalion-level BattleMech support for infantry and light-armor units, the 'Mech has good maneuverability, long-range hitting power, and an advanced communications system. Equipped with the powerful VidCom-17 and Targa-7 long-range targeting and tracking system, the Sentinel is ideal for use in patrols or as a mobile observation post. The 'Mech also carries a StarLink/Benicia Model AS829G communications system. Capable of simultaneous operation on multiple frequencies, this system not only allows the Sentinel to monitor closely and to command units operating under it, but also keeps the 'Mech in close contact with rear-area artillery units, calling for fire when needed.

Defiance Industries first produced the Sentinel in 2651 for use by House Steiner's private army. The 'Mech appeared one year after the Star League Council had passed an amendment allowing the Council Lords to double their personal household forces. Originally intended for infantry support, the 'Mech soon moved on to the role of guarding military installations and major land holdings of the Steiner family. By the early 28th Century, the design was also in use by the Star League Defense Forces as well as the Davion and Marik private armies.


Capabilities
The STN-3L's 40-ton frame is powered by the 11.5 ton, Pitban 240 fusion engine, giving the 'Mech a walking speed of 65.4 kph and a top running speed of 97.1 kph. Shortly after the 'Mech's original deployment, concern arose over the choice of the Pitban 240 because of rumors about shielding problems with the Pitban 240s that Defiance Industries was producing under license. After a number of Sentinels were pulled from the field because of chronic over-heating, an investigation took place. This investigation found that the heat circulation system was at fault, rather than the engine shielding. The faulty components were replaced in most existing 'Mechs and all later production versions.

The Sentinel is well-equipped for combat, carrying a single KWI-5 Ultra Autocannon, a single Defiance Streak-2 SRM Launcher, and a single Defiance B-1A Small Laser. Kawabata Weapons Inc. produced the AC/5 Ultra especially for Defiance Industries. The weapon gives the 'Mech good long-range fire capability, with an effective range exceeding that of LRMs and standard AC/5s. Another special feature of this weapon is its ability to fire rounds at double the rate of a standard AC/5. Though this autocannon fire is not as accurate as would be a pair of standard AC/5s, the Ultra does give an equivalent volume of fire.

Unfortunately, besides generating much heat and burning through ammunition supplies quickly, the extremely high rate of fire has caused some other major problems, particularly on the early STN-3Ls. When fired at its maximum rate, the weapon vibrates violently, causing the internal circuitry in the BattleMech's weapon arm to fail. This often causes a total loss of control of the arm, effectively rendering the AC/5 useless and cutting the Sentinel's combat capabilities almost in half. Though repairs for this problem are simple, the problem keeps the 'Mech out of combat for half an hour or more during repairs.

The current STN-3L has been modified to reduce the chance of disturbances to circuitry. Even these modifications have not solved the problem totally, with an estimated 3 percent chance that the problem will occur whenever the AC/5 Ultra fires at its maximum rate.

The Sentinel was not designed to engage in close combat, relying instead on its AC/5 Ultra to hold off enemy units at long range, but it can defend itself if an enemy gets close. Tucked away inside the Sentinel's right torso is its Defiance Streak-2 SRM Launcher, linked to a Targa-7 fire control system. This short-range missile system is designed to guarantee a hit against any target onto which the pilot can get a lock. A special feature of this system prevents the weapon from firing at a target when there is no lock-on. This saves ammunition by preventing shots that would miss anyway. Unlike a standard SRM, whose shotgun effect may result in some misses and some hits, the Streak SRM hits with all its missiles. This gives the unit the effective average firepower of the heavier and more wasteful SRM-4 system, but with considerably less variation in damage effects.

When designed, the Sentinel was equipped with a Defiance A-1 small laser instead of the B-1A model of current designs. However, the original A-1 small laser was prone to problems after extended field operations, and so the more rugged B-1A was substituted. In 2678, all Sentinels were refitted with the single Defiance B-1A small laser, which is mounted in the right torso, just below the Streak-2 SRM launcher.
 


Technology Base: Inner Sphere 40 tons

Chassis Config: Biped Cost: 3,266,830 C-Bills

BV2: 717 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   4.0

Engine: 240 Fusion Engine 11.5

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.0

Heat Sink Locations: 1 LT

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 88 points - Standard 5.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 10

Center Torso (rear):   7

R/L Torso: 10 8

R/L Torso (rear):   5

R/L Arm: 6 8

R/L Leg: 10 10


 

Weapons and Ammo Location Criticals Tonnage

Ultra AC/5 LA 5 9.0

Small Laser RT 1 0.5

Streak SRM-2 RT 1 1.5

Ammo: Streak SRM-2 (50) RT 1 1.0

Ammo: Ultra AC/5 (20) LT 1 1.0


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13837
WEDNESDAY, MAY 26, 2010
217 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13837]
Sentinel

Sentinel STN-3Lb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750

Faction Availability


Sentinel STN-3Lb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 240 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ferro-Fibrous

Armament:

     1 Gauss Rifle

     1 Medium Laser

     1 Defiance B-1A Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


This version of the Sentinel was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 40.00 tons

Chassis Config: Biped Cost: 6,307,030 C-Bills

BV2: 1,260 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 2 CT, 7 LT, 3 LA, 2 LL

Engine: 240 XL Fusion Engine 6.00

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 134 points - Ferro-Fibrous 7.50

Armor Locations: 5 RT, 7 RA, 2 RL

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 17

Center Torso (rear):   6

R/L Torso: 10 14

R/L Torso (rear):   5

R/L Arm: 6 12

R/L Leg: 10 20

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle LA 1 7 15.00

Small Laser RT 1 1 0.50

Medium Laser RT 3 1 1.00

Ammo: Gauss Rifle (16)

LT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 13

6 3 2 2 0 2 0 Structure: 2  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13833
WEDNESDAY, MAY 26, 2010
348 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13833]
3025 Stinger

Stinger STG-3Gb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750

Faction Availability


Stinger STG-3Gb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2850


Chassis: Endo-Steel

Power Plant: 140 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: Chilton 360

     Jump Capacity: 210 meters

Armor: Riese 100 Standard Armor

Armament:

     3 Omicron 3000 Medium Lasers

     1 Small Laser

Manufacturer: Earthwerks Incorporated

Communications System: Datacom 26

Targeting and Tracking System: Dynatec 990


This version of the Stinger was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,596,940 C-Bills

BV2: 674 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 3 LT, 3 RT, 3 LA, 1 RA, 2 LL, 2 RL

Engine: 140 XL Fusion Engine 2.50

Walking MP: 7

Running MP: 11

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 3 LT, 3 RT 3.50

Heat Sinks: 10 (20) - Double (5 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT, 1 LA, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 69 points - Standard Armor 4.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 9

Center Torso (rear):   3

R/L Torso: 5 8

R/L Torso (rear):   2

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 7

7j 2 2 0 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5589
THURSDAY, FEBRUARY 02, 2006
1833 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5589]
Thorn_2750.JPG

Thorn THE-N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Thorn HMP (Heavy Metal Pro) File

Faction Availability


Thorn THE-N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2549 (Restarted 3054)

Extinct By: Never


Chassis: Chariot Type II Endo-Steel

Power Plant: GM 120 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Armorscale Standard w/ CASE

Armament:

     2 Hellion Spitfire Medium Lasers

     1 Zeus LRM-5

Manufacturer: Ford Military Limited

     Primary Factory: Terra

Communications System: Opus I Ultrabeam

Targeting and Tracking System: Orion 80


Overview
The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during the late 24th Century. It was the first 'Mech to incorporate the Endo Steel II Skeleton. The Thorn was unveiled with tremendous hype, but initial reviews were mixed. Commanders later agreed that Endo Steel II had obvious advantages but would not be suitable for all 'Mechs.

The Thorn was designed to serve in front-line combat units. Its inability to jump was not considered unusual for this type of duty, but commanders who tried to use all light 'Mechs as scouts found the Thorn to be useless. Once seperated from company mates, the Thorn's heavier armor and greater firepower were no match for a quicker opponent.

Capabilities
The Thorn has had mixed reviews for the entire length of its service. Supporters point out that the design packs more punch per ton than any other 'Mech and that its armor is also the best of its size. In a toe-to-toe slugfest, the Thorn can usually reduce an equal weight opponent to scrap in minutes.

Opponents of the design note that a 'Mech cannot hit what it cannot reach. Although the 120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets leaves the Thorn in the dust of other light 'Mechs. The Zeus Long-Range Missile system only partially offsets this lack of pursuit ability.

This favoring of armor and weapons over maneuverabilty has made the Thorn a favorite of front-line light companies.

The weapon placement and ease of maintenance have given the design high marks in every technician's manual. The arms and legs are completely accessible, allowing a service crew to actually enter the limbs and work on repairs from the inside.

The Thorn's main armament consists of twin medium lasers. These identical weapons further imrove maintenance and are extremely efficient. The design is noted as a "cool running" 'Mech, but the placement of one laser directly under the pilot's feet makes the Thorn seem to be running hotter than it really is. Extensive cooling is provided in the cockpit area, but the lack of an effective venting system for the medium laser makes repeated firing uncomfortable for the pilot.

The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the pilot to switch targets quickly. If damaged, the entire system can be replaced in a few hours, which is fortunate as the launcher can easily be destroyed if the 'Mech engages in hand-to-hand combat. The missile-feed system, which passes reloads from the torso storage compartment, is average at best. If damaged, reloads can become lodged in the upper arm, where additional damage has been known to cause detonation, destroying the arm.
 


Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 1,647,120 C-Bills

BV2: 546 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 7 LT, 7 RT

Engine: 120 Fusion Engine 4.00

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (4 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA

Armor: 69 points - Standard Armor 4.50

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 8

Center Torso (rear):   4

R/L Torso: 5 6

R/L Torso (rear):   4

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

LRM-5 RA 2 1 2.00

Medium Laser LA 3 1 1.00

Medium Laser HD 3 1 1.00

Ammo: LRM-5 (24)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 5

6 2 2 1 0 1 0 Structure: 2  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13834
WEDNESDAY, MAY 26, 2010
255 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13834]
/files/members/69/Thorn_2750

Thorn THE-Nb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750

Faction Availability


Thorn THE-Nb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2795


Chassis: Chariot Type II Endo-Steel

Power Plant: 120 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h (129.0 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Armorscale Standard Armor

Armament:

     1 ER Large Laser

     1 Hellion Spitfire Medium Laser

     1 Small Laser

Manufacturer: Ford Military Limited

     Primary Factory: Terra

Communications System: Opus I Ultrabeam

Targeting and Tracking System: Orion 80


This version of the Thorn was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,518,620 C-Bills

BV2: 740 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 1 CT, 2 LT, 2 RT, 7 LA, 1 LL, 1 RL

Engine: 120 XL Fusion Engine 2.00

Walking MP: 6

Running MP: 9 (12)

Jumping MP: 0

Heat Sinks: 10 (20) - Double (4 in engine) 0.00

Heat Sink Locations: 2 LT, 2 RT, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA

Armor: 69 points - Standard Armor 4.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 8

Center Torso (rear):   4

R/L Torso: 5 6

R/L Torso (rear):   4

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

Medium Laser RA 3 1 1.00

MASC LT 0 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 7

8 2 2 1 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12646
WEDNESDAY, DECEMBER 23, 2009
319 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12646]
Crab

Crab CRB-27b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 2750

Faction Availability


Crab CRB-27b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2719

Extinct By: 2810


Chassis: Hollis Mark 1A Standard

Power Plant: Magna 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Paulina Ferro-Fibrous

Armament:

     2 ER Large Lasers

     1 Ceres Arms Medium Laser

     1 Exostar Small Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Garret T11-b

Targeting and Tracking System: Garret D2j


This version of the Crab was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 4,470,875 C-Bills

BV2: 1,308 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 5.00

Engine: 250 Fusion Engine 12.50

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 16 (32) - Double (10 in engine) 6.00

Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 161 points - Ferro-Fibrous 9.00

Armor Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 20

Center Torso (rear):   8

R/L Torso: 12 16

R/L Torso (rear):   6

R/L Arm: 8 16

R/L Leg: 12 24


 

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

ER Large Laser LA 12 2 5.00

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 13

5 3 3 2 0 2 0 Structure: 4  

Special Abilities: ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13838
WEDNESDAY, MAY 26, 2010
219 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13838]
3025 Griffin

Griffin GRF-2N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750

Faction Availability


Griffin GRF-2N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Rawlings 55

     Jump Capacity: 150 meters

Armor: Ferro-Fibrous w/ CASE

Armament:

     1 ER PPC

     2 SRM-6s

     1 Guardian ECM Suite

Manufacturer: Earthwerks Incorporated

     Primary Factory: Keystone

Communications System: Neil 6000

Targeting and Tracking System: Octagon Tartrac, System C


This version of the Griffin was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,914,757 C-Bills

BV2: 1,606 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 1 HD, 1 CT, 5 RT, 5 RA, 2 RL

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50

Heat Sinks: 11 (22) - Double (11 in engine) 1.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 179 points - Ferro-Fibrous 10.00

Armor Locations: 6 LT, 6 LA, 2 LL

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 27

Center Torso (rear):   7

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 18

R/L Leg: 13 24

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

SRM-6 RT 4 2 3.00

SRM-6 LT 4 2 3.00

Guardian ECM Suite LT 0 2 1.50

Ammo: SRM-6 (30)

RT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 16

5j 1 1 1 0 2 1 Structure: 5  

Special Abilities: ECM, CASE, SRCH, ES, SOA, SRM 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12643
WEDNESDAY, DECEMBER 23, 2009
479 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12643]
3025 Phoenix Hawk

Phoenix Hawk PXH-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 ER Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,698,390 C-Bills

BV2: 1,512 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15


 

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 15

6j 2 2 2 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12643
WEDNESDAY, DECEMBER 23, 2009
479 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12643]
3025 Phoenix Hawk

Phoenix Hawk PXH-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 ER Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,698,390 C-Bills

BV2: 1,512 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15


 

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 15

6j 2 2 2 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5140
THURSDAY, JANUARY 05, 2006
1446 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5140]
Crockett

Crockett CRK-5003-1

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 85 Tons
MajorTom TRO 2750
Crockett HMP (Heavy Metal Pro) File
Crockett SSW (Solaris Skunk Werks) File

Faction Availability


Crockett CRK-5003-1

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2735 (Restarted 3054)

Extinct By: Never


Chassis: Geometric 530 Hard Core

Power Plant: Strand 255 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: Geotec 300

     Jump Capacity: 90 meters

Armor: CarbonStrand 30 Weight AS Standard

Armament:

     2 Blankenburg 25 ER Large Lasers

     1 Blankenburg LB 10-X AC

     2 Holly SRM-6s

     2 Dodd Small Lasers

Manufacturer: Blankenburg Technologies

     Primary Factory: Soul

Communications System: GRPNTR Groundpainter 5

Targeting and Tracking System: Scope 30 RNDST


Overview
The Crockett BattleMech is the classic story of a design that was better than anyone, even the commanding generals of the Star League Defense Forces, ever expected. Originally, Blankenburg Technologies of Soul won the contract to construct a battle-worthy 'Mech for use as a training simulator. The 'Mech was named for Davy Crockett, the famous 19th-Century Terran hero known for his fighting ability and unique approach to frontier combat. In 2735, the first limited production run of Crocketts was shipped to Star League military academies for use as training simulators for handling heavy 'Mechs.

In the era of the Hidden Wars when tensions between Star League member-states led to both overt and covert military actions, the SLDF had to redeploy many of its front-line BattleMechs to new posts, creating the need for new training 'Mechs. Ten years after the Crockett's introduction, a number of commanders began to test the design for possible combat use. When they discovered its ease of handling and that some of the 'Mech's unique capabilities made it unpredictable to the enemy, a number of 'Mech divisions began to use the Crockett.


Capabilities
The Crockett was originally designed to train new recruits and MechWarriors in the rigors, restrictions, and skills of piloting an oversized 'Mech. The fact that it was jump-capable added to the huge machine's training potential. One reason the Crockett made the transition from training to fighting so smoothly was that its design sacrifices some of the armor protection typical of a 'Mech of its weight class in favor of additional heat sinks and weapons. The Blankenburg engineers took seriously the Quartermaster Command's request that the new trainer-'Mech be battle-worthy and thus incorporated some powerful features.

The reliable Holly Short Range Missile Racks and their feed systems seem to work well with the Crockett's Scope 30 targeting and tracking systems. Because the 'Mech was designed as a simulator, many older Crocketts were simplified for ease of operation by green MechWarriors. Such ergonomics made the 'Mech very popular, and these features were retained in the design when the 5003-1 Series began production as a standard heavy combat BattleMech.

Blankenburg Technologies Weapons Division (BTWD) has made breakthroughs in laser targeting and firing technology. In an attempt to give the Crockett an edge, Blankenburg incorporated its own specially modified laser in the 'Mech's design. The Blankenburg 25 Large Laser has a longer range than most other types because of a hyper-extensive guide beam channeled through the Scope 30 RNDST targeting system. Though the Blankenburg 25 Large Laser requires more frequent maintenance and generates more heat than other models, most warriors whose 'Mechs carry these weapons consider it a small price to pay. The light-weight, highly accurate LB 10-X Autocannon and the two arm-mounted small lasers round out the Crockett's weaponry.

The cockpit life support system is the Crockett's chief weakness. Because the 'Mech was conceived as a simulator rather than a fighter, its life-support apparatus and systems did not use the most durable materials. This flaw led to the deaths of three MechWarriors after the Crockett was pressed into full-time military service. Two years later, all 5003-1 Series 'Mechs were recalled and refitted. Meanwhile, the original design was modified to correct the flaw in new production runs of the Crockett.

The unique blend of movement capabilities, weapons, and their effective ranges make the Crockett a formidable battle machine.

[Editors Note: The primary tactic of Crockett pilots was to maintain distance from an enemy, using the 'Mech's long range lasers to slow and weaken an opponent. Then, before the enemy could accurately target the 'Mech, the pilot jumped the Crockett to the rear of the enemy. Once landed, he turned quickly to fire at an enemy BattleMech's weaker rear. If the enemy turned, he risked exposing his machine's rear to other hostile BattleMechs. This tactic was a hallmark of the Crockett.]
 


Technology Base: Inner Sphere 85 tons

Chassis Config: Biped Cost: 8,328,325 C-Bills

BV2: 1,923 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   8.5

Engine: 255 Fusion Engine 13.0

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.0

Heat Sinks: 15 (30) - Double (10 in engine) 5.0

Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 263 points - Standard 16.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 27 40

Center Torso (rear):   14

R/L Torso: 18 27

R/L Torso (rear):   9

R/L Arm: 14 28

R/L Leg: 18 36


 

Weapons and Ammo Location Criticals Tonnage

ER Large Laser RA 2 5.0

Small Laser RA 1 0.5

ER Large Laser LA 2 5.0

Small Laser LA 1 0.5

SRM-6 RT 2 3.0

SRM-6 LT 2 3.0

LB 10-X AC LT 6 11.0

Ammo: SRM-6 (30) RT 2 2.0

Ammo: LB 10-X (20) RT 2 2.0

Ammo: LB 10-X (10) LT 1 1.0


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5139
THURSDAY, JANUARY 05, 2006
3348 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5139]
Highlander

Highlander HGN-732

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 90 Tons
MajorTom TRO 2750
Highlander HMP (Heavy Metal Pro) File
Highlander SSW (Solaris Skunk Werks) File

Faction Availability


Highlander HGN-732

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2592 (Restarted 3057)

Extinct By: Never


Chassis: Star League XT

Power Plant: GM 270 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: HildCo Model 10

     Jump Capacity: 90 meters

Armor: Grumman-3 Ferro-Fibrous w/ CASE

Armament:

     1 M-7 Gauss Rifle

     1 Holly LRM-20

     1 Holly SRM-6

     2 Harmon Starclass Medium Lasers

Manufacturer: StarCorps Industries

     Primary Factory: Son Hoa

Communications System: Hector VII

Targeting and Tracking System: Starlight LX-1


Overview
The Highlander is designed to stand alone in defense of a city or other strongpoint or to provide support for a mixed-type attack. Soon after its introduction in 2592, the Highlander was assigned to nearly every Star League Army unit as an assault 'Mech.

Though slow-moving on the ground, the Highlander can jump over most obstacles. In doing so, the 'Mech causes considerable damage to the terrain around the lift-off point. Added to the jump capability is an excellent armor package and an impressive array of weapons built around the sophisticated Gauss Rifle. A multiple-purpose assault 'Mech with a variety of capabilities, the Highlander is deadly at any range.


Capabilities
By the time the Highlander was introduced, the battlefield tactic of Death from Above was well-developed. Designers knew that if they gave a 'Mech jump-capability, some hotshot would attempt to use it by trying to land on another 'Mech. For that reason, the designers provided impressively thick leg armor while strengthening the interior skeleton of the feet and lower legs to absorb the impact of landings. The jump jets were also designed to allow a pilot to automatically redirect the force of his jets to compensate for landing on a moving foe. A "Highlander Burial" is one in which a light 'Mech is crushed and literally driven into the earth by the force of the Highlander's landing.

The primary weapon of the Highlander is the Gauss Rifle. An advanced field arm, the Gauss Rifle uses a series of magnets to propel the shell through the barrel toward the target. Though the system requires large amounts of power to magnetize the projectile coils, it produces very little heat. The rifle system must be heavily protected, however, making it quite heavy. The Gauss Rifle system is perfect for larger 'Mechs and could become the successor to the autocannon on tomorrow's battlefield.

Supporting the Gauss Rifle are a pair of Holly missile launchers, both long- and short-range, and torso-mounted twin medium lasers. The missile launchers provide a mix of firepower at every range, and the Harmon Starclass medium lasers permit the Highlander to engage in hand-to-hand combat with both hands free. Opponents of the design point out that the Highlander requires almost constant ammo resupply and that in a prolonged battle, the lack of significant energy weapons severely hampers the 'Mech's ability to stay in the fight. Ammunition storage was deemed sufficient by the Star League Quartermaster Command, however, and orders for Highlanders increased.

The 'Mech is equipped with Grumman-3 Ferro-Fibrous Armor, and Cellular Ammunition Storage Equipment shields the shells and missiles in the right and left torso. Very reliable, the CASE system is credited with saving countless 'Mechs and pilots across the Inner Sphere.
 


Technology Base: Inner Sphere 90 tons

Chassis Config: Biped Cost: 8,797,480 C-Bills

BV2: 2,227 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure:   9.0

Engine: 270 Fusion Engine 14.5

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT 6.0

Heat Sinks: 12 - Single (10 in engine) 2.0

Heat Sink Locations: 1 LL, 1 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA

Armor: 277 points - Ferro-Fibrous 15.5

Armor Locations: 1 HD, 1 CT, 1 LT, 3 RT, 4 LA, 2 RA, 1 LL, 1 RL

CASE Locations: 1 LT, 1 RT 1.0


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 29 40

Center Torso (rear):   16

R/L Torso: 19 28

R/L Torso (rear):   10

R/L Arm: 15 30

R/L Leg: 19 38


 

Weapons and Ammo Location Criticals Tonnage

Gauss Rifle RA 7 15.0

SRM-6 LA 2 3.0

Medium Laser RT 1 1.0

Medium Laser RT 1 1.0

LRM-20 LT 5 10.0

Ammo: Gauss Rifle (16) RT 2 2.0

Ammo: SRM-6 (30) LT 2 2.0

Ammo: LRM-20 (12) LT 2 2.0


 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12744
THURSDAY, JANUARY 07, 2010
355 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12744]
Highlander

Highlander HGN-732b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 90 Tons
MajorTom TRO 2750

Faction Availability


Highlander HGN-732b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: 2810


Chassis: Star League XT Standard

Power Plant: GM 270 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: HildCo Model 10

     Jump Capacity: 90 meters

Armor: Grumman-3 Ferro-Fibrous w/ CASE

Armament:

     1 M-7 Gauss Rifle

     1 Holly LRM-20 w/ Artemis IV FCS

     1 Holly SRM-6 w/ Artemis IV FCS

     3 Harmon Starclass Medium Lasers

Manufacturer: StarCorps Industries

     Primary Factory: Son Hoa

Communications System: Hector VII

Targeting and Tracking System: Starlight LX-1


This version of the Highlander was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 90.00 tons

Chassis Config: Biped Cost: 9,419,880 C-Bills

BV2: 2,335 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 9.00

Engine: 270 Fusion Engine 14.50

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT 6.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA

Armor: 277 points - Ferro-Fibrous 15.50

Armor Locations: 1 HD, 1 LT, 2 RT, 4 LA, 2 RA, 2 LL, 2 RL

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 29 40

Center Torso (rear):   16

R/L Torso: 19 28

R/L Torso (rear):   10

R/L Arm: 15 30

R/L Leg: 19 38


 

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RA 1 7 15.00

SRM-6 LA 4 2 3.00

Artemis IV FCS

LA

1 1.00

3 Medium Lasers RT 9 3 3.00

LRM-20 LT 6 5 10.00

Artemis IV FCS

LT

1 1.00

@Gauss Rifle (16)

RT

2 2.00

@LRM-20 (Artemis) (12)

LT

2 2.00

@SRM-6 (Artemis) (15)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 9 Points: 23

3j 4 5 4 0 4 0 Structure: 7  

Special Abilities: SRCH, EEE, ES, SOA, SRM 1/1/0, IF 2


 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5138
THURSDAY, JANUARY 05, 2006
2112 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5138]
King Crab

King Crab KGC-000

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 100 Tons
MajorTom TRO 2750
King Crab HMP (Heavy Metal Pro) File
King Crab SSW (Solaris Skunk Werks) File

Faction Availability


King Crab KGC-000

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2741 (Restarted 3055)

Extinct By: Never


Chassis: Hollis Mark II

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Aldis X Ferro-Fibrous w/ CASE

Armament:

     2 Deathgiver Autocannon/20s

     1 Simpson LRM-15

     1 Exostar Large Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Dalban Commline

Targeting and Tracking System: Dalban HiRez-B


Overview
When General Kerensky called for the design of a powerful new 'Mech in 2741, he received blueprints for the King Crab, the largest 'Mech ever designed. The armor is nearly as heavy as an entire light 'Mech, with the firepower to destroy medium 'Mechs in one salvo. It is obviously not designed for speed but for sheer firepower. The Dalban electronics and communications gear are state-of-the-art, while the same Dalban Hirez-B targeting system is an engineer's showpiece, containing every piece of new technology.

[Editor's Note: The King Crab entered full production but proved to be less versatile than the later 100-ton Atlas. Though not nearly the command vehicle the Atlas was, the King Crab was ideally suited to close fighting and remained in service. Almost all left with the Exodus.]


Capabilities
The King Crab carries 16 tons of Ferro-Fibrous Armor, with no weak points in its protection. Its secondary weapons systems are the long-range missile launchers in the left torso and the large laser in the right, but its primary weapons are in its huge, handless arms. These are twin Deathgiver Autocannon/20s, among the most potent weapons ever created.

Opponents of most slow but dangerous 'Mechs try to keep their distance while attempting to pick away at the armor. The King Crab's Simpson long-range missile system makes that possibility chancy at best, however. When the missiles finally run out, the King Crab can still blast away with its huge Exostar laser. The only proven way to destroy the 'Mech is by outnumbering it, preferably with heavy or assault 'Mechs. The King Crab will still wreak plenty of havoc before it goes down.

If the King Crab has a weakness, it is that its autocannon takes up so much space in the 'Mech's arms. Though well-armored by any standard, the arms are probably the most susceptible to damage. One internal hit to either arm will usually silence the cannon and greatly increase an enemy's chance of survival. If both cannon are lost or run out of ammo, the King Crab will usually retire from the field. Without constant resupply, it is little more than a large target. Though impressive, the large laser provides insufficient firepower alone to justify keeping the 'Mech in the field. Once the shelling stops, enemy 'Mechs pounce on the King Crab before it can make its withdrawal.
 


Technology Base: Inner Sphere 100 tons

Chassis Config: Biped Cost: 10,072,000 C-Bills

BV2: 1,906 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure:   10.0

Engine: 300 Fusion Engine 19.0

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 15 - Single (12 in engine) 5.0

Heat Sink Locations: 1 CT, 1 LL, 1 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 286 points - Ferro-Fibrous 16.0

Armor Locations: 1 HD, 1 CT, 4 LT, 6 RT, 1 LL, 1 RL

CASE Locations: 1 LT, 1 RT 1.0


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 31 40

Center Torso (rear):   15

R/L Torso: 21 30

R/L Torso (rear):   12

R/L Arm: 17 34

R/L Leg: 21 35


 

Weapons and Ammo Location Criticals Tonnage

Autocannon/20 RT/RA 2/8 14.0

Large Laser RT 2 5.0

Autocannon/20 LT/LA 2/8 14.0

LRM-15 LT 3 7.0

Ammo: AC/20 (5) RT 1 1.0

Ammo: LRM-15 (8) LT 1 1.0

Ammo: AC/20 (5) LT 1 1.0


 

Created using Solaris Skunk Werks
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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12745
THURSDAY, JANUARY 07, 2010
412 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12745]
King Crab

King Crab KGC-000b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 100 Tons
MajorTom TRO 2750

Faction Availability


King Crab KGC-000b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2741

Extinct By: 2810


Chassis: Hollis Mark II Standard

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Aldis X Ferro-Fibrous w/ CASE

Armament:

     2 Deathgiver Autocannon/20s

     1 Simpson LRM-15 w/ Artemis IV FCS

     1 Exostar Large Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Dalban Commline

Targeting and Tracking System: Dalban HiRez-B


This version of the King Crab was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 100.00 tons

Chassis Config: Biped Cost: 10,446,000 C-Bills

BV2: 2,039 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 10.00

Engine: 300 Fusion Engine 19.00

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 12 (24) - Double (12 in engine) 2.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 286 points - Ferro-Fibrous 16.00

Armor Locations: 1 HD, 2 CT, 2 LT, 5 RT, 2 LL, 2 RL

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 31 40

Center Torso (rear):   15

R/L Torso: 21 30

R/L Torso (rear):   12

R/L Arm: 17 34

R/L Leg: 21 35


 

Weapons and Ammo Location Heat Criticals Tonnage

Autocannon/20 RT/RA 7 2/8 14.00

Large Laser RT 8 2 5.00

Autocannon/20 LT/LA 7 2/8 14.00

LRM-15 LT 5 3 7.00

Artemis IV FCS

LT

1 1.00

@AC/20 (10)

RT

2 2.00

@AC/20 (10)

LT

2 2.00

@LRM-15 (Artemis) (8)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 10 Points: 20

3 2 2 2 0 4 0 Structure: 8  

Special Abilities: SRCH, EEE, ES, SOA, AC 4/4/0, IF 1


 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12740
THURSDAY, JANUARY 07, 2010
357 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12740]
3025 Rifleman

Rifleman II RFL-3N-2

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 80 Tons
MajorTom TRO 2750

Faction Availability


Rifleman II RFL-3N-2

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2771

Extinct By: 2835


Chassis: Kallon Type IV Endo-Steel

Power Plant: 320 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Kallon Royalstar Standard Armor

Armament:

     2 LB 10-X ACs

     2 Large Pulse Lasers

     2 Medium Lasers

     1 Beagle Active Probe

Manufacturer: Kallon Industries

     Primary Factory: Talon

Communications System: Garret T-11A

Targeting and Tracking System: Garret D2j


This version of the Rifleman was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 80.00 tons

Chassis Config: Biped Cost: 18,807,200 C-Bills

BV2: 1,543 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.00

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 320 XL Engine 11.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 14 (28) - Double (12 in engine) 4.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 192 points - Standard Armor 12.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 29

Center Torso (rear):   10

R/L Torso: 17 20

R/L Torso (rear):   6

R/L Arm: 13 20

R/L Leg: 17 26


 

Weapons and Ammo Location Heat Criticals Tonnage

Large Pulse Laser RA 10 2 7.00

LB 10-X AC RA 2 6 11.00

Large Pulse Laser LA 10 2 7.00

LB 10-X AC LA 2 6 11.00

Medium Laser RT 3 1 1.00

Medium Laser LT 3 1 1.00

Beagle Active Probe LT 0 2 1.50

@LB 10-X (Cluster) (10)

CT

1 1.00

@LB 10-X (Slug) (10)

CT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 15

4 5 5 2 0 4 0 Structure: 4  

Special Abilities: PRB, RCN, SRCH, EEE, ES, SOA, FLK 1/1/1


 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5141
THURSDAY, JANUARY 05, 2006
2077 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5141]
Thug

Thug THG-11E

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 80 Tons
MajorTom TRO 2750
Thug HMP (Heavy Metal Pro) File
Thug SSW (Solaris Skunk Werks) File

Faction Availability


Thug THG-11E

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2572 (Restarted 3060)

Extinct By: Never


Chassis: Earthwerks VOL Endo-Steel

Power Plant: Pitban 320 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell Argon Standard w/ CASE

Armament:

     2 Tiegart PPCs

     2 Bical-6 SRM-6s

Manufacturer: Maltex Corporation

     Primary Factory: Errai

Communications System: Colmax 90

Targeting and Tracking System: TharHes Ares-5


Overview
After years of work spent designing a competitor to the popular Warhammer BattleMech, the manufacturers at Maltex Corporation finally came up with the answer in 2572 with the first prototype of the Thug.

Building on the idea that the best defence is a strong offense, designers kept the hefty firepower of the Warhammer, while beefing up the armor protection and modernizing the target acquisition system. The design won great praise after initial testing and review.


Capabilities
The Thug's Endo Steel construction is its main improvement over the Warhammer. With the additional tonnage of armor, the Thug can sustain an attack for a longer time. Though carrying the same number of heat sinks as its grandfather, the Thug avoids some of the Warhammer's problems with heat by removing secondary energy weapons and mounting double heat sinks.

The Thug's main weapons are the twin Tiegart Particle Projection Cannons located in the arms. Similar to the Donal PPCs on the Warhammer, these cannons provide the knock-out punch needed by any heavy 'Mech. Though ten percent smaller, the Tiegart cannon matches the Donal in performance. Replacement parts are scarce, however, and fire control suffers greatly without a steady supply of parts. The system does contain several redundancy circuits, providing backup if needed.

Supporting the PPCs are two Bical-6 Short-Range Missile systems, one located in each side of the torso. These systems provide short-range firepower and free the Thug's arms for hand-to-hand combat. The Short-Range Missile system and PPCs work very well together, though rarely can all four weapons fire at the same target. When it does occur, though, such an attack is devastating, with only the strongest 'Mechs able to withstand a single barrage.

All missile loads are stored in the Cellular Ammunition Storage Equipment (CASE), which gives the Thug even more protection.


Technology Base: Inner Sphere 80 tons

Chassis Config: Biped Cost: 8,370,840 C-Bills

BV2: 1,640 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.0

Internal Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 320 Fusion Engine 22.5

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 18 (36) - Double (12 in engine) 8.0

Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 4.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 247 points - Standard 15.5

CASE Locations: 1 LT, 1 RT 1.0


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 34

Center Torso (rear):   16

R/L Torso: 17 25

R/L Torso (rear):   9

R/L Arm: 13 26

R/L Leg: 17 34


 

Weapons and Ammo Location Criticals Tonnage

PPC RA 3 7.0

PPC LA 3 7.0

SRM-6 RT 2 3.0

SRM-6 LT 2 3.0

Ammo: SRM-6 (15) RT 1 1.0

Ammo: SRM-6 (15) LT 1 1.0


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12736
THURSDAY, JANUARY 07, 2010
316 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12736]
Thug

Thug THG-11Eb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 80 Tons
MajorTom TRO 2750

Faction Availability


Thug THG-11Eb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Earthwerks VOL Endo-Steel

Power Plant: Pitban 320 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell Argon Standard Armor w/ CASE

Armament:

     2 ER PPCs

     2 Bical-6 SRM-6s

Manufacturer: Maltex Corporation

     Primary Factory: Errai

Communications System: Colmax 90

Targeting and Tracking System: TharHes Ares-5


This version of the Thug was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 80.00 tons

Chassis Config: Biped Cost: 8,730,840 C-Bills

BV2: 1,759 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.00

Internal Locations: 2 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 320 Fusion Engine 22.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 18 (36) - Double (12 in engine) 8.00

Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 247 points - Standard Armor 15.50

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 34

Center Torso (rear):   16

R/L Torso: 17 25

R/L Torso (rear):   9

R/L Arm: 13 26

R/L Leg: 17 34


 

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

ER PPC LA 15 3 7.00

SRM-6 RT 4 2 3.00

SRM-6 LT 4 2 3.00

@SRM-6 (15)

RT

1 1.00

@SRM-6 (15)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

4 2 2 2 0 4 0 Structure: 6  

Special Abilities: SRCH, EEE, ES, SOA, SRM 2/2/0


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5210
MONDAY, JANUARY 09, 2006
2393 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5210]
Black Knight

Black Knight BL6-KNT

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 75 Tons
MajorTom TRO 2750
Black Knight HMP (Heavy Metal Pro) File
Black Knight SSW (Solaris Skunk Werks) File

Faction Availability


Black Knight BL-6-KNT

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2578 (Restarted 3065)

Extinct By: Never


Chassis: Technicron 1L Endo-Steel

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Numall DuraBond Standard

Armament:

     1 Magna Hellstar II PPC

     2 McCorkel Large Lasers

     4 Maxell DT Medium Lasers

     1 Magna Small Laser

     1 Irian Beagle Active Probe

Manufacturer: Kong Interstellar Corporation

     Primary Factory: Connaught

Communications System: TransComm Alpha

Targeting and Tracking System: TransComm Beta


Overview
The Star League Army introduced the Black Knight into service in 2578. The Black Knight's heavy armor and offensive power make it the ideal command 'Mech for front-line units. At the same time, the arsenal of weapons allows the 'Mech to operate effectively on its own.

The communication system employs the latest technology to link the Black Knight with orbital satellites. The new Beagle Active Probe furthers the performance by picking up a much wider range of information and relaying it instantly to the pilot. The Beagle Probe can pierce standard ECM devices at short range and provide instant cataloguing of all military machines.


Capabilities
The Black Knight supports 13 tons of armor on an Endo Steel II frame. This structure provides all the support of a standard skeleton twice its weight. The resulting lighter frame allows the 'Mech to mount a heavier weapon mix and ample armor.

If the 'Mech has a problem, it is with heat build up. Even with 20 heat sinks, the 'Mech can still overheat quickly if the pilot is not careful with his weapon-fire selection.

The 'Mech's main weapon is the Magna Hellstar II Particle Projection Cannon, which provides quick and deadly firepower.

Twin McCorkel Large Lasers provide additional might. A head-mounted Magna small laser rounds out the weaponry and offers the advantage of being tied directly to the Beagle Active Probe. This tie-in allows the Beagle's scanner to ride a low-power laser pulse through any interfering objects. Due to the limited range of the laser, this is done only for analyzing the detail of nearby objects.


Technology Base: Inner Sphere 75 tons

Chassis Config: Biped Cost: 7,136,938 C-Bills

BV2: 1,551 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 4.0

Internal Locations: 7 LT, 7 RT

Engine: 300 Fusion Engine 19.0

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 20 - Single (12 in engine) 10.0

Heat Sink Locations: 2 LT, 2 RT, 2 LL, 2 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 208 points - Standard 13.0


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 23 29

Center Torso (rear):   10

R/L Torso: 16 24

R/L Torso (rear):   8

R/L Arm: 12 24

R/L Leg: 16 24


 

Weapons and Ammo Location Criticals Tonnage

Medium Laser RA 1 1.0

PPC RA 3 7.0

Medium Laser LA 1 1.0

Large Laser RT 2 5.0

Medium Laser RT 1 1.0

Large Laser LT 2 5.0

Medium Laser LT 1 1.0

Beagle Active Probe CT 2 1.5

Small Laser HD 1 0.5


 

Created using Solaris Skunk Werks
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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5215
MONDAY, JANUARY 09, 2006
1686 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5215]
Champion

Champion CHP-1N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 60 Tons
MajorTom TRO 2750
Champion HMP (Heavy Metal Pro) File
Champion SSW (Solaris Skunk Werks) File

Faction Availability


Champion CHP-1N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2602 (Restarted 3058)

Extinct By: Never


Chassis: Bergan XI

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: 2/Star Slab Ferro-Fibrous

Armament:

     1 Lubalin LB 10-X AC

     1 Harpoon-6 SRM-6 w/ Artemis IV FCS

     2 Magna Mk II Medium Lasers

     2 Martell Small Lasers

Manufacturer: Bergan Industries

     Primary Factory: New Earth

Communications System: Garret T-11C

Targeting and Tracking System: Mercury-IV


Overview
Introduced in 2602, the CHP-1N Champion is a heavy BattleMech designed to be fast and maneuverable, with an array of weaponry to give it good combat flexibility. Weighing in at 60 tons and with a top running speed of 86.4 kilometers per hour, the Champion was intended to fill the roles of a heavy reconnaissance and strike BattleMech. The 'Mech also often serves with main-line units in more general combat roles.

Many have criticized the vehicle as being over-engined, oversized, under-gunned, and too costly. Despite its critics, the Champion has become popular among its pilots as well as MechWarriors who serve alongside the Champion, for it performs well.


Capabilities
Its mass makes the CHP-1N Champion a heavy BattleMech, but it has feeble weaponry and light armor for this class. Though many other BattleMechs in the Champion's weight class are more heavily armed and armored, few can match its speed and maneuverability and, thus, its higher survival rate. To achieve this speed advantage, however, the 'Mech uses a Vlar 300 fusion engine, which itself masses nearly 20 tons, one-third of the Champion's overall mass.

Critics claim that a medium 'Mech in the 5O- to 55-ton range could obtain similar movement performance with a smaller engine, leaving room for almost as much weaponry and armor. Indeed, Earthwerks Incorporated bid for the same contract with a proposal for the GRF-3N, a modified version of its 55-ton Griffin, to achieve the same performance at notably less cost. Bergan Industries, manufacturer of the highly successful Locust, lobbied so intensively that its Champion proposal ultimately won out with an order for 200 machines.

The Champion's weaponry consists of one Lubalin Ballistics 10-X autocannon, one Harpoon-6 short-range missile launcher, a pair of Magna MkII Medium Lasers, and two Martell Small Lasers. Though carrying extra ammunition, the 'Mech sometimes must withdraw from combat early or close quickly to engage targets with its SRM and laser weaponry.

The 'Mech's greatest weakness may be that it tends to run somewhat hot when involved in heavy combat, due mostly to the low-efficiency heat sinks installed to reduce the overall cost. Many SLDF units have begun to remove the Champion's original heat sinks for replacement by a newer type that dissipates 100 percent more heat.

Bergan Industries continues to produce the Champion at two of its 'Mech facilities on New Earth.
 


Technology Base: Inner Sphere 60 tons

Chassis Config: Biped Cost: 5,702,800 C-Bills

BV2: 1,233 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   6.0

Engine: 300 Fusion Engine 19.0

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.0

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA

Armor: 143 points - Ferro-Fibrous 8.0

Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 20 24

Center Torso (rear):   8

R/L Torso: 14 18

R/L Torso (rear):   6

R/L Arm: 10 12

R/L Leg: 14 15


 

Weapons and Ammo Location Criticals Tonnage

LB 10-X AC RT 6 11.0

Medium Laser LT 1 1.0

Medium Laser LT 1 1.0

SRM-6 LT 2 3.04.0

Artemis IV FCS LT 1 1.0

Small Laser CT 1 0.5

Small Laser CT 1 0.5

Ammo: LB 10-X (20) RT 2 2.0

Ammo: SRM-6 (15) LT 1 1.0


 

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13908
SUNDAY, JUNE 06, 2010
175 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13908]
Champion

Champion CHP-1Nb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 60 Tons
MajorTom TRO 2750
Champion SSW (Solaris Skunk Werks) File

Faction Availability


Champion CHP-1Nb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: 2/Star Slab Ferro-Fibrous

Armament:

     1 Gauss Rifle

     1 ER PPC

Manufacturer: Bergan Industries

     Primary Factory: New Earth

Communications System: Garret T-11C

Targeting and Tracking System: Mercury-IV


This version of the Champion was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 60.00 tons

Chassis Config: Biped Cost: 5,736,000 C-Bills

BV2: 1,632 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 6 LT, 8 LA

Engine: 300 Fusion Engine 19.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 143 points - Ferro-Fibrous 8.00

Armor Locations: 1 HD, 2 CT, 3 RT, 8 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 20 24

Center Torso (rear):   8

R/L Torso: 14 18

R/L Torso (rear):   6

R/L Arm: 10 12

R/L Leg: 14 15

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RT 1 7 15.00

ER PPC LT 15 3 7.00

Ammo: Gauss Rifle (16)

RT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 16

5 3 3 3 0 3 0 Structure: 5  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5212
MONDAY, JANUARY 09, 2006
3021 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5212]
Exterminator

Exterminator EXT-4D

Standard Level 3 / 2750 Age of War/Star League [Experimental Tech] Inner Sphere  Biped 65 Tons
MajorTom TRO 2750
Exterminator HMP (Heavy Metal Pro) File
Exterminator SSW (Solaris Skunk Werks) File

Faction Availability


Exterminator EXT-4D

Rules Level: Experimental

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2630

Extinct By: 2790


Chassis: SL Special

Power Plant: Magna 390 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Chevron II

     Jump Capacity: 180 meters

Armor: Fibrolyte Armorscale Standard

Armament:

     1 Deadeye-10 LRM-10

     4 Averell Highpoint Medium Lasers

     1 Dinatech Mark III Small Laser

     1 Buzzsaw Anti-Missile System

Manufacturer: General Systems

     Primary Factory: Caph

Communications System: AR-12 Sheathed Directional Beacon

Targeting and Tracking System: DLK Type Phased Array Sensors


Overview
'Mechs are designed for specialized purposes, such as scouting on a desert planet or headquarters jamming. One of these in the era of specialization is the Exterminator, whose sole function is to target specific command 'Mechs and destroy them.

After successful field tests and practice exercises, the 'Mech finally went on active status in 2630, and it became popular with 'Mech units because of its sleek appearance and state-of-the-art battle systems. Being assigned to one of the most dangerous specialized missions, the Exterminator is equipped with the latest in ECM and null signature devices. It was also the first 'Mech to be equipped with the Chameleon Light Polarization Shield, which greatly reduced its chance of being seen.

[EDITOR'S NOTE: In spite of its extensive abilities, or perhaps because of them, the Exterminator did not survive the First Succession War. The various Successor State armies began to train specialized 'Mech lances purely to seek out and destroy Exterminators.]


Capabilities
The EXT-4D Exterminator design was conceived to be an efficient 'Mech assigned to carry out a specific mission. Accordingly, all of its systems were constructed and integrated with this single mission in mind.

First and foremost, the newly designed Magna 390XL engine offers vastly improved power-to-weight ratio. This gives the 65-ton Exterminator maneuverability similar to that of many 20-ton scout 'Mechs. The newly designed Chevron II jump jets offer even more latitude to the Exterminator's mode of operations.

Of special importance to the Exterminator's mission are its electronic countermeasure and null signature systems, many of which have subsequently been incorporated into other 'Mech designs as well. One of the most important stealth systems aboard the 'Mech are its heat baffles. When the Exterminator is in stealth mode, all the heat generated by normal operations, such as walking, is shunted out through a series of heat baffles in the 'Mech's feet. If the pilot is cautious, this waste heat is released into the ground and then dissipated into the surrounding area. Only direct heat sensors at close range can detect these warm areas of ground that are the Exterminator's footprints. When combined with the Phased Array Sensor System, the Sheathed Directional Communication Beacon, and the Chameleon Light Polarization Shield, the heat dissipaters allow the Exterminator to cover great distances with little chance of discovery.

The Exterminator is protected with standard Fibrolyte Armorscale but with improved anti-laser ablatives added to the first four layers. This gives the 'Mech an intense silver sheen when not screened, which must be kept clean to ensure efficiency of the reflective laser defense.

The Exterminator's weapons array is designed with close-in combat in mind because the 'Mech must infiltrate enemy positions and rapidly eliminate key commanders and their 'Mechs, then return to friendly lines. The two Averell Highpoint medium lasers on each of the 'Mech's forearms help it achieve this objective.

The EXT-4D is also equipped with a Deadeye LRM-10 Rack mounted on the upper central torso. Its only other weapons are a small, head-mounted Dinatech Mark III small laser and the Buzzsaw Anti-Missile System mounted on the right shoulder. This weapon can throw a stream of shells in the path of incoming missiles, with a good chance of destroying them before they hit the Exterminator. The system's automatic tracking and firing component frees up the 'Mech pilot for other matters while the Buzzsaw takes care of air defense.

Because of its extremely specialized mission, the Exterminator is not normally placed in standard 'Mech lance units. Instead, they are attached to Regimental Headquarters or higher, then assigned to smaller echelon units as needed. If a regiment is lucky, it might have more than one of these 'Mechs assigned to it. It is not unusual for Brigade or Divisional Headquarters to pull Exterminators away from their assigned regiments for missions elsewhere within the Divisional Area.

When not on a mission, Exterminators are assigned directly to a unit's Headquarters Lance, making it a temporary fifth member.
 

Technology Base: Inner Sphere 65 tons

Chassis Config: Biped Cost: 19,131,822 C-Bills

BV2: 1,602 Tech Rating/Era Availability: E/F-X-X


Equipment     Mass

Internal Structure:   6.5

Engine: 390 XL Engine 23.0

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 6.0

Heat Sinks: 10 (20) - Double (10 in engine) 0.0

Gyro: Standard 4.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 168 points - Standard 10.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 21

Center Torso (rear):   8

R/L Torso: 15 20

R/L Torso (rear):   8

R/L Arm: 10 18

R/L Leg: 15 19


 

Weapons and Ammo Location Criticals Tonnage

Medium Laser RA 1 1.0

Medium Laser RA 1 1.0

Medium Laser LA 1 1.0

Medium Laser LA 1 1.0

Anti-Missile System RT 1 0.5

LRM-10 LT 2 5.0

Small Laser HD 1 0.5

Ammo: Anti-Missile System (12) RT 1 1.0

Ammo: LRM-10 (12) CT 1 1.0

Null Signature System * 7 0.0

Chameleon LPS * 6 0.0


* The Null Signature System occupies 1 slot in every location except the HD.
* The Chameleon LPS occupies 1 slot in every location except the HD and CT.


 

Created using Solaris Skunk Werks
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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13909
SUNDAY, JUNE 06, 2010
170 DOWNLOADS
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Exterminator

Exterminator EXT-4Db

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 65 Tons
MajorTom TRO 2750
Exterminator SSW (Solaris Skunk Werks) File

Faction Availability


Exterminator EXT-4Db

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Extinct By: 2850


Chassis: Endo-Steel

Power Plant: Magna 390 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Chevron II

     Jump Capacity: 180 meters

Armor: Fribrolyte Armorscale Standard Armor

Armament:

     1 ER Large Laser

     6 Averell Highpoint Medium Lasers

     1 Small Laser

Manufacturer: General Systems

     Primary Factory: Caph

Communications System: AR-12 Sheathed Directional Beacon

Targeting and Tracking System: DLK Type Phased Array Sensors


This version of the Exterminator was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)

[Editors Note: It is unclear whether this model carried the Chameleon Light Polarization Shield and Nul-Signature System that made the Exterminator famous.]



Technology Base: Inner Sphere 65.00 tons

Chassis Config: Biped Cost: 16,111,672 C-Bills

BV2: 1,694 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 2 LT, 2 RT, 5 LA, 5 RA

Engine: 390 XL Fusion Engine 23.00

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 6.00

Heat Sinks: 11 (22) - Double (11 in engine) 1.00

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 208 points - Standard Armor 13.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 31

Center Torso (rear):   10

R/L Torso: 15 22

R/L Torso (rear):   8

R/L Arm: 10 20

R/L Leg: 15 29

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

2 Medium Lasers RT 6 2 2.00

2 Medium Lasers LT 6 2 2.00

2 Medium Lasers CT 6 2 2.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 17

6j 3 3 1 0 3 1 Structure: 3  

Special Abilities: ENE, SRCH, ES, SOA

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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5209
MONDAY, JANUARY 09, 2006
1783 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5209]
Flashman

Flashman FLS-8K

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 75 Tons
MajorTom TRO 2750
Flashman HMP (Heavy Metal Pro) File
Flashman SSW (Solaris Skunk Werks) File

Faction Availability


Flashman FLS-8K

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2701 (Restarted 3054)

Extinct By: Never


Chassis: FLS/HV-1

Power Plant: GM 375 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Kemplar 5000 Standard

Armament:

     3 Selitex Radonic Large Lasers

     5 Ichiba 3000 Medium Lasers

     1 Zippo Mark X Flamer

     1 Buzzsaw Anti-Missile System

Manufacturer: Renault-Prime Industries

     Primary Factory: Wasat

Communications System: Duotech 195

Targeting and Tracking System: Faust/Shinji AT/TS


Overview
The Flashman is one of the most underrated 'Mech designs of the Star League-era. Essentially a walking platform for a high-energy laser battery, it mounts a preponderance of energy weapons, along with the standard anti-missile cannon and an optional head-mounted antipersonnel flamer. This laser specialization makes the Flashman independent on the 'Mech battlefield, as it is not tied to ammunition supply lines. The Flashman can engage the enemy as long as its pilot remains conscious, making it one of the most sought-after designs in the Star League military.

[EDITOR'S NOTE: Fewer than 500 Flashman 'Mechs were operational at the beginning of the First Succession War. All were assigned to the front lines in the initial fighting. The factory complexes of the Flashman's producer, Renault-Prime, were slagged in 2796, destroying all molds, prototypes, spare parts, and blueprints. The few remaining Flashman 'Mechs continued to operate on the front lines, until the 'Mech all but disappeared from Successor State forces. Occasionally, a Flashman arm, leg, or other replacement part turns up on a current design, but unless more lostech is rediscovered, there is no chance of the Inner Sphere ever seeing an intact Flashman again.]


Capabilities
First produced in 2701, the FLS-8K Flashman is a heavy 'Mech designed for high-level combat. Its GM375XL engine is top-of-the-line engineering, generating power with unparalleled efficiency. Though not jump-capable, it is quite nimble for a 75-ton 'Mech.

The Flashman is one of the first designs to incorporate the new Faust/Shinji Auto-Tracking and Targeting System, which improves laser barrage fire and makes the Flashman one of the most accurate 'Mechs in existence.

The FLS-8K is armed with three Selitex Radionic large lasers mounted in either forearm and the center torso. Five Ichiba 3000 Medium Lasers complement their larger cousins and are mounted in the right and left torso and coaxially with the large lasers in the right and left arms. A rear-facing mount is also included, along with a Buzzsaw Anti-Missile System and a Zippo Mark X Anti-Personnel Flame Gun in a head mount beneath the pilot's cockpit. Fifteen improved SL-13 heat sinks efficiently purge the weapons of waste heat.

The Flashman is protected by standard Kemplar 5000 armor capable of taking extensive punishment before system failure develops.

The Flashman is most useful when assigned to line regiments. When more of them become available, each Assault and Heavy Lance of a regiment might include a Flashman to provide energy-weapon support during attacks on prepared positions or in general field combat. The 'Mech is also ideally suited for a rear-guard role when the rest of the lance runs low on ammunition.

[EDITOR'S NOTE: The need to reload was the reason for many assault failures during the Succession Wars. If more 'Mechs like the Flashman had been available, perhaps more decisive engagements could have been conducted.]

Flashman 'Mechs usually serve as the "Fire Brigade" of an assault lance. During an advance, they follow a little to the rear, scanning for ambushes and offering supporting fire against hardpoints directed at the forward 'Mechs. In addition, when a defense force seems to waver, the Flashman can be utilized in a kamikaze charge, laying down fire all the way. If no reserves are available to the defenders, this tactic has a high probability of success, but when reinforcements are able to arrive, this type of action usually results in a disabled Flashman.
 


Technology Base: Inner Sphere 75 tons

Chassis Config: Biped Cost: 17,830,124 C-Bills

BV2: 1,779 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure:   7.5

Engine: 375 XL Engine 19.5

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 15 (30) - Double (15 in engine) 5.0

Gyro: Standard 4.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 216 points - Standard 13.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 23 25

Center Torso (rear):   16

R/L Torso: 16 22

R/L Torso (rear):   10

R/L Arm: 12 24

R/L Leg: 16 27

 

Weapons and Ammo Location Criticals Tonnage

Large Laser RA 2 5.0

Medium Laser RA 1 1.0

Large Laser LA 2 5.0

Medium Laser LA 1 1.0

Medium Laser RT 1 1.0

Anti-Missile System RT 1 0.5

Large Laser CT 2 5.0

Medium Laser LT 1 1.0

(R) Medium Laser LT 1 1.0

Flamer HD 1 1.0

Ammo: Anti-Missile System (12) RT 1 1.0

 

 

Created using Solaris Skunk Werks
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Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5214
MONDAY, JANUARY 09, 2006
1551 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5214]
Lancelot

Lancelot LNC25-01

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 60 Tons
MajorTom TRO 2750
Lancelot HMP (Heavy Metal Pro) File
Lancelot SSW (Solaris Skunk Werks) File

Faction Availability


Lancelot LNC25-01

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2581 (Restarted 3054)

Extinct By: Never


Chassis: MangoTech 500 SJ

Power Plant: Hermes 360 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: PanzerSlab Type 5 Standard

Armament:

     1 Kinslaughter PPC

     2 Krupp Model 32 Large Lasers

     1 Krupp Model 2 Medium Laser

Manufacturer: Krupp Stellar Technologies Incorporated

     Primary Factory: Mars

Communications System: Krupp-COMM 500

Targeting and Tracking System: KBC Starsight Model


Overview
In 2581, Krupp Stellar Technologies Inc. was awarded a Star League contract to produce a medium combat BattleMech. Though well-known for their weapons and battle computers, Krupp had yet to produce a 'Mech for the Star League military. Thus did their engineers outdo themselves in the effort to perfect their design, which they named the Lancelot, and which came in slightly overweight, in the heavy classification.

The Star League Quartermaster Command had laid down relatively simple criteria for the prototype. They asked for a 'Mech that could operate with limited dependency on ammunition or support and that was fast enough for mobile operation. In addition to these qualities, they asked for sufficient firepower to make the 'Mech a viable force in combat.

Faced with these demands, the design staff at Krupp Stellar equipped the Lancelot with the Hermes 360XL engine system. The XL is a rare engine series that produces extended output and endurance and weighs less than conventional fusion plants.

During trial runs on Soul during the spring of 2581, the Star League officials were impressed with the Lancelot's displays of firepower and speed. Though Krupp Stellar Technologies was a relatively small firm and the Lancelot would be its first BattleMech, the SLDF granted a contract for an initial order of 250 'Mechs.


Capabilities
The Lancelot is a superior design from a number of standpoints. Its most important design feature is the Hermes 360XL power plant. Subtle alterations in shielding placement and core positioning allowed the engine's designers to drop tons from the weight of the power plant. This allowed the addition of several more heat sinks in the 'Mech's center torso, giving it superior heat-venting capability. Designers also added armor to critical locations.

The Krupp KBC battle computer had long been a standard that other firms used. In the Lancelot, the computer was programmed to monitor a wider range of input to match the capabilities of the engine and the computer. Thus, a Lancelot pilot can check such factors as current armor status and skin temperature. More important, the Lancelot's internal monitoring systems do not inhibit the other abilities of the BattleMech in a fighting environment.

The Lancelot's targeting and tracking system, the Krupp KBC Starsight Model 3, is a perfect example of a manufacturer taking full advantage of a system's abilities. In a fierce battlefield situation, where hundreds of projectiles can fill the air in a matter of seconds, the Starsight singles out those 'Mechs targeting the Lancelot, highlighting them for immediate attention. Not only is this a strong advantage in a large-scale battle, but the Model 3 also instantly identifies the most serious threat. Most targeting systems can monitor up to 20 different targets simultaneously, but the Starsight Model 3 can manage up to 50, depending on the situation.

The Lancelot's profile is lean compared to most 'Mechs of the same production era. There are subtle curves in the contour of the PanzerSlab Type 5 Armor plates where many 'Mechs show corners and blunt edges. This tends to give the LNC 25-01 a narrower silhouette for enemy BattleMechs to target and hit.

The Lancelot's main weaponry is not overly impressive for a 'Mech of its weight, however. The Kinslaughter PPC is well-known for its difficulties in insulation. If not properly maintained, it will begin to generate more heat than most weapons of the same type, making preventive maintenance more of a priority than on other 'Mechs. The Lancelot's other weapons are good. The Krupp Model 32 Large Lasers (known as "Fur Burners" among MechWarriors who use and favor them) are renowned for their performance, especially when linked with the capabilities of a KBC Battle Computer. The Lancelot also mounts a Krupp Model 12 Medium Laser in its center torso.
 


Technology Base: Inner Sphere 60 tons

Chassis Config: Biped Cost: 13,025,599 C-Bills

BV2: 1,422 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure:   6.0

Engine: 360 XL Engine 16.5

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 13 (26) - Double (13 in engine) 3.0

Gyro: Standard 4.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA

Armor: 152 points - Standard 9.5


 

  Internal Armor

  Structure Factor

Head: 3 7

Center Torso: 20 21

Center Torso (rear):   16

R/L Torso: 14 16

R/L Torso (rear):   10

R/L Arm: 10 14

R/L Leg: 14 14


 

Weapons and Ammo Location Criticals Tonnage

Large Laser RA 2 5.0

Large Laser LA 2 5.0

PPC RT 3 7.0

Medium Laser CT 1 1.0


 

Created using Solaris Skunk Werks
Downloadable here

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13910
SUNDAY, JUNE 06, 2010
206 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13910]
3025 Thunderbolt

Thunderbolt TDR-5Sb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 65 Tons
MajorTom TRO 2750
Thunderbolt SSW (Solaris Skunk Werks) File

Faction Availability


Thunderbolt TDR-5Sb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Endo-Steel

Power Plant: Magna 260 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ryerson 150 Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 Delta Dart LRM-15 w/ Artemis IV FCS

     3 Diverse Optics Type 18 Medium Lasers

     1 Streak SRM-2

     2 Small Pulse Lasers

Manufacturer: Eathwerks Incorporated

     Primary Factory: Keystone

Communications System: Neil 8000

Targeting and Tracking System: RCA Instatrac Mark X


This version of the Thunderbolt was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 65.00 tons

Chassis Config: Biped Cost: 6,315,410 C-Bills

BV2: 1,613 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 2 CT, 2 LT, 4 LA, 2 RA, 2 LL, 2 RL

Engine: 260 Fusion Engine 13.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 14 (28) - Double (10 in engine) 4.00

Heat Sink Locations: 2 LT, 1 RT, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 208 points - Standard Armor 13.00

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 30

Center Torso (rear):   11

R/L Torso: 15 24

R/L Torso (rear):   6

R/L Arm: 10 20

R/L Leg: 15 29

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

2 Small Pulse Lasers LA 4 2 2.00

LRM-15 RT 5 3 7.00

Artemis IV FCS

RT

1 1.00

Streak SRM-2 RT 2 1 1.50

3 Medium Lasers LT 9 3 3.00

Ammo: LRM-15 (Artemis) (16)

RT

2 2.00

Ammo: Streak SRM-2 (50)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 16

4 4 4 2 0 3 1 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA, IF 1

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12731
WEDNESDAY, JANUARY 06, 2010
399 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12731]
3025 Warhammer

Warhammer WHM-6Rb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Warhammer WHM-6Rb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: 2810


Chassis: StarCorps 100 Standard

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leviathon Plus Ferro-Fibrous

Armament:

     2 Donal PPCs

     1 Holly SRM-6 w/ Artemis IV FCS

     2 Martell Medium Lasers

     2 Magna Small Lasers

     2 SperryBrowning Machine Guns

Manufacturer: StarCorps Industries

     Primary Factory: Emris IV

Communications System: O/P 3000 COMSET

Targeting and Tracking System: O/P 1500 ARB


This version of the Warhammer was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 6,537,583 C-Bills

BV2: 1,431 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure: Standard 7.00

Engine: 280 Fusion Engine 16.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 17 (34) - Double (11 in engine) 7.00

Heat Sink Locations: 3 LT, 1 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 179 points - Ferro-Fibrous 10.00

Armor Locations: 1 HD, 1 CT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 25

Center Torso (rear):   9

R/L Torso: 15 20

R/L Torso (rear):   8

R/L Arm: 11 20

R/L Leg: 15 20

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

PPC LA 10 3 7.00

Machine Gun RT 0 1 0.50

Small Laser RT 1 1 0.50

Medium Laser RT 3 1 1.00

SRM-6 RT 4 2 3.00

Artemis IV FCS

RT

1 1.00

Machine Gun LT 0 1 0.50

Small Laser LT 1 1 0.50

Medium Laser LT 3 1 1.00

@SRM-6 (15)

RT

1 1.00

@MG (200)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 14

4 4 3 2 0 3 0 Structure: 6  

Special Abilities: SRCH, EEE, ES, SOA, SRM 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13912
SUNDAY, JUNE 06, 2010
271 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13912]
3025 Warhammer

Warhammer WHM-7A

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 70 Tons
MajorTom TRO 2750

Faction Availability


Warhammer WHM-7A

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Endo-Steel

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leviathon Plus Standard Armor w/ CASE

Armament:

     2 ER PPCs

     1 Holly SRM-6 w/ Artemis IV FCS

     4 Martell Medium Lasers

     2 Small Pulse Lasers

Manufacturer: StarCorps Industries

     Primary Factory: Emris IV

Communications System: O/P 3000 COMSET

Targeting and Tracking System: O/P 1500 ARB


This version of the Warhammer was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 70.00 tons

Chassis Config: Biped Cost: 7,137,333 C-Bills

BV2: 1,679 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 280 Fusion Engine 16.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 16 (32) - Double (11 in engine) 6.00

Heat Sink Locations: 2 LT, 1 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 208 points - Standard Armor 13.00

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 22 33

Center Torso (rear):   10

R/L Torso: 15 22

R/L Torso (rear):   8

R/L Arm: 11 20

R/L Leg: 15 28

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

ER PPC LA 15 3 7.00

SRM-6 RT 4 2 3.00

Artemis IV FCS

RT

1 1.00

Medium Laser RT 3 1 1.00

Small Pulse Laser RT 2 1 1.00

Medium Laser LT 3 1 1.00

Small Pulse Laser LT 2 1 1.00

2 Medium Lasers CT 6 2 2.00

Ammo: SRM-6 (Artemis) (15)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 17

4 4 4 2 0 3 1 Structure: 6  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5583
THURSDAY, FEBRUARY 02, 2006
1558 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5583]
Crab

Crab CRB-27

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 2750
Crab HMP (Heavy Metal Pro) File
Crab SSW (Solaris Skunk Werks) File

Faction Availability


Crab CRB-27

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2719 (Restarted 3056)

Extinct By: Never


Chassis: Hollis Mark 1A

Power Plant: Magna 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Paulina Ferro-Fibrous

Armament:

     2 RAMTech 1200 Large Lasers

     1 Ceres Arms Medium Laser

     1 Exostar Small Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Garret T11-b

Targeting and Tracking System: Garret D2j


Overview
The Crab was designed to be a medium raider and guerrilla fighter. First built in 2719, fewer than 1,000 of this design have been delivered to their assignments so far. Initial reports on the design were good, but the 'Mech's lack of hands and inability to jump have reduced its usefulness as a raider. The Crab possesses good overall speed and can survive for weeks without resupply. All of its weapons are energy-based, which makes the Crab slightly hotter to operate than other 'Mechs of its class. [EDITOR'S NOTE: It is likely that the Crab would have become the standard medium 'Mech of the SLDF had events not forced General Kerensky and his loyalists to leave the Inner Sphere.]


Capabilities
The Crab contains little new technology. Except for the targeting system and the communications equipment, every major component on the Crab has been proven on another 'Mech design. Techs dream of assignment to a Crab, because the maintenance time is less than half that for other 'Mechs in its class. A Crab Walk is synonymous with easy duty. Only the communications equipment gives the Techs any problems.

The Dalban Series K communications network was designed to be fully self-contained. The system houses seven microprocessors, each capable of performing its own special duty as well as duplicating the operations of the other six. More than a communication systems, the Dalban network can identify the 'Mech's exact location on the world and locations of any known units on the planet. The system keeps the information current by monitoring all radio frequencies and short-wave bands. When operating behind enemy lines, the system can forecast enemy troop movements, differentiating between suspected positions and known positions, and project a path for arriving at any goal. Though not foolproof, the system does give the pilot an excellent recon report prior to his patrol. Unfortunately, the system is difficult to maintain. Damage to one of the processors normally requires its complete removal. The system redundancy was absolutely necessary to keep the system on line during combat.

The Crab's armor protection is generally good. The arms and legs are especially well-protected, with Ferro-Fibrous Armor used throughout. Its weakest areas of protection are the left and right torsos, but even those areas can withstand a direct PPC blast without a breach.

The 'Mech's weapons systems are functional, but uninspired. The large lasers are a matched set, housed in the claws and forearms of each arm. They provide an excellent arc of fire but are easily damaged during hand-to-hand fighting. Pilots have a tendency to use the huge weapons as clubs, knocking the focusing mirrors out of alignment and rendering the laser inoperable. Though the adjustment is easy to perform, it requires several minutes outside the cockpit with the pilot's head buried in the elbow of the 'Mech.

To provide a secondary line of defense, a medium Ceres Arms laser and ExoStar small laser were added in the center torso and head, respectively. The medium laser is well-protected from the engine, and heat sinks allow an unrestricted flow of heat through the center torso and out of the back. The headmounted small laser is normally used only as a last resort. Ineffective at long ranges, it is best used against soft targets, such as infantry and rioting civilians. The cockpit is well-insulated from the heat of the engine and the small laser. Pilots appreciate the relative comfort of piloting a Crab.

The 'Mech's ejection seat varies from the standard design. The pilot has two methods of escape. If an explosion is imminent, the top hatch is blown back and the seat is jettisoned through the roof of the 'Mech. Seat thrusters stabilize the descent to a controlled fall, and the pilot lands roughly 200 meters from his machine. If no explosion is likely, the seat is rotated 90 degrees and fired out the back. The pilot will land 20 to 50 meters from his 'Mech after a much shorter and gentler ride.
 


Technology Base: Inner Sphere 50 tons

Chassis Config: Biped Cost: 4,050,875 C-Bills

BV2: 1,198 Tech Rating/Era Availability: E/D-F-D


Equipment     Mass

Internal Structure:   5.0

Engine: 250 Fusion Engine 12.5

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 16 - Single (10 in engine) 6.0

Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA

Armor: 161 points - Ferro-Fibrous 9.0

Armor Locations: 7 LT, 7 RT


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 20

Center Torso (rear):   8

R/L Torso: 12 16

R/L Torso (rear):   6

R/L Arm: 8 16

R/L Leg: 12 24


 

Weapons and Ammo Location Criticals Tonnage

Large Laser RA 2 5.0

Large Laser LA 2 5.0

Medium Laser CT 1 1.0

Small Laser HD 1 0.5


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12646
WEDNESDAY, DECEMBER 23, 2009
285 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12646]
Crab

Crab CRB-27b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 2750

Faction Availability


Crab CRB-27b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2719

Extinct By: 2810


Chassis: Hollis Mark 1A Standard

Power Plant: Magna 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Paulina Ferro-Fibrous

Armament:

     2 ER Large Lasers

     1 Ceres Arms Medium Laser

     1 Exostar Small Laser

Manufacturer: Cosara Weaponries

     Primary Factory: Northwind

Communications System: Garret T11-b

Targeting and Tracking System: Garret D2j


This version of the Crab was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 4,470,875 C-Bills

BV2: 1,308 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 5.00

Engine: 250 Fusion Engine 12.50

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 16 (32) - Double (10 in engine) 6.00

Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 161 points - Ferro-Fibrous 9.00

Armor Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 20

Center Torso (rear):   8

R/L Torso: 12 16

R/L Torso (rear):   6

R/L Arm: 8 16

R/L Leg: 12 24


 

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

ER Large Laser LA 12 2 5.00

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 13

5 3 3 2 0 2 0 Structure: 4  

Special Abilities: ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13838
WEDNESDAY, MAY 26, 2010
196 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13838]
3025 Griffin

Griffin GRF-2N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750
Griffin SSW (Solaris Skunk Werks) File

Faction Availability


Griffin GRF-2N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Rawlings 55

     Jump Capacity: 150 meters

Armor: Ferro-Fibrous w/ CASE

Armament:

     1 ER PPC

     2 SRM-6s

     1 Guardian ECM Suite

Manufacturer: Earthwerks Incorporated

     Primary Factory: Keystone

Communications System: Neil 6000

Targeting and Tracking System: Octagon Tartrac, System C


This version of the Griffin was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,914,757 C-Bills

BV2: 1,606 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 1 HD, 1 CT, 5 RT, 5 RA, 2 RL

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50

Heat Sinks: 11 (22) - Double (11 in engine) 1.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 179 points - Ferro-Fibrous 10.00

Armor Locations: 6 LT, 6 LA, 2 LL

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 27

Center Torso (rear):   7

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 18

R/L Leg: 13 24

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 3 7.00

SRM-6 RT 4 2 3.00

SRM-6 LT 4 2 3.00

Guardian ECM Suite LT 0 2 1.50

Ammo: SRM-6 (30)

RT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 16

5j 1 1 1 0 2 1 Structure: 5  

Special Abilities: ECM, CASE, SRCH, ES, SOA, SRM 1/1/0

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5582
THURSDAY, FEBRUARY 02, 2006
1201 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5582]
Kintaro

Kintaro KTO-19

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750
Kintaro HMP (Heavy Metal Pro) File
Kintaro SSW (Solaris Skunk Werks) File

Faction Availability


Kintaro KTO-19

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2587

Extinct By: 2795


Chassis: Technicron-1

Power Plant: Core Tek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leopard V Ferro-Fibrous

Armament:

     2 Hovertec-6 SRM-6s

     2 Magna Medium Lasers

     1 Holly-5 LRM-5

     1 Narc Missile Beacon

Manufacturer: General Mechanics

     Primary Factory: Mars

Communications System: OmniComm 3

Targeting and Tracking System: Starbeam 3000


Overview
The Kintaro is a rare example of a 'Mech designed around a weapon system, the Narc Missile Beacon. The 'Mech was to incorporate the Narc system, with ample firepower to take advantage of any hit achieved by the Narc pods. The 'Mech would be mainly an offensive weapon, able to work with a variety of other 'Mechs, but also required to carry maximum armor. The primary mission of the new 'Mech was to deliver the Narc pods to the target and let its lancemates provide the punishment. In 2587, the Quartermaster Command approved the General Mechanics Kintaro design.

Primarily a missile-carrier, the Kintaro packs a considerable punch. It is not a raider, however. Though it carries ample supplies for a single engagement, it is almost constantly in need of resupply. As any fight wears on, the effectiveness of the Kintaro decreases geometrically. Once the Narc Pods are gone, the Kintaro usually begins to look for a way out of the fighting.


Capabilities
Rarely has the introduction of a single weapon system caused as much stir as the unveiling of the Narc Missile Beacon. Introduced in 2587, the Narc system and the Kintaro were a matched set. The Narc system was a radically new way to activate a missile's target-acquisition computer. Special missiles, called pods, were fitted with powerful homing beacons behind a magnetic head. If a hit was achieved, the Narc Pod would emit a clear homing signal for all Narc-equipped missile systems in the area. Target lock-on was virtually guaranteed with the Narc in place.

The Kintaro mounts the Narc Missile Beacon in the heavily protected center torso, directly over the engine. Thickly shielded, the internal workings of the Kintaro mesh completely with the Narc. The Narc Pods are housed in the right torso and fed to the firing system by a sophisticated autoloader. The overall system is very reliable, but somewhat spread out. Although protected by tons of Ferro-Fibrous armor, the Narc System is vulnerable to any breach in the upper torso. The launcher is, however, of fairly standard design and can easily be replaced.

The twin HoverTec short-range missile launchers, while similar in effect, are totally different in design. The torso-mounted system is fairly standard. Very compact, the reloads sit next to the launcher, providing an excellent rate of fire and a high reliability rating. The left-arm system, however, is a technician's nightmare. Installed to provide a wider arc of fire, the arm-mounted autoloader requires daily maintenance. The lower arm houses both the Holly-5 long-range missile launcher and one of the HoverTec-6 SRMs. The reloads, however, are stored in the left torso. When reloading occurs, the missiles travel down the upper arm into the launch tubes. Reloading requires three seconds, during which time the arm must remain nearly motionless. The system automatically locks the arm in place for the moment required, but any movement in the system invariably causes a jam in the upper arm. The time it take to clear the jam varies greatly, but usually takes at least an hour.

The Holly-5 LRM uses the same principle and works like a charm. Missiles are stored in the torso and fed through the upper arm to the launcher on the forearm. When jamming occurs, it is in the storage area, prior to the missile's entry into the loading tube, but jamming is rare. Why the two systems show such differences in performance is not known.

The twin medium lasers mounted on the right arm are more for the pilot's peace of mind than to fight the enemy. It is a comfort to a MechWarrior if he always has something to fall back on when times get tough. The lasers provide a good arc of fire and work well as a supplement to the missile systems.


 


Technology Base: Inner Sphere 55 tons

Chassis Config: Biped Cost: 4,798,907 C-Bills

BV2: 1,160 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   5.5

Engine: 275 Fusion Engine 15.5

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.0

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 179 points - Ferro-Fibrous 10.0

Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 26

Center Torso (rear):   10

R/L Torso: 13 18

R/L Torso (rear):   8

R/L Arm: 9 18

R/L Leg: 13 23


 

Weapons and Ammo Location Criticals Tonnage

Medium Laser RA 1 1.0

Medium Laser LA 1 1.0

LRM-5 LA 1 2.0

SRM-6 LA 2 3.0

SRM-6 RT 2 3.0

Narc Missile Beacon CT 2 3.0

Ammo: SRM-6 (15) RT 1 1.0

Ammo: Narc (Homing) (6) RT 1 1.0

Ammo: Narc (Homing) (6) RT 1 1.0

Ammo: SRM-6 (15) LT 1 1.0

Ammo: LRM-5 (24) LT 1 1.0


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12647
WEDNESDAY, DECEMBER 23, 2009
219 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12647]
Kintaro

Kintaro KTO-19b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750

Faction Availability


Kintaro KTO-19b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2600

Extinct By: 2795


Chassis: Technicron-1 Standard

Power Plant: Core Tek 275 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Leopard V Ferro-Fibrous w/ CASE

Armament:

     1 LRM-15

     2 Hovertec-6 SRM-6s

     2 Magna Medium Lasers

     1 Narc Launcher

Manufacturer: General Mechanics

     Primary Factory: Mars

Communications System: OmniComm 3

Targeting and Tracking System: Starbeam 3000


This version of the Kintaro was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 10,119,907 C-Bills

BV2: 1,265 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 275 XL Engine 8.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 185 points - Ferro-Fibrous 10.50

Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 27

Center Torso (rear):   9

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 18

R/L Leg: 13 26


 

Weapons and Ammo Location Heat Criticals Tonnage

2 Medium Lasers RA 6 2 2.00

SRM-6 LA 4 2 3.00

LRM-15 LA 5 3 7.00

SRM-6 RT 4 2 3.00

Narc Launcher CT 0 2 3.00

@Narc (Homing) (12)

RT

2 2.00

@SRM-6 (Narc) (15)

RT

1 1.00

@LRM-15 (Narc) (16)

LT

2 2.00

@SRM-6 (Narc) (15)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 13

5 2 2 1 0 2 0 Structure: 3  

Special Abilities: SNARC, SRCH, EEE, ES, SOA, SRM 2/2/0, IF 1


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12643
WEDNESDAY, DECEMBER 23, 2009
309 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12643]
3025 Phoenix Hawk

Phoenix Hawk PXH-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 ER Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,698,390 C-Bills

BV2: 1,512 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15


 

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 15

6j 2 2 2 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12644
WEDNESDAY, DECEMBER 23, 2009
271 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12644]
3025 Phoenix Hawk

Phoenix Hawk PXH-1c

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1c

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2780

Extinct By: 2845


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 Snub-Nose PPC

     1 ER Large Laser

     2 Medium Lasers

     2 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,712,890 C-Bills

BV2: 1,443 Tech Rating/Era Availability: E/X-X-F


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 144 points - Standard Armor 9.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 12

R/L Leg: 11 20


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Snub-Nose PPC RA 10 2 6.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

Machine Gun LA 0 1 0.50

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14

6j 3 2 1 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5585
THURSDAY, FEBRUARY 02, 2006
1474 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5585]
Sentinel

Sentinel STN-3L

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750
Sentinel HMP (Heavy Metal Pro) File
Sentinel SSW (Solaris Skunk Werks) File

Faction Availability


Sentinel STN-3L

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2651 (Restarted 3055)

Extinct By: Never


Chassis: Defiant V

Power Plant: Pitban 240 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Standard

Armament:

     1 Ultra AC/5

     1 Streak SRM-2

     1 Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


Overview
The STN-3L Sentinel is a medium BattleMech, though its 40-ton mass puts it at the low end of its class. Designed to provide battalion-level BattleMech support for infantry and light-armor units, the 'Mech has good maneuverability, long-range hitting power, and an advanced communications system. Equipped with the powerful VidCom-17 and Targa-7 long-range targeting and tracking system, the Sentinel is ideal for use in patrols or as a mobile observation post. The 'Mech also carries a StarLink/Benicia Model AS829G communications system. Capable of simultaneous operation on multiple frequencies, this system not only allows the Sentinel to monitor closely and to command units operating under it, but also keeps the 'Mech in close contact with rear-area artillery units, calling for fire when needed.

Defiance Industries first produced the Sentinel in 2651 for use by House Steiner's private army. The 'Mech appeared one year after the Star League Council had passed an amendment allowing the Council Lords to double their personal household forces. Originally intended for infantry support, the 'Mech soon moved on to the role of guarding military installations and major land holdings of the Steiner family. By the early 28th Century, the design was also in use by the Star League Defense Forces as well as the Davion and Marik private armies.


Capabilities
The STN-3L's 40-ton frame is powered by the 11.5 ton, Pitban 240 fusion engine, giving the 'Mech a walking speed of 65.4 kph and a top running speed of 97.1 kph. Shortly after the 'Mech's original deployment, concern arose over the choice of the Pitban 240 because of rumors about shielding problems with the Pitban 240s that Defiance Industries was producing under license. After a number of Sentinels were pulled from the field because of chronic over-heating, an investigation took place. This investigation found that the heat circulation system was at fault, rather than the engine shielding. The faulty components were replaced in most existing 'Mechs and all later production versions.

The Sentinel is well-equipped for combat, carrying a single KWI-5 Ultra Autocannon, a single Defiance Streak-2 SRM Launcher, and a single Defiance B-1A Small Laser. Kawabata Weapons Inc. produced the AC/5 Ultra especially for Defiance Industries. The weapon gives the 'Mech good long-range fire capability, with an effective range exceeding that of LRMs and standard AC/5s. Another special feature of this weapon is its ability to fire rounds at double the rate of a standard AC/5. Though this autocannon fire is not as accurate as would be a pair of standard AC/5s, the Ultra does give an equivalent volume of fire.

Unfortunately, besides generating much heat and burning through ammunition supplies quickly, the extremely high rate of fire has caused some other major problems, particularly on the early STN-3Ls. When fired at its maximum rate, the weapon vibrates violently, causing the internal circuitry in the BattleMech's weapon arm to fail. This often causes a total loss of control of the arm, effectively rendering the AC/5 useless and cutting the Sentinel's combat capabilities almost in half. Though repairs for this problem are simple, the problem keeps the 'Mech out of combat for half an hour or more during repairs.

The current STN-3L has been modified to reduce the chance of disturbances to circuitry. Even these modifications have not solved the problem totally, with an estimated 3 percent chance that the problem will occur whenever the AC/5 Ultra fires at its maximum rate.

The Sentinel was not designed to engage in close combat, relying instead on its AC/5 Ultra to hold off enemy units at long range, but it can defend itself if an enemy gets close. Tucked away inside the Sentinel's right torso is its Defiance Streak-2 SRM Launcher, linked to a Targa-7 fire control system. This short-range missile system is designed to guarantee a hit against any target onto which the pilot can get a lock. A special feature of this system prevents the weapon from firing at a target when there is no lock-on. This saves ammunition by preventing shots that would miss anyway. Unlike a standard SRM, whose shotgun effect may result in some misses and some hits, the Streak SRM hits with all its missiles. This gives the unit the effective average firepower of the heavier and more wasteful SRM-4 system, but with considerably less variation in damage effects.

When designed, the Sentinel was equipped with a Defiance A-1 small laser instead of the B-1A model of current designs. However, the original A-1 small laser was prone to problems after extended field operations, and so the more rugged B-1A was substituted. In 2678, all Sentinels were refitted with the single Defiance B-1A small laser, which is mounted in the right torso, just below the Streak-2 SRM launcher.
 


Technology Base: Inner Sphere 40 tons

Chassis Config: Biped Cost: 3,266,830 C-Bills

BV2: 717 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   4.0

Engine: 240 Fusion Engine 11.5

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.0

Heat Sink Locations: 1 LT

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 88 points - Standard 5.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 10

Center Torso (rear):   7

R/L Torso: 10 8

R/L Torso (rear):   5

R/L Arm: 6 8

R/L Leg: 10 10


 

Weapons and Ammo Location Criticals Tonnage

Ultra AC/5 LA 5 9.0

Small Laser RT 1 0.5

Streak SRM-2 RT 1 1.5

Ammo: Streak SRM-2 (50) RT 1 1.0

Ammo: Ultra AC/5 (20) LT 1 1.0


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13837
WEDNESDAY, MAY 26, 2010
125 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13837]
Sentinel

Sentinel STN-3Lb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750
Sentinel SSW (Solaris Skunk Werks) File

Faction Availability


Sentinel STN-3Lb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 240 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ferro-Fibrous

Armament:

     1 Gauss Rifle

     1 Medium Laser

     1 Defiance B-1A Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


This version of the Sentinel was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 40.00 tons

Chassis Config: Biped Cost: 6,307,030 C-Bills

BV2: 1,260 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 2 CT, 7 LT, 3 LA, 2 LL

Engine: 240 XL Fusion Engine 6.00

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 134 points - Ferro-Fibrous 7.50

Armor Locations: 5 RT, 7 RA, 2 RL

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 17

Center Torso (rear):   6

R/L Torso: 10 14

R/L Torso (rear):   5

R/L Arm: 6 12

R/L Leg: 10 20

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle LA 1 7 15.00

Small Laser RT 1 1 0.50

Medium Laser RT 3 1 1.00

Ammo: Gauss Rifle (16)

LT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 13

6 3 2 2 0 2 0 Structure: 2  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13907
SUNDAY, JUNE 06, 2010
185 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13907]
3025 Shadow Hawk

Shadow Hawk SHD-2Hb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750
Shadow Hawk SSW (Solaris Skunk Werks) File

Faction Availability


Shadow Hawk SHD-2Hb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: Core Tek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Pitban LFT-50

     Jump Capacity: 90 meters

Armor: Ferro-Fibrous w/ CASE

Armament:

     1 LB 10-X AC

     2 Martell Medium Lasers

     2 Streak SRM-2s

Manufacturer: Lang Industries Incorporated

Communications System: O/P 300 COMSET

Targeting and Tracking System: O/P 2000A


This version of the Shadow Hawk was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,394,957 C-Bills

BV2: 1,354 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50

Heat Sinks: 11 (22) - Double (11 in engine) 1.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Ferro-Fibrous 8.50

Armor Locations: 3 LT, 3 RT, 4 LA, 4 RA

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 23

Center Torso (rear):   8

R/L Torso: 13 18

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 16

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Streak SRM-2 RT 2 1 1.50

LB 10-X AC LT 2 6 11.00

Streak SRM-2 HD 2 1 1.50

Ammo: LB 10-X (20)

RT

2 2.00

Ammo: Streak SRM-2 (50)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14

5/2j 3 3 1 0 2 0 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA, FLK 0/0/0

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12648
WEDNESDAY, DECEMBER 23, 2009
349 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12648]
/files/members/69/Wolverine_II_OpK

Wolverine II WVR-7H

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750
Wolverine II SSW (Solaris Skunk Werks) File

Faction Availability


Wolverine II WVR-7H

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Crucis XL Endo-Steel

Power Plant: CoreTek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Anderson 500

     Jump Capacity: 150 meters

Armor: Armorscale Ferro-Fibrous w/ CASE

Armament:

     1 Whirlwind II Ultra AC/5

     1 Harpoon 6 SRM-6 w/ Artemis IV FCS

     1 Raker V Medium Pulse Laser

Manufacturer: Kallon Industries and SLDF Research Division

     Primary Factory: New Earth

Communications System: Dalban Comnline

Targeting and Tracking System: Garret T11S


This version of the Wolverine was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130), RS: 3075 (BC-210), & Historical: Operation Klondike (CAT35230)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,628,957 C-Bills

BV2: 1,301 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 1 CT, 3 LT, 5 RT, 4 LA, 1 RA

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 161 points - Ferro-Fibrous 9.00

Armor Locations: 4 LT, 6 RT, 4 LA

CASE Locations: 1 LT, 1 RT 1.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 20

Center Torso (rear):   8

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 20

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/5 RA 1 /shot (2.0 max) 5 9.00

SRM-6 LT 4 2 3.00

Artemis IV FCS

LT

1 1.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Ultra AC/5 (40)

RA

2 2.00

Ammo: SRM-6 (Artemis) (15)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 13

5j 3 3 1 0 2 0 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5584
THURSDAY, FEBRUARY 02, 2006
1369 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5584]
Wyvern

Wyvern WVE-5N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750
Wyvern HMP (Heavy Metal Pro) File
Wyvern SSW (Solaris Skunk Werks) File

Faction Availability


Wyvern WVE-5N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660 (Restarted 3064)

Extinct By: Never


Chassis: OST Endo-Steel

Power Plant: GM 180 Fusion Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: Northrup 750

     Jump Capacity: 120 meters

Armor: Kilosh 1000 Standard w/ CASE

Armament:

     1 Nightwind Large Laser

     1 Jackson Dart LRM-10

     1 Totchlangen SRM-6

     2 Starflash Small Lasers

Manufacturer: Maltex Corporation

     Primary Factory: Errai

Communications System: Ostmann AMB

Targeting and Tracking System: Scrambler-7 Series


Overview
Commissioned in late 2660, the Wyvern was developed to fill the need for a dedicated city fighter. The Wyvern may fulfill its duties too well, for many pilots dislike the 'Mech's primary tasks of crowd control, garrison duty, security work, or urban defense. These are not flashy assignments, and so the Wyvern is not a flashy 'Mech.

A few MechWarriors, however, enjoy piloting the 'Mech. In its element, the city, there are few 'Mechs of any size that it cannot handle, or at the very least harass. These veteran Wyvern pilots are among the proudest in the Star League military.


Capabilities
As a city-fighter, the Wyvern does not need much ground speed. With a top speed of 65 kilometers per hour, the Wyvern cannot escape many of its foes by running away.

It can, however, jump with considerable ease, powered by the jump jets in its rear torso and upper legs. This combination of average speed and average jumping ability make the Wyvern a sitting duck in the open field. When on attack, the 'Mech is normally used in heavy woods or mountainous terrain, where the ground effects tend to reduce the movement advantages of faster 'Mechs.

The arm-mounted Nightwind Large Laser is the Wyvern's main weapon. Being an older design, the Nightwind's many system components have been refined through countless hours of battlefield tests. The system is extremely reliable, but most of the components are so bulky and heavy that the Nightwind is one of the largest military lasers ever produced. The Starflash Small Lasers cradled next to their bigger cousin where added later, after it was discovered that some of the Nightwind's power could be diverted with no loss of effectiveness.

The Jackson Dart long range missile launcher has been a constant source of problems for Wyvern pilots. Because the weapon is located in front of the engine core, the heat of the engine often causes an automatic shutdown of the system. Normal coolant jackets have proven ineffective, and if a pilot attempts to override shutdown, the heat build-up can lead to an ammo explosion as the reloads are passed from the CASE in the left torso. The only proven solution is to keep the reactor's temperature as low as possible. If heat levels rise too high, the pilot can eject the loaded missiles and disable the autoloader, sealing the remaining missiles in the CASE.

The Totschlagen-6 short-range missiles are much more reliable. Housed in the right torso, the launcher sits on top of the CASE. The entire reloading system is extremely compact, making reloading quick and efficient. If the system should jam, the reload tubes can usually be cleared by jumping the Wyvern up and down.
 


Technology Base: Inner Sphere 45 tons

Chassis Config: Biped Cost: 3,449,565 C-Bills

BV2: 1,089 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.5

Internal Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL

Engine: 180 Fusion Engine 7.0

Walking MP: 4

Running MP: 6

Jumping MP: 4 Standard

Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.0

Heat Sinks: 12 - Single (7 in engine) 2.0

Heat Sink Locations: 1 HD, 2 LT, 2 RT

Gyro: Standard 2.0

Cockpit: Standard 3.0

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard 9.5

CASE Locations: 1 LT, 1 RT 1.0


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 14 20

Center Torso (rear):   7

R/L Torso: 11 16

R/L Torso (rear):   6

R/L Arm: 7 14

R/L Leg: 11 22


 

Weapons and Ammo Location Criticals Tonnage

Large Laser RA 2 5.0

Small Laser RA 1 0.5

Small Laser RA 1 0.5

SRM-6 RT 2 3.0

LRM-10 CT 2 5.0

Ammo: SRM-6 (15) RT 1 1.0

Ammo: LRM-10 (12) LT 1 1.0


 

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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12645
WEDNESDAY, DECEMBER 23, 2009
201 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12645]
Wyvern

Wyvern WVE-5Nb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Wyvern WVE-5Nb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660

Extinct By: 2840


Chassis: OST Endo-Steel

Power Plant: GM 180 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: Northrup 750

     Jump Capacity: 120 meters

Armor: Kilosh 1000 Standard Armor w/ CASE

Armament:

     1 Large Pulse Laser

     1 Jackson Dart LRM-10

     1 Totchlangen SRM-6

     1 Medium Laser

     1 Starflash Small Laser

Manufacturer: Maltex Corporation

     Primary Factory: Errai

Communications System: Ostmann AMB

Targeting and Tracking System: Scrambler-7 Series


This version of the Wyvern was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 5,951,902 C-Bills

BV2: 1,006 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 4 LT, 2 RT, 3 LA, 3 RA, 1 LL, 1 RL

Engine: 180 XL Engine 3.50

Walking MP: 4

Running MP: 6

Jumping MP: 4 Standard

Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00

Heat Sinks: 13 - Single (7 in engine) 3.00

Heat Sink Locations: 1 HD, 2 LT, 2 RT, 1 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 14 20

Center Torso (rear):   7

R/L Torso: 11 16

R/L Torso (rear):   6

R/L Arm: 7 14

R/L Leg: 11 22


 

Weapons and Ammo Location Heat Criticals Tonnage

Small Laser RA 1 1 0.50

Large Pulse Laser RA 10 2 7.00

Medium Laser RA 3 1 1.00

SRM-6 RT 4 2 3.00

LRM-10 CT 4 2 5.00

@SRM-6 (15)

RT

1 1.00

@LRM-10 (12)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 10

4j 2 2 1 0 2 0 Structure: 2  

Special Abilities: SRCH, EEE, ES, SOA, IF 0


 

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13835
WEDNESDAY, MAY 26, 2010
110 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13835]
Hermes

Hermes HER-1Sb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750
Hermes SSW (Solaris Skunk Werks) File

Faction Availability


Hermes HER-1Sb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2795


Chassis: Irian Chassis Class 10 Endo-Steel

Power Plant: 270 Fusion XL Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h (193.5 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Jolassa-328 Ferro-Fibrous

Armament:

     4 Hellion-V Medium Lasers

     1 Small Laser

     1 Olympian Flamer

     1 Beagle Active Probe

Manufacturer: Irian BattleMechs Unlimited

     Primary Factory: Irian

Communications System: Irian TelStar

Targeting and Tracking System: Alexis Photon Targeting Acquisition System


This version of the Hermes was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 5,917,015 C-Bills

BV2: 1,112 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 6 RT, 6 RA, 2 RL

Engine: 270 XL Fusion Engine 7.50

Walking MP: 9

Running MP: 14 (18)

Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 105 points - Ferro-Fibrous 6.00

Armor Locations: 6 LT, 6 LA, 2 LL

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 16

Center Torso (rear):   4

R/L Torso: 7 10

R/L Torso (rear):   4

R/L Arm: 5 10

R/L Leg: 7 14

Weapons and Ammo Location Heat Criticals Tonnage

2 Medium Lasers RA 6 2 2.00

Flamer LA 3 1 1.00

MASC RT 0 2 2.00

2 Medium Lasers LT 6 2 2.00

Beagle Active Probe CT 0 2 1.50

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 11

11 2 2 0 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5586
THURSDAY, FEBRUARY 02, 2006
1522 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5586]
Hussar

Hussar HSR-200-D

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750
Hussar HMP (Heavy Metal Pro) File
Hussar SSW (Solaris Skunk Werks) File

Faction Availability


Hussar HSR-200-D

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2620 (Restarted 3055)

Extinct By: Never


Chassis: Benztrov 40

Power Plant: GM 270 Fusion Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Victory Anchor 2 Ferro-Fibrous

Armament:

     1 Newhart ER Large Laser

Manufacturer: Newhart Industries

     Primary Factory: New Earth

Communications System: Field Ranger Sightseer

Targeting and Tracking System: Ranger LAF Model 2


Overview
The HSR 200-D Hussar is one of the most widely used light recon 'Mechs within the Star League Defense Forces. With a maximum speed of 151 kph, the Hussar is a difficult target in a one-on-one fight.

Originally intended to provide close support for infantry units, the 'Mech proved to be so fast that it is a greater asset for reconnaissance. Many Hussars began to replace fast scout vehicles, providing superior firepower and greater terrain-handling ability than many scout vehicles.


Capabilities
The Hussar is equipped with an ER large laser, which gives it above-average targeting and range ability with far less maintenance than other similar weapons. Seeing the success of the ER laser, the Star League Quartermaster Command placed an order with Newhart Industries for several hundred other BattleMechs of larger weight and firepower class equipped with the weapon.

The Hussar is basically defenseless once it gets within range of other weapons, though it can still charge, kick, and punch. The Hussar is occasionally drawn into one-on-one combat with other BattleMechs, but it would rarely be the 'Mech of choice for that role.

Another weakness is the overall shortage of armor on the 'Mech. With only 1.5 tons of armor, it lacks the protection of most lighter BattleMechs. Even the early-model Locust deployed by the SLDF has twice the armor of an Hussar.

The Hussar is faster, however, and mounts a better weapon. These are delicate tradeoffs in battle, but the net result is that the Hussar can disengage by running from a fight against even a lighter BattleMech.

The Ranger communications and targeting systems are also above average, with extended-range capabilities for surveillance missions as well as the ability to jam out most forms of communications. Thus, several well-placed Hussars behind enemy lines can totally disrupt the distribution of orders and troops. A Hussar can literally tap into transmissions between enemy BattleMechs 35 kilometers away. The transmission capability of the Hussar is also somewhat better than most other SLDF BattleMechs because the Hussar is more often reporting enemy movements and communications, rather than disrupting them.

[Editor's Note: The Hussar earned its fame for its success in skirting enemy lines and monitoring the enemy. In 2630, during a series of rebellions on the Lyran world of Wotan, near the Dark Nebula, the 51st Hussar Regiment of the XXX Corps was called in at the request of Lyran officials.

Ten Hussars known as "The Fingers of Death" dropped far behind enemy lines with little support. Their mission was to disrupt the enemy for as long as possible. During the three-week operation, the 'Mechs destroyed several communications stations and ammunition dumps. Finally, the rebellious locals tracked down several of these raiding Hussars and attempted to engage them in combat, only to find them turning tail and running away at staggering speeds.

When the fighting was over, only three of the Hussars had been destroyed. The Fingers of Death had proved the combat value of the Hussar, and its reputation grew.]

 


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 2,790,840 C-Bills

BV2: 636 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 270 Fusion Engine 14.50

Walking MP: 9

Running MP: 14

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 26 points - Ferro-Fibrous 1.50

Armor Locations: 7 LT, 7 RT

  Internal Armor

  Structure Factor

Head: 3 3

Center Torso: 10 3

Center Torso (rear):   2

R/L Torso: 7 3

R/L Torso (rear):   2

R/L Arm: 5 2

R/L Leg: 7 2

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser CT 12 2 5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 1 Points: 6

9 1 1 1 0 1 0 Structure: 3  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12640
WEDNESDAY, DECEMBER 23, 2009
245 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12640]
Hussar

Hussar HSR-200-Db

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750
Hussar SSW (Solaris Skunk Werks) File

Faction Availability


Hussar HSR-200-Db

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2620

Extinct By: 2810


Chassis: Benztrov 40 Standard

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Victory Anchor 2 Ferro-Fibrous

Armament:

     1 Newhart ER Large Laser

     1 Beagle Active Probe

     1 Guardian ECM Suite

Manufacturer: Newhart Industries

     Primary Factory: New Earth

Communications System: Field Ranger Sightseer

Targeting and Tracking System: Ranger LAF Model 2


This version of the Hussar was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 5,520,840 C-Bills

BV2: 934 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 270 XL Engine 7.50

Walking MP: 9

Running MP: 14

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 98 points - Ferro-Fibrous 5.50

Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 14

Center Torso (rear):   5

R/L Torso: 7 10

R/L Torso (rear):   4

R/L Arm: 5 7

R/L Leg: 7 14

Weapons and Ammo Location Heat Criticals Tonnage

Guardian ECM Suite RT 0 2 1.50

Beagle Active Probe LT 0 2 1.50

ER Large Laser CT 12 2 5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 9

9 1 1 1 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ECM, ENE, SRCH, EEE, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13832
WEDNESDAY, MAY 26, 2010
209 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13832]
3025 Locust

Locust LCT-1Vb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Locust SSW (Solaris Skunk Werks) File

Faction Availability


Locust LCT-1Vb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 160 Fusion XL Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ferro-Fibrous

Armament:

     2 Medium Pulse Lasers

     1 Martell Medium Laser

     2 Small Pulse Lasers

Manufacturer: Bergan Industries

Communications System: Barret T10B

Targeting and Tracking System: O/P 911


This version of the Locust was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) &  RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,598,400 C-Bills

BV2: 642 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 160 XL Fusion Engine 3.00

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 (20) - Double (6 in engine) 0.00

Heat Sink Locations: 2 LT, 2 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 69 points - Ferro-Fibrous 4.00

Armor Locations: 1 LT, 1 RT, 6 LA, 6 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 10

Center Torso (rear):   2

R/L Torso: 5 8

R/L Torso (rear):   2

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

Medium Pulse Laser RA 4 1 2.00

Small Pulse Laser RA 2 1 1.00

Medium Pulse Laser LA 4 1 2.00

Small Pulse Laser LA 2 1 1.00

Medium Laser CT 3 1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 6

8 3 2 0 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
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Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5590
THURSDAY, FEBRUARY 02, 2006
1751 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5590]
Mercury

Mercury MCY-99

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Mercury HMP (Heavy Metal Pro) File
Mercury SSW (Solaris Skunk Werks) File

Faction Availability


Mercury MCY-99

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2742 (Restarted 3050)

Extinct By: Never


Chassis: Bergan MX II

Power Plant: LTV 160 Fusion Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h (172.0 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell-091 Ferro-Fibrous

Armament:

     2 Martell Medium Lasers

     2 Hessen IX Small Lasers

Manufacturer: Mitchell Vehicles

     Primary Factory: Graham IV

Communications System: DataTech 401

Targeting and Tracking System: Skyhunter IV


Overview
The unveiling of the Mercury was heralded as the dawn of a new age in BattleMech design. Billed as an obvious successor to the aging Stinger and Wasp, the Mercury answered many dreams of scout lance pilots. Initial specifications called for the light Mech to be faster and better armed than any other in its class, all without a reduction in armor.

Displayed for the first time in 2742, the Mercury was an electronic marvel, the showpiece of the Star League Defense Forces. At the unveiling, Mitchell Vehicles spokesmen described multiple breakthrough systems only in general terms, and none of the new Mechs was allowed outside the direct control of the Regular Army. [EDITOR'S NOTE: Just before the Exodus, the new Mercury 'Mechs remained with units stationed on Terra and at the factory on Graham IV. These all left with General Kerensky. The highest concentration to remain behind were with the Eighth Recon Battalion of the Third Regimental Combat Team, known as the Eridani Light Horse, which became a renowned mercenary unit. The Eighth lost all twelve of its Mercury 'Mechs during fighting on Sendai in 2798.]

Capabilities
The heart of the Mercury is the Myomer Accelerator Signal Circuitry (MASC) system. Acting as a "turbocharger" for the myomer bundles in the legs, the MASC system allows the Mercury to reach speeds of up to 172 kph in short bursts. The special circuitry sends shorter but stronger signals to the myomer bundles, effectively doubling the Mercury's walking speed. Long-term use can damage the 'Mech's actuators, but timely use in critical situations can mean the difference between life and death.
With its high speed and energy weapons, the Mercury is an ideal scout and raider, capable of remaining in the field for as long as the pilot is able to take the stresses of battle.

The few critics of the design point out the Mercury's lack of jump jets. Despite this drawback, the Mercury is well accepted by the Star League commanders. Though comparable in weight to the Stinger or Wasp, the Mercury can survive longer in battle because of its heavier weapons and the stronger Ferro-Fibrous armor.

The energy-dissipation system is a marvel of Star League technology. Automated heat sinks monitor themselves and channel excess heat away from the reactor and cockpit.

The Hessen IX Small Lasers in the head and the center torso are a matched pair. The lasers are slipped into place, bolted down, and connected in three places to the power circuits and cooling feeds. If the lasers are damaged or destroyed, the bolts can be removed and the entire system replaced, usually in minutes. [EDITOR'S NOTE: This modular replacement system was expected to revolutionize the logistical support of field units, but the Exodus and First Succession War put an end to any radical departure from standard military procedure.]

Though both Martell Medium Lasers use the same type of barrel and targeting feeds, they do differ greatly in their power systems. The right arm laser diffuses the power all along the upper and lower arm, housing redundant systems in both sections to provide backup capabilities should one part of the arm be damaged. The torso mount, however, clusters the entire system into a compact area. Any damage to the torso, other than a direct hit on the power system, is likely to pass through, missing the laser entirely.
 


Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 1,796,440 C-Bills

BV2: 586 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Standard 2.00

Engine: 160 Fusion Engine 6.00

Walking MP: 8

Running MP: 12 (16)

Jumping MP: 0

Heat Sinks: 10 - Single (6 in engine) 0.00

Heat Sink Locations: 2 LL, 2 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 53 points - Ferro-Fibrous 3.00

Armor Locations: 7 LT, 7 RT

  Internal Armor

  Structure Factor

Head: 3 5

Center Torso: 6 7

Center Torso (rear):   3

R/L Torso: 5 6

R/L Torso (rear):   2

R/L Arm: 3 5

R/L Leg: 4 6

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LT 3 1 1.00

Small Laser CT 1 1 0.50

MASC CT 0 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 6

10 2 1 0 0 1 0 Structure: 2  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5588
THURSDAY, FEBRUARY 02, 2006
2225 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5588]
Mongoose

Mongoose MON-66

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 25 Tons
MajorTom TRO 2750
Mongoose HMP (Heavy Metal Pro) File
Mongoose SSW (Solaris Skunk Werks) File

Faction Availability


Mongoose MON-66

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660

Extinct By: 2810


Chassis: Kell/D Endo-Steel

Power Plant: Nissan 200 Fusion Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell GA3 Ferro-Fibrous

Armament:

     3 Sorenstein Medium Lasers

     1 Starflash Plus Small Laser

Manufacturer: Diplan Mechyards

     Primary Factory: Ozawa

Communications System: ON-5

Targeting and Tracking System: ON-6 w/ Beagle Active Probe


Overview
Introduced in the spring of 2660, the quick, agile Mongoose soon became popular with Star league Light Lance commanders. Though the 'Mech was originally designed for deep reconnaissance, commanders began to adapt it to front-line duty as soon as they discovered that the Beagle Active Probe and associated central processing units could coordinate the activities of an entire light company. Demand for this new vehicle was high, and by 2668, the design had become the standard command 'Mech for all light and recon lances.

Capabilities
The Mongoose was designed to replace the venerable Locust, with ground speed, rather than jumping ability, as the key to the 'Mech's maneuverability. An instant success with field commanders, the 'Mech is considered an outstanding design. The 'Mechs armament is based entirely on energy weapons, making the Mongoose an ideal deep-recon 'Mech, raider, or guerrilla fighter.

The internal structure of the Mongoose employs Endo Steel II, an alloy created especially for use in 'Mechs. Endo Steel offers tremendous load-bearing ability plus greater tensile strength, allowing a much lighter skeleton to carry the same weight as a normal skeleton. Covering the skeleton are plates of Ferro-Fibrous Armor. The Mongoose carries a heavy load of armor for its size, and it can survive a direct PPC blast to the chest without internal damage. If necessary, the Mongoose can engage medium 'Mechs with some chance of success.

The laser systems are tried and dependable, with excellent heat dissipation provided by the primary cooling collars located just above the 'Mech's elbows. Secondary heat sinks, located in the back of the torso, funnel heat toward the waist. The lasers mounted in the center torso and head are very accurate, employing internal compensators that allow the Mongoose to aim precisely when at a full run. The only drawback to the weapon system is the cooling jacket for the center torso laser, which rests on top of the engine compartment and tends to deteriorate rapidly. Replacement is not difficult, but tests show the jacket is virtually useless after 100 firings. The additional heat does not impair the Mongoose's performance, but it makes the cockpit uncomfortable and sometimes interferes with the sensor array.

The Beagle Active Probe, riding within the left shoulder, may be the most important item in the 'Mech. With extended scanner range and a wider scanning-band range, the Beagle can detect and identify vehicles 16 percent faster than any other scanner. Once identified, the target is permanently stored in the Beagle's memory. Should the Beagle encounter the target again, it will remember speed, damage, and even forecast a fighting style to the Mongoose pilot. During off hours, the pilot can review any battle on the tactical display, modifying actions with a joystick. The Beagle projects the tactical change and shows the results. This memory device has made the Mongoose a highly sought battlefield trainer.
 


Technology Base: Inner Sphere 25.00 tons

Chassis Config: Biped Cost: 2,229,479 C-Bills

BV2: 758 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 7 LT, 7 RT

Engine: 200 Fusion Engine 8.50

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 - Single (8 in engine) 0.00

Heat Sink Locations: 1 LL, 1 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 89 points - Ferro-Fibrous 5.00

Armor Locations: 7 LA, 7 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 8 12

Center Torso (rear):   4

R/L Torso: 6 10

R/L Torso (rear):   2

R/L Arm: 4 8

R/L Leg: 6 12

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Beagle Active Probe LT 0 2 1.50

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 8

8 2 2 0 0 1 0 Structure: 2  

Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12639
WEDNESDAY, DECEMBER 23, 2009
236 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12639]
Mongoose

Mongoose MON-66b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 25 Tons
MajorTom TRO 2750
Mongoose SSW (Solaris Skunk Werks) File

Faction Availability


Mongoose MON-66b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2660

Extinct By: 2810


Chassis: Kell/D Endo-Steel

Power Plant: Nissan 200 Fusion XL Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Mitchell GA3 Ferro-Fibrous

Armament:

     1 ER Large Laser

     2 Sorenstein Medium Lasers

     1 Starflash Small Laser

     1 Beagle Active Probe

Manufacturer: Diplan Mechyards

     Primary Factory: Ozawa

Communications System: ON-5

Targeting and Tracking System: ON-6


This version of the Mongoose was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 25.00 tons

Chassis Config: Biped Cost: 3,754,479 C-Bills

BV2: 934 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 200 XL Engine 4.50

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks: 10 (20) - Double (8 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 89 points - Ferro-Fibrous 5.00

Armor Locations: 2 LT, 4 RT, 4 LA, 4 RA


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 8 12

Center Torso (rear):   4

R/L Torso: 6 10

R/L Torso (rear):   2

R/L Arm: 4 8

R/L Leg: 6 12


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Beagle Active Probe LT 0 2 1.50

ER Large Laser CT 12 2 5.00

Small Laser HD 1 1 0.50


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 9

8 3 2 1 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13833
WEDNESDAY, MAY 26, 2010
170 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13833]
3025 Stinger

Stinger STG-3Gb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Stinger SSW (Solaris Skunk Werks) File

Faction Availability


Stinger STG-3Gb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2850


Chassis: Endo-Steel

Power Plant: 140 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: Chilton 360

     Jump Capacity: 210 meters

Armor: Riese 100 Standard Armor

Armament:

     3 Omicron 3000 Medium Lasers

     1 Small Laser

Manufacturer: Earthwerks Incorporated

Communications System: Datacom 26

Targeting and Tracking System: Dynatec 990


This version of the Stinger was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,596,940 C-Bills

BV2: 674 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 3 LT, 3 RT, 3 LA, 1 RA, 2 LL, 2 RL

Engine: 140 XL Fusion Engine 2.50

Walking MP: 7

Running MP: 11

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 3 LT, 3 RT 3.50

Heat Sinks: 10 (20) - Double (5 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT, 1 LA, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 69 points - Standard Armor 4.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 9

Center Torso (rear):   3

R/L Torso: 5 8

R/L Torso (rear):   2

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Medium Laser CT 3 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 7

7j 2 2 0 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5589
THURSDAY, FEBRUARY 02, 2006
1721 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5589]
Thorn_2750.JPG

Thorn THE-N

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Thorn HMP (Heavy Metal Pro) File
Thorn SSW (Solaris Skunk Werks) File

Faction Availability


Thorn THE-N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2549 (Restarted 3054)

Extinct By: Never


Chassis: Chariot Type II Endo-Steel

Power Plant: GM 120 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Armorscale Standard w/ CASE

Armament:

     2 Hellion Spitfire Medium Lasers

     1 Zeus LRM-5

Manufacturer: Ford Military Limited

     Primary Factory: Terra

Communications System: Opus I Ultrabeam

Targeting and Tracking System: Orion 80


Overview
The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during the late 24th Century. It was the first 'Mech to incorporate the Endo Steel II Skeleton. The Thorn was unveiled with tremendous hype, but initial reviews were mixed. Commanders later agreed that Endo Steel II had obvious advantages but would not be suitable for all 'Mechs.

The Thorn was designed to serve in front-line combat units. Its inability to jump was not considered unusual for this type of duty, but commanders who tried to use all light 'Mechs as scouts found the Thorn to be useless. Once seperated from company mates, the Thorn's heavier armor and greater firepower were no match for a quicker opponent.

Capabilities
The Thorn has had mixed reviews for the entire length of its service. Supporters point out that the design packs more punch per ton than any other 'Mech and that its armor is also the best of its size. In a toe-to-toe slugfest, the Thorn can usually reduce an equal weight opponent to scrap in minutes.

Opponents of the design note that a 'Mech cannot hit what it cannot reach. Although the 120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets leaves the Thorn in the dust of other light 'Mechs. The Zeus Long-Range Missile system only partially offsets this lack of pursuit ability.

This favoring of armor and weapons over maneuverabilty has made the Thorn a favorite of front-line light companies.

The weapon placement and ease of maintenance have given the design high marks in every technician's manual. The arms and legs are completely accessible, allowing a service crew to actually enter the limbs and work on repairs from the inside.

The Thorn's main armament consists of twin medium lasers. These identical weapons further imrove maintenance and are extremely efficient. The design is noted as a "cool running" 'Mech, but the placement of one laser directly under the pilot's feet makes the Thorn seem to be running hotter than it really is. Extensive cooling is provided in the cockpit area, but the lack of an effective venting system for the medium laser makes repeated firing uncomfortable for the pilot.

The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the pilot to switch targets quickly. If damaged, the entire system can be replaced in a few hours, which is fortunate as the launcher can easily be destroyed if the 'Mech engages in hand-to-hand combat. The missile-feed system, which passes reloads from the torso storage compartment, is average at best. If damaged, reloads can become lodged in the upper arm, where additional damage has been known to cause detonation, destroying the arm.
 


Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 1,647,120 C-Bills

BV2: 546 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 7 LT, 7 RT

Engine: 120 Fusion Engine 4.00

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (4 in engine) 0.00

Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA

Armor: 69 points - Standard Armor 4.50

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 8

Center Torso (rear):   4

R/L Torso: 5 6

R/L Torso (rear):   4

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

LRM-5 RA 2 1 2.00

Medium Laser LA 3 1 1.00

Medium Laser HD 3 1 1.00

Ammo: LRM-5 (24)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 5

6 2 2 1 0 1 0 Structure: 2  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13834
WEDNESDAY, MAY 26, 2010
144 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13834]
/files/members/69/Thorn_2750

Thorn THE-Nb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 2750
Thorn SSW (Solaris Skunk Werks) File

Faction Availability


Thorn THE-Nb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2795


Chassis: Chariot Type II Endo-Steel

Power Plant: 120 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h (129.0 km/h)

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Armorscale Standard Armor

Armament:

     1 ER Large Laser

     1 Hellion Spitfire Medium Laser

     1 Small Laser

Manufacturer: Ford Military Limited

     Primary Factory: Terra

Communications System: Opus I Ultrabeam

Targeting and Tracking System: Orion 80


This version of the Thorn was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,518,620 C-Bills

BV2: 740 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 1 CT, 2 LT, 2 RT, 7 LA, 1 LL, 1 RL

Engine: 120 XL Fusion Engine 2.00

Walking MP: 6

Running MP: 9 (12)

Jumping MP: 0

Heat Sinks: 10 (20) - Double (4 in engine) 0.00

Heat Sink Locations: 2 LT, 2 RT, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA

Armor: 69 points - Standard Armor 4.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 8

Center Torso (rear):   4

R/L Torso: 5 6

R/L Torso (rear):   4

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 2 5.00

Medium Laser RA 3 1 1.00

MASC LT 0 1 1.00

Small Laser HD 1 1 0.50


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 2 Points: 7

8 2 2 1 0 1 0 Structure: 1  

Special Abilities: ENE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12640
WEDNESDAY, DECEMBER 23, 2009
261 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12640]
Hussar

Hussar HSR-200-Db

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 2750

Faction Availability


Hussar HSR-200-Db

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2620

Extinct By: 2810


Chassis: Benztrov 40 Standard

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 96.75 km/h

Maximum Speed: 150.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Victory Anchor 2 Ferro-Fibrous

Armament:

     1 Newhart ER Large Laser

     1 Beagle Active Probe

     1 Guardian ECM Suite

Manufacturer: Newhart Industries

     Primary Factory: New Earth

Communications System: Field Ranger Sightseer

Targeting and Tracking System: Ranger LAF Model 2


This version of the Hussar was exclusive to the SLDF's Royal units.

Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 5,520,840 C-Bills

BV2: 934 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 270 XL Engine 7.50

Walking MP: 9

Running MP: 14

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 98 points - Ferro-Fibrous 5.50

Armor Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 14

Center Torso (rear):   5

R/L Torso: 7 10

R/L Torso (rear):   4

R/L Arm: 5 7

R/L Leg: 7 14

Weapons and Ammo Location Heat Criticals Tonnage

Guardian ECM Suite RT 0 2 1.50

Beagle Active Probe LT 0 2 1.50

ER Large Laser CT 12 2 5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 9

9 1 1 1 0 1 0 Structure: 1  

Special Abilities: PRB, RCN, ECM, ENE, SRCH, EEE, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12648
WEDNESDAY, DECEMBER 23, 2009
380 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12648]
/files/members/69/Wolverine_II_OpK

Wolverine II WVR-7H

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750

Faction Availability


Wolverine II WVR-7H

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Crucis XL Endo-Steel

Power Plant: CoreTek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Anderson 500

     Jump Capacity: 150 meters

Armor: Armorscale Ferro-Fibrous w/ CASE

Armament:

     1 Whirlwind II Ultra AC/5

     1 Harpoon 6 SRM-6 w/ Artemis IV FCS

     1 Raker V Medium Pulse Laser

Manufacturer: Kallon Industries and SLDF Research Division

     Primary Factory: New Earth

Communications System: Dalban Comnline

Targeting and Tracking System: Garret T11S


This version of the Wolverine was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130), RS: 3075 (BC-210), & Historical: Operation Klondike (CAT35230)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,628,957 C-Bills

BV2: 1,301 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 1 CT, 3 LT, 5 RT, 4 LA, 1 RA

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 161 points - Ferro-Fibrous 9.00

Armor Locations: 4 LT, 6 RT, 4 LA

CASE Locations: 1 LT, 1 RT 1.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 20

Center Torso (rear):   8

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 20

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/5 RA 1 /shot (2.0 max) 5 9.00

SRM-6 LT 4 2 3.00

Artemis IV FCS

LT

1 1.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Ultra AC/5 (40)

RA

2 2.00

Ammo: SRM-6 (Artemis) (15)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 13

5j 3 3 1 0 2 0 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13907
SUNDAY, JUNE 06, 2010
222 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13907]
3025 Shadow Hawk

Shadow Hawk SHD-2Hb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 2750

Faction Availability


Shadow Hawk SHD-2Hb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: Core Tek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Pitban LFT-50

     Jump Capacity: 90 meters

Armor: Ferro-Fibrous w/ CASE

Armament:

     1 LB 10-X AC

     2 Martell Medium Lasers

     2 Streak SRM-2s

Manufacturer: Lang Industries Incorporated

Communications System: O/P 300 COMSET

Targeting and Tracking System: O/P 2000A


This version of the Shadow Hawk was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 5,394,957 C-Bills

BV2: 1,354 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 3.00

Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50

Heat Sinks: 11 (22) - Double (11 in engine) 1.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Ferro-Fibrous 8.50

Armor Locations: 3 LT, 3 RT, 4 LA, 4 RA

CASE Locations: 1 RT 0.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 23

Center Torso (rear):   8

R/L Torso: 13 18

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 16

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Streak SRM-2 RT 2 1 1.50

LB 10-X AC LT 2 6 11.00

Streak SRM-2 HD 2 1 1.50

Ammo: LB 10-X (20)

RT

2 2.00

Ammo: Streak SRM-2 (50)

RT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14

5/2j 3 3 1 0 2 0 Structure: 5  

Special Abilities: CASE, SRCH, ES, SOA, FLK 0/0/0

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Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13837
WEDNESDAY, MAY 26, 2010
142 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13837]
Sentinel

Sentinel STN-3Lb

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750

Faction Availability


Sentinel STN-3Lb

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2700

Extinct By: 2810


Chassis: Endo-Steel

Power Plant: 240 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Ferro-Fibrous

Armament:

     1 Gauss Rifle

     1 Medium Laser

     1 Defiance B-1A Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


This version of the Sentinel was exclusive to the SLDF's Royal units.

Source: Historical: Operation Klondike (CAT35230) & RS: Operation Klondike (CAT35230a)



Technology Base: Inner Sphere 40.00 tons

Chassis Config: Biped Cost: 6,307,030 C-Bills

BV2: 1,260 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 2 CT, 7 LT, 3 LA, 2 LL

Engine: 240 XL Fusion Engine 6.00

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 134 points - Ferro-Fibrous 7.50

Armor Locations: 5 RT, 7 RA, 2 RL

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 17

Center Torso (rear):   6

R/L Torso: 10 14

R/L Torso (rear):   5

R/L Arm: 6 12

R/L Leg: 10 20

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle LA 1 7 15.00

Small Laser RT 1 1 0.50

Medium Laser RT 3 1 1.00

Ammo: Gauss Rifle (16)

LT

2 2.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 13

6 3 2 2 0 2 0 Structure: 2  

Special Abilities: SRCH, ES, SOA

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Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5585
THURSDAY, FEBRUARY 02, 2006
1500 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5585]
Sentinel

Sentinel STN-3L

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
MajorTom TRO 2750
Sentinel HMP (Heavy Metal Pro) File

Faction Availability


Sentinel STN-3L

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2651 (Restarted 3055)

Extinct By: Never


Chassis: Defiant V

Power Plant: Pitban 240 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Valiant Lamellor Standard

Armament:

     1 Ultra AC/5

     1 Streak SRM-2

     1 Small Laser

Manufacturer: Defiance Industries

     Primary Factory: Hesperus II

Communications System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, Vid-Com-17


Overview
The STN-3L Sentinel is a medium BattleMech, though its 40-ton mass puts it at the low end of its class. Designed to provide battalion-level BattleMech support for infantry and light-armor units, the 'Mech has good maneuverability, long-range hitting power, and an advanced communications system. Equipped with the powerful VidCom-17 and Targa-7 long-range targeting and tracking system, the Sentinel is ideal for use in patrols or as a mobile observation post. The 'Mech also carries a StarLink/Benicia Model AS829G communications system. Capable of simultaneous operation on multiple frequencies, this system not only allows the Sentinel to monitor closely and to command units operating under it, but also keeps the 'Mech in close contact with rear-area artillery units, calling for fire when needed.

Defiance Industries first produced the Sentinel in 2651 for use by House Steiner's private army. The 'Mech appeared one year after the Star League Council had passed an amendment allowing the Council Lords to double their personal household forces. Originally intended for infantry support, the 'Mech soon moved on to the role of guarding military installations and major land holdings of the Steiner family. By the early 28th Century, the design was also in use by the Star League Defense Forces as well as the Davion and Marik private armies.


Capabilities
The STN-3L's 40-ton frame is powered by the 11.5 ton, Pitban 240 fusion engine, giving the 'Mech a walking speed of 65.4 kph and a top running speed of 97.1 kph. Shortly after the 'Mech's original deployment, concern arose over the choice of the Pitban 240 because of rumors about shielding problems with the Pitban 240s that Defiance Industries was producing under license. After a number of Sentinels were pulled from the field because of chronic over-heating, an investigation took place. This investigation found that the heat circulation system was at fault, rather than the engine shielding. The faulty components were replaced in most existing 'Mechs and all later production versions.

The Sentinel is well-equipped for combat, carrying a single KWI-5 Ultra Autocannon, a single Defiance Streak-2 SRM Launcher, and a single Defiance B-1A Small Laser. Kawabata Weapons Inc. produced the AC/5 Ultra especially for Defiance Industries. The weapon gives the 'Mech good long-range fire capability, with an effective range exceeding that of LRMs and standard AC/5s. Another special feature of this weapon is its ability to fire rounds at double the rate of a standard AC/5. Though this autocannon fire is not as accurate as would be a pair of standard AC/5s, the Ultra does give an equivalent volume of fire.

Unfortunately, besides generating much heat and burning through ammunition supplies quickly, the extremely high rate of fire has caused some other major problems, particularly on the early STN-3Ls. When fired at its maximum rate, the weapon vibrates violently, causing the internal circuitry in the BattleMech's weapon arm to fail. This often causes a total loss of control of the arm, effectively rendering the AC/5 useless and cutting the Sentinel's combat capabilities almost in half. Though repairs for this problem are simple, the problem keeps the 'Mech out of combat for half an hour or more during repairs.

The current STN-3L has been modified to reduce the chance of disturbances to circuitry. Even these modifications have not solved the problem totally, with an estimated 3 percent chance that the problem will occur whenever the AC/5 Ultra fires at its maximum rate.

The Sentinel was not designed to engage in close combat, relying instead on its AC/5 Ultra to hold off enemy units at long range, but it can defend itself if an enemy gets close. Tucked away inside the Sentinel's right torso is its Defiance Streak-2 SRM Launcher, linked to a Targa-7 fire control system. This short-range missile system is designed to guarantee a hit against any target onto which the pilot can get a lock. A special feature of this system prevents the weapon from firing at a target when there is no lock-on. This saves ammunition by preventing shots that would miss anyway. Unlike a standard SRM, whose shotgun effect may result in some misses and some hits, the Streak SRM hits with all its missiles. This gives the unit the effective average firepower of the heavier and more wasteful SRM-4 system, but with considerably less variation in damage effects.

When designed, the Sentinel was equipped with a Defiance A-1 small laser instead of the B-1A model of current designs. However, the original A-1 small laser was prone to problems after extended field operations, and so the more rugged B-1A was substituted. In 2678, all Sentinels were refitted with the single Defiance B-1A small laser, which is mounted in the right torso, just below the Streak-2 SRM launcher.
 


Technology Base: Inner Sphere 40 tons

Chassis Config: Biped Cost: 3,266,830 C-Bills

BV2: 717 Tech Rating/Era Availability: E/E-F-D


Equipment     Mass

Internal Structure:   4.0

Engine: 240 Fusion Engine 11.5

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.0

Heat Sink Locations: 1 LT

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA+LA+H

Armor: 88 points - Standard 5.5


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 10

Center Torso (rear):   7

R/L Torso: 10 8

R/L Torso (rear):   5

R/L Arm: 6 8

R/L Leg: 10 10


 

Weapons and Ammo Location Criticals Tonnage

Ultra AC/5 LA 5 9.0

Small Laser RT 1 0.5

Streak SRM-2 RT 1 1.5

Ammo: Streak SRM-2 (50) RT 1 1.0

Ammo: Ultra AC/5 (20) LT 1 1.0


 

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Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12644
WEDNESDAY, DECEMBER 23, 2009
297 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12644]
3025 Phoenix Hawk

Phoenix Hawk PXH-1c

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1c

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2780

Extinct By: 2845


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 Snub-Nose PPC

     1 ER Large Laser

     2 Medium Lasers

     2 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,712,890 C-Bills

BV2: 1,443 Tech Rating/Era Availability: E/X-X-F


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 144 points - Standard Armor 9.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 12

R/L Leg: 11 20


 

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Snub-Nose PPC RA 10 2 6.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

Machine Gun LA 0 1 0.50

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14

6j 3 2 1 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

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Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12643
WEDNESDAY, DECEMBER 23, 2009
479 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12643]
3025 Phoenix Hawk

Phoenix Hawk PXH-1b

Standard Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 2750

Faction Availability


Phoenix Hawk PXH-1b

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2760

Extinct By: 2840


Chassis: Orguss Stinger Endo-Steel

Power Plant: GM 270 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor w/ CASE

Armament:

     1 ER PPC

     1 ER Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

     1 Guardian ECM Suite

Manufacturer: Orguss Industries

     Primary Factory: Unknown

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


This version of the Phoenix Hawk was exclusive to the SLDF's Royal units.


Source: TRO: 3075 (CAT35130) & RS: 3075 (BC-210)
 



Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 8,698,390 C-Bills

BV2: 1,512 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL

Engine: 270 XL Engine 7.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

CASE Locations: 1 LT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15


 

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

ER PPC RA 15 3 7.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

ER Large Laser RT 12 2 5.00

Guardian ECM Suite CT 0 2 1.50

@MG (200)

LT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 15

6j 2 2 2 0 2 1 Structure: 2  

Special Abilities: ECM, SRCH, EEE, ES, SOA


 

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Lasergunner posted this 2 weeks ago

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #712
WEDNESDAY, MARCH 15, 2006
1425 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=712]
Sovetskii Soyuz

Sovetskii Soyuz (Heavy Cruiser)

Standard Level 2 / 2750 Inner Sphere  Warship 830,000 Tons
MajorTom TRO 2750

Faction Availability


 

Class/Model/Name:    Sovetskii Soyuz (Heavy Cruiser)

Tech: Inner Sphere / 2742

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 830,000 tons

Hull: 40X Templar

K-F Drive System: KF King LX

Length: 803 meters

Sail Diameter: 1,250 meters

Power Plant: Harlan B8-160 Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Bowman JK3 Improved Ferro-aluminum

Armament:2 Killer Whale Missile Tubes6 Sorenstein-45a NL454 Barracuda Missile Tubes12 Imperator-20 NAC/208 Ceres-N Medium NPPCManufacturer:    Blue Nose Clipperships   Location:    MarsCommunications System:    KAT 701Targeting & Tracking System: ASTROC 4-b

Overview:

After being forced to sit by for years while the unstable Lord Jonathan Cameron devoted most of the League's military budget to automated space defense systems, the SLDF regained control of its finances when Mother Jocasta Cameron assumed most of the First Lord's duties in 2734 . While the League had been focusing on fortification of Hegemony worlds, the private armies and navies of the Star League Member States had been growing strong . In response, General Rebecca Fredasa issued the New Arms Order of 2735, declaring her intention of reasserting the SLDF's superiority with new ships and weapons. Among the new ships that sprang from this order was the Sovetskii Soyuz cruiser.

Naval architects at Blue Nose Clipperships envisioned the Sovetskii Soyuz as a vessel with fearsome fighting abilities capable of fleet missions or independent actions.

Capabilities:

The Soyuz packs so much punch that many officers consider it a battlecruiser rather than a heavy cruiser. Leading the impressive list of weapons are twelve autocannon, housed in four turrets. Complementing the cannon turrets are three missile launchers, one firing the huge Killer Whales and the other two firing the smaller and more agile Barracudas.

Adequate space for missile and cannon ammunition was a problem that the ship's designers solved with automation. Three sophisticated Hornblower computer systems monitor and direct the ammunition-feed systems. Created by the Nirasaki Computers Collective, the computers and machinery assumed the tasks of 80 sailors. This frees up considerable space for ammunition, as well as for the large fighter hangar that holds 18 fighters.

Though this saved space, the only way to keep the ship reasonably swift and still carry so many weapons was to armor the hull rather lightly . Many officers feared that the ships would be "One-Shot Wonders" that would crumple under enemy fire, but such has not been the case . Because of their excellent training, Star League ship commanders have a knack for using their ship's strengths and masking its weaknesses.

The Soyuz carries docking rings for four Drop-Ships, but only medium and smaller ships can attach.

In use, the Soyuz vindicated its unusual design. The automation has performed well, though there have been instances when the computers had what the sailors referred to as "brain seizures," requiring manual override and precious minutes to fix. In combat, the weaponry and speed serve the 400 Soyuz Class cruisers well.

Named Vessels:

Comstar - Blake's Vengeance (Destroyed), Harmonious Thought


Class/Model/Name: Sovetskii Soyuz (Heavy Cruiser)

Mass: 830,000 tons

Equipment:             Mass

Power Plant: Standard 99,600.00

K-F Hyperdrive: Compact (Integrity = 17) 375,575.00

Jump Sail: (Integrity = 5) 72.00

Structural Integrity: 80 66,400.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 1,075 Double 584.00

Fuel & Fuel Pumps:   1,400.00

Bridge & Controls:   2,075.00

Armor Factor: 494 Improved Ferro-aluminum 743.00


      Armor Value

      (Capital Scale)        

  Fore:   74        

  Fore Left / Right:   88 / 88        

  Aft Left / Right:   88 / 88        

  Aft:   68        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (18) with 4 doors 2,700.00

   Bay 2: Small Craft (8) with 2 doors 1,600.00

   Bay 3: Cargo (1) with 1 door 220,016.00

     

DropShip Capacity: 4 Docking Hardpoints 4,000

Grav Decks:    

   Grav Deck #1: (55-meter diameter)  

Grav Decks:    

   Grav Deck #2: (90-meter diameter) 50

Escape Pods: 20 (7 tons each) 140

Crew and Passengers:    

   42 Officers (41 minimum)   0.00

   169 Crew (169 minimum)   0.00

   32 Gunners (32 minimum)   0.00

   76 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 Killer Whale(20 msls) Nose 8 8 8 8 40 1,300.00

3 NL45 FL/R 14 14 14 14 420 5,400.00

1 Barracuda(10 msls) FL/R 2 2 2 2 20 780.00

3 NAC/20(300 rounds) L/RBS 60 60

60

360 15,240.00

2 Medium NPPC L/RBS 18 18 18 18 540 7,200.00

3 NAC/20(300 rounds) AL/R 60 60

60

360 15,240.00

2 Medium NPPC AL/R 18 18 18 18 540 7,200.00

1 Barracuda(10 msls) AL/R 2 2 2 2 20 780.00

TOTALS:           2,300 830,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 5,212,827,200 C-Bills

Battle Value: 80,293

Cost per BV: 64,922.56

Weapon Value: 36,753 (Ratio = .46)

Damage Factors:    SRDmg = 3,048; MRDmg = 3,048; LRDmg = 2,411; ERDmg = 954

Maintenance Point Value:    MPV = 331,206 (77,838 Structure, 153,108 Life Support, 100,260 Weapons)

Support Points: SP = 539,325 (163% of MPV)

BattleForce2: (Not applicable)

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5590
THURSDAY, FEBRUARY 02, 2006
799 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5590]

Mercury MCY-99

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

Word of Blake Inner Sphere

Star League Star League

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 2742

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Mercury MCY-99

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 20 tons

Chassis: Bergan MX II Standard

Power Plant: 160 LTV Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 [172.8] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Mitchell-091 Ferro-Fibrous

Armament:
2 Hessen IX Small Lasers
2 Martell Medium Lasers
Manufacturer:    Mitchell Vehicles
   Location:    Graham IV
Communications System:    DataTech 401
Targeting & Tracking System: Skyhunter IV


Overview:

The unveiling of the Mercury was heralded as the dawn of a new age in BattleMech design. Billed as an obvious successor to the aging Stinger and Wasp, the Mercury answered many dreams of scout lance pilots. Initial specifications called for the light Mech to be faster and better armed than any other in its class, all without a reduction in armor.

Displayed for the first time in 2742, the Mercury was an electronic marvel, the showpiece of the Star League Defense Forces. At the unveiling, Mitchell Vehicles spokesmen described multiple breakthrough systems only in general terms, and none of the new Mechs was allowed outside the direct control of the Regular Army. [EDITOR'S NOTE: Just before the Exodus, the new Mercury 'Mechs remained with units stationed on Terra and at the factory on Graham IV. These all left with General Kerensky. The highest concentration to remain behind were with the Eighth Recon Battalion of the Third Regimental Combat Team, known as the Eridani Light Horse, which became a renowned mercenary unit. The Eighth lost all twelve of its Mercury 'Mechs during fighting on Sendai in 2798.]

Capabilities:

The heart of the Mercury is the Myomer Accelerator Signal Circuitry (MASC) system. Acting as a "turbocharger" for the myomer bundles in the legs, the MASC system allows the Mercury to reach speeds of up to 172 kph in short bursts. The special circuitry sends shorter but stronger signals to the myomer bundles, effectively doubling the Mercury's walking speed. Long-term use can damage the 'Mech's actuators, but timely use in critical situations can mean the difference between life and death.
With its high speed and energy weapons, the Mercury is an ideal scout and raider, capable of remaining in the field for as long as the pilot is able to take the stresses of battle.

The few critics of the design point out the Mercury's lack of jump jets. Despite this drawback, the Mercury is well accepted by the Star League commanders. Though comparable in weight to the Stinger or Wasp, the Mercury can survive longer in battle because of its heavier weapons and the stronger Ferro-Fibrous armor.

The energy-dissipation system is a marvel of Star League technology. Automated heat sinks monitor themselves and channel excess heat away from the reactor and cockpit.

The Hessen IX Small Lasers in the head and the center torso are a matched pair. The lasers are slipped into place, bolted down, and connected in three places to the power circuits and cooling feeds. If the lasers are damaged or destroyed, the bolts can be removed and the entire system replaced, usually in minutes. [EDITOR'S NOTE: This modular replacement system was expected to revolutionize the logistical support of field units, but the Exodus and First Succession War put an end to any radical departure from standard military procedure.]

Though both Martell Medium Lasers use the same type of barrel and targeting feeds, they do differ greatly in their power systems. The right arm laser diffuses the power all along the upper and lower arm, housing redundant systems in both sections to provide backup capabilities should one part of the arm be damaged. The torso mount, however, clusters the entire system into a compact area. Any damage to the torso, other than a direct hit on the power system, is likely to pass through, missing the laser entirely.


Type/Model: Mercury MCY-99

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 160 6 6.00

   Walking MP: 8    

   Running MP: 12 [16]    

   Jumping MP: 0    

Heat Sinks: 10 Single 4 .00

   (Heat Sink Loc: 2 LL, 2 RL)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   1 1.00

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

Armor Factor: 54 pts Ferro-Fibrous 14 3.00

   (Armor Crit Loc: 7 LT, 7 RT)


    Internal Armor

    Structure Value

  Head: 3 5

  Center Torso: 6 7

  Center Torso (Rear):   4

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 5/5

  L/R Leg: 4 6/6


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser HD 1   1 .50

1 Small Laser CT 1   1 .50

1 Medium Laser LT 3   1 1.00

1 Medium Laser RA 3   1 1.00

TOTALS:   8   54 20.00

Crits & Tons Left:       24 .00


Calculated Factors:

Total Cost: 1,796,440 C-Bills

Battle Value: 471

Cost per BV: 3,814.1

Weapon Value: 183 / 183 (Ratio = .39 / .39)

Damage Factors:    SRDmg = 10; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 8,   Armor/Structure: 1/2

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

    Class: ML,   Point Value: 5

 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5589
THURSDAY, FEBRUARY 02, 2006
UPDATE: 2/2/2006
820 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5589]

Thorn THE-N

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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ComStar Inner Sphere

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BATTLEROM IMAGE JULY 14, 2750

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Thorn THE-N

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 20 tons

Chassis: Chariot Type II Endo Steel

Power Plant: 120 GM Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Armorscale with CASE Standard

Armament:
1 Zeus LRM 5
2 Hellion Spitfire Medium Lasers
Manufacturer:    Ford Military Limited
   Location:    (Unknown)
Communications System:    Opus I Ultrabeam
Targeting & Tracking System: Orion 80


Overview:

The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during the late 24th Century. It was the first 'Mech to incorporate the Endo Steel II Skeleton. The Thorn was unveiled with tremendous hype, but initial reviews were mixed.   Commanders later agreed that Endo Steel II had obvious advantages but would not be suitable for all 'Mechs.

The Thorn was designed to serve in front-line combat units.   Its inability to jump was not considered unusual for this type of duty, but commanders who tried to use all light 'Mechs as scouts found the Thorn to be useless.   Once seperated from company mates, the Thorn's heavier armor and greater firepower were no match for a quicker opponent.

Capabilities:

The Thorn has had mixed reviews for the entire length of its service.   Supporters point out that the design packs more punch per ton than any other 'Mech and that its armor is also the best of its size. In a toe-to-toe slugfest, the Thorn can usually reduce an equal weight opponent to scrap in minutes.

Opponents of the design note that a 'Mech cannot hit what it cannot reach. Although the 120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets leaves the Thorn in the dust of other light 'Mechs. The Zeus Long-Range Missile system only partially offsets this lack of pursuit ability.

This favoring of armor and weapons over maneuverabilty has made the Thorn a favorite of front-line light companies.

The weapon placement and ease of maintenance have given the design high marks in every technician's manual. The arms and legs are completely accessible, allowing a service crew to actually enter the limbs and work on repairs from the inside.

The Thorn's main armament consists of twin medium lasers. These identical weapons further imrove maintenance and are extremely efficient.   The design is noted as a "cool running" 'Mech, but the placement of one laser directly under the pilot's feet makes the Thorn seem to be running hotter than it really is. Extensive cooling is provided in the cockpit area, but the lack of an effective venting system for the medium laser makes repeated firing uncomfortable for the pilot.

The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the pilot to switch targets quickly. If damaged, the entire system can be replaced in a few hours, which is fortunate as the launcher can easily be destroyed if the 'Mech engages in hand-to-hand combat. The missile-feed system, which passes reloads from the torso storage compartment, is average at best.   If damaged, reloads can become lodged in the upper arm, where additional damage has been known to cause detonation, destroying the arm.


Type/Model: Thorn THE-N

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Endo Steel 14 1.00

   (Endo Steel Loc: 7 LT, 7 RT)

Engine: 120 6 4.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 10 Single 6 .00

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

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 69 pts Standard 0 4.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 6 8

  Center Torso (Rear):   4

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   4/4

  L/R Arm: 3 6/6

  L/R Leg: 4 8/8


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 5 RA 2 24 2 3.00

   (Ammo Loc: 1 RT)

1 Medium Laser HD 3   1 1.00

1 Medium Laser LA 3   1 1.00

CASE Equipment: RT     1 .50

TOTALS:   8   54 20.00

Crits & Tons Left:       24 .00


Calculated Factors:

Total Cost: 1,653,120 C-Bills

Battle Value: 484

Cost per BV: 3,415.54

Weapon Value: 238 / 238 (Ratio = .49 / .49)

Damage Factors:    SRDmg = 8; MRDmg = 3; LRDmg = 1

BattleForce2: MP: 6,   Armor/Structure: 2/2

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

    Class: ML,   Point Value: 5

 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5588
THURSDAY, FEBRUARY 02, 2006
845 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5588]

Mongoose MON-66

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

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BATTLEROM IMAGE JANUARY 31, 2660

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Mongoose MON-66

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 25 tons

Chassis: Kell/D Endo Steel

Power Plant: 200 Nissan Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Mitchell GA3 Ferro-Fibrous

Armament:
3 Sorenstein Medium Lasers
1 Starflash Plus Small Laser
1 Diplan Beagle Beagle Active Probe
Manufacturer:    Diplan Mechyards
   Location:    Ozawa
Communications System:    ON-5
Targeting & Tracking System: Beagle Active Probe


Overview:

Introduced in the spring of 2660, the quick, agile Mongoose soon became popular with Star league Light Lance commanders. Though the 'Mech was originally designed for deep reconnaissance, commanders began to adapt it to front-line duty as soon as they discovered that the Beagle Active Probe and associated central processing units could coordinate the activities of an entire light company. Demand for this new vehicle was high, and by 2668, the design had become the standard command 'Mech for all light and recon lances.

Capabilities:

The Mongoose was designed to replace the venerable Locust, with ground speed, rather than jumping ability, as the key to the 'Mech's maneuverability. An instant success with field commanders, the 'Mech is considered an outstanding design. The 'Mechs armament is based entirely on energy weapons, making the Mongoose an ideal deep-recon 'Mech, raider, or guerrilla fighter. 

The internal structure of the Mongoose employs Endo Steel II, an alloy created especially for use in 'Mechs. Endo Steel offers tremendous load-bearing ability plus greater tensile strength, allowing a much lighter skeleton to carry the same weight as a normal skeleton. Covering the skeleton are plates of Ferro-Fibrous Armor. The Mongoose carries a heavy load of armor for its size, and it can survive a direct PPC blast to the chest without internal damage. If necessary, the Mongoose can engage medium 'Mechs with some chance of success.

The laser systems are tried and dependable, with excellent heat dissipation provided by the primary cooling collars located just above the 'Mech's elbows. Secondary heat sinks, located in the back of the torso, funnel heat toward the waist. The lasers mounted in the center torso and head are very accurate, employing internal compensators that allow the Mongoose to aim precisely when at a full run. The only drawback to the weapon system is the cooling jacket for the center torso laser, which rests on top of the engine compartment and tends to deteriorate rapidly. Replacement is not difficult, but tests show the jacket is virtually useless after 100 firings. The additional heat does not impair the Mongoose's performance, but it makes the cockpit uncomfortable and sometimes interferes with the sensor array.

The Beagle Active Probe, riding within the left shoulder, may be the most important item in the 'Mech. With extended scanner range and a wider scanning-band range, the Beagle can detect and identify vehicles 16 percent faster than any other scanner. Once identified, the target is permanently stored in the Beagle's memory. Should the Beagle encounter the target again, it will remember speed, damage, and even forecast a fighting style to the Mongoose pilot. During off hours, the pilot can review any battle on the tactical display, modifying actions with a joystick. The Beagle projects the tactical change and shows the results. This memory device has made the Mongoose a highly sought battlefield trainer.


Type/Model: Mongoose MON-66

Mass: 25 tons

Equipment:   Crits Mass

Internal Structure: 43 pts Endo Steel 14 1.50

   (Endo Steel Loc: 7 LT, 7 RT)

Engine: 200 6 8.50

   Walking MP: 8    

   Running MP: 12    

   Jumping MP: 0    

Heat Sinks: 10 Single 2 .00

   (Heat Sink Loc: 1 LL, 1 RL)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 89 pts Ferro-Fibrous 14 5.00

   (Armor Crit Loc: 7 LA, 7 RA)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 8 12

  Center Torso (Rear):   4

  L/R Side Torso: 6 10/10

  L/R Side Torso (Rear):   2/2

  L/R Arm: 4 8/8

  L/R Leg: 6 12/12


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 Medium Laser CT 3   1 1.00

1 Small Laser HD 1   1 .50

1 Beagle Active Probe LT 0   2 1.50

TOTALS:   10   67 25.00

Crits & Tons Left:       11 .00


Calculated Factors:

Total Cost: 2,229,479 C-Bills

Battle Value: 633

Cost per BV: 3,522.08

Weapon Value: 391 / 391 (Ratio = .62 / .62)

Damage Factors:    SRDmg = 12; MRDmg = 2; LRDmg = 0

BattleForce2: MP: 8,   Armor/Structure: 2/2

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

    Class: ML,   Point Value: 6

    Specials: prb

 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5587
THURSDAY, FEBRUARY 02, 2006
631 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5587]

Hermes HER-1S

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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ComStar Inner Sphere

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BATTLEROM IMAGE MAY 10, 2632

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Hermes HER-1S

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 30 tons

Chassis: Irian Chassis Class 10 Endo Steel

Power Plant: 270 GM Fusion

Walking Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Jolassa-328 Ferro-Fibrous

Armament:
2 Hellion-V Medium Lasers
1 Olympian Flamer
Manufacturer:    Irian BattleMechs Unlimited
   Location:    Irian
Communications System:    Irian TelStar
Targeting & Tracking System: Alexis Photon Targeting Acquisition System


Overview:

The Hermes was designed as a heavy scout for the Star League Defense Forces. Commissioned in 2632, the 'Mech was delivered in record time.   Though the design requirements were fulfilled to the letter, the Quartermaster Command was skeptical of the swift delivery.   Line officers were not surprised, therefore, when many of the first Hermes 'Mechs turned out to have glitches in the electronics bay.   When the source of the problem was discovered many months later, Techs had to spend hours in field-repair time rewiring the electronic bays of the new 'Mechs.   

The Hermes design called for a 'Mech as fast as any currently in service.   The end product greatly exceeded initial expectations, but only at the cost of a severely weak firepower and armor protection.   The high cruising speed is desirable, but the lack of significant firepower makes the 'Mech unpopular.   The armor is acceptable, but scout pilots cannot get used to a 30-ton 'Mech with only two medium range weapons.   The Hermes saw service for 19 years, after which time the design was reassigned to second-line units. [EDITORS NOTE: Irian BattleMechs reworked the basic design, which emerged as the Hermes HER-2S in 2798.]

Capabilities:

The main asset of the Hermes is its tremendous speed.   Capable of long bursts of speed, the 'Mech fulfills its scout role admirably until it encounters the enemy.   The overall design is serviceable, but it does not incorporate any breakthoughs in technology.   

The original armor was standard plating, making the Hermes susceptible to fire from most medium and light 'Mechs.   The upgrade to Ferro-Fibrous armor was a modification first performed in the field to give the Hermes a higher survivability factor.   Generally successful, the upgrade did improve the 'Mechs ability to withstand combat.

The single shining piece of equipment on the Hermes is the Alexis Photon Target Aquisition System.   The Alexis paints the target with light before actually firing either laser.   If the Alexis fails to lock on to a high-density target, such as an armored vehicle or 'Mech, the system suspends the order to fire.   The order to fire is held in a memory buffer until the system acquires a target.   If no target is achieved within two seconds, the order is canceled.   While the heat buildup in the laser capacitor still has to be dissipated, the system saves wear and tear on the laser focusing apparatus, thus reducing maintenance requirements.

The hand flamer of the Hermes is an older design using a fuel mixture rather than tapping into the fusion plant's plasma field.   When the weapon is triggered, the upper cylinder, containing a napalm gel, is opened.   The gel is forced along pressure hoses towards the nozzle.   Instead of exposing the napalm to open flame, the gel mixes with small amounts of specially treated magnesium suspended in water.   When the magnesium hits the air, it bursts into flame, igniting the napalm.   The system is considered to be among the safest devised, because the napalm is stored far from the igniting agent.   Only a small amount of magnesium is required to ignite the mixture, and so damage to the storage cylinder usually causes only minor damage to the limb.   As a further safeguard, ejection racks can jettison the storage cylinder away from the 'Mech.


Type/Model: Hermes HER-1S

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Endo Steel 14 1.50

   (Endo Steel Loc: 7 LT, 7 RT)

Engine: 270 6 14.50

   Walking MP: 9    

   Running MP: 14    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 90 pts Ferro-Fibrous 14 5.00

   (Armor Crit Loc: 8 LA, 6 RA)


    Internal Armor

    Structure Value

  Head: 3 7

  Center Torso: 10 14

  Center Torso (Rear):   5

  L/R Side Torso: 7 9/9

  L/R Side Torso (Rear):   4/4

  L/R Arm: 5 9/9

  L/R Leg: 7 10/10


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1.00

1 Medium Laser CT 3   1 1.00

1 Flamer LA 3   1 1.00

TOTALS:   9   61 30.00

Crits & Tons Left:       17 .00


Calculated Factors:

Total Cost: 2,701,270 C-Bills

Battle Value: 596

Cost per BV: 4,532.33

Weapon Value: 273 / 273 (Ratio = .46 / .46)

Damage Factors:    SRDmg = 8; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 9,   Armor/Structure: 2/3

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

    Class: ML,   Point Value: 6

 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5586
THURSDAY, FEBRUARY 02, 2006
UPDATE: 2/2/2006
719 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5586]

Hussar HSR-200-D

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

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Star League Star League

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BATTLEROM IMAGE NOVEMBER 24, 2630

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Hussar HSR-200-D

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 30 tons

Chassis: Benztrov 40 Standard

Power Plant: 270 GM Fusion

Walking Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Victory Anchor 2 Ferro-Fibrous

Armament:
1 Newhart ER Large Laser
Manufacturer:    Newhart Industries
   Location:    (Unknown)
Communications System:    Field Ranger Sightseer
Targeting & Tracking System: Ranger LAF Model 2


Overview:

The HSR 200-D Hussar is one of the most widely used light recon 'Mechs within the Star League Defense Forces. With a maximum speed of 151 kph, the Hussar is a difficult target in a one-on-one fight.

Originally intended to provide close support for infantry units, the 'Mech proved to be so fast that it is a greater asset for reconnaissance. Many Hussars began to replace fast scout vehicles, providing superior firepower and greater terrain-handling ability than many scout vehicles.

Capabilities:

The Hussar is equipped with an ER large laser, which gives it above-average targeting and range ability with far less maintenance than other similar weapons. Seeing the success of the ER laser, the Star League Quartermaster Command placed an order with Newhart Industries for several hundred other BattleMechs of larger weight and firepower class equipped with the weapon. 

The Hussar is basically defenseless once it gets within range of other weapons, though it can still charge, kick, and punch. The Hussar is occasionally drawn into one-on-one combat with other BattleMechs, but it would rarely be the 'Mech of choice for that role.

Another weakness is the overall shortage of armor on the 'Mech. With only 1.5 tons of armor, it lacks the protection of most lighter BattleMechs. Even the early-model Locust deployed by the SLDF has twice the armor of an Hussar.

The Hussar is faster, however, and mounts a better weapon. These are delicate tradeoffs in battle, but the net result is that the Hussar can disengage by running from a fight against even a lighter BattleMech.

The Ranger communications and targeting systems are also above average, with extended-range capabilities for surveillance missions as well as the ability to jam out most forms of communications. Thus, several well-placed Hussars behind enemy lines can totally disrupt the distribution of orders and troops. A Hussar can literally tap into transmissions between enemy BattleMechs 35 kilometers away. The transmission capability of the Hussar is also somewhat better than most other SLDF BattleMechs because the Hussar is more often reporting enemy movements and communications, rather than disrupting them.

[Editor's Note: The Hussar earned its fame for its success in skirting enemy lines and monitoring the enemy. In 2630, during a series of rebellions on the Lyran world of Wotan, near the Dark Nebula, the 51st Hussar Regiment of the XXX Corps was called in at the request of Lyran officials.

Ten Hussars known as "The Fingers of Death" dropped far behind enemy lines with little support. Their mission was to disrupt the enemy for as long as possible. During the three-week operation, the 'Mechs destroyed several communications stations and ammunition dumps. Finally, the rebellious locals tracked down several of these raiding Hussars and attempted to engage them in combat, only to find them turning tail and running away at staggering speeds.

When the fighting was over, only three of the Hussars had been destroyed. The Fingers of Death had proved the combat value of the Hussar, and its reputation grew.]


Type/Model: Hussar HSR-200-D

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 270 6 14.50

   Walking MP: 9    

   Running MP: 14    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 27 pts Ferro-Fibrous 14 1.50

   (Armor Crit Loc: 1 HD, 6 LT, 7 RT)


    Internal Armor

    Structure Value

  Head: 3 3

  Center Torso: 10 4

  Center Torso (Rear):   2

  L/R Side Torso: 7 3/3

  L/R Side Torso (Rear):   2/2

  L/R Arm: 5 2/2

  L/R Leg: 7 2/2


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser CT 12   2 5.00

TOTALS:   12   47 30.00

Crits & Tons Left:       31 .00


Calculated Factors:

Total Cost: 2,790,840 C-Bills

Battle Value: 577

Cost per BV: 4,836.81

Weapon Value: 154 / 154 (Ratio = .27 / .27)

Damage Factors:    SRDmg = 8; MRDmg = 6; LRDmg = 2

BattleForce2: MP: 9,   Armor/Structure: 1/3

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

    Class: ML,   Point Value: 6

 

 

Lasergunner posted this 22 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5585
THURSDAY, FEBRUARY 02, 2006
649 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5585]

Sentinel STN-3L

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

House Davion Inner Sphere

House Marik Inner Sphere

House Steiner Inner Sphere

Word of Blake Inner Sphere

Star League Star League

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BATTLEROM IMAGE NOVEMBER 25, 2651

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Sentinel STN-3L

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 40 tons

Chassis: Defiant V Standard

Power Plant: 240 Pitban Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Valiant Lamellor Standard

Armament:
1 Defiance B-1A Small Laser
1 KWI Ultra AC/5
1 Defiance Streak SRM 2
Manufacturer:    Defiance Industries
   Location:    (Unknown)
Communications System:    StarLink/Benicia Model AS829G
Targeting & Tracking System: Targa-7, Vid-Com-17


Overview:

The STN-3L Sentinel is a medium BattleMech, though its 40-ton mass puts it at the low end of its class. Designed to provide battalion-level BattleMech support for infantry and light-armor units, the 'Mech has good maneuverability, long-range hitting power, and an advanced communications system. Equipped with the powerful VidCom-17 and Targa-7 long-range targeting and tracking system, the Sentinel is ideal for use in patrols or as a mobile observation post. The 'Mech also carries a StarLink/Benicia Model AS829G communications system. Capable of simultaneous operation on multiple frequencies, this system not only allows the Sentinel to monitor closely and to command units operating under it, but also keeps the 'Mech in close contact with rear-area artillery units, calling for fire when needed.

Defiance Industries first produced the Sentinel in 2651 for use by House Steiner's private army. The 'Mech appeared one year after the Star League Council had passed an amendment allowing the Council Lords to double their personal household forces. Originally intended for infantry support, the 'Mech soon moved on to the role of guarding military installations and major land holdings of the Steiner family. By the early 28th Century, the design was also in use by the Star League Defense Forces as well as the Davion and Marik private armies.

Capabilities:

The STN-3L's 40-ton frame is powered by the 11.5 ton, Pitban 240 fusion engine, giving the 'Mech a walking speed of 65.4 kph and a top running speed of 97.1 kph. Shortly after the 'Mech's original deployment, concern arose over the choice of the Pitban 240 because of rumors about shielding problems with the Pitban 240s that Defiance Industries was producing under license. After a number of Sentinels were pulled from the field because of chronic over-heating, an investigation took place. This investigation found that the heat circulation system was at fault, rather than the engine shielding. The faulty components were replaced in most existing 'Mechs and all later production versions.

The Sentinel is well-equipped for combat, carrying a single KWI-5 Ultra Autocannon, a single Defiance Streak-2 SRM Launcher, and a single Defiance B-1A Small Laser. Kawabata Weapons Inc. produced the AC/5 Ultra especially for Defiance Industries. The weapon gives the 'Mech good long-range fire capability, with an effective range exceeding that of LRMs and standard AC/5s. Another special feature of this weapon is its ability to fire rounds at double the rate of a standard AC/5. Though this autocannon fire is not as accurate as would be a pair of standard AC/5s, the Ultra does give an equivalent volume of fire.

Unfortunately, besides generating much heat and burning through ammunition supplies quickly, the extremely high rate of fire has caused some other major problems, particularly on the early STN-3Ls. When fired at its maximum rate, the weapon vibrates violently, causing the internal circuitry in the BattleMech's weapon arm to fail. This often causes a total loss of control of the arm, effectively rendering the AC/5 useless and cutting the Sentinel's combat capabilities almost in half. Though repairs for this problem are simple, the problem keeps the 'Mech out of combat for half an hour or more during repairs.

The current STN-3L has been modified to reduce the chance of disturbances to circuitry. Even these modifications have not solved the problem totally, with an estimated 3 percent chance that the problem will occur whenever the AC/5 Ultra fires at its maximum rate.

The Sentinel was not designed to engage in close combat, relying instead on its AC/5 Ultra to hold off enemy units at long range, but it can defend itself if an enemy gets close. Tucked away inside the Sentinel's right torso is its Defiance Streak-2 SRM Launcher, linked to a Targa-7 fire control system. This short-range missile system is designed to guarantee a hit against any target onto which the pilot can get a lock. A special feature of this system prevents the weapon from firing at a target when there is no lock-on. This saves ammunition by preventing shots that would miss anyway. Unlike a standard SRM, whose shotgun effect may result in some misses and some hits, the Streak SRM hits with all its missiles. This gives the unit the effective average firepower of the heavier and more wasteful SRM-4 system, but with considerably less variation in damage effects.

When designed, the Sentinel was equipped with a Defiance A-1 small laser instead of the B-1A model of current designs. However, the original A-1 small laser was prone to problems after extended field operations, and so the more rugged B-1A was substituted.   In 2678, all Sentinels were refitted with the single Defiance B-1A small laser, which is mounted in the right torso, just below the Streak-2 SRM launcher.


Type/Model: Sentinel STN-3L

Mass: 40 tons

Equipment:   Crits Mass

Internal Structure: 67 pts Standard 0 4.00

Engine: 240 6 11.50

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 10 Single 1 .00

   (Heat Sink Loc: 1 LT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 88 pts Standard 0 5.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 10

  Center Torso (Rear):   7

  L/R Side Torso: 10 8/8

  L/R Side Torso (Rear):   5/5

  L/R Arm: 6 8/8

  L/R Leg: 10 10/10


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RT 1   1 .50

1 Ultra AC/5 LA 1 20 6 10.00

   (Ammo Loc: 1 LT)

1 Streak SRM 2 RT 2 50 2 2.50

   (Ammo Loc: 1 RT)

TOTALS:   5   39 40.00

Crits & Tons Left:       39 .00


Calculated Factors:

Total Cost: 3,292,030 C-Bills

Battle Value: 614

Cost per BV: 5,361.61

Weapon Value: 265 / 245 (Ratio = .43 / .40)

Damage Factors:    SRDmg = 9; MRDmg = 5; LRDmg = 3

BattleForce2: MP: 6,   Armor/Structure: 2/3

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

    Class: MM,   Point Value: 6

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5584
THURSDAY, FEBRUARY 02, 2006
687 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5584]

Wyvern WVE-5N

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 2750

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BATTLEROM IMAGE OCTOBER 22, 2660

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Wyvern WVE-5N

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 45 tons

Chassis: OST Endo Steel

Power Plant: 180 GM Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Northrup 750 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Kilosh 1000 Standard

Armament:
1 Jackson Dart-10 LRM 10
1 Nightwind Large Laser
2 Starflash Small Lasers
1 Totschlangen-6 SRM 6
Manufacturer:    Maltex Corporation
   Location:    (Unknown)
Communications System:    Ostmann AMB
Targeting & Tracking System: Scrambler-7 Series


Overview:

Commissioned in late 2660, the Wyvern was developed to fill the need for a dedicated city fighter. The Wyvern may fulfill its duties too well, for many pilots dislike the 'Mech's primary tasks of crowd control, garrison duty, security work, or urban defense. These are not flashy assignments, and so the Wyvern is not a flashy 'Mech.

A few MechWarriors, however, enjoy piloting the 'Mech. In its element, the city, there are few 'Mechs of any size that it cannot handle, or at the very least harass. These veteran Wyvern pilots are among the proudest in the Star League military.

Capabilities:

As a city-fighter, the Wyvern does not need much ground speed. With a top speed of 65 kilometers per hour, the Wyvern cannot escape many of its foes by running away.

It can, however, jump with considerable ease, powered by the jump jets in its rear torso and upper legs. This combination of average speed and average jumping ability make the Wyvern a sitting duck in the open field. When on attack, the 'Mech is normally used in heavy woods or mountainous terrain, where the ground effects tend to reduce the movement advantages of faster 'Mechs.

The arm-mounted Nightwind Large Laser is the Wyvern's main weapon. Being an older design, the Nightwind's many system components have been refined through countless hours of battlefield tests. The system is extremely reliable, but most of the components are so bulky and heavy that the Nightwind is one of the largest military lasers ever produced. The Starflash Small Lasers cradled next to their bigger cousin where added later, after it was discovered that some of the Nightwind's power could be diverted with no loss of effectiveness.

The Jackson Dart long range missile launcher has been a constant source of problems for Wyvern pilots. Because the weapon is located in front of the engine core, the heat of the engine often causes an automatic shutdown of the system. Normal coolant jackets have proven ineffective, and if a pilot attempts to override shutdown, the heat build-up can lead to an ammo explosion as the reloads are passed from the CASE in the left torso. The only proven solution is to keep the reactor's temperature as low as possible. If heat levels rise too high, the pilot can eject the loaded missiles and disable the autoloader, sealing the remaining missiles in the CASE.

The Totschlagen-6 short-range missiles are much more reliable. Housed in the right torso, the launcher sits on top of the CASE. The entire reloading system is extremely compact, making reloading quick and efficient. If the system should jam, the reload tubes can usually be cleared by jumping the Wyvern up and down.


Type/Model: Wyvern WVE-5N

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 75 pts Endo Steel 14 2.50

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

Engine: 180 6 7.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 12 Single 5 2.00

   (Heat Sink Loc: 1 HD, 2 LT, 2 RT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 152 pts Standard 0 9.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 20

  Center Torso (Rear):   7

  L/R Side Torso: 11 16/16

  L/R Side Torso (Rear):   6/6

  L/R Arm: 7 14/14

  L/R Leg: 11 22/22


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 10 CT 4 12 3 6.00

   (Ammo Loc: 1 LT)

1 Large Laser RA 8   2 5.00

2 Small Lasers RA 2   2 1.00

1 SRM 6 RT 4 15 3 4.00

   (Ammo Loc: 1 RT)

CASE Equipment: LT RT     2 1.00

4 Standard Jump Jets:       4 2.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)

TOTALS:   18   66 45.00

Crits & Tons Left:       12 .00


Calculated Factors:

Total Cost: 3,475,215 C-Bills

Battle Value: 883

Cost per BV: 3,935.69

Weapon Value: 600 / 600 (Ratio = .68 / .68)

Damage Factors:    SRDmg = 13; MRDmg = 9; LRDmg = 3

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

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

    Class: MM,   Point Value: 9

    Specials: if

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5583
THURSDAY, FEBRUARY 02, 2006
728 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5583]

Crab CRB-27

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 2750

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BATTLEROM IMAGE MARCH 6, 2719

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Crab CRB-27

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 50 tons

Chassis: Hollis Mark 1A Standard

Power Plant: 250 Magna Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Paulina Heavy Ferro-Fibrous

Armament:
2 RAMTech 1200 Large Lasers
1 Ceres Arms Medium Laser
1 Exostar Small Laser
Manufacturer:    Cosara Weaponries
   Location:    Northwind
Communications System:    Garret T11-b
Targeting & Tracking System: Garret D2j


Overview:

The Crab was designed to be a medium raider and guerrilla fighter. First built in 2719, fewer than 1,000 of this design have been delivered to their assignments so far. Initial reports on the design were good, but the 'Mech's lack of hands and inability to jump have reduced its usefulness as a raider. The Crab possesses good overall speed and can survive for weeks without resupply. All of its weapons are energy-based, which makes the Crab slightly hotter to operate than other 'Mechs of its class. [EDITOR'S NOTE: It is likely that the Crab would have become the standard medium 'Mech of the SLDF had events not forced General Kerensky and his loyalists to leave the Inner Sphere.]

Capabilities:

The Crab contains little new technology. Except for the targeting system and the communications equipment, every major component on the Crab has been proven on another 'Mech design. Techs dream of assignment to a Crab, because the maintenance time is less than half that for other 'Mechs in its class. A Crab Walk is synonymous with easy duty. Only the communications equipment gives the Techs any problems.

The Dalban Series K communications network was designed to be fully self-contained. The system houses seven microprocessors, each capable of performing its own special duty as well as duplicating the operations of the other six. More than a communication systems, the Dalban network can identify the 'Mech's exact location on the world and locations of any known units on the planet. The system keeps the information current by monitoring all radio frequencies and short-wave bands. When operating behind enemy lines, the system can forecast enemy troop movements, differentiating between suspected positions and known positions, and project a path for arriving at any goal. Though not foolproof, the system does give the pilot an excellent recon report prior to his patrol. Unfortunately, the system is difficult to maintain. Damage to one of the processors normally requires its complete removal. The system redundancy was absolutely necessary to keep the system on line during combat.

The Crab's armor protection is generally good. The arms and legs are especially well-protected, with Ferro-Fibrous Armor used throughout. Its weakest areas of protection are the left and right torsos, but even those areas can withstand a direct PPC blast without a breach.

The 'Mech's weapons systems are functional, but uninspired. The large lasers are a matched set, housed in the claws and forearms of each arm. They provide an excellent arc of fire but are easily damaged during hand-to-hand fighting. Pilots have a tendency to use the huge weapons as clubs, knocking the focusing mirrors out of alignment and rendering the laser inoperable. Though the adjustment is easy to perform, it requires several minutes outside the cockpit with the pilot's head buried in the elbow of the 'Mech.

To provide a secondary line of defense, a medium Ceres Arms laser and ExoStar small laser were added in the center torso and head, respectively. The medium laser is well-protected from the engine, and heat sinks allow an unrestricted flow of heat through the center torso and out of the back. The headmounted small laser is normally used only as a last resort. Ineffective at long ranges, it is best used against soft targets, such as infantry and rioting civilians. The cockpit is well-insulated from the heat of the engine and the small laser. Pilots appreciate the relative comfort of piloting a Crab.

The 'Mech's ejection seat varies from the standard design. The pilot has two methods of escape. If an explosion is imminent, the top hatch is blown back and the seat is jettisoned through the roof of the 'Mech. Seat thrusters stabilize the descent to a controlled fall, and the pilot lands roughly 200 meters from his machine. If no explosion is likely, the seat is rotated 90 degrees and fired out the back. The pilot will land 20 to 50 meters from his 'Mech after a much shorter and gentler ride.


Type/Model: Crab CRB-27

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Standard 0 5.00

Engine: 250 6 12.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 16 Single 6 6.00

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

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 161 pts Ferro-Fibrous 14 9.00

   (Armor Crit Loc: 7 LT, 7 RT)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 20

  Center Torso (Rear):   8

  L/R Side Torso: 12 16/16

  L/R Side Torso (Rear):   6/6

  L/R Arm: 8 16/16

  L/R Leg: 12 24/24


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Laser RA 8   2 5.00

1 Large Laser LA 8   2 5.00

1 Medium Laser CT 3   1 1.00

1 Small Laser HD 1   1 .50

TOTALS:   20   56 50.00

Crits & Tons Left:       22 .00


Calculated Factors:

Total Cost: 4,050,874 C-Bills

Battle Value: 965

Cost per BV: 4,197.8

Weapon Value: 860 / 860 (Ratio = .89 / .89)

Damage Factors:    SRDmg = 16; MRDmg = 9; LRDmg = 1

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

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

    Class: MM,   Point Value: 10

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5582
THURSDAY, FEBRUARY 02, 2006
UPDATE: 2/2/2006
586 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5582]

Kintaro KTO-19

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE NOVEMBER 26, 2587

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Kintaro KTO-19

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 55 tons

Chassis: Technicron-1 Standard

Power Plant: 275 Core Tek Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Leopard V Ferro-Fibrous

Armament:
1 Holly-5 LRM 5
2 HoverTec-6 SRM 6s
2 Magna Medium Lasers
1 Narc Missile Beacon
Manufacturer:    General Mechanics
   Location:    (Unknown)
Communications System:    OmniComm 3
Targeting & Tracking System: Starbeam 3000


Overview:

The Kintaro is a rare example of a 'Mech designed around a weapon system, the Narc Missile Beacon. The 'Mech was to incorporate the Narc system, with ample firepower to take advantage of any hit achieved by the Narc pods. The 'Mech would be mainly an offensive weapon, able to work with a variety of other 'Mechs, but also required to carry maximum armor. The primary mission of the new 'Mech was to deliver the Narc pods to the target and let its lancemates provide the punishment. In 2587, the Quartermaster Command approved the General Mechanics Kintaro design.

Primarily a missile-carrier, the Kintaro packs a considerable punch. It is not a raider, however. Though it carries ample supplies for a single engagement, it is almost constantly in need of resupply. As any fight wears on, the effectiveness of the Kintaro decreases geometrically. Once the Narc Pods are gone, the Kintaro usually begins to look for a way out of the fighting.

Capabilities:

Rarely has the introduction of a single weapon system caused as much stir as the unveiling of the Narc Missile Beacon. Introduced in 2587, the Narc system and the Kintaro were a matched set. The Narc system was a radically new way to activate a missile's target-acquisition computer. Special missiles, called pods, were fitted with powerful homing beacons behind a magnetic head. If a hit was achieved, the Narc Pod would emit a clear homing signal for all Narc-equipped missile systems in the area. Target lock-on was virtually guaranteed with the Narc in place.

The Kintaro mounts the Narc Missile Beacon in the heavily protected center torso, directly over the engine. Thickly shielded, the internal workings of the Kintaro mesh completely with the Narc. The Narc Pods are housed in the right torso and fed to the firing system by a sophisticated autoloader. The overall system is very reliable, but somewhat spread out. Although protected by tons of Ferro-Fibrous armor, the Narc System is vulnerable to any breach in the upper torso. The launcher is, however, of fairly standard design and can easily be replaced.

The twin HoverTec short-range missile launchers, while similar in effect, are totally different in design. The torso-mounted system is fairly standard. Very compact, the reloads sit next to the launcher, providing an excellent rate of fire and a high reliability rating. The left-arm system, however, is a technician's nightmare. Installed to provide a wider arc of fire, the arm-mounted autoloader requires daily maintenance. The lower arm houses both the Holly-5 long-range missile launcher and one of the HoverTec-6 SRMs. The reloads, however, are stored in the left torso. When reloading occurs, the missiles travel down the upper arm into the launch tubes. Reloading requires three seconds, during which time the arm must remain nearly motionless. The system automatically locks the arm in place for the moment required, but any movement in the system invariably causes a jam in the upper arm. The time it take to clear the jam varies greatly, but usually takes at least an hour.

The Holly-5 LRM uses the same principle and works like a charm. Missiles are stored in the torso and fed through the upper arm to the launcher on the forearm. When jamming occurs, it is in the storage area, prior to the missile's entry into the loading tube, but jamming is rare. Why the two systems show such differences in performance is not known.

The twin medium lasers mounted on the right arm are more for the pilot's peace of mind than to fight the enemy. It is a comfort to a MechWarrior if he always has something to fall back on when times get tough. The lasers provide a good arc of fire and work well as a supplement to the missile systems.


Type/Model: Kintaro KTO-19

Mass: 55 tons

Equipment:   Crits Mass

Internal Structure: 91 pts Standard 0 5.50

Engine: 275 6 15.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 179 pts Ferro-Fibrous 14 10.00

   (Armor Crit Loc: 1 HD, 3 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 18 26

  Center Torso (Rear):   10

  L/R Side Torso: 13 18/18

  L/R Side Torso (Rear):   8/8

  L/R Arm: 9 18/18

  L/R Leg: 13 23/23


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 5 LA 2 24 2 3.00

   (Ammo Loc: 1 LT)

1 SRM 6 RT 4   2 3.00

1 SRM 6 LA 4 30 4 5.00

   (Ammo Loc: 1 LT, 1 RT)

2 Medium Lasers RA 6   2 2.00

1 Narc Missile Beacon CT 0 12 4 5.00

   (Ammo Loc: 2 RT)

TOTALS:   16   59 55.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 4,851,706 C-Bills

Battle Value: 857

Cost per BV: 5,661.27

Weapon Value: 739 / 739 (Ratio = .86 / .86)

Damage Factors:    SRDmg = 14; MRDmg = 4; LRDmg = 1

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

    Damage PB/M/L: 3/2/-,   Overheat: 1

    Class: MM,   Point Value: 9

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5215
MONDAY, JANUARY 09, 2006
784 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5215]

Champion CHP-1N

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

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BATTLEROM IMAGE JANUARY 31, 2602

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Champion CHP-1N

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 60 tons

Chassis: Bergan XI Standard

Power Plant: 300 Vlar Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: 2/Star Slab Ferro-Fibrous

Armament:
1 Harpoon-6 SRM 6 w/ Artemis IV
2 Magna Mk II Medium Lasers
2 Martell Small Lasers
1 Lubalin LB 10-X AC
Manufacturer:    Bergan Industries
   Location:    New Earth
Communications System:    Garret T-11C
Targeting & Tracking System: Mercury-IV plus Artemis IV FCS


Overview:

Introduced in 2602, the CHP-1N Champion is a heavy BattleMech designed to be fast and maneuverable, with an array of weaponry to give it good combat flexibility. Weighing in at 60 tons and with a top running speed of 86.4 kilometers per hour, the Champion was intended to fill the roles of a heavy reconnaissance and strike BattleMech. The 'Mech also often serves with main-line units in more general combat roles.

Many have criticized the vehicle as being over-engined, oversized, under-gunned, and too costly. Despite its critics, the Champion has become popular among its pilots as well as MechWarriors who serve alongside the Champion, for it performs well.

Capabilities:

Its mass makes the CHP-1N Champion a heavy BattleMech, but it has feeble weaponry and light armor for this class. Though many other BattleMechs in the Champion's weight class are more heavily armed and armored, few can match its speed and maneuverability and, thus, its higher survival rate. To achieve this speed advantage, however, the 'Mech uses a Vlar 300 fusion engine, which itself masses nearly 20 tons, one-third of the Champion's overall mass.

Critics claim that a medium 'Mech in the 5O- to 55-ton range could obtain similar movement performance with a smaller engine, leaving room for almost as much weaponry and armor. Indeed, Earthwerks Incorporated bid for the same contract with a proposal for the GRF-3N, a modified version of its 55-ton Griffin, to achieve the same performance at notably less cost. Bergan Industries, manufacturer of the highly successful Locust, lobbied so intensively that its Champion proposal ultimately won out with an order for 200 machines.

The Champion's weaponry consists of one Lubalin Ballistics 10-X autocannon, one Harpoon-6 short-range missile launcher, a pair of Magna MkII Medium Lasers, and two Martell Small Lasers.   Though carrying extra ammunition, the 'Mech sometimes must withdraw from combat early or close quickly to engage targets with its SRM and laser weaponry.

The 'Mech's greatest weakness may be that it tends to run somewhat hot when involved in heavy combat, due mostly to the low-efficiency heat sinks installed to reduce the overall cost. Many SLDF units have begun to remove the Champion's original heat sinks for replacement by a newer type that dissipates 100 percent more heat.

Bergan Industries continues to produce the Champion at two of its 'Mech facilities on New Earth.


Type/Model: Champion CHP-1N

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6.00

Engine: 300 6 19.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 143 pts Ferro-Fibrous 14 8.00

   (Armor Crit Loc: 1 HD, 3 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 24

  Center Torso (Rear):   8

  L/R Side Torso: 14 18/18

  L/R Side Torso (Rear):   6/6

  L/R Arm: 10 12/12

  L/R Leg: 14 15/15


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 SRM 6 w/ Artemis IV LT 4 15 4 5.00

   (Ammo Loc: 1 LT)

2 Medium Lasers LT 6   2 2.00

2 Small Lasers CT 2   2 1.00

1 LB 10-X AC RT 2 20 8 13.00

   (Ammo Loc: 2 RT)

TOTALS:   14   57 60.00

Crits & Tons Left:       21 .00


Calculated Factors:

Total Cost: 5,741,600 C-Bills

Battle Value: 942

Cost per BV: 6,095.12

Weapon Value: 876 / 841 (Ratio = .93 / .89)

Damage Factors:    SRDmg = 20; MRDmg = 8; LRDmg = 2

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

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

    Class: MH,   Point Value: 9

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5214
MONDAY, JANUARY 09, 2006
709 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5214]

Lancelot LNC25-01

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE SEPTEMBER 21, 2581

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Lancelot LNC25-01

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 60 tons

Chassis: MangoTech 500 SJ (Spiral Jection) Standard

Power Plant: 360 Hermes XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: PanzerSlab Type 5 Standard

Armament:
1 Kinslaughter PPC
2 Krupp Model 32 Large Lasers
1 Krupp Model 2 Medium Laser
Manufacturer:    Krupp Stellar Technologies Incorporated
   Location:    (Unknown)
Communications System:    Krupp-COMM 500
Targeting & Tracking System: KBC Starsight Model


Overview:

In 2581, Krupp Stellar Technologies Inc. was awarded a Star League contract to produce a medium combat BattleMech. Though well-known for their weapons and battle computers, Krupp had yet to produce a 'Mech for the Star League military. Thus did their engineers outdo themselves in the effort to perfect their design, which they named the Lancelot, and which came in slightly overweight, in the heavy classification.

The Star League Quartermaster Command had laid down relatively simple criteria for the prototype. They asked for a 'Mech that could operate with limited dependency on ammunition or support and that was fast enough for mobile operation. In addition to these qualities, they asked for sufficient firepower to make the 'Mech a viable force in combat.

Faced with these demands, the design staff at Krupp Stellar equipped the Lancelot with the Hermes 360XL engine system. The XL is a rare engine series that produces extended output and endurance and weighs less than conventional fusion plants.

During trial runs on Soul during the spring of 2581, the Star League officials were impressed with the Lancelot's displays of firepower and speed. Though Krupp Stellar Technologies was a relatively small firm and the Lancelot would be its first BattleMech, the SLDF granted a contract for an initial order of 250 'Mechs.

Capabilities:

The Lancelot is a superior design from a number of standpoints. Its most important design feature is the Hermes 360XL power plant. Subtle alterations in shielding placement and core positioning allowed the engine's designers to drop tons from the weight of the power plant. This allowed the addition of several more heat sinks in the 'Mech's center torso, giving it superior heat-venting capability. Designers also added armor to critical locations.

The Krupp KBC battle computer had long been a standard that other firms used. In the Lancelot, the computer was programmed to monitor a wider range of input to match the capabilities of the engine and the computer. Thus, a Lancelot pilot can check such factors as current armor status and skin temperature.   More important, the Lancelot's internal monitoring systems do not inhibit the other abilities of the BattleMech in a fighting environment.

The Lancelot's targeting and tracking system, the Krupp KBC Starsight Model 3, is a perfect example of a manufacturer taking full advantage of a system's abilities. In a fierce battlefield situation, where hundreds of projectiles can fill the air in a matter of seconds, the Starsight singles out those 'Mechs targeting the Lancelot, highlighting them for immediate attention. Not only is this a strong advantage in a large-scale battle, but the Model 3 also instantly identifies the most serious threat. Most targeting systems can monitor up to 20 different targets simultaneously, but the Starsight Model 3 can manage up to 50, depending on the situation.

The Lancelot's profile is lean compared to most 'Mechs of the same production era. There are subtle curves in the contour of the PanzerSlab Type 5 Armor plates where many 'Mechs show corners and blunt edges. This tends to give the LNC 25-01 a narrower silhouette for enemy BattleMechs to target and hit.

The Lancelot's main weaponry is not overly impressive for a 'Mech of its weight, however. The Kinslaughter PPC is well-known for its difficulties in insulation. If not properly maintained, it will begin to generate more heat than most weapons of the same type, making preventive maintenance more of a priority than on other 'Mechs. The Lancelot's other weapons are good. The Krupp Model 32 Large Lasers   (known as "Fur Burners" among MechWarriors who use and favor them) are renowned for their performance, especially when linked with the capabilities of a KBC Battle Computer. The Lancelot also mounts a Krupp Model 12 Medium Laser in its center torso.


Type/Model: Lancelot LNC25-01

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6.00

Engine: 360 XL 12 16.50

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 13 Double [26] 0 3.00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 152 pts Standard 0 9.50


    Internal Armor

    Structure Value

  Head: 3 7

  Center Torso: 20 21

  Center Torso (Rear):   16

  L/R Side Torso: 14 16/16

  L/R Side Torso (Rear):   10/10

  L/R Arm: 10 14/14

  L/R Leg: 14 14/14


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC RT 10   3 7.00

1 Large Laser RA 8   2 5.00

1 Large Laser LA 8   2 5.00

1 Medium Laser CT 3   1 1.00

TOTALS:   29   41 60.00

Crits & Tons Left:       37 .00


Calculated Factors:

Total Cost: 13,025,600 C-Bills

Battle Value: 1,185

Cost per BV: 10,992.07

Weapon Value: 1,606 / 1,606 (Ratio = 1.36 / 1.36)

Damage Factors:    SRDmg = 21; MRDmg = 15; LRDmg = 3

BattleForce2: MP: 6,   Armor/Structure: 4/2

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

    Class: MH,   Point Value: 12

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5213
MONDAY, JANUARY 09, 2006
UPDATE: 1/9/2006
722 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5213]

Bombardier BMB-12D

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE JULY 16, 2735

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Bombardier BMB-12D

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 65 tons

Chassis: KetoBond Standard

Power Plant: 325 VOX XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Choutaka Armorscale, Limited Standard

Armament:
2 Delphinius-20 LRM 20s
1 Arrowlight-4 SRM 4
1 Buzzsaw Anti-Missile System
Manufacturer:    Wakazashi Enterprises
   Location:    (Unknown)
Communications System:    Neil 9000
Targeting & Tracking System: DLK Type Phased Array Sensors


Overview:

The Bombardier 'Mech was developed as part of a trend toward specialized 'Mechs. Wakazashi Enterprises proposed its design for an "artillery 'Mech" in 2735.

The idea was to produce a 'Mech that could replace mechanized mobile units such as wheeled or tracked artillery vehicles for rear-area artillery support. Vehicles often fell behind a BattleMech advance, and other times an enemy 'Mech penetration of the front lines overran artillery pieces because of their comparative lack of mobility.

The Bombardier was designed to carry special missile racks that could fire diverse missile types, all of them superior to simple artillery fire tube ordnance. Some of the missile types developed included the Swarm Missile and the Thunder Missile. The Swarm Missile was designed to be fired indirectly at a designated target identified by a forward observer/spotter (either in another 'Mech or not). Each Swarm Missile contains 100 submunitions, which separate when the missile reaches the target area. A barrage of 20 such missiles from half of the Bombardier's long-range racks can devastate a large area. Thunder Missiles are similar in design to Swarm Missiles, except that they contain 5 mines that spread out in the path of advancing BattleMechs. These mines have enough explosive force to damage the legs of many 'Mechs.   The Bombardier can carry other missile types in different combat situations.

[EDITOR'S NOTE: More than 800 Bombardiers were put into service with the Star League Defense Forces. They passed every test and field exercise with honors, continually proving vehicle-borne artillery to be no match for the Bombardier. Just before the fall of the Star League, there was even talk of disbanding the artillery arm of the army as soon as there were enough operational Bombardiers to replace the mobile artillery throughout the Inner Sphere. These plans never materialized, however.

Despite years of tests and wargame exercises, the Bombardier revealed some problems in actual extended-combat situations. Foremost among these was the rapid expenditure of its specialized missile armaments. Stores of Bombardier Artillery Missiles dried up on many planets after no more than three days of battle. With space traffic disrupted and munitions factories being destroyed daily all around the Successor States, resupply was haphazard at best.

As the First Succession War dragged on, more and more Bombardiers were ordered into front-line lances to act as close support, just as were the old Archers. Not designed for a slugging match, the Bombardier quickly became the 'Mech type with the most losses on the battlefield. As spare parts and replacements dried up, a number of damaged Bombardiers were cannibalized to keep other support 'Mechs running. Bombardier parts and equipment can be seen on hybrid 'Mechs to this day.

By the beginning of the Second Succession War, only a handful of Bombardiers remained in operation.   Most of these were deployed guarding the last few munitions factories capable of constructing the Bombardier's specialized artillery missiles. When leaving these factory planets for a special operation, Bombardiers were always followed by wheeled or tracked supply vehicles carrying what was intended as ample additional missile ammunition. It is ironic that at the end of the Bombardier's active role, it operated only with the support of the very type of vehicle it was designed to replace.]

Capabilities:

The BMB-12D Bombardier is efficient in its assigned role. Its Vox 325XL power plant allows it to stay within support range of advancing 'Mech units. This extra speed also allows it to change its position to avoid counter battery fire.

The two Delphinius Long Range Missile 20-racks can launch myriad types of missiles. At shorter range, the Arrowlite SRMs can be used. The Bombardier's only defensive armament is the Buzzsaw Anti-Missile System, designed to defend the 'Mech against missile fire.

The Bombardier's armor is considered substantial for its assigned role. It has as much armor as its larger cousin, the Archer, but on a smaller chassis. Even in battlefield conditions, the armor of the BMB-12D is sufficient. The 'Mech is also equipped with CASE.

Bombardiers are usually grouped into their own support lance, normally assigned to the Headquarters Company of a 'Mech regiment. No regiment ever has more than a four-Bombardier lance, but this is not enough artillery support for an entire regiment, despite the 'Mech's efficient armament. Normal artillery vehicle batteries have never been eliminated from any unit's table of organization.


Type/Model: Bombardier BMB-12D

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6.50

Engine: 325 XL 12 12.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 24

  Center Torso (Rear):   15

  L/R Side Torso: 15 20/20

  L/R Side Torso (Rear):   10/10

  L/R Arm: 10 20/20

  L/R Leg: 15 26/26


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 LT 6   5 10.00

1 LRM 20 RT 6 12 7 12.00

   (Ammo Loc: 2 RT)

1 SRM 4 RA 3 25 2 3.00

   (Ammo Loc: 1 RA)

1 Anti-Missile System CT 1 12 2 1.50

   (Ammo Loc: 1 CT)

CASE Equipment: RT     1 .50

TOTALS:   16   54 65.00

Crits & Tons Left:       24 .00


Calculated Factors:

Total Cost: 13,907,409 C-Bills

Battle Value: 1,277

Cost per BV: 10,890.69

Weapon Value: 1,371 / 1,371 (Ratio = 1.07 / 1.07)

Damage Factors:    SRDmg = 10; MRDmg = 19; LRDmg = 11

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

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

    Class: MH,   Point Value: 13

    Specials: if

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5212
MONDAY, JANUARY 09, 2006
UPDATE: 1/9/2006
854 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5212]

Exterminator EXT-4D

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


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BATTLEROM IMAGE SEPTEMBER 19, 2630

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Exterminator EXT-4D

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 65 tons

Chassis: SL Special Standard

Power Plant: 390 Magna XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 Chevron II Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: Fibrolyte Armorscale Standard

Armament:
1 Deadeye-10 LRM 10
4 Averell Highpoint Medium Lasers
1 Dinatech Mark III Small Laser
1 Buzzsaw Anti-Missile System
Manufacturer:    General Systems
   Location:    (Unknown)
Communications System:    AR-12 Sheathed Directional Beacon
Targeting & Tracking System: DLK Type Phased Array Sensors


Overview:

'Mechs are designed for specialized purposes, such as scouting on a desert planet or headquarters jamming. One of these in the era of specialization is the Exterminator, whose sole function is to target specific command 'Mechs and destroy them.

After successful field tests and practice exercises, the 'Mech finally went on active status in 2630, and it became popular with 'Mech units because of its sleek appearance and state-of-the-art battle systems. Being assigned to one of the most dangerous specialized missions, the Exterminator is equipped with the latest in ECM and null signature devices. It was also the first 'Mech to be equipped with the Chameleon Light Polarization Shield, which greatly reduced its chance of being seen.

[EDITOR'S NOTE: In spite of its extensive abilities, or perhaps because of them, the Exterminator did not survive the First Succession War. The various Successor State armies began to train specialized 'Mech lances purely to seek out and destroy Exterminators.]

Capabilities:

The EXT-4D Exterminator design was conceived to be an efficient 'Mech assigned to carry out a specific mission. Accordingly, all of its systems were constructed and integrated with this single mission in mind.

First and foremost, the newly designed Magna 390XL engine offers vastly improved power-to-weight ratio. This gives the 65-ton Exterminator maneuverability similar to that of many 20-ton scout   'Mechs. The newly designed Chevron II jump jets offer even more latitude to the Exterminator's mode of operations.

Of special importance to the Exterminator's mission are its electronic countermeasure and null signature systems, many of which have subsequently been incorporated into other 'Mech designs as well. One of the most important stealth systems aboard the 'Mech are its heat baffles. When the Exterminator is in stealth mode, all the heat generated by normal operations, such as walking, is shunted out through a series of heat baffles in the 'Mech's feet. If the pilot is cautious, this waste heat is released into the ground and then dissipated into the surrounding area. Only direct heat sensors at close range can detect these warm areas of ground that are the Exterminator's footprints. When combined with the Phased Array Sensor System, the Sheathed Directional Communication Beacon, and the Chameleon Light Polarization Shield, the heat dissipaters allow the Exterminator to cover great distances with little chance of discovery.

The Exterminator is protected with standard Fibrolyte Armorscale but with improved anti-laser ablatives added to the first four layers. This gives the   'Mech an intense silver sheen when not screened, which must be kept clean to ensure efficiency of the reflective laser defense.

The Exterminator's weapons array is designed with close-in combat in mind because the 'Mech must infiltrate enemy positions and rapidly eliminate key commanders and their 'Mechs, then return to friendly lines. The two Averell Highpoint medium lasers on each of the 'Mech's forearms help it achieve this objective.

The EXT-4D is also equipped with a Deadeye LRM-10 Rack mounted on the upper central torso. Its only other weapons are a small, head-mounted Dinatech Mark III small laser and the Buzzsaw Anti-Missile System mounted on the right shoulder. This weapon can throw a stream of shells in the path of incoming missiles, with a good chance of destroying them before they hit the Exterminator. The system's automatic tracking and firing component frees up the   'Mech pilot for other matters while the Buzzsaw takes care of air defense.

Because of its extremely specialized mission, the Exterminator is not normally placed in standard 'Mech lance units. Instead, they are attached to Regimental Headquarters or higher, then assigned to smaller echelon units as needed. If a regiment is lucky, it might have more than one of these 'Mechs assigned to it. It is not unusual for Brigade or Divisional Headquarters to pull Exterminators away from their assigned regiments for missions elsewhere within the Divisional Area.

When not on a mission, Exterminators are assigned directly to a unit's Headquarters Lance, making it a temporary fifth member.


Type/Model: Exterminator EXT-4D

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6.50

Engine: 390 XL 12 23.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 6    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 168 pts Standard 0 10.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 21

  Center Torso (Rear):   8

  L/R Side Torso: 15 20/20

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 18/18

  L/R Leg: 15 19/19


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 10 LT 4 12 3 6.00

   (Ammo Loc: 1 CT)

2 Medium Lasers RA 6   2 2.00

2 Medium Lasers LA 6   2 2.00

1 Small Laser HD 1   1 .50

1 Anti-Missile System RT 1 12 2 1.50

   (Ammo Loc: 1 RT)

6 Standard Jump Jets:       6 6.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   18   53 65.00

Crits & Tons Left:       25 .00


Calculated Factors:

Total Cost: 15,852,622 C-Bills

Battle Value: 1,220

Cost per BV: 12,993.95

Weapon Value: 1,214 / 1,214 (Ratio = 1.00 / 1.00)

Damage Factors:    SRDmg = 17; MRDmg = 7; LRDmg = 3

BattleForce2: MP: 6J,   Armor/Structure: 4/3

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

    Class: MH,   Point Value: 12

    Specials: if

 

 

Lasergunner posted this 21 hours ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5211
MONDAY, JANUARY 09, 2006
UPDATE: 1/9/2006
724 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5211]

Guillotine GLT-3N

Level: Standard Level 2 / 2750

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 2750

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

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Star League Star League

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BATTLEROM IMAGE JULY 15, 2501

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Guillotine GLT-3N

Tech: Inner Sphere / 2750

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Crucis-I Endo Steel

Power Plant: 280 VOX Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Anderson 398 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Ulston Prime Standard

Armament:
1 Sunglow Large Laser
1 Coventry-6 SRM 6
4 ExoStar II Medium Lasers
Manufacturer:    Newhart Industries