Designer: MajorTom / Armory: TRO 3058

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Lasergunner posted this 01 July 2017

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Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3537
SATURDAY, APRIL 23, 2005
334 DOWNLOADS

Black Hawk-KU BHKU-O

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Kurita Inner Sphere

House Magnusson Inner Sphere

House Steiner Inner Sphere

  New Star League Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE FEBRUARY 2, 3058

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Black Hawk-KU BHKU-O (Base)

Tech: Inner Sphere / 3058

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 60 tons

Chassis: Standard

Power Plant: 300 Vlar XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Standard

Armament:
None
Manufacturer:    Luthien Armor Works
   Location:    Luthien
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

       In the aftermath of the battle for Luthien, Draconis Combine troops salvaged several damaged Clan OmniMechs. Prominent Kurita scientists and manufacturers had already begun a crash OmniMech-development program using the spoils of their victory over Clan Smoke Jaguar on Wolcott, but had been unable to replicate any of the captured 'Mechs because the OmniMechs' ferro-fibrous armor and endo-steel skeletons were beyond their technological grasp. The spoils of Luthien, however, provided numerous examples of the Black Hawk, a Clan OmniMech that used standard materials for its internal structure and armor. Engineers at Luthien Armor Works swiftly realized that they could copy this OmniMech, and immediately began converting their primary factory to produce the Black Hawk-KU. The new 'Mech matched the Clan Black Hawk in maneuverability, weapons load, and protection. Because Inner Sphere weapons are heavier than their Clan counterparts, the designers had to upgrade the engine and internal skeleton, adding 20 percent to the 'Mech's overall weight.

Capabilities:

       Like most heavy 'Mechs, the Black Hawk-KU is slower than lighter machines and has less impressive firepower than assault 'Mechs. However, the use of OmniMech technology and a solid understanding of its advantages make this 'Mech a flexible and deadly machine.
       Currently, DCMS troops are testing weapon configurations like those of the Clan Black Hawk. In its primary configuration, the Black Hawk-KU mounts a total of four pulse lasers and six standard lasers in arm pods, plus two smaller lasers in armored blisters on either side of the cockpit. Unlike the Clan configuration, however, the DCMS version can fire all its lasers at once without risking an immediate heat shutdown.
       The alpha variant is equipped with dual ERPPCs and twin anti-missile systems. The AMS systems allow the 'Mech to survive massed long-range missile fire long enough to silence the missile launcher with accurate PPC fire. While heat build-up can pose problems, the 'Mech can sustain fire for more than a minute before excessive heat shuts it down. The beta variant also carries long-range weapons, a large pulse laser and an Ultra autocannon. Weight considerations make it impossible to match the Clan Black Hawk, whose beta variant adds two machine guns and an improved small laser, but these short-range weapons do not add appreciably to the 'Mech's offensive firepower. The only variant to suffer from the weight restrictions is the charlie variant. This 'Mech carries a Gauss rifle as lethal as its Clan cousin's; however, its medium laser does not make up for the loss of the Clan version's SRM-4 and improved small pulse laser. The remaining version, the delta variant, carries an improved long-range laser and massive LRM rack whose destructive power matches the Clan version's LB-X autocannon and LRM array.

Deployment

       The Black Hawk-KU has recently been deployed to the Legion of Vega for operational testing. Additional reports indicate that Luthien Armor Works is cross-licensing the design to Coventry Metal Works in the Lyran Alliance as part of a technology exchange agreement.


Type/Model: Black Hawk-KU BHKU-O (Base)

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6.00

Engine: 300 XL 12 9.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 14 Double [28] 6 4.00

   (Heat Sink Loc: 1 LT, 1 RT)

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: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 30

  Center Torso (Rear):   9

  L/R Side Torso: 14 20/20

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 20/20

  L/R Leg: 14 28/28


BASE

Weapons & Equipment: Loc Heat Ammo Crits Mass

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   0   48 43.00

Crits & Tons Left:       30 17.00


Calculated Factors:

Total Cost: 13,585,200 C-Bills

Battle Value: 695

Cost per BV: 19,547.05

Weapon Value: 0 / 0 (Ratio = .00 / .00)

Damage Factors:    SRDmg = 1; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 5J,   Armor/Structure: 5/2

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

    Class: MH,   Point Value: 7

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Medium Pulse Lasers LA 8   2 4.00

3 Medium Lasers LA 9   3 3.00

2 Medium Pulse Lasers RA 8   2 4.00

3 Medium Lasers RA 9   3 3.00

1 Small Laser LT 1   1 .50

1 Small Laser RT 1   1 .50

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   36   64 60.00

Crits & Tons Left:       14 .00


Calculated Factors:

Total Cost: 14,595,000 C-Bills

Battle Value: 1,510

Cost per BV: 9,665.56

Weapon Value: 1,908 / 1,908 (Ratio = 1.26 / 1.26)

Damage Factors:    SRDmg = 40; MRDmg = 4; LRDmg = 0

BattleForce2: MP: 5J,   Armor/Structure: 5/2

    Damage PB/M/L: 6/5/-,   Overheat: 1

    Class: MH,   Point Value: 15

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER PPC LA 15   3 7.00

1 ER PPC RA 15   3 7.00

1 Anti-Missile System LT 1   1 .50

1 Anti-Missile System RT 1 24 3 2.50

   (Ammo Loc: 1 LT, 1 RT)

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   32   54 60.00

Crits & Tons Left:       24 .00


Calculated Factors:

Total Cost: 15,162,000 C-Bills

Battle Value: 1,508

Cost per BV: 10,054.38

Weapon Value: 1,229 / 1,229 (Ratio = .81 / .81)

Damage Factors:    SRDmg = 17; MRDmg = 13; LRDmg = 8

BattleForce2: MP: 5J,   Armor/Structure: 5/2

    Damage PB/M/L: 3/2/2,   Overheat: 1

    Class: MH,   Point Value: 15

    Specials: omni



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser LA 10   2 7.00

1 Ultra AC/5 RA 1 20 6 10.00

   (Ammo Loc: 1 RA)

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   12   53 60.00

Crits & Tons Left:       25 .00


Calculated Factors:

Total Cost: 14,328,000 C-Bills

Battle Value: 1,165

Cost per BV: 12,298.71

Weapon Value: 828 / 828 (Ratio = .71 / .71)

Damage Factors:    SRDmg = 13; MRDmg = 8; LRDmg = 3

BattleForce2: MP: 5J,   Armor/Structure: 5/2

    Damage PB/M/L: 3/2/1,   Overheat: 0

    Class: MH,   Point Value: 12

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle LA 1 8 8 16.00

   (Ammo Loc: 1 LT)

1 Medium Laser RA 3   1 1.00

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   4   54 60.00

Crits & Tons Left:       24 .00


Calculated Factors:

Total Cost: 14,280,000 C-Bills

Battle Value: 1,485

Cost per BV: 9,616.16

Weapon Value: 973 / 973 (Ratio = .66 / .66)

Damage Factors:    SRDmg = 15; MRDmg = 11; LRDmg = 7

BattleForce2: MP: 5J,   Armor/Structure: 5/2

    Damage PB/M/L: 3/2/1,   Overheat: 0

    Class: MH,   Point Value: 15

    Specials: omni



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 LA 6 12 7 12.00

   (Ammo Loc: 2 LT)

1 ER Large Laser RA 12   2 5.00

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   18   55 60.00

Crits & Tons Left:       23 .00


Calculated Factors:

Total Cost: 14,586,000 C-Bills

Battle Value: 1,430

Cost per BV: 10,200.0

Weapon Value: 1,193 / 1,193 (Ratio = .83 / .83)

Damage Factors:    SRDmg = 11; MRDmg = 15; LRDmg = 8

BattleForce2: MP: 5J,   Armor/Structure: 5/2

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

    Class: MH,   Point Value: 14

    Specials: omni



CONFIG E

Weapons & Equipment: Loc Heat Ammo Crits Mass

6 ER Medium Lasers RA 30   6 6.00

6 ER Medium Lasers LA 30   6 6.00

5 Standard Jump Jets:       5 5.00

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   60   73 60.00

Crits & Tons Left:       5 .00


Calculated Factors:

Total Cost: 15,546,000 C-Bills

Battle Value: 1,710

Cost per BV: 9,091.23

Weapon Value: 2,077 / 2,077 (Ratio = 1.21 / 1.21)

Damage Factors:    SRDmg = 35; MRDmg = 13; LRDmg = 0

BattleForce2: MP: 5J,   Armor/Structure: 5/2

    Damage PB/M/L: 4/4/-,   Overheat: 3

    Class: MH,   Point Value: 17

    Specials: omni


Created with HeavyMetal Pro

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3293
MONDAY, MARCH 21, 2005
UPDATE: 3/21/2005
344 DOWNLOADS

Grizzly 2nd Line

Level: Standard Level 2 / 3058

Technology: Clan Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

Clan Ghost Bear Clan

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 25, 3058

* FOR LOKI USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 280 16T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

C Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 3.5 13

Head 3 9

Center Torso 22 31/10

L/R Torso 15 23/7

L/R Arm 11 22

L/R Leg 15 27

 


Standard

Battle Value: 2152

C-Bill Cost: 7,081,804

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RA 6 12

1 C Large Pulse Laser LA 2 6

1 C Medium Pulse Laser LA 1 2

1 C Small Pulse Laser LA 1 1

1 C LRM-10 LT 1 2.5

2 Ammo (Gauss Rifle) 8 RA 2 2

1 Ammo (LRM-10) 12 LT 1 1

2 Jump Jets RL 2 2

2 Jump Jets LL 2 2

1 C CASE RA 0 0

1 C CASE LT 0 0

    Totals

25 30.5

 

Overview:

So far observed only in Ghost Bear garrison Clusters, the Grizzly is a multi-role heavy 'Mech that shares design concepts with Clan Ghost Bear's two favorite Omnis, the Vulture and the Gladiator. Though slower than other 'Mechs in its class, the Grizzly makes up for its lack of speed with jump jets and effective long range weapons. Though the Grizzly is a unit with many potential uses, it has thus far failed to find a niche among the Ghost Bear forces, in part because it lacks the focus of its parent designs on a single combat role.

 

Configuration / Variants:

Ghost Bear Provisional Garrison Cluster commanders use the Grizzly for roles that other Clans tend to fill with Thors and Lokis. The 'Mech's heavier armor and standard engine give it a much higher survival rate than the Thor and Loki models, which is fortunate because it is difficult to repair. The Grizzly has layers of sloped armor that tend to lodge in place when damaged, and its bulky leg actuators are apparently unique and hard to obtain.

The Grizzly is jump capable and mounts a deadly array of weapons, featuring a massive Gauss rifle in the right arm. The 'Mech's left arm sports a trio of pulse lasers similar to but smaller than the array featured in Configuration D of the Gladiator. The 'Mech's long-range firepower is supplemented by a ten pack of long-range missiles in the right torso.

 

Deployment:

Though the Grizzly has been in service for more than a hundred years, it apparently has never been a popular design. Hundreds of these 'Mechs are still on active duty in Ghost Bear PGCs, even though the Grizzly has not been manufactured since 3013. These numbers are a strong testament to the Grizzly's excellent survivability rate in combat. Current intelligence shows Grizzlys scattered throughout the Ghost Bear occupation zone.

Lasergunner posted this 01 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3552
MONDAY, APRIL 25, 2005
333 DOWNLOADS

Sunder SD1-O

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Kurita Inner Sphere

House Liao Inner Sphere

Tags

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BATTLEROM IMAGE JUNE 13, 3058

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Sunder SD1-O (Base)

Tech: Inner Sphere / 3058

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 90 tons

Chassis: Standard

Power Plant: 360 Hermes XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
None
Manufacturer:    Luthien Armor Works - OmniMech Production Facility
   Location:    Luthien / DC (LAW-OMPF)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

       Like the Avatar, the Sunder was an attempt to re-engineer captured Clan equipment to make it compatible with Inner Sphere technology. The Sunder used captured Loki and Thor chassis as its basis. Unfortunately, this 'Mech's development process was plagued with false starts and technological failures. The first problem to crop up involved the chassis design and weight allocation - the Sunder was intended to carry twenty more tons of equipment than the Clan Loki and Thor OmniMechs on which it was based. The engineers at Luthien Armor Works believed they could easily add this extra weight, and it is true that the additional stress did not cause catastrophic failures in the skeleton. However, the Sunder's actuators wore out at an alarming rate and had to be replaced with larger and more robust versions.
       The upper torso was redesigned to accept a bulkier Inner Sphere engine. This change meant rearranging the 'Mech's internal spaces, and so the designers moved the torso weapons bay above the cockpit. This reconfiguration posed no problems when the weapon pods were loaded with energy weapons, but firing missiles sprayed caustic gasses all over the cockpit canopy and sensor arrays. The engineers eventually fixed the problem, but the delays made the Sunder one of the last DCMS OmniMechs to be authorized for full-scale production.

Capabilities:

       When compared to other Inner Sphere assault 'Mechs, the Sunder is an extremely capable machine. However, the inferior quality of its Inner Sphere weapons technology makes it no real match for the Clan Masakari and Gladiator assault 'Mechs. The Sunder's bay can accept an equivalent weapon load, but Inner Sphere weapons tend to be bulkier and less efficient than their Clan equivalents.
       One configuration of the Sunder, intended to serve as a company command vehicle in a C3 network, is equipped with two C3 master units - one for the company commander's lance and the other to coordinate the activities of the remaining two lances. The prevalence of C3 systems in other DCMS OmniMechs offers a real hope that the Draconis Combine's technological innovation may turn the balance of power back to the Inner Sphere when the conflict with the Clans resumes.

Variants:

The SD1-OC configuration of the Sunder takes advantage of the new DCMS missile systems to deliver withering firepower at close and medium ranges. For maximium efficiency this weapon load should be used in a C3 network that includes one or two faster 'Mechs, such as Owenses or Striders. The SD1-OC relies on ballistic and missile weapons, but carries an ample supply of ammunition.

Deployment

       The Sunder is being deployed with DCMS assault lances along the border with the Clan occupied zones.


Type/Model: Sunder SD1-O (Base)

Mass: 90 tons

Equipment:   Crits Mass

Internal Structure: 138 pts Standard 0 9.00

Engine: 360 XL 12 16.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 15 Double [30] 3 5.00

   (Heat Sink Loc: 1 RA)

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: 264 pts Standard 0 16.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 41

  Center Torso (Rear):   12

  L/R Side Torso: 19 28/28

  L/R Side Torso (Rear):   10/10

  L/R Arm: 15 30/30

  L/R Leg: 19 33/33


Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   40 54.00

Crits & Tons Left:       38 36.00


Calculated Factors:

Total Cost: 25,757,825 C-Bills

Battle Value: 866

Cost per BV: 29,743.45

Weapon Value: 0 / 0 (Ratio = .00 / .00)

Damage Factors:    SRDmg = 2; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 4,   Armor/Structure: 7/3

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

    Class: MA,   Point Value: 9

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/20 LA 7 10 12 16.00

   (Ammo Loc: 1 LT, 1 RT)

2 Large Lasers RA 16   4 10.00

1 SRM 4 HD 3   1 2.00

2 SRM 4s CT 6 50 4 6.00

   (Ammo Loc: 1 LT, 1 RT)

1 Medium Laser LT 3   1 1.00

1 Medium Laser RT 3   1 1.00

TOTALS:   38   60 90.00

Crits & Tons Left:       18 .00


Calculated Factors:

Total Cost: 27,693,688 C-Bills

Battle Value: 1,381

Cost per BV: 20,053.36

Weapon Value: 2,780 / 2,780 (Ratio = 2.01 / 2.01)

Damage Factors:    SRDmg = 40; MRDmg = 12; LRDmg = 1

BattleForce2: MP: 4,   Armor/Structure: 7/3

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

    Class: MA,   Point Value: 14

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle LA 1 16 9 17.00

   (Ammo Loc: 2 LT)

1 ER PPC RA 15   3 7.00

1 LRM 5 HD 2   1 2.00

2 LRM 5s CT 4 48 4 6.00

   (Ammo Loc: 2 RT)

1 Medium Pulse Laser LT 4   1 2.00

1 Medium Pulse Laser RT 4   1 2.00

TOTALS:   30   55 90.00

Crits & Tons Left:       23 .00


Calculated Factors:

Total Cost: 27,863,500 C-Bills

Battle Value: 1,722

Cost per BV: 16,180.89

Weapon Value: 3,210 / 3,210 (Ratio = 1.86 / 1.86)

Damage Factors:    SRDmg = 31; MRDmg = 25; LRDmg = 15

BattleForce2: MP: 4,   Armor/Structure: 7/3

    Damage PB/M/L: 6/5/3,   Overheat: 0

    Class: MA,   Point Value: 17

    Specials: omni



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 LA 6 18 8 13.00

   (Ammo Loc: 3 LA)

2 Medium Pulse Lasers RA 8   2 4.00

1 C³ Master Computer RT 0   5 5.00

1 C³ Master Computer LT 0   5 5.00

1 Medium Laser LT 3   1 1.00

1 Medium Laser RT 3   1 1.00

1 LRM 10 CT 4 24 4 7.00

   (Ammo Loc: 1 LT, 1 RT)

TOTALS:   24   64 90.00

Crits & Tons Left:       14 .00


Calculated Factors:

Total Cost: 34,511,125 C-Bills

Battle Value: 1,362 (+161 for C&sup3

Cost per BV: 25,338.56

Weapon Value: 2,378 / 2,378 (Ratio = 1.75 / 1.75)

Damage Factors:    SRDmg = 22; MRDmg = 15; LRDmg = 8

BattleForce2: MP: 4,   Armor/Structure: 7/3

    Damage PB/M/L: 5/4/2,   Overheat: 0

    Class: MA,   Point Value: 14

    Specials: omni, if, c3m, c3m



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 MRM 30 RA 10 16 7 12.00

   (Ammo Loc: 2 RT)

1 MRM 40 LA 12 18 10 15.00

   (Ammo Loc: 3 LA)

1 Streak SRM 4 HD 3   1 3.00

1 Streak SRM 4 CT 3 25 2 4.00

   (Ammo Loc: 1 CT)

1 C³ Slave Unit LT 0   1 1.00

1 Medium Laser LT 3   1 1.00

TOTALS:   31   59 90.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 28,382,438 C-Bills

Battle Value: 1,493 (+195 for C&sup3

Cost per BV: 19,010.34

Weapon Value: 3,004 / 2,737 (Ratio = 2.01 / 1.83)

Damage Factors:    SRDmg = 45; MRDmg = 17; LRDmg = 2

BattleForce2: MP: 4,   Armor/Structure: 7/3

    Damage PB/M/L: 8/4/-,   Overheat: 0

    Class: MA,   Point Value: 15

    Specials: omni, c3s



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 PPCs RA 20   6 14.00

1 LB 20-X AC LA 6 10 13 16.00

   (Ammo Loc: 2 LT)

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:   26   58 90.00

Crits & Tons Left:       20 .00


Calculated Factors:

Total Cost: 28,557,000 C-Bills

Battle Value: 1,782

Cost per BV: 16,025.25

Weapon Value: 2,757 / 2,757 (Ratio = 1.55 / 1.55)

Damage Factors:    SRDmg = 28; MRDmg = 20; LRDmg = 5

BattleForce2: MP: 4,   Armor/Structure: 7/3

    Damage PB/M/L: 5/4/2,   Overheat: 0

    Class: MA,   Point Value: 18

    Specials: omni


Created with HeavyMetal Pro

Lasergunner posted this 09 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3553
MONDAY, APRIL 25, 2005
2266 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3553]
Nightstar

Nightstar NSR-9J

Standard Level 2 / 3058 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 95 Tons
MajorTom TRO 3058
Nightstar SSW (Solaris Skunk Werks) File

Faction Availability


Nightstar NSR-9J

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2764 (Restarted 3058)

Extinct By: Never


Chassis: Norse-GM Heavy TRQ Standard

Power Plant: Pitban 285 Fusion XL Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Kallon Royalstar Heavy Type K Standard Armor

Armament:

     2 Norse-Storm Model 7D Gauss Rifles

     1 Defiance 1001 ER PPC

     2 Defiance P5M Medium Pulse Lasers

     1 Exostar Small Laser

Manufacturer: GM BattleMechs, Norse-Storm Technologies Inc.

     Primary Factory: Kathil (GM), Solaris VII (NSTI)

Communications System: Tek BattleCom

Targeting and Tracking System: DLK Type Phased Array Sensor System


Overview
The last of the Marauder series BattleMechs, the Nightstar was intended as a general support 'Mech for heavy companies. Its primary role was to protect unit commanders piloting Marauders, who had become prime targets for Amaris troops during the early years of the Amaris Civil War. The SLDF High Command commissioned GM BattleMechs and Norse-Storm to design a heavy support 'Mech, and after eight months of intense work the companies put the Nightstar into production. Unfortunately, the 'Mech became a casualty of the Succession Wars. Three months after the First Succession War began, Norse-Storm's primary production facility for the Nightstar was destroyed by Marik troops. At the same time, several members of the GM design team died in a freak accident at GM's plant on Kathil. Two hundred and fifty years would pass before GM and Norse-Storm recovered enough technological expertise to put the Nightstar back into production.

Capabilities
The Nightstar shares many of the Marauder's design features, such as its flexible ball and socket arm joints. The Nightstar's reinforced Marauder chassis enables it to carry twenty more tons than the Marauder, and so it has heavier weapons and stronger armor protection. The 285 XL fusion engine makes the Nightstar almost as fast as the Marauder, and certainly as fast as most assault 'Mechs. Fourteen double heat sinks keep the Nightstar cool on the battlefield.

The Nightstar's weapons include twin Gauss rifles with seven tons of ammunition and two medium pulse lasers, as well as an extended range PPC. An Exostar small laser rounds out the Nightstar's weaponry. The Nightstar's electronics package includes the excellent Tek Battlecomm communications system, in production since the decoding of the Gray Death memory core, and the DLK Phased Array Sensor System. The best 'Mech targeting system in the Inner Sphere, the DLK gives pilots incredible firing accuracy.

Deployment
The Nightstar has seen limited combat with the mercenary units Storm's Metal Thunder and the Blackstone Highlanders, who have raided several Clan-held worlds in the Jade Falcon occupation zone. Various units in the Lyran Alliance military are reported to deploy Nightstars, including the First Lyran Guards. The Federated Commonwealth has stationed several Nightstars with units along the Periphery border.

Known Variants
A variant built by General Motors, the 9FC, replaces the 285 XL engine with a 380 XL engine that gives the Nightstar higher cruising and maximum speeds. Two LB 10-X autocannons replace the massive Gauss rifles, and four tons of ammo are stored in its CASE-equipped left torso. Standard medium lasers replace the medium pulse lasers, and the small laser is upgraded to a standard medium laser. One double heat sink has been removed, giving the 9FC a total of thirteen double heat sinks.


Technology Base: Inner Sphere 95.00 tons

Chassis Config: Biped Cost: 20,026,977 C-Bills

BV2: 2,399 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 9.50

Engine: 285 XL Fusion Engine 8.50

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 14 (28) - Double (11 in engine) 4.00

Heat Sink Locations: 2 LT, 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

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

Armor: 293 points - Standard Armor 18.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 30 50

Center Torso (rear):   10

R/L Torso: 20 32

R/L Torso (rear):   8

R/L Arm: 16 32

R/L Leg: 20 40

Weapons and Ammo Location Heat Criticals Tonnage

Medium Pulse Laser RA 4 1 2.00

Gauss Rifle RA 1 7 15.00

Medium Pulse Laser LA 4 1 2.00

Gauss Rifle LA 1 7 15.00

ER PPC RT 15 3 7.00

Small Laser HD 1 1 0.50

Ammo: Gauss Rifle (24)

RT

3 3.00

Ammo: Gauss Rifle (24)

LT

3 3.00

Ammo: Gauss Rifle (8)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 10 Points: 24

3 6 6 4 0 4 0 Structure: 4  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3535
SATURDAY, APRIL 23, 2005
1748 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3535]
Cestus

Cestus CTS-6Y

Standard Level 2 / 3058 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 65 Tons
MajorTom TRO 3058
Cestus HMP (Heavy Metal Pro) File
Cestus SSW (Solaris Skunk Werks) File

Faction Availability


Cestus CTS-6Y

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2766 (Restarted 3057)

Extinct By: Never


Chassis: GM Heavy CVA Standard

Power Plant: GM 260 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Durallex Special Heavy Standard Armor

Armament:

     1 Poland Main Model A Gauss Rifle

     2 Defiance B3L Large Lasers

     2 ChisComp 39 Medium Lasers

Manufacturer: General Motors, Blue Shot Weapons

     Primary Factory: Kathil (GM), Solaris VII (BSW)

Communications System: TharHes Thalia HM-22

Targeting and Tracking System: Salamander Systems CommPhase Unit


Overview
Built for the SLDF, the Cestus was designed as a medium fire support 'Mech. It went into production just before the start of the Amaris Civil War and continued to be produced until Kurita forces destroyed GM's Cestus production facilities on Kathil at the start of the Second Succession War.

The original design for the Cestus called for two PPCs and medium pulse lasers, but problems with overheating prompted the design team to use a gauss rifle as the centerpiece of the Cestus's weapons array. Accordingly, the designers dropped both PPCs and installed standard medium lasers instead of pulse versions.

Capabilities
The excellent GM 260 XL engine gives the Cestus a top speed of 65 kph, as fast as most Star League era heavy 'Mechs. To help dissipate the amount of heat generated by the 'Mech's weapons, the designers installed twelve double heat sinks. The Cestus's heavy armor and ample ammunition give it impressive longevity on the battlefield.

This 'Mech's weapons are hard hitting and deadly. A massive Poland Main Model A Gauss Rifle gives the Cestus splendid range and striking power. Backing up the rifle are a medium laser and a large laser in each arm. Although it has twin weapons in the arms like the heavier Marauder, the Cestus retains its hand actuators for use in close combat.

Deployment
The Cestus 'Mechs built by Blue Shot Weapons have recently begun to reach front line units along the Lyran Alliance--Jade Falcon border. Those produced by General Motors are deployed along the Federated Commonwealth's border with the Capellan Confederation and with the Periphery. Last month, Blue Shot Weapons announced its intention to sell the Cestus to mercenary units stationed in the Lyran Alliance. It is not known at this time if GM plans to sell the Cestus to mercenary units.

Known Variants
Currently, General Motors and Blue Shot Weapons both plan to introduce a variant of the Cestus based on the 'Mech's original weapons configuration. This model, known as the 6Z, will drop the gauss rifle and ammunition in favor of two PPCs, to be placed in the 'Mech's arms. To deal with the increased heat generated by these weapons, the 6Z variant also adds four more double heat sinks.


Technology Base: Inner Sphere 65.00 tons

Chassis Config: Biped Cost: 11,288,360 C-Bills

BV2: 1,701 Tech Rating/Era Availability: E/D-F-E


Equipment     Mass

Internal Structure: Standard 6.50

Engine: 260 XL Fusion Engine 7.00

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 12 (24) - Double (10 in engine) 2.00

Heat Sink Locations: 2 LT

Gyro: Standard 3.00

Cockpit: Standard 3.00

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

Armor: 211 points - Standard Armor 13.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 32

Center Torso (rear):   10

R/L Torso: 15 22

R/L Torso (rear):   8

R/L Arm: 10 20

R/L Leg: 15 30

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Large Laser RA 8 2 5.00

Medium Laser LA 3 1 1.00

Large Laser LA 8 2 5.00

Gauss Rifle RT 1 7 15.00

Ammo: Gauss Rifle (16)

RT

2 2.00

Ammo: Gauss Rifle (8)

CT

1 1.00


BattleForce Statistics

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

4 4 5 2 0 3 0 Structure: 3  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 15 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2415
FRIDAY, JULY 25, 2003
1564 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2415]
Chameleon

Chameleon CLN-7V

Standard Level 1 / 3058 Age of War/Star League [Introductory] Inner Sphere  Biped 50 Tons
MajorTom TRO 3058
Chameleon HMP (Heavy Metal Pro) File
Chameleon SSW (Solaris Skunk Werks) File

Faction Availability


Chameleon CLN-7V

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2510

Extinct By: Never


Chassis: Enran TXS2A Standard

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: McCloud Specials

     Jump Capacity: 180 meters

Armor: SimplePlate Manufacturers Type M Standard Armor

Armament:

     1 Cyclops Eye Large Laser

     2 Intek Medium Lasers

     3 Defiance B3S Small Lasers

     2 Scatter Gun Light Machine Guns

Manufacturer: J.B. BattleMechs Inc.

     Primary Factory: Storfors

Communications System: JoLex Systems

Targeting and Tracking System: OptiSight-12


Overview
Manufactured since the early 2500's, the Chameleon is best known as the premier training 'Mech for hundreds of thousands of Inner Sphere MechWarriors. Though the Clan invasion has prompted many manufacturers to step up production of frontline 'Mechs, the Chameleon is still being produced in record numbers. These new Chameleons are being manufactured for the military academies, many of which have expanded their training programs to accommodate the flood of applicants interested in becoming MechWarriors.

In 3052, Defiance Industries announced plans to sell all plans and molds for the Chameleon to free up more production lines for new front line 'Mechs. In June of 3053, Defiance sold its rights to the Chameleon to Jillianne Suliben, the daughter of a wealthy Tamar businessman killed during the Clan invasion. Using her father's government connections, Ms. Suliben purchased the remains of an old manufacturing plant on the planet Storfors and officially incorporated J.B. BattleMechs. In February of 3056, the first new Chameleons rolled off the production line.

Capabilities
The Chameleon and its heavier counterpart, the Crockett, served as the SLDF's training 'Mechs for more than a hundred years. The Chameleon was the training vehicle for would be pilots of fast, jump capable medium and light 'Mechs. Its weapons, though average by battlefield standards, are well suited to the abilities of a relatively green pilot. A large laser and two medium lasers comprise the 'Mech's heavy firepower, while three small lasers and two machine guns help the new recruit fend off infantry attacks. To teach pilots-in training about the dangers of excess heat, the Chameleon's battle computer can be set to lock out all weapons and jump jets if the heat rises above a certain level. New recruits quickly learn the value of monitoring the heat scale indicator.

Deployment
The standard Chameleon 7V serves in MechWarrior academies throughout the Inner Sphere and the Periphery. The combat variants of the Chameleon have yet to see action.

Known Variants
J.B. BattleMechs has several combat variants of the Chameleon in the works. The 7W variant drops all the small lasers and both machine guns and adds two tons of armor and double heat sinks. An extended range large laser replaces the standard large laser, and the left arm mounted medium laser is upgraded to a medium pulse laser. The 7Z variant replaces the standard 300 Vlar engine with an XL engine and adds three and a half extra tons of armor for maximum protection. In addition, a second large laser and an ER large laser replace the small and medium lasers and machine guns. To help dissipate the extra heat generated by the new weapons, the design includes double heat sinks.


Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 4,623,125 C-Bills

BV2: 1,042 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 5.00

Engine: 300 Fusion Engine 19.00

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00

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: 112 points - Standard Armor 7.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 18

Center Torso (rear):   5

R/L Torso: 12 12

R/L Torso (rear):   4

R/L Arm: 8 12

R/L Leg: 12 12

Weapons and Ammo Location Heat Criticals Tonnage

Large Laser RA 8 2 5.00

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

2 Small Lasers RT 2 2 1.00

Small Laser LT 1 1 0.50

2 Machine Guns CT 0 2 1.00

Ammo: MG (1/2) (100)

LT

1 0.50


BattleForce Statistics

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

6j 2 1 0 0 2 1 Structure: 4  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2417
FRIDAY, JULY 25, 2003
1748 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2417]
Blackjack 3058

Blackjack BJ2-O

Standard Level 2 / 3058 Clan Invasion [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 3058
Blackjack SSW (Solaris Skunk Werks) File

Faction Availability


Blackjack BJ2-O

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3058

Extinct By: Never


Chassis: Alshain 50 Endo-Steel

Power Plant: Nissan 200 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: Icarus

     Jump Capacity: 120 meters

Armor: Mitchel Argon Standard Armor

Armament:

     26.50 tons of pod space.

Manufacturer: Luthien Armor Works, Irian BattleMechs Unlimited, Ceres Metals Industries

     Primary Factory: Luthien (LAW), Irian (IBMU), St. Ives (CMI)

Communications System: Sipher Security Plus

Targeting and Tracking System: Matabushi Sentinel


Overview
Luthien Armor Works received a license to manufacture the Blackjack from Ceres Metal Works in the St. Ives Compact, as part of the Combine’s newly implemented technology exchange program. The Draconis Combine manufacturer began producing the design it received for the BJ-2 version, but only a few examples of this ’Mech rolled off the assembly line before plant executives ended production and retooled the line to manufacture an OmniMech version.

The BJ2-O Blackjack was the first OmniMech design exported for manufacturing, in this case to Irian BattleMechs Unlimited. Though this level of technological exchange seems remarkably enlightened, many claimed at the time that the DCMS was only allowing "monkey" versions of their OmniMech technology to be exported. This claim is supported by the fact that the exported plans called for weapons bays that could only accept DCMS standard connections, while the OmniMechs actually being fielded by the DCMS had connectors that allowed them to use captured Clan weapons and ammunition. The DCMS claimed that the Blackjack was rushed into production before the manufacturers had perfected the necessary, complex software interfaces. Without such interfaces, Inner Sphere targeting and fire-control systems could not interact with Clan weapons--therefore, fitting the exported Blackjacks with extra connections would have been a waste of time and money. This problem has been resolved in current production models, and all earlier versions of the Blackjack are routinely upgraded during their first major overhaul. Nevertheless, this incident placed great strain on the relationship between the Combine and the other Great Houses.

Capabilities
The Blackjack can carry an impressive 26.5 tons of weapons and sensors, as much or more than many heavy ’Mechs. Its jump jets also make the Blackjack a maneuverable and dangerous opponent. In its primary configuration, this ’Mech is a deadly infighter: four medium lasers and two Ultra autocannons can throw out a barrage of energy beams and hypervelocity slugs that few enemy ’Mechs can withstand.

As with other OmniMech designs, the Blackjack’s alternate configurations reflect the needs of specific missions. Because the Blackjack is being deployed primarily with Free Worlds League and Capellan Confederation units, the alternative configurations do not include any enhanced targeting, electronics or command-and-control systems. Specifically, the Free Worlds League armed forces appear to have decided that the additional space taken up by these devices can be put to better use increasing the ’Mech’s raw firepower.

Deployment
The Free Worlds League and Capellan Confederation field the majority of the existing BJ2-O units. Ceres Metal Works is reported to have converted a standard Blackjack production line to produce the OmniMech version, and has begun manufacturing modular Blackjacks for the St. Ives Compact and the Federated Commonwealth.


Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 7,793,750 C-Bills

BV2: 629 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 1 CT, 6 LT, 6 RT

Engine: 200 XL Fusion Engine 4.50

Walking MP: 4

Running MP: 6

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

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

Heat Sink Locations: 1 LA, 1 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 152 points - Standard Armor 9.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 22

Center Torso (rear):   9

R/L Torso: 12 18

R/L Torso (rear):   6

R/L Arm: 8 14

R/L Leg: 12 18


Configuration Prime Cost: 8,899,749 C-Bills

BV2: 1,201 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/5 RA 1 /shot (2.0 max) 5 9.00

2 Medium Lasers RA 6 2 2.00

Ultra AC/5 LA 1 /shot (2.0 max) 5 9.00

2 Medium Lasers LA 6 2 2.00

2 Machine Guns RT 0 2 1.00

2 Machine Guns LT 0 2 1.00

Ammo: Ultra AC/5 (20)

RT

1 1.00

Ammo: Ultra AC/5 (20)

LT

1 1.00

Ammo: MG (1/2) (100)

CT

1 0.50

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 12

4j 4 3 1 0 2 0 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA


Configuration A Cost: 9,022,344 C-Bills

BV2: 1,318 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LRM-20 RA 6 5 10.00

LRM-20 LA 6 5 10.00

Medium Laser RT 3 1 1.00

Medium Laser LT 3 1 1.00

Small Laser CT 1 1 0.50

Ammo: LRM-20 (12)

RA

2 2.00

Ammo: LRM-20 (12)

LA

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

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

4j 2 1 0 0 2 0 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA, LRM 1/2/2, IF 2


Configuration B Cost: 9,381,094 C-Bills

BV2: 1,323 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LRM-10 RA 4 2 5.00

Artemis IV FCS

RA

1 1.00

Gauss Rifle LA 1 7 15.00

Small Laser RT 1 1 0.50

C3 Computer (Slave) CT 0 1 1.00

Ammo: LRM-10 (Artemis) (24)

RA

2 2.00

Ammo: Gauss Rifle (16)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

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

4j 2 3 3 0 2 0 Structure: 2  

Special Abilities: OMNI, C3S, SRCH, ES, SOA


Configuration C Cost: 9,496,844 C-Bills

BV2: 1,189 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LB 10-X AC RA 2 6 11.00

LB 10-X AC LA 2 6 11.00

Medium Laser RT 3 1 1.00

Medium Laser LT 3 1 1.00

Small Laser CT 1 1 0.50

Ammo: LB 10-X (10)

RT

1 1.00

Ammo: LB 10-X (10)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 12

4j 3 3 2 0 2 0 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA, FLK 1/1/1


Configuration D Cost: 8,973,594 C-Bills

BV2: 1,375 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

2 Large Lasers RA 16 4 10.00

PPC LA 10 3 7.00

Medium Pulse Laser LA 4 1 2.00

Medium Pulse Laser LT 4 1 2.00

2 Medium Lasers LT 6 2 2.00

Small Laser CT 1 1 0.50

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 3.00

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

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

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

4j 4 4 1 0 2 1 Structure: 2  

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


Configuration E Cost: 8,992,969 C-Bills

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

Weapons and Ammo Location Heat Criticals Tonnage

Light Gauss Rifle RA 1 5 12.00

LRM-10 LA 4 2 5.00

ER Large Laser LA 12 2 5.00

ER Small Laser CT 2 1 0.50

Ammo: Light Gauss Rifle (32)

RT

2 2.00

Ammo: LRM-10 (24)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

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

4j 2 3 3 0 2 0 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA


Configuration F Cost: 9,323,844 C-Bills

BV2: 1,405 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/10 RA 4 /shot (8.0 max) 7 13.00

ER Medium Laser LA 5 1 1.00

ER Medium Laser RT 5 1 1.00

ER PPC LT 15 3 7.00

ER Small Laser CT 2 1 0.50

Ammo: Ultra AC/10 (20)

RT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 12 (24) 2.00

Heat Sink Locations: 3 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

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

4j 3 3 2 0 2 1 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA


Configuration DR Cost: 9,082,969 C-Bills

BV2: 2,001 Tech Rating/Era Availability: X/X-X-X

Rules Level: Experimental Tech Tech Base: Mixed

Weapons and Ammo Location Heat Criticals Tonnage

3 (CL) Medium Pulse Lasers RA 12 3 6.00

(CL) Large Pulse Laser RA 10 2 6.00

(CL) Gauss Rifle LA 1 6 12.00

(IS) ER Small Laser CT 2 1 0.50

Ammo: Gauss Rifle (16)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LA, 1 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 2.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 20

4j 4 5 3 0 2 1 Structure: 2  

Special Abilities: OMNI, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3291
MONDAY, MARCH 21, 2005
2910 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3291]
cauldronborn

Ebon Jaguar (Cauldron-Born) 

Standard Level 2 / 3058 Succession Wars [Tournament Legal] Clan  Biped 65 Tons
MajorTom TRO 3058
Ebon Jaguar (Cauldron-Born) SSW (Solaris Skunk Werks) File

Faction Availability


Ebon Jaguar (Cauldron-Born)

Rules Level: Tournament Legal

Technology Base: Clan

Chassis Config: Biped

Production Year: 3047

Extinct By: Never


Chassis: CSJ Type 65.43 Endo-Steel

Power Plant: Consolidated 325 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Composite A-4 Ferro-Fibrous

Armament:

     30.00 tons of pod space.

Manufacturer: Huntress Manufacturing Plant DL-6

     Primary Factory: Huntress

Communications System: Hector CC-22E

Targeting and Tracking System: Integrated Bravo-7


Overview
First seen during the battle of Luthien, this OmniMech soon earned the name Cauldron Born, after the unstoppable zombies of Irish myth, because of its ability to take immense damage and remain operational.

Capabilities
The Cauldron Born arsenal is built around a massive Gauss rifle, which occupies the 'Mech's entire right arm. A dual purpose autocannon occupies the left arm. The Cauldron Born carries two tons of ammunition for each of these weapons. An LRM 10 launcher juts above the birdlike 'Mech's left shoulder, while an SRM-2 launcher in an over and under mount fills the machine's right breast. A single ER medium laser is the Cauldron Born's only energy weapon.

Alternate configuration A carries a mammoth autocannon in its right torso. Three tons of ammunition ensures the pilot will not run out of close range firepower too early in the fight. ER large lasers and heavy machine guns are mounted in each arm. The right arm also supports a medium pulse laser, while the left carries an anti infantry flamer. A trio of ER medium lasers sprout from the machine's left torso. Two of these weapons fire into the 'Mech's rear arc.

The Cauldron Born B carries an arsenal of energy weapons. Each arm carries an ER PPC and a large pulse laser in side by side mounts. The machine's torso mounts a pair of medium pulse lasers, and an active probe and target acquisition gear allow the pilot to detect hidden enemy units.

Alternate configuration C boasts a pair of LRM 15 launchers and a pair of SRM 6 launchers, with two tons of ammo provided for each. A pair of Ultra autocannons allows the Cauldron Born C to place accurate, effective fire on an enemy's position.

Deployment
So far, only the First Jaguar Guard Cluster appears to use the Cauldron Born. Because only three machines have been engaged by Inner Sphere warriors, most believe the design is so new that the other Clans have not yet deployed this 'Mech. Clan warriors taken prisoner in the Kado-guchi Valley provided the information on the B and C variants.


Technology Base: Clan 65.00 tons

Chassis Config: Biped Cost: 16,033,531 C-Bills

BV2: 875 Tech Rating/Era Availability: E/X-E-E


Equipment     Mass

Internal Structure: Endo-Steel 3.50

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

Engine: 325 XL Fusion Engine 12.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 13 (26) - Double (13 in engine) 3.00

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 182 points - Ferro-Fibrous 9.50

Armor Locations: 1 HD, 1 CT, 1 LT, 2 LA, 2 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 21 32

Center Torso (rear):   9

R/L Torso: 15 22

R/L Torso (rear):   8

R/L Arm: 10 17

R/L Leg: 15 19


Configuration Prime Cost: 18,123,281 C-Bills

BV2: 1,952 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RA 1 6 12.00

LB 5-X AC LA 1 4 7.00

SRM-2 RT 2 1 0.50

ER Medium Laser LT 5 1 1.00

LRM-10 LT 4 1 2.50

Ammo: LB 5-X (40)

LA

2 2.00

Ammo: SRM-2 (50)

RT

1 1.00

Ammo: Gauss Rifle (16)

RT

2 2.00

Ammo: LRM-10 (24)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 0.00

CASE Locations: LT, RT, LA, RA 0.00

BattleForce Statistics

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

5 3 4 3 0 3 0 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration A Cost: 18,667,500 C-Bills

BV2: 2,429 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 1 4.00

Medium Pulse Laser RA 4 1 2.00

Machine Gun RA 0 1 0.25

ER Large Laser LA 12 1 4.00

Flamer LA 3 1 0.50

Machine Gun LA 0 1 0.25

Ultra AC/20 RT 7 /shot (14.0 max) 8 12.00

ER Medium Laser LT 5 1 1.00

2 (R) ER Medium Lasers LT 10 2 2.00

Ammo: MG (200)

LT

1 1.00

Ammo: Ultra AC/20 (15)

LT

3 3.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 0.00

CASE Locations: LT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 24

5 4 3 2 0 3 3 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration B Cost: 18,756,031 C-Bills

BV2: 2,535 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 2 6.00

Large Pulse Laser RA 10 2 6.00

ER PPC LA 15 2 6.00

Large Pulse Laser LA 10 2 6.00

Medium Pulse Laser RT 4 1 2.00

Active Probe RT 0 1 1.00

Medium Pulse Laser LT 4 1 2.00

TAG LT 0 1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 25

5 4 4 3 0 3 3 Structure: 4  

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


Configuration C Cost: 18,222,906 C-Bills

BV2: 1,831 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

SRM-6 RA 4 1 1.50

Ultra AC/2 RA 1 /shot (2.0 max) 2 5.00

SRM-6 LA 4 1 1.50

Ultra AC/2 LA 1 /shot (2.0 max) 2 5.00

LRM-15 RT 5 2 3.50

LRM-15 LT 5 2 3.50

Ammo: Ultra AC/2 (45)

RA

1 1.00

Ammo: Ultra AC/2 (45)

LA

1 1.00

Ammo: SRM-6 (30)

RT

2 2.00

Ammo: LRM-15 (16)

RT

2 2.00

Ammo: SRM-6 (30)

LT

2 2.00

Ammo: LRM-15 (16)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 0.00

CASE Locations: LT, RT, LA, RA 0.00

BattleForce Statistics

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

5 1 1 1 0 3 0 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, SRM 2/2/0, LRM 2/2/2, IF 2


Configuration D Cost: 18,350,281 C-Bills

BV2: 2,228 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/10 RA 3 /shot (6.0 max) 4 10.00

Ultra AC/10 LA 3 /shot (6.0 max) 4 10.00

2 ER Medium Lasers RT 10 2 2.00

ER Large Laser LT 12 1 4.00

Ammo: Ultra AC/10 (20)

RT

2 2.00

Ammo: Ultra AC/10 (20)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 13 (26) 0.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 22

5 4 4 3 0 3 1 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration H Cost: 18,358,156 C-Bills

BV2: 2,359 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Heavy Large Laser RA 18 3 4.00

2 Heavy Medium Lasers LA 14 4 2.00

Ultra AC/20 RT 7 /shot (14.0 max) 8 12.00

Medium Pulse Laser LT 4 1 2.00

Targeting Computer

LT

4 4.00

Ammo: Ultra AC/20 (15)

LT

3 3.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 16 (32) 3.00

Heat Sink Locations: 1 LA, 2 RA

CASE Locations: LT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 24

5 5 5 0 0 3 2 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3294
MONDAY, MARCH 21, 2005
2107 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3294]
NightGyr

Night Gyr 

Standard Level 2 / 3058 Clan Invasion [Tournament Legal] Clan  Biped 75 Tons
MajorTom TRO 3058
Night Gyr HMP (Heavy Metal Pro) File
Night Gyr SSW (Solaris Skunk Werks) File

Faction Availability


Night Gyr

Rules Level: Tournament Legal

Technology Base: Clan

Chassis Config: Biped

Production Year: 3052

Extinct By: Never


Chassis: JF 7 Light Endo-Steel

Power Plant: JF 300 Fusion XL Engine

Cruising Speed: 43.0 km/h

Maximum Speed: 64.5 km/h

Jump Jets: JF Standard

     Jump Capacity: 120 meters

Armor: Compound JF Ferro-Fibrous

Armament:

     38.00 tons of pod space.

Manufacturer: Ironhold Gamma Complex

     Primary Factory: Ironhold

Communications System: JF 3048 Series II

Targeting and Tracking System: Ironhold Mk II


Overview
The Night Gyr is seen most often among Clan Jade Falcon, though the 'Mech also appears in Smoke Jaguar units. Like other new Jade Falcon OmniMech designs, the Night Gyr was first spotted within the Jade Falcon Keshik.

Capabilities
The most interesting feature of the Night Gyr is its innovative heat sink design. Standard heat sinks use radiators and heat conductive fluids to cool the 'Mechs. The Night Gyr's heat sinks use lasers to excite the hot exhaust gases into a higher energy state, effectively converting the IR energy of the gases to the visual spectrum. The light is then shunted out of the 'Mech via mirrors and highly polished surfaces rather than the usual collection of pipes and tubing.

While these laser based heat sinks have no weight or size advantage over the current generation of conventional heat sinks, they appear to be blazing the trail for future improvements in heat sink technology. These laser heat sinks also have an interesting side effect that the Jade Falcons, of all the Clans, surely must appreciate. When firing its weapons at night, the Night Gyr appears to be shrouded in plumage of light beams as the 'Mech exudes its converted heat. The efficiency of modern targeting sensors means that this spectacular visual display does not carry any significant disadvantage; indeed, the sight of it can be extremely frightening to green troops.

The primary configuration includes a good mix of long and short range firepower; two improved PPCs, three small pulse lasers and an Ultra autocannon make up its weapons array. To cope with the extreme heat build up caused by using these weapons, the Night Gyr carries an additional six laser heat sinks. Another variant reflects the Jade Falcons' new focus on close combat, in urban environments and rough or mountainous terrain. The combination of two Streak short range missile racks, a heavy Ultra autocannon, three pulse lasers and a long range large laser give this variant of the Night Gyr tremendous punch, especially at shorter ranges.

The Night Gyr has two configurations that both appear to serve as long range snipers. The first is equipped with two Gauss rifles and two long range LB X autocannons, allowing it to dispatch its opponents long before most 'Mechs can move into effective weapons range. The second mounts an array of three Ultra autocannons in the left arm and two extended range lasers in the right. Its weapons paired with a sophisticated targeting computer, this configuration lacks the firepower of other Night Gyrs but is unmatched in range and accuracy.

The remaining known configuration is a superior fire support platform. A total of four long range missile racks, each capable of launching twenty missiles in a single salvo, are tied to an improved targeting system. Like most missile boats, this configuration can only maintain a sustained barrage for barely a minute, but the results of that minute of hell prove deadly for any target.

Deployment
This new design has been seen in increasing numbers among Jade Falcon units, most likely fielded to fill the Falcon ranks in the wake of the devastation wreaked by the so-called Refusal War against Clan Wolf.


Technology Base: Clan 75.00 tons

Chassis Config: Biped Cost: 17,892,656 C-Bills

BV2: 962 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 4.00

Internal Locations: 5 LT, 2 RA

Engine: 300 XL Fusion Engine 9.50

Walking MP: 4

Running MP: 6

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

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

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 220 points - Ferro-Fibrous 11.50

Armor Locations: 5 RT, 2 LA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 23 33

Center Torso (rear):   10

R/L Torso: 16 22

R/L Torso (rear):   10

R/L Arm: 12 24

R/L Leg: 16 28


Configuration Prime Cost: 20,537,281 C-Bills

BV2: 2,830 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/10 RA 3 /shot (6.0 max) 4 10.00

2 ER PPCs LA 30 4 12.00

Medium Pulse Laser RT 4 1 2.00

Medium Pulse Laser LT 4 1 2.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Ultra AC/10 (20)

RA

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 20 (40) 8.00

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

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 28

4j 6 6 4 0 3 1 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration A Cost: 20,629,469 C-Bills

BV2: 2,680 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/20 RA 7 /shot (14.0 max) 8 12.00

Large Pulse Laser LA 10 2 6.00

2 Medium Pulse Lasers LA 8 2 4.00

Streak SRM-6 RT 4 2 3.00

Streak SRM-6 LT 4 2 3.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Ultra AC/20 (15)

RT

3 3.00

Ammo: Streak SRM-6 (15)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 16 (32) 4.00

Heat Sink Locations: 1 CT, 1 LT, 2 LA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 27

4j 6 6 1 0 3 2 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration B Cost: 20,252,831 C-Bills

BV2: 2,140 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RA 1 6 12.00

Gauss Rifle LA 1 6 12.00

LB 2-X AC RT 1 3 5.00

LB 2-X AC LT 1 3 5.00

Ammo: Gauss Rifle (16)

RT

2 2.00

Ammo: Gauss Rifle (8)

LT

1 1.00

Ammo: LB 2-X (45)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 12 (24) 0.00

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LT, LA, RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 21

4j 3 4 4 0 3 0 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration C Cost: 20,204,656 C-Bills

BV2: 2,468 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

2 ER Large Lasers RA 24 2 8.00

3 Ultra AC/2s LA 1 /shot (6.0 max) 6 15.00

Targeting Computer

RT

5 5.00

ER Medium Laser LT 5 1 1.00

ER Medium Laser HD 5 1 1.00

Ammo: Ultra AC/2 (90)

LA

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 18 (36) 6.00

Heat Sink Locations: 1 CT, 2 LT, 3 RA

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 25

4j 4 4 3 0 3 1 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration D Cost: 22,047,969 C-Bills

BV2: 2,889 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LRM-20 RA 6 4 5.00

Artemis IV FCS

RA

1 1.00

LRM-20 LA 6 4 5.00

Artemis IV FCS

LA

1 1.00

LRM-20 RT 6 4 5.00

Artemis IV FCS

RT

1 1.00

LRM-20 LT 6 4 5.00

Artemis IV FCS

LT

1 1.00

Large Pulse Laser CT 10 2 6.00

Medium Pulse Laser HD 4 1 2.00

Ammo: LRM-20 (Artemis) (18)

RA

3 3.00

Ammo: LRM-20 (Artemis) (18)

LA

3 3.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 12 (24) 0.00

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LA, RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 29

4j 6 6 5 0 3 3 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, IF 4


Configuration E Cost: 20,368,719 C-Bills

BV2: 2,717 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Large Pulse Laser RA 10 2 6.00

2 Medium Pulse Lasers RA 8 2 4.00

Large Pulse Laser LA 10 2 6.00

2 Medium Pulse Lasers LA 8 2 4.00

ATM-6 LT 4 3 3.50

2 Medium Pulse Lasers CT 8 2 4.00

SRM-6 HD 4 1 1.50

Ammo: SRM-6 (15)

RT

1 1.00

Ammo: ATM-6 (20)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 18 (36) 6.00

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

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 27

4j 7 6 2 0 3 3 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration H Cost: 20,712,906 C-Bills

BV2: 2,428 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Gauss Rifle RA 1 6 12.00

Ultra AC/10 LA 3 /shot (6.0 max) 4 10.00

ECM Suite RT 0 1 1.00

Heavy Large Laser LT 18 3 4.00

Medium Pulse Laser HD 4 1 2.00

Ammo: Gauss Rifle (16)

RT

2 2.00

Ammo: Ultra AC/10 (20)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 17 (34) 5.00

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

Jumping MP: 4 Standard

Jump Jet Locations: 2 LL, 2 RL 4.00

CASE Locations: LT, RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 7 Points: 24

4j 5 5 3 0 3 0 Structure: 4  

Special Abilities: OMNI, ECM, CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #997
WEDNESDAY, OCTOBER 29, 2003
3056 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=997]
NovaCat

Nova Cat Omni

Standard Level 2 / 3060 Clan  Biped 70 Tons
MajorTom TRO 3060
Nova Cat HMP (Heavy Metal Pro) File
Nova Cat DBM (The Drawing Board) File

Faction Availability


BattleMech Technical Readout

Type/Model: Nova Cat

Tech: Clan / 3060

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Mynx Type Heavy Endo Steel

Power Plant: 280 Consolidated XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Alpha Compound Plate Standard

Armament:38 Tons of Pod Space Manufacturer:    Barcella Alpha, Irece Alpha   Location:    Barcella, IreceCommunications System:    JNE IntegratedTargeting & Tracking System: Build 2 CAT TTS

Overview:

Following Clan Nova Cat's defeat at Tukayyid, that Clan began talks with the Draconis Combine. Kahn Severen Leroux at the same time ordered the construction of a new heavy OmniMech. Built to protect the Clan both militarily and spiritually, the design was christened Nova Cat, imbuing it with the spirit of the Clan.

In 3059, when the Inner Sphere launched its counterattack on the Smoke Jaguar Occupation Zone, Clan Nova Cat's decision was at hand. The Smoke Jaguars suddenly found themselves facing Clan Nova Cat forces as part of the new Star League Army. At the forefront of the Nova Cat units was their new Nova Cat 'Mech.

Capabilities:

Impressed by Clan Jade Falcon's Night Gyr, Nova Cat scientists reduced the speed of the Nova Cat to free a massive amount of pod space for weapons allocation, giving the Nova Cat its unique look. The standard configuration has awesome long-range firepower. However, to help control heat, the pilot must alternate his weapons fire. Relying on beam weapons allows this configuration to operate away from support for extended periods.

The A configuration is similar to the Summoner D, while configuration B is a missile platform similar to the Night Gyr D.

The C configuration is meant for urban combat, not extended campaigns. Configuration D mounts the new heavy lasers invented by Clan Star Adder, combined with an LB-X/10 autocannon. This configuration has incredible short-ranged firepower, but at the cost of excessive overheating problems.

Deployment

The Nova Cat was first produced on the Nova Cat capital of Barcella, in Clan space. In early 3059, production began in the new Irece Alpha plant in the Inner Sphere.

First seeing service with Clan Nova Cat during Operation Bulldog, several Nova Cats were seized by the Smoke Jaguars when they captured a malfunctioning Nova Cat DropShip. Sources in the Periphery persistently report an odd-looking 'Mech resembling the Nova Cat. It is possible that one or more of these machines may have become part of the arsenals of other Clans that accepted Smoke Jaguar refugees.


Type/Model: Nova Cat

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Endo Steel 7 3.50

   (Endo Steel Loc: 1 HD, 2 CT, 2 LL, 2 RL)

Engine: 280 XL 10 8.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 11 Double [22] 0 1.00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 216 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 35

  Center Torso (Rear):   8

  L/R Side Torso: 15 23/23

  L/R Side Torso (Rear):   7/7

  L/R Arm: 11 22/22

  L/R Leg: 15 30/30



PRIMARY CONFIG

Weapons & Equipment: Loc Heat Ammo Crits Mass

3 ER Large Lasers LA 36   3 12.00

2 ER PPCs RA 30   4 12.00

2 Double Heat Sinks RA     4 2.00

2 Double Heat Sinks LA     4 2.00

5 Double Heat Sinks RT     10 5.00

5 Double Heat Sinks LT     10 5.00

TOTALS:   66   73 70.00

Crits & Tons Left:       5 .00


Calculated Factors:

Total Cost: 17,672,918 C-Bills

Battle Value 2: 2,530

Cost per BV2: 6,985.34

Weapon Value: 4,067 / 4,067 (Ratio = 1.61 / 1.61)

Damage Factors:    SRDmg = 44; MRDmg = 33; LRDmg = 20

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

    Damage PB/M/L: 6/5/5,   Overheat: 1

    Class: MH,   Point Value: 25

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Large Lasers RA 24   2 8.00

2 ER Large Lasers LA 24   2 8.00

1 Targeting Computer RT     4 4.00

4 Double Heat Sinks RA     8 4.00

4 Double Heat Sinks LA     8 4.00

4 Double Heat Sinks LT     8 4.00

2 Double Heat Sinks RT     4 2.00

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   48   78 70.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 17,383,918 C-Bills

Battle Value 2: 2,629

Cost per BV2: 6,612.37

Weapon Value: 4,398 / 4,398 (Ratio = 1.67 / 1.67)

Damage Factors:    SRDmg = 39; MRDmg = 34; LRDmg = 25

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

    Damage PB/M/L: 6/4/4,   Overheat: 0

    Class: MH,   Point Value: 26

    Specials: omni



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

3 LRM 15s RA 15 80 16 20.50

   (Ammo Loc: 5 LT, 5 RT)

3 LRM 15s LA 15   6 10.50

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 Double Heat Sink RA     2 1.00

2 Double Heat Sinks RT     4 2.00

2 Double Heat Sinks LT     4 2.00

TOTALS:   40   72 70.00

Crits & Tons Left:       6 .00


Calculated Factors:

Total Cost: 18,429,418 C-Bills

Battle Value 2: 2,492

Cost per BV2: 7,395.43

Weapon Value: 4,114 / 4,114 (Ratio = 1.65 / 1.65)

Damage Factors:    SRDmg = 53; MRDmg = 39; LRDmg = 24

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

    Damage PB/M/L: 7/6/5,   Overheat: 1

    Class: MH,   Point Value: 25

    Specials: omni, if



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Ultra AC/5s RA 2 40 8 16.00

   (Ammo Loc: 2 RT)

2 Large Pulse Lasers LA 20   4 12.00

1 LB 5-X AC RA 1 40 6 9.00

   (Ammo Loc: 2 RT)

1 Double Heat Sink RT      2 1.00

TOTALS:   25   60 70.00

Crits & Tons Left:       18 .00


Calculated Factors:

Total Cost: 17,284,255 C-Bills

Battle Value 2: 1,944

Cost per BV2: 8,891.08

Weapon Value: 3,083 / 3,083 (Ratio = 1.59 / 1.59)

Damage Factors:    SRDmg = 36; MRDmg = 31; LRDmg = 20

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

    Damage PB/M/L: 5/4/4,   Overheat: 0

    Class: MH,   Point Value: 19

    Specials: omni



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Heavy Large Lasers RA 36   6 8.00

1 LB 10-X AC LA 2 20 7 12.00

   (Ammo Loc: 2 LT)

1 Heavy Large Laser LA 18   3 4.00

1 Targeting Computer LT     5 5.00

2 Double Heat Sinks RA     4 2.00

1 Double Heat Sink LA     2 1.00

5 Double Heat Sinks RT     10 5.00

1 Double Heat Sink LT     2 1.00

TOTALS:   56   77 70.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 17,766,418 C-Bills

Battle Value 2: 2,084

Cost per BV2: 8,525.15

Weapon Value: 2,817 / 2,817 (Ratio = 1.35 / 1.35)

Damage Factors:    SRDmg = 39; MRDmg = 24; LRDmg = 5

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

    Damage PB/M/L: 6/5/1,   Overheat: 2

    Class: MH,   Point Value: 21

    Specials: omni



CONFIG E

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Adv. Tact. Msl. 9s RA 12 56 16 18.00

   (Ammo Loc: 4 LT, 4 RT)

2 Adv. Tact. Msl. 9s LA 12   8 10.00

1 Large Pulse Laser RT 10   2 6.00

1 Double Heat Sink RT     2 1.00

3 Double heat Sinks LT     6 3.00

TOTALS:   34   72 70.00

Crits & Tons Left:       6 .00


Calculated Factors:

Total Cost: 18,767,293 C-Bills

Battle Value 2: 2,191

Cost per BV2: 8,565.63

Weapon Value: 2,767 / 2,767 (Ratio = 1.26 / 1.26)

Damage Factors:    SRDmg = 36; MRDmg = 29; LRDmg = 8

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

    Damage PB/M/L: 10/6/4,   Overheat: 1

    Class: MH,   Point Value: 22

    Specials: omni


Created with HeavyMetal Pro

User Reviews

Updated to HTML format, updated configurations, changed BV to BV2. Design Updated on 4/3/2008 5:492 PM

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2409
MONDAY, JULY 21, 2003
1652 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2409]
Hankyu

Arctic Cheetah (Hankyu) 

Standard Level 2 / 3058 Succession Wars [Tournament Legal] Clan  Biped 30 Tons
MajorTom TRO 3058
Arctic Cheetah (Hankyu) SSW (Solaris Skunk Werks) File

Faction Availability


Arctic Cheetah (Hankyu)

Rules Level: Tournament Legal

Technology Base: Clan

Chassis Config: Biped

Production Year: 3037

Extinct By: Never


Chassis: Hellion Light Endo-Steel V3

Power Plant: Warrior 240 Fusion XL Engine

Cruising Speed: 86.0 km/h

Maximum Speed: 129.0 km/h

Jump Jets: Foster Ocelot Mk VIII

     Jump Capacity: 180 meters

Armor: Compound Beta Ferro-Fibrous

Armament:

     9.50 tons of pod space.

Manufacturer: Foster Mechworks Facility Beta

     Primary Factory: Foster

Communications System: HCFA 3001 5.7

Targeting and Tracking System: HCFA 3005 4.3


Overview
The Hankyu, or "Short Bow;" made its first appearance in the Inner Sphere during the Battle of Luthien. Apparently the Smoke Jaguars' attempt to create a fast scout 'Mech, the Hankyu has somewhat lighter armor than that of comparable Inner Sphere designs, but its speed makes it a difficult target to hit.

Capabilities
The Hankyu's several different configurations enable it to carry a wide variety of weapons and electronics. All variants carry an anti infantry flamer.

In its primary configuration the Hankyu mounts an LRM 5 pack on each arm. CASE protected storage bins in the machine's torso hold ammunition for these weapons. Extended range medium lasers in each wrist and the standard flamer complete the weapons array.

In addition to its impressive firepower, the primary configuration also boasts an active probe system, target-acquisition gear, and a full ECM suite.

Alternate configuration A replaces the long range missile systems with Streak SRM 6 packs. A single, small pulse laser provides precision fire and the flamer completes the weapon load in this close combat version.

Alternate configuration B boasts a diverse mix of long and short range weapons. A multibarrel LB 2 X autocannon sprouts from the machine's right hand, backed up by the flared muzzle of the standard flamer. A pair of medium lasers hang below the left wrist.

Alternate configuration C modifies the Hankyu for extended scouting missions. This configuration features two extended range medium lasers in each wrist, and a medium pulse laser in both the right and left torso. The left torso also houses the standard flamer. An active probe allows the pilot to spot hidden or shutdown 'Mechs at a safe distance.

Deployment
Clan Smoke Jaguar is the primary user of the Hankyu, though the Nova Cats and Steel Vipers are also rumored to employ the design.


Technology Base: Clan 30.00 tons

Chassis Config: Biped Cost: 5,884,125 C-Bills

BV2: 436 Tech Rating/Era Availability: E/X-E-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

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

Engine: 240 XL Fusion Engine 6.00

Walking MP: 8

Running MP: 12

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

Heat Sinks: 10 (20) - Double (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

Armor: 76 points - Ferro-Fibrous 4.00

Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 8

Center Torso (rear):   5

R/L Torso: 7 8

R/L Torso (rear):   4

R/L Arm: 5 7

R/L Leg: 7 8


Configuration Prime Cost: 7,220,237 C-Bills

BV2: 1,334 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

ER Medium Laser RA 5 1 1.00

LRM-5 RA 2 1 1.00

ER Medium Laser LA 5 1 1.00

LRM-5 LA 2 1 1.00

Flamer RT 3 1 0.50

Active Probe RT 0 1 1.00

ECM Suite LT 0 1 1.00

TAG LT 0 1 1.00

Ammo: LRM-5 (24)

RT

1 1.00

Ammo: LRM-5 (24)

LT

1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 13

8/4j 3 2 1 0 1 0 Structure: 2  

Special Abilities: OMNI, PRB, RCN, ECM, TAG, CASE, SRCH, ES, SOA


Configuration A Cost: 6,595,487 C-Bills

BV2: 1,117 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

Streak SRM-6 RA 4 2 3.00

Small Pulse Laser RA 2 1 1.00

Streak SRM-6 LA 4 2 3.00

Flamer LA 3 1 0.50

Ammo: Streak SRM-6 (15)

RT

1 1.00

Ammo: Streak SRM-6 (15)

LT

1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 11

8/4j 3 3 0 0 1 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration B Cost: 6,457,150 C-Bills

BV2: 1,076 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

LB 2-X AC RA 1 3 5.00

Flamer RA 3 1 0.50

Medium Pulse Laser LA 4 1 2.00

ER Medium Laser LA 5 1 1.00

Ammo: LB 2-X (45)

RT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

CASE Locations: RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 11

8/4j 2 2 1 0 1 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration C Cost: 6,948,987 C-Bills

BV2: 1,840 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

2 ER Medium Lasers RA 10 2 2.00

2 ER Medium Lasers LA 10 2 2.00

Medium Pulse Laser RT 4 1 2.00

Active Probe RT 0 1 1.00

Medium Pulse Laser LT 4 1 2.00

Flamer LT 3 1 0.50

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 18

8/4j 3 3 0 0 1 2 Structure: 2  

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


Configuration D Cost: 6,516,487 C-Bills

BV2: 1,080 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

LRM-10 RA 4 1 2.50

LRM-10 LA 4 1 2.50

Flamer RT 3 1 0.50

Ammo: LRM-10 (24)

RT

2 2.00

Ammo: LRM-10 (24)

LT

2 2.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 11

8/4j 1 0 0 0 1 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, LRM 1/1/1, IF 1


Configuration H Cost: 6,490,737 C-Bills

BV2: 1,264 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Heavy Medium Laser RA 7 2 1.00

ER Large Laser LA 12 1 4.00

Flamer LA 3 1 0.50

2 Heavy Small Lasers LT 6 2 1.00

Equipment     Mass

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

Heat Sinks: 13 (26) 3.00

Heat Sink Locations: 1 LT, 3 RT

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 13

8/4j 3 2 1 0 1 0 Structure: 2  

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

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1039
SUNDAY, OCTOBER 19, 2003
4671 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1039]
cougar

Cougar Omni

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Clan  Biped 35 Tons
MajorTom TRO 3060
Cougar HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Cougar

Tech: Clan / 3060

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 35 tons

Chassis: JF 3 Light Endo Steel

Power Plant: 175 JF XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Compound JF Ferro-Fibrous

Armament:19 Tons of Pod Space Manufacturer:    Ironhold Alpha ComplexCommunications System:    JF IntegratedTargeting & Tracking System: Series JFVIII KITT

Overview:

Following her Clan's Trial of Refusal against Clan Wolf in 3057, Khan Marthe Pryde of Clan Jade Falcon wanted to bring new and deadly OmniMechs to the field of battle. Knowing she had already taxed her Clan to the limit in the conflict with Clan Wolf, she took an unprecedented step. Rather than building a new OmniMech from the ground up she assigned the Jade Falcon scientist caste the job of modifying a proven design into an even deadlier war machine. Beginning with a stock chassis form a Clan Adder (designated Puma by Inner Sphere forces), Clan Jade Falcon scientists managed to field a virtually new design, code-named the Cougar, in roughly half the time normally required to construct and test a new OmniMech.

Capabilities:

Jade Falcon technicians gave the Cougar more pod space to allow for a greater variety of larger weapons. To accomplish this, the replaced the 210 XL engine with a 175 XL model. The overall consensus was that the increased firepower more than made up for the new 'Mech's slower movement rate.  

The designers closely followed the Puma's most common configurations. The increased tonnage for weapons enabled them to upgrade most of the OmniMech's systems while retaining the Puma's tactic of ranged combat. The Cougar's most common configuration uses the Clan's deadly pulse lasers to give this OmniMech an advantage against even the swiftest opponents. Two LRM-10 racks complement the lasers.

The Cougar A has immense potential as a rapid-deployment, indirect fire platform. The Cougar B is every bit as lethal as the Puma primary, but with greater heat-dissipation capacity.

The C configuration shows that the Jade Falcons have learned their lesson about dependence on ammunition. Its bristling array of lasers makes the accompanying Gauss rifle seem like an afterthought.

The Cougar's final configuration, with its devastating combination of an Ultra autocannon and extended-range large laser, appears to be an upgrade of the Puma D.

Deployment

Though the Cougar first appeared among Jade Falcon forces during the battle of Coventry, it has since been seen in other Clan forces, most notably Clan Smoke Jaguar, where it was first spotted on Port Arthur during Operation Bulldog. Because it was built on the original Puma chassis and looks very similar to that 'Mech, many Inner Sphere units mistakenly believed they knew the Cougar's capabilities. Not many lived to learn from their mistakes.


Type/Model: Cougar

Mass: 35 tons

Equipment:   Crits Mass

Internal Structure: 58 pts Endo Steel 7 2.00

   (Endo Steel Loc: 5 LT, 2 CT)

Engine: 175 XL 10 3.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 6 .00

   (Heat Sink Loc: 1 LA, 1 RA, 1 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: 106 pts Ferro-Fibrous 7 5.50

   (Armor Crit Loc: 3 RT, 2 LL, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 11 14

  Center Torso (Rear):   6

  L/R Side Torso: 8 12/12

  L/R Side Torso (Rear):   4/4

  L/R Arm: 6 11/11

  L/R Leg: 8 12/12



PRIMARY CONFIG

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser RA 10   2 6.00

1 Large Pulse Laser LA 10   2 6.00

1 LRM 10 RT 4 24 3 4.50

   (Ammo Loc: 1 LT, 1 RT)

1 LRM 10 LT 4   1 2.50

TOTALS:   28   61 35.00

Crits & Tons Left:       17 .00


Calculated Factors:

Total Cost: 6,065,437 C-Bills

Battle Value 2: 1,488

Cost per BV2: 4,076.23

Weapon Value: 1,122 / 1,122 (Ratio = .75 / .75)

Damage Factors:    SRDmg = 24; MRDmg = 20; LRDmg = 13

BattleForce2: MP: 5,   Armor/Structure: 3/2

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

    Class: ML,   Point Value: 15

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser RA 5   1 1.00

1 ER Medium Laser LA 5   1 1.00

1 Small Pulse Laser HD 2   1 1.00

1 LRM 20 w/ Artemis IV LT 6   5 6.00

1 LRM 20 w/ Artemis IV RT 6 24 9 10.00

   (Ammo Loc: 2 LA, 2 RA)

TOTALS:   24   70 35.00

Crits & Tons Left:       8 .00


Calculated Factors:

Total Cost: 6,919,312 C-Bills

Battle Value 2: 1,700

Cost per BV2: 4,070.18

Weapon Value: 1,357 / 1,213 (Ratio = .80 / .71)

Damage Factors:    SRDmg = 37; MRDmg = 27; LRDmg = 13

BattleForce2: MP: 5,   Armor/Structure: 3/2

    Damage PB/M/L: 5/4/3,   Overheat: 1

    Class: ML,   Point Value: 17

    Specials: omni, if



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER PPC LA 15   2 6.00

1 ER PPC RA 15   2 6.00

1 ER Medium Laser HD 5   1 1.00

1 Double Heat Sink RA     2 1.00

1 Double Heat Sink LA     2 1.00

2 Double Heat Sinks RT     4 2.00

2 Double Heat Sinks LT     4 2.00

TOTALS:   35   68 35.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 6,069,655 C-Bills

Battle Value 2: 1,777

Cost per BV2: 3,415.68

Weapon Value: 1,405 / 1,405 (Ratio = .79 / .79)

Damage Factors:    SRDmg = 31; MRDmg = 23; LRDmg = 13

BattleForce2: MP: 5,   Armor/Structure: 3/2

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

    Class: ML,   Point Value: 18

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle LA 1 16 8 14.00

   (Ammo Loc: 2 LT)

1 ER Medium Laser HD 5   1 1.00

4 ER Medium Lasers RA 20   4 4.00

TOTALS:   26   65 35.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 6,197,484 C-Bills

Battle Value 2: 1,788

Cost per BV2: 3,466.15

Weapon Value: 1,377 / 1,377 (Ratio = .77 / .77)

Damage Factors:    SRDmg = 35; MRDmg = 23; LRDmg = 8

BattleForce2: MP: 5,   Armor/Structure: 3/2

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

    Class: ML,   Point Value: 18

    Specials: omni



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/10 RA 3 20 6 12.00

   (Ammo Loc: 2 RT)

1 ER Large Laser LA 12   1 4.00

1 SRM 4 RT 3 25 2 2.00

   (Ammo Loc: 1 RT)

1 SRM 4 LT 3   1 1.00

TOTALS:   24   62 35.00

Crits & Tons Left:       16 .00


Calculated Factors:

Total Cost: 6,114,797 C-Bills

Battle Value 2: 1,314

Cost per BV2: 4,653.57

Weapon Value: 884 / 884 (Ratio = .67 / .67)

Damage Factors:    SRDmg = 26; MRDmg = 17; LRDmg = 8

BattleForce2: MP: 5,   Armor/Structure: 3/2

    Damage PB/M/L: 4/3/2,   Overheat: 0

    Class: ML,   Point Value: 13

    Specials: omni



CONFIG E

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Adv. Tact. Msl. 6 RA 4 60 9 9.50

   (Ammo Loc: 3 LA, 3 RA)

1 Adv. Tact. Msl. 6 LA 4   3 3.50

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 ER Medium Laser HD 5   1 1.00

1 Double Heat Sink RT     2 1.00

2 Double Heat Sinks LT     4 2.00

TOTALS:   23   76 35.00

Crits & Tons Left:       2 .00


Calculated Factors:

Total Cost: 6,662,137 C-Bills

Battle Value 2: 1,445

Cost per BV2: 4,610.48

Weapon Value: 1,134 / 1,134 (Ratio = .78 / .78)

Damage Factors:    SRDmg = 29; MRDmg = 20; LRDmg = 2

BattleForce2: MP: 5,   Armor/Structure: 3/2

    Damage PB/M/L: 6/4/1,   Overheat: 0

    Class: ML,   Point Value: 14

    Specials: omni



CONFIG H

Weapons & Equipment: Loc Heat Ammo Crits Mass

3 Heavy Medium Lasers RA 21   6 3.00

1 Ultra AC/5 LA 1 20 4 8.00

   (Ammo Loc: 1 LA)

1 ECM Suite HD 0   1 1.00

1 Targeting Computer RT     2 2.00

2 Double Heat Sinks LA     4 2.00

1 Double Heat Sink LT     2 1.00

4 Standard Jump Jets:       4 2.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   23   76 35.00

Crits & Tons Left:       2 .00


Calculated Factors:

Total Cost: 6,403,022 C-Bills

Battle Value 2: 1,326

Cost per BV2: 4,828.83

Weapon Value: 861 / 861 (Ratio = .65 / .65)

Damage Factors:    SRDmg = 30; MRDmg = 9; LRDmg = 4

BattleForce2: MP: 5,   Armor/Structure: 3/2

    Damage PB/M/L: 5/4/1,   Overheat: 0

    Class: ML,   Point Value: 13

    Specials: omni, ecm


Created with HeavyMetal Pro

User Reviews

4/30/2008 4  Grimnahr
good support for lighter end heavy and med stars quick enough to stay out of the way and with the first to configs can lob missiles

Updated to HTML format, updated configurations; changed BV to BV2. Design Updated on 4/1/2008 4:54:46 PM

11/29/2003  Liio
I apologize for the confusion given in my last post. Apparently, Microsoft got the info muddled in translation from the TRO 3060 to the MW 4: Mercenaries game. I was incorrect in my beliefs about the config, and I apologize if there was any problem caused by it.

11/12/2003  Anubis
Always loved this little thing slow but powerful

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3783
SUNDAY, MAY 15, 2005
2347 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3783]
Hellion

Hellion Omni

Standard Level 2 / 3067 Clan  Biped 30 Tons
MajorTom TRO 3067
Hellion HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Hellion (Base)

Tech: Clan / 3059

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 30 tons

Chassis: Endo Steel

Power Plant: 210 XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 [151.2] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:11.5 tons of pod space availableManufacturer:    Hector MechWorks Facility Alpha   Location:    HectorCommunications System:    HCFA 3035 3.0Targeting & Tracking System: HCFA 3047 1.5

Overview:

The Hellion is the direct result of Clan Ice Hellion's philosophy of swift warfare. Using a heavier version of the Mist Lynx chassis, the Ice Hellions have created an effective blend of speed, armor, and firepower. A fast and capable fighter, the Hellion can enter a battlefield, approach and strike a target before being touched. The 'Mech has greater speed than others in its class, making it an easy choice for Hellion warriors as a command 'Mech in recon Stars.

The Hellion's sleek, humanoid design appears menacing on the battlefield. Opposing pilots quickly learn to respect the 'Mech when it uses its amazing speed to its fullest potential.

Capabilities:

The Hellion was designed to balance speed and firepower on the battlefield. Though slower than heavier models such as the Ferret and Viper, it supports more pod space than either of them. The Mech can also outpace lighter models that can mount a larger weapons array, especially when its myomer acceleration signal circuitry (MASC) is engaged.

The Primary configuration of the Hellion functions well as a Star command 'Mech. With both long-and short-range punch, this 'Mech can hold its own on any ground. The four medium lasers and trio of Streak 2-packs also make it a potent headhunter 'Mech.

The A configuration of the Hellion has been redesigned in wake of the conflict with the Inner Sphere. Responding to the diversity of Inner Sphere tactics, Ice Hellion commanders are using a configuration that functions as a mobile harassment platform. The Hellion-A's three LRM 10-packs become devastating when paired with Narc-equipped 'Mechs.

The B version of the Hellion is another redesign, made possible by the recent acquisition of heavy lasers from the Star Adders. Paying little heed to safety, the Hellion-B has been outfitted with as many heavy lasers as possible to provide a knock-out punch to enemy 'Mechs. Designers added heat sinks to compensate for the lasers' massive heat build-up; however, a pilot who fires all his heavy lasers at once will have more to worry about than a little static across his monitors.

Deployment

The Hellion is popular among the Ice Hellions, appearing in nearly every light Star. In other Clans it far less common, but appears periodically among the Touman of all the homeworld Clans. The Hellion is used primarily as a recon command Mech. The Ice Hellions also use it in roles other Clans reserve for fast medium 'Mechs such as the Stormcrow.


Type/Model: Hellion (Base)

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Endo Steel 7 1.50

   (Endo Steel Loc: 2 RA, 3 LT, 2 RT)

Engine: 210 XL 10 4.50

   Walking MP: 7    

   Running MP: 11 [14]    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 4 .00

   (Heat Sink Loc: 1 LL, 1 RL)

Gyro:   4 3.00

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: 105 pts Ferro-Fibrous 7 5.50

   (Armor Crit Loc: 5 LA, 2 RA)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 15

  Center Torso (Rear):   5

  L/R Side Torso: 7 10/10

  L/R Side Torso (Rear):   4/4

  L/R Arm: 5 10/10

  L/R Leg: 7 14/14


BASE

Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   54 18.50

Crits & Tons Left:       24 11.50


Calculated Factors:

Total Cost: 5,545,800 C-Bills

Battle Value: 416

Cost per BV: 13,331.25

Weapon Value: 0 / 0 (Ratio = .00 / .00)

Damage Factors:    SRDmg = 1; MRDmg = 0; LRDmg = 0

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

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

    Class: ML,   Point Value: 4

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Medium Lasers RA 10   2 2.00

1 ER Medium Laser LA 5   1 1.00

1 ER Medium Laser HD 5   1 1.00

1 LRM 10 RT 4 12 2 3.50

   (Ammo Loc: 1 RT)

1 Streak SRM 2 RT 2 50 2 2.00

   (Ammo Loc: 1 LT)

2 Streak SRM 2s LT 4   2 2.00

TOTALS:   30   64 30.00

Crits & Tons Left:       14 .00


Calculated Factors:

Total Cost: 6,600,425 C-Bills

Battle Value: 1,439

Cost per BV: 4,586.81

Weapon Value: 1,283 / 1,219 (Ratio = .89 / .85)

Damage Factors:    SRDmg = 29; MRDmg = 17; LRDmg = 4

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

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

    Class: ML,   Point Value: 14

    Specials: omni, if



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser HD 5   1 1.00

1 LRM 10 LA 4   1 2.50

1 LRM 10 RA 4 36 4 5.50

   (Ammo Loc: 1 LA, 1 RA, 1 CT)

1 LRM 10 CT 4   1 2.50

TOTALS:   17   59 30.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 6,545,500 C-Bills

Battle Value: 1,290

Cost per BV: 5,074.03

Weapon Value: 1,138 / 1,138 (Ratio = .88 / .88)

Damage Factors:    SRDmg = 23; MRDmg = 17; LRDmg = 8

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

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

    Class: ML,   Point Value: 13

    Specials: omni, if



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Heavy Large Laser RA 18   3 4.00

2 Heavy Medium Lasers RT 14   4 2.00

2 Heavy Medium Lasers LT 14   4 2.00

1 Heavy Small Laser HD 3   1 .50

TOTALS:   49   71 30.00

Crits & Tons Left:       7 .00


Calculated Factors:

Total Cost: 6,659,900 C-Bills

Battle Value: 1,043

Cost per BV: 6,385.33

Weapon Value: 895 / 895 (Ratio = .86 / .86)

Damage Factors:    SRDmg = 24; MRDmg = 7; LRDmg = 1

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

    Damage PB/M/L: 4/3/-,   Overheat: 3

    Class: ML,   Point Value: 10

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 Adv. Tact. Msl. 6 LT 4 30 6 6.50

   (Ammo Loc: 3 LT)

2 ER Medium Lasers CT 10   2 2.00

1 Targeting Computer RT     1 1.00

TOTALS:   24   65 30.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 6,732,050 C-Bills

Battle Value: 1,547

Cost per BV: 4,351.68

Weapon Value: 1,496 / 1,496 (Ratio = .97 / .97)

Damage Factors:    SRDmg = 25; MRDmg = 20; LRDmg = 2

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

    Damage PB/M/L: 5/4/-,   Overheat: 0

    Class: ML,   Point Value: 15

    Specials: omni

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2412
FRIDAY, AUGUST 22, 2003
1830 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2412]
Nobori nin

Hunstman (Nobori-nin) 

Standard Level 2 / 3058 Succession Wars [Tournament Legal] Clan  Biped 50 Tons
MajorTom TRO 3058
Hunstman (Nobori-nin) SSW (Solaris Skunk Werks) File

Faction Availability


Huntsman (Nobori-nin)

Rules Level: Tournament Legal

Technology Base: Clan

Chassis Config: Biped

Production Year: 3048

Extinct By: Never


Chassis: Mynx Type Medium Endo-Steel

Power Plant: Consolidated 250 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Northrup Starlifters M50s

     Jump Capacity: 150 meters

Armor: Alpha Compound Ferro-Fibrous

Armament:

     23.50 tons of pod space.

Manufacturer: Irece Alpha, Avon Alpha, Brim Ironworks

     Primary Factory: Irece (IA), Avon (AA), Brim (BI)

Communications System: JNE Integrated

Targeting and Tracking System: Build 3 CAT TTS


Overview
The first Nobori-nin, or "Banner bearer," appeared during the Battle of Luthien in the colors of the 119th Nova Cat Striker Cluster. The single finlike projection sprouting from its back gave this humanoid 'Mech its name. Apparently it reminded a DCMS intelligence officer of the banner samurai sometimes wore on their backs in feudal Japan. This design is known as the Huntsman among the Clans. It exemplifies the OmniMech concept, as it fills a variety of roles depending on its pod configuration.

Capabilities
In its primary configuration, the Nobori-nin makes a superb prolonged combat 'Mech. The right arm mounts an AC 5 Ultra autocannon, the left a Streak SRM 6. Each arm also holds a pair of medium lasers.

An LRM-10 slaved to an Artemis IV fire control system provides the Nobori-nin with accurate long range fire capability. An anti missile system and A-pods provide close defense, and an active probe/TAG combination provides the pilot with his electronic eyes. A standard flamer rounds out the primary weapons array.

Alternate configuration A mounts a large pulse laser in each arm. The right arm also supports an LB 2-X autocannon, the left an LRM-10 system. Apparently, the Nobori-nin A's LRM launcher uses the same technology as the LRM-20 found on the Atlas. A rapid cycle ammo feed allows the weapon to fire five missiles through each tube in the same amount of time normal missile launchers require to cycle once. Two additional double heat sinks help dissipate the great heat generated by these weapons.

The Nobori-nin B, designed for sudden raids and rapid strike operations, mounts an extended range particle cannon in its right arm backed up by a pair of medium pulse lasers. The left arm supports an LB 10-X autocannon. Two tons of ammunition stored in the left torso provide enough ammunition for a fast strike. The B variant's anti infantry weapons include two 11 mm rotary machine guns.

The C variant seems to have been intended for long range fire support. It mounts an LRM 20 in its right torso, an LRM 15 in its left. One ER medium laser, an ER small laser and an AC-5 Ultra provide more accurate fire. A Streak SRM-4 provides heavy striking power, while a flamer handles close in defense.

Deployment
Since the Battle of Luthien, the Nobori-nin has been spotted in striker Clusters all along the Draconis Combine border. It is seen more often among Nova Cat units than any other, but is uncommon even among them. This indicates that the design is either new or that its use carries some sort of inherent dishonor.


Technology Base: Clan 50.00 tons

Chassis Config: Biped Cost: 9,934,375 C-Bills

BV2: 791 Tech Rating/Era Availability: E/X-E-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 CT, 1 LT, 1 RT, 2 LA, 2 RA

Engine: 250 XL Fusion Engine 6.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 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    R: SH+UA

Armor: 169 points - Ferro-Fibrous 9.00

Armor Locations: 1 HD, 3 LT, 2 RT, 1 LA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 25

Center Torso (rear):   7

R/L Torso: 12 18

R/L Torso (rear):   6

R/L Arm: 8 16

R/L Leg: 12 24


Configuration Prime Cost: 12,532,000 C-Bills

BV2: 2,108 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

2 ER Medium Lasers RA 10 2 2.00

Ultra AC/2 RA 1 /shot (2.0 max) 2 5.00

2 ER Medium Lasers LA 10 2 2.00

Streak SRM-6 LA 4 2 3.00

LRM-10 RT 4 1 2.50

Artemis IV FCS

RT

1 1.00

Active Probe RT 0 1 1.00

Anti-Missile System LT 1 1 0.50

TAG LT 0 1 1.00

Flamer LT 3 1 0.50

A-Pod RL 0 1 0.50

A-Pod LL 0 1 0.50

Ammo: Ultra AC/2 (45)

RA

1 1.00

Ammo: Streak SRM-6 (15)

LA

1 1.00

Ammo: LRM-10 (Artemis) (12)

RT

1 1.00

Ammo: Anti-Missile System (24)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LT, RT, LA, RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 21

5j 4 3 1 0 2 2 Structure: 3  

Special Abilities: OMNI, AMS, PRB, RCN, TAG, CASE, SRCH, ES, SOA


Configuration A Cost: 11,306,063 C-Bills

BV2: 2,034 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

Large Pulse Laser RA 10 2 6.00

LB 2-X AC RA 1 3 5.00

Large Pulse Laser LA 10 2 6.00

LRM-10 LA 4 1 2.50

Ammo: LB 2-X (45)

RT

1 1.00

Ammo: LRM-10 (12)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA    R: SH+UA

Heat Sinks: 12 (24) 2.00

Heat Sink Locations: 1 LT, 1 RT

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LT, RT 0.00

BattleForce Statistics

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

5j 3 3 3 0 2 0 Structure: 3  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration B Cost: 11,711,125 C-Bills

BV2: 2,156 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 2 6.00

2 Medium Pulse Lasers RA 8 2 4.00

LB 10-X AC LA 2 5 10.00

2 Machine Guns RT 0 2 0.50

Ammo: MG (200)

RT

1 1.00

Ammo: LB 10-X (20)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 22

5j 4 3 2 0 2 1 Structure: 3  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, FLK 0/0/0


Configuration C Cost: 11,958,156 C-Bills

BV2: 2,199 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage

Streak SRM-4 RA 3 1 2.00

Ultra AC/5 LA 1 /shot (2.0 max) 3 7.00

LRM-20 RT 6 4 5.00

Flamer RT 3 1 0.50

LRM-15 LT 5 2 3.50

ER Medium Laser LT 5 1 1.00

ER Small Laser LT 2 1 0.50

Ammo: Streak SRM-4 (25)

RA

1 1.00

Ammo: Ultra AC/5 (20)

LA

1 1.00

Ammo: LRM-20 (6)

RT

1 1.00

Ammo: LRM-15 (8)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LT, RT, LA, RA 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 22

5j 2 2 1 0 2 1 Structure: 3  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, LRM 2/2/2, IF 2


Configuration D Cost: 11,472,438 C-Bills

BV2: 2,007 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

ATM-6 RA 4 3 3.50

Ultra AC/10 LA 3 /shot (6.0 max) 4 10.00

2 Medium Pulse Lasers RT 8 2 4.00

Small Pulse Laser RT 2 1 1.00

Ammo: ATM-6 (30)

RA

3 3.00

Ammo: Ultra AC/10 (20)

LA

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA+LA+H

Heat Sinks: 10 (20) 0.00

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LA, RA 0.00

BattleForce Statistics

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

5j 4 4 2 0 2 0 Structure: 3  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration H Cost: 12,345,625 C-Bills

BV2: 2,495 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 1 4.00

2 Heavy Medium Lasers RA 14 4 2.00

Heavy Small Laser RA 3 1 0.50

ER Large Laser LA 12 1 4.00

2 Heavy Medium Lasers LA 14 4 2.00

Targeting Computer

LT

3 3.00

Active Probe RL 0 1 1.00

ECM Suite LL 0 1 1.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 16 (32) 6.00

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

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 25

5j 5 4 2 0 2 3 Structure: 3  

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


Configuration N Cost: 11,707,188 C-Bills

BV2: 2,556 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

ER PPC RA 15 2 6.00

Heavy Medium Laser RA 7 2 1.00

ER Large Laser LA 12 1 4.00

ATM-6 LA 4 3 3.50

Targeting Computer

RT

3 3.00

Ammo: ATM-6 (30)

LT

3 3.00

Equipment     Mass

Actuators: L: SH+UA+LA    R: SH+UA

Heat Sinks: 13 (26) 3.00

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

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50

CASE Locations: LT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 26

5j 4 4 3 0 2 1 Structure: 3  

Special Abilities: OMNI, CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2407
MONDAY, JULY 21, 2003
1858 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2407]
Grendel

Mongrel (Grendel) 

Standard Level 2 / 3058 Clan Invasion [Tournament Legal] Clan  Biped 45 Tons
MajorTom TRO 3058
Mongrel (Grendel) SSW (Solaris Skunk Werks) File

Faction Availability


Mongrel (Grendel)

Rules Level: Tournament Legal

Technology Base: Clan

Chassis Config: Biped

Production Year: 3053

Extinct By: Never


Chassis: Process 12 Endo-Steel

Power Plant: Consolidated 315 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: Clan 14X Series

     Jump Capacity: 210 meters

Armor: Arcadia Compound Delta VII Ferro-Fibrous

Armament:

     13.50 tons of pod space.

Manufacturer: Arcadia BattleMech Plant CM-T15

     Primary Factory: Arcadia

Communications System: KP-3 "Screamer"

Targeting and Tracking System: Version Gamma-V TTS


Overview
Initially identified with Clan Diamond Shark units in the Kozice Valley and later with Clan Smoke Jaguar, all five configurations of the Grendel have appeared in Clan front lines, leading light 'Mechs toward distant objectives. All five configurations so far observed possess a powerful array of weapons capable of delivering a consistent attack over varying ranges.

This 'Mech, tagged Grendel by Inner Sphere soldiers who encountered it, was among the first units to enter the Kozice Valley and engage the ComStar defenders on Tukayyid. These 'Mechs also fought against the Com Guards in the Racice Delta. The Grendel's reliance on energy based weapons, especially in its primary configuration, simplified initial supply problems for Clans Diamond Shark and Smoke Jaguar, allowing their units to range far into the field. Had these 'Mechs been properly supported, they could have done extensive damage to the Com Guards' lines.

The large 315 XL engine produces enormous power that allows the Grendel to move at a steady pace over all kinds of terrain. The 'Mech's jump jets proved especially useful in the difficult ground around the edge of the Kozice Valley, allowing the Grendel to keep up with faster ground based 'Mechs.

Capabilities
The wide range of weapons featured in all configurations of the Grendel make the 'Mech an excellent choice for battling an unknown enemy. As a recon 'Mech or raider, the design performs extremely well. In the stand and slug it out fighting style common to the Clans, however, the 'Mech fares less well than some others of its type that can more easily close and deliver a knockout punch. Successful Grendel pilots attempt to engage at long range, then dash within short range and fire off a deadly SRM and medium laser volley. The Streak system is especially useful for this tactic, because its missiles are not wasted on careless shots as the pilots rush toward the enemy. Alternate configuration A has appeared almost exclusively as a fire support 'Mech with mobile reserves, and fired its LRMs at long range more often than it sought to disengage.

Deployment
To date the Grendel has appeared only among the Diamond Sharks and the Smoke Jaguars. Though they appear to make heavy use of it, it remains to be seen if this 'Mech is as common among these specific Clans as it seems or if it saw particularly heavy action on Tukayyid.


Technology Base: Clan 45.00 tons

Chassis Config: Biped Cost: 11,189,469 C-Bills

BV2: 757 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 3 LT, 3 RT, 1 RA

Engine: 315 XL Fusion Engine 11.00

Walking MP: 7

Running MP: 11

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

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

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 144 points - Ferro-Fibrous 7.50

Armor Locations: 4 LA, 3 RA

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 14 18

Center Torso (rear):   9

R/L Torso: 11 16

R/L Torso (rear):   6

R/L Arm: 7 12

R/L Leg: 11 20


Configuration Prime Cost: 12,401,837 C-Bills

BV2: 2,290 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RA 12 1 4.00

ER Small Laser RA 2 1 0.50

2 ER Medium Lasers LA 10 2 2.00

Streak SRM-6 RT 4 2 3.00

ER Medium Laser HD 5 1 1.00

Ammo: Streak SRM-6 (15)

RT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 12 (24) 2.00

Heat Sink Locations: 1 LT, 1 RT

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 23

7j 4 4 1 0 2 1 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration A Cost: 12,264,837 C-Bills

BV2: 2,031 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Medium Pulse Laser RA 4 1 2.00

ER Small Laser RA 2 1 0.50

LRM-15 RT 5 2 3.50

LRM-15 LT 5 2 3.50

Ammo: LRM-15 (16)

RT

2 2.00

Ammo: LRM-15 (16)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 20

7j 2 2 0 0 2 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA, LRM 2/2/2, IF 2


Configuration B Cost: 12,045,087 C-Bills

BV2: 1,903 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Ultra AC/5 RA 1 /shot (2.0 max) 3 7.00

ER Medium Laser RA 5 1 1.00

Medium Pulse Laser LA 4 1 2.00

Medium Pulse Laser RT 4 1 2.00

ER Small Laser CT 2 1 0.50

Ammo: Ultra AC/5 (20)

RT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 19

7j 4 4 1 0 2 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration C Cost: 12,446,572 C-Bills

BV2: 1,465 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LB 10-X AC RA 2 5 10.00

ER Medium Laser LA 5 1 1.00

Anti-Missile System LT 1 1 0.50

Ammo: LB 10-X (Slug) (10)

RT

1 1.00

Ammo: Anti-Missile System (24)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 15

7j 2 2 1 0 2 0 Structure: 2  

Special Abilities: OMNI, AMS, CASE, SRCH, ES, SOA, FLK 0/0/0


Configuration D Cost: 12,316,197 C-Bills

BV2: 2,212 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Small Pulse Laser RA 2 1 1.00

Medium Pulse Laser LA 4 1 2.00

ER Medium Laser LA 5 1 1.00

ER PPC RT 15 2 6.00

SRM-6 LT 4 1 1.50

Ammo: SRM-6 (30)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: LT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 22

7j 3 3 1 0 2 2 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration E Cost: 12,263,587 C-Bills

BV2: 1,806 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Medium Pulse Laser RA 4 1 2.00

ER Small Laser RA 2 1 0.50

ATM-6 RT 4 3 3.50

ATM-6 LT 4 3 3.50

Ammo: ATM-6 (10)

RT

1 1.00

Ammo: ATM-6 (ER) (10)

RT

1 1.00

Ammo: ATM-6 (10)

LT

1 1.00

Ammo: ATM-6 (HE) (10)

LT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 10 (20) 0.00

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: LT, RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 18

7j 4 3 1 0 2 0 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA


Configuration H Cost: 12,314,837 C-Bills

BV2: 1,965 Tech Rating/Era Availability: F/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Heavy Large Laser RA 18 3 4.00

2 ER Medium Lasers LA 10 2 2.00

Streak SRM-4 RT 3 1 2.00

ER Small Laser HD 2 1 0.50

Ammo: Streak SRM-4 (25)

RT

1 1.00

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA

Heat Sinks: 14 (28) 4.00

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

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50

CASE Locations: RT 0.00

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 20

7j 4 4 0 0 2 1 Structure: 2  

Special Abilities: OMNI, CASE, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 25 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #919
WEDNESDAY, JUNE 30, 2004
UPDATE: 4/4/2006
2232 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=919]

Behemoth (Stone Rhino) 2nd Line

Level: Standard Level 2 / 3055

Technology: Clan Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3055

 


Faction Availability

Clan Smoke Jaguar Clan

Tags

No Tags posted

BATTLEROM IMAGE FEBRUARY 2, 3055

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Behemoth (Stone Rhino)

Tech: Clan / 3055

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 100 tons

Chassis: Standard

Power Plant: 300 Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Standard

Armament:
2 Large Pulse Lasers
2 Gauss Rifles
1 Small Pulse Laser
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)


Overview:

Of the many surprises the Clans have sprung on us, the Behemoth is one of the most remarkable. The original design was considered a grand mistake, and is known to historians as Amaris' folly. The Behemoth was the first BattleMech produced by an optimistic project whose objective was to develop a 'Mech capable of withstanding an assault by an entire standard BattleMech company. These machines were to be put into mass production and used to stop General Kerensky from retaking Terra. The prototype is described as a lumbering monstrosity whose leg actuators shut down during its first test run, causing the project to be summarily scrapped.

Apparently the historians were wrong.

Capabilities:

The Behemoth weighs in at a massive 100 tons, comparable to the largest 'Mechs ever manufactured. While such machines bring awesome firepower to the battlefield, ultimately, commanders cannot use them effectively because they cannot afford to lose one.

The Behemoth features twin Gauss cannon, a large pulse laser mounted in each arm and an almost superfluous small pulse laser. The arm-mounted weapons feature retractable shock-absorbing cowls covering the barrels which allow the pilot to use the arms as battering rams without damaging the delicate laser assemblies.

Deployment

A small number of these 'Mechs have been sighted in the Smoke Jaguar Clan. No other Clan appears to field this design, but because it is a venerable design, we suspect that the few existing are widely spread throughout the Clans.


Type/Model: Behemoth (Stone Rhino)

Mass: 100 tons

Equipment:   Crits Mass

Internal Structure: 152 pts Standard 0 10.00

Engine: 300 6 19.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 288 pts Standard 0 18.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 46

  Center Torso (Rear):   15

  L/R Side Torso: 21 27/27

  L/R Side Torso (Rear):   14/14

  L/R Arm: 17 32/32

  L/R Leg: 21 36/36


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser LA 10   2 6.00

1 Large Pulse Laser RA 10   2 6.00

1 Gauss Rifle LT 1   6 12.00

1 Gauss Rifle RT 1 32 10 16.00

   (Ammo Loc: 2 LT, 2 RT)

1 Small Pulse Laser HD 2   1 1.00

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   24   53 100.00

Crits & Tons Left:       25 .00


Calculated Factors:

Total Cost: 10,512,000 C-Bills

Battle Value: 2,626

Cost per BV: 4,003.05

Weapon Value: 3,907 / 3,907 (Ratio = 1.49 / 1.49)

Damage Factors:    SRDmg = 38; MRDmg = 36; LRDmg = 24

BattleForce2: MP: 3J,   Armor/Structure: 7/8

    Damage PB/M/L: 6/5/5,   Overheat: 1

    Class: MA,   Point Value: 26

 

 

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