Designer: MajorTom / Armory: TRO 3060

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Lasergunner posted this 4 weeks ago

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Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #746
TUESDAY, JULY 12, 2005
52 DOWNLOADS

Anhur Transport [3060]

Level: Standard Level 2 / 3060

Technology: Clan VTOL

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3060

Anhur Transport HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE MAY 8, 3060

* FOR COMSTAR USE ONLY *

 


Type/Model: Anhur Transport

Tech: Clan / 3050

Config: V.T.O.L.

Rules: Level 2, Standard design

   

Mass: 30 tons

Power Plant: 100 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Airframe Pattern 2841 Ferro-Fibrous

Armament:
1 Series 2f ER Medium Laser
2 Kolibri Delta Series Medium Pulse Lasers
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Khan-series (Type 2)
Targeting & Tracking System: Mrk 11 IHADS

Overview:

The Clans engage in short, goal-oriented military engagements whenever possible, but the need to maintain a flow of materiel and equipment to the battlefield has long been a concern, exacerbated during the Inner Sphere invasion. While DropShips serve to carry necessary equipment and supplies between worlds, their use is too expensive for on-world transport. As a practical alternative, the Clans use transport vehicles like the Anhur. One of the few designs to pre-date ilKhan Winson's vehicle design review, the Anhur is based on the classic Star League Cobra chassis.

Capabilities:

Like the NETC/ComStar Karnov UR design, also based on the Cobra, the Anhur uses a tilt-rotor design, giving it V/STOL capabilities. Capable of taking off or landing without the benefit of a prepared runway, the vehicle is suitable for delivering supplies directly to units in the field. This role all but guarantees encounters with enemy troops, and so the Anhur carries a formidable array of weapons.

Nose-mounted extended-range and pulse lasers provide both range and volume of fire, allowing the Anhur to discourage threats on the ground and in the air. A pulse laser mounted to the rear of the airframe discourages pursuit and can provide covering fire when loading or unloading cargo.

The cavernous cargo bay is rated for loads of up to seven tons and can carry anything from light vehicles or cargo to conventional infantry platoons. Three tons of advanced armor composites provide the crew and cargo with considerable protection against enemy fire, but the Anhur relies primarily on speed and terrain masking to avoid being seen or engaged. The vehicle's crew, consisting of a pilot, copilot and loadmaster, specializes in ground-hugging flights. Accustomed to the violent pitching and rolling that accompanies such flights, they often appear to take a perverse pleasure in the discomfort this causes passengers.

Deployment

All Clans use the Anhur for logistical operations, but relatively few use them for combat operations. Only Clans Blood Spirit. Hell's Horses, and Star Adder permanently assign the vehicle to combat units as an infantry transport. Clans Fire Mandrill, Goliath Scorpion, Ice Hellion and Snow Raven use the design for combat duties on an ad-hoc basis.


Type/Model: Anhur Transport

Mass: 30 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 100 Fusion 0 3.00

Shielding & Trans Equip:   0 1.50

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 13 Single 0 3.00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 3.00

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 3 15

  Left / Right Sides: 3 14/14

  Rear: 3 13

  Rotor: 3 2


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Medium Laser Front 5   1 1.00

1 Medium Pulse Laser Front 4   1 2.00

1 Medium Pulse Laser Rear 4   1 2.00

CASE Equipment: Body     0 .00

Cargo Bay Capacity Body 0   1 7.00

TOTALS:   13   5 30.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 1,362,000 C-Bills

Battle Value: 1,025

Cost per BV: 1,328.78

Weapon Value: 328 / 328 (Ratio = .32 / .32)

Damage Factors:    SRDmg = 20; MRDmg = 11; LRDmg = 0

BattleForce2: MP: 8V,   Armor/Structure: 0 / 2

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

    Class: VA,   Point Value: 10

    Specials: tran7


Created with HeavyMetal Vee

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #750
TUESDAY, JULY 12, 2005
233 DOWNLOADS

Ares Medium Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

Ares Medium Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Coyote Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE AUGUST 18, 3060

* FOR WORD OF BLAKE USE ONLY *


Type/Model: Ares Medium Tank

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 40 tons

Power Plant: 200 Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: Compound G5 Ferro-Fibrous

Armament:
1 Series 7Ja ER Large Laser
1 Type X "Short Bow" LRM 10 w/ Artemis IV
1 Type XV "Crossbow" LRM 15 w/ Artemis IV
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    2SH C3
Targeting & Tracking System: Build 4 JVJ TTS

Overview:

Designed to provide direct and indirect fire support, the Ares tank operates well in a wide range of roles. Specifically, the vehicle's top speed of 86 kph makes it an ideal escort for armored personnel carriers (APCs) and transports. Though the Ares is not classified as an infantry fighting vehicle, most Ares crews are trained to work in conjunction with both battle armor and standard infantry.

Capabilities:

The three-man crew of the Ares is protected by four and a half tons of ferro-fibrous armor, which provides consistent protection on all sides. Unlike most vehicles, the Ares' rear armor is only marginally inferior to the front glacis and sides, and that only because the rear location carries CASE blowout panels. Designed to channel the blast away from the vehicle's most delicate components in the event of an internal ammunition explosion, the CASE system allows the crew to survive an otherwise catastrophic explosion, though the vehicle itself is rendered inoperable.

Most vehicles equipped with CASE can be repaired and returned to active duty after an ammunition explosion; at the very least, most of the systems are salvageable. With the exception of the driver's bulletproof view port, none of the crew have a direct view of the exterior of the tank. Instead, they rely on camera feeds or periscope sights, a design choice that minimizes the number of weak points in the armor and increases crew survivability.

A turret-mounted, extended-range large laser serves as the tank's primary weapon, allowing accurate direct-fire against targets up to 750 meters away. Prone to slight warping when fired repeatedly, the barrel of the weapon is monitored by the fire-control system, which automatically compensates for heat-induced distortion.

Hull-mounted missile launchers provide secondary direct-fire capability. The ten- and fifteen-tube box-launchers can also use targeting data from other vehicles to loft indirect fire against targets masked by terrain features. Because ammunition for the missile tubes is strictly limited by the vehicle's carrying capacity, most commanders favor the turret laser.

Deployment

Most commonly found in Clans Wolf and Coyote, the Ares has played an increasingly significant role in the Wolves' homeworld garrison forces since the Refusal War. Troop shortages in the invasion force prompted the transfer of many warriors to the Inner Sphere and, in a dramatic and desperate strategy, these warriors have been replaced by recruits from the lower castes. Because vehicle training is less intense than that required for 'Mech operations, most soldiers recruited through these "garrison-level" Trials of Position have been assigned to the crews of newly manufactured tanks and APCs. After the Zorya, the Ares crews have seen the largest influx of recruits.


Type/Model: Ares Medium Tank

Mass: 40 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 4.00

Engine: 200 Fusion 0 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 86 pts Ferro-Fibrous 1 4.50


    Internal Armor

    Structure Value

  Front: 4 19

  Left / Right Sides: 4 17/17

  Rear: 4 16

  Turret: 4 17


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 LRM 10 w/ Artemis IV Front 0 12 2 4.50

1 LRM 15 w/ Artemis IV Front 0 8 2 5.50

CASE Equipment: Body     0 .00

TOTALS:   12   6 40.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 2,148,767 C-Bills

Battle Value: 938

Cost per BV: 2,290.8

Weapon Value: 605 / 546 (Ratio = .64 / .58)

Damage Factors:    SRDmg = 27; MRDmg = 21; LRDmg = 13

BattleForce2: MP: 5T,   Armor/Structure: 0 / 4

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

    Class: GM,   Point Value: 9

    Specials: if


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Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #742
TUESDAY, JULY 12, 2005
63 DOWNLOADS

Asshur Artillery Spotter [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

Asshur Artillery Spotter HMV (Heavy Metal Vee) File


Faction Availability

Clan Ghost Bear Clan

Clan Steel Viper Clan

BATTLEROM IMAGE OCTOBER 22, 3060

* FOR ISF USE ONLY *

 


Type/Model: Asshur Artillery Spotter

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 95 Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Compound JX2 Ferro-Fibrous

Armament:
2 Series 2b ER Medium Lasers
1 Pattern J6 Streak SRM 6
1 ICD Type 4 TAG
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Consolidated Type 2M
Targeting & Tracking System: Consolidated Type V TTS

Overview:

The lightest of the original designs commissioned by Jerome Winson, the Asshur fast reconnaissance vehicle was named for an Assyro-Babylonian god of war. When the scientists of Clan Blood Spirit introduced the even lighter Shamash to serve the same purpose, the Asshur immediately became a candidate for decommissioning, Rather than abandoning the serviceable Asshur, however, Blood Spirit technicians replaced its hull-mounted machine guns with a TAG system, and the Asshur proved an ideal artillery spotter.

Capabilities:

Only moderately armored, the Asshur's primary defense against opposing 'Mechs and armor is its speed. Capable of achieving speeds in excess of 150 kilometers per hour, it can outrun almost any ground vehicles currently fielded. In addition, a pair of turret-mounted extended-range medium lasers provide accurate fire out to 450 meters, allowing the Asshur to maintain a respectable distance from its target. These beam weapons are backed by a sophisticated short-range missile system, also mounted in the turret. Though the Asshur carries only enough ammunition for fifteen missile volleys, the use of Streak technology guarantees a hit by every round.

The vehicle's primary "weapon" is the TAG system. Initial attempts to mount the device in the turret caused problems with the traverse mechanism, hindering both the TAG system and the Asshur's ability to defend itself. As a result, the designator was mounted fixed-forward, which proved to be less of a problem than might be expected. Though the crew is required to maneuver their vehicle face-on to the target. the vehicle's speed and agility means they are rarely exposed to effective counter-fire.

Deployment

Though most Clans use Asshurs, only the Ghost Bears and Steel Vipers have deployed them in the Inner Sphere. They saw action in several engagements, the most notable being a raid by the mercenary company Armstrong's Archers in 3054. Under contract to the Federated Commonwealth, the Archers staged a raid against the Steel Vipers on Graus, encountering elements of the Thirty-eighth Phalanx 250 kilometers north of New Paris. A mixed Star of vehicles and 'Mechs faced off against the mercenary company, and the Inner Sphere commander expected a quick victory against the garrison unit.

Because the commander was unaware that one of the vehicles was an Asshur spotter vehicle, the mercenaries ignored the vehicles and launched a mass assault against the Star's two 'Mechs, perceiving them as the greater threat. The mercenaries' action freed the Vipers from the need to adhere to the strict rules of engagement, and the Asshur ran circles around the Inner Sphere 'Mechs, repeatedly designating the nearest for Arrow-IV artillery missiles inbound from a pair of tanks located several kilometers from the battlefield. No mercenaries survived the engagement.


Type/Model: Asshur Artillery Spotter

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 95 Fusion 0 3.00

Shielding & Trans Equip:   0 1.50

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Lift Equipment:   0 2.00

Turret Equipment:   0 .50

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 2 13

  Left / Right Sides: 2 11/11

  Rear: 2 10

  Turret: 2 13


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Turret 10   2 2.00

1 Streak SRM 6 Turret 0 15 2 4.00

1 TAG Front 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   6 20.00

Items & Tons Left:       3 .00


Calculated Factors:

Total Cost: 970,433 C-Bills

Battle Value: 809

Cost per BV: 1,199.55

Weapon Value: 352 / 307 (Ratio = .44 / .38)

Damage Factors:    SRDmg = 22; MRDmg = 12; LRDmg = 1

BattleForce2: MP: 9H,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 8

    Specials: tag


Created with HeavyMetal Vee

 

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #993
THURSDAY, OCTOBER 30, 2003
UPDATE: 12/7/2004
1413 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=993]

Blood Asp Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 360 16.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 14 [28] 4T

  14 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 4.5 16

Head 3 9

Center Torso 29 40/13

L/R Torso 19 24/11

L/R Arm 15 28

L/R Leg 19 34

 


Primary

Battle Value: 2233

C-Bill Cost: 29,416,750

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RT 6 12

1 C Gauss Rifle LT 6 12

1 C Streak SRM-6 CT 2 3

2 C Heavy Medium Laser RA 4 2

2 C Heavy Medium Laser LA 4 2

1 C Medium Pulse Laser RA 1 2

1 C Medium Pulse Laser LA 1 2

1 Ammo (Gauss Rifle) 8 RT 1 1

1 Ammo (Gauss Rifle) 8 LT 1 1

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

1 C CASE RT 0 0

1 C CASE LT 0 0

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

    Totals

42 42


A

Battle Value: 2839

C-Bill Cost: 29,656,625

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC RA 2 6

1 C ER PPC LA 2 6

1 C Heavy Large Laser RA 3 4

1 C Heavy Large Laser LA 3 4

1 C ECM Suite CT 1 1

1 C Targeting Computer RT 4 4

1 Jump Jets RT 1 2

1 Jump Jets CT 1 2

1 Jump Jets LT 1 2

2 C Double Heat Sink RA 4 2

1 C Double Heat Sink LA 2 1

4 C Double Heat Sink LT 8 4

2 C Double Heat Sink RT 4 2

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

    Totals

47 42


B

Battle Value: 2600

C-Bill Cost: 30,164,875

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RT 6 12

1 C LRM-20 RA 4 5

1 C LRM-20 LA 4 5

4 C Medium Pulse Laser LT 4 8

1 C ECM Suite CT 1 1

1 C Artemis IV FCS RA 1 1

1 C Artemis IV FCS LA 1 1

2 Ammo (LRM-20) 6 RA 2 2

2 Ammo (LRM-20) 6 LA 2 2

1 Ammo (Gauss Rifle) 8 RL 1 1

1 Ammo (Gauss Rifle) 8 CT 1 1

1 Ammo (Gauss Rifle) 8 LL 1 1

1 C CASE RA 0 0

1 C CASE LA 0 0

1 C CASE RT 0 0

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink RT 2 1

    Totals

39 42


C

Battle Value: 1907

C-Bill Cost: 29,809,812

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/10 LA 4 10

1 C Ultra AC/10 LT 4 10

1 C LB 20-X AC RT 9 12

1 C ER Large Laser RA 1 4

4 Ammo (Ultra AC/10) 10 LT 4 4

2 Ammo (LB 20-X AC) 5 CT 2 2

1 C CASE LT 0 0

1 C CASE CT 0 0

    Totals

31 42


D

Battle Value: 1915

C-Bill Cost: 29,312,250

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Large Laser RA 1 4

1 C ER Large Laser LA 1 4

1 C Heavy Medium Laser RA 2 1

1 C Heavy Medium Laser LA 2 1

1 C Gauss Rifle LT 6 12

3 C Ultra AC/2 RT 6 15

2 Ammo (Gauss Rifle) 8 LT 2 2

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

1 C CASE RT 0 0

1 C CASE LT 0 0

1 C Double Heat Sink RT 2 1

1 C Double Heat Sink CT 2 1

    Totals

32 42

 

Overview:

Clan Star Adder scientists based this 'Mech on the Kingfisher. Installing an extralight engine nearly doubled the amount of available pod space, though structural constraints forced them to replace the Kingfisher's ferro-fibrous armor with standard plate. This 'Mech entered service as the Blood Asp, an insult aimed at the Star Adder's longtime rivals, Clan Blood Spirit.

 

Capabilities:

Five variants of the Blood Asp have already appeared. The primary configuration mounts a pair of Gauss rifles, a Streak SRM rack and a trio of lasers in each arm.

The most common variant is an assault design, configured to deliver maximum firepower with the greatest possible accuracy. This configuration is well-suited for any type of terrain. The Beta configuration is outfitted for sustained fire-support missions.

The C variant relies almost exclusively on ammunition-based weapons, and is therefore best suited for the short and deadly Trials preferred by Clan warriors. The final variant is configured for long-range suppression fire. Its lasers give it excellent defensive capabilities even after its ammunition stores run dry.

 

Deployment:

Blood Asps are being assigned to Clan Star Adder's front-line Galaxies. Alpha Galaxy has received the majority of these new 'Mechs, while the two Keshiks, Delta Gamma and Kappa Galaxies have received only a few each.  

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3750
WEDNESDAY, MAY 11, 2005
649 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3750]

Blood Kite 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Blood Spirit Clan

Tags

No Tags posted

BATTLEROM IMAGE JANUARY 30, 3060

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Blood Kite

Tech: Clan / 3059

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 85 tons

Chassis: Endo Steel

Power Plant: 255 255 Standard Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 Clan Series Type 3 Assault Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Compound 12A1 Standard with CASE Standard

Armament:
3 Series 7K ER Large Lasers
3 Type XV LRM 15s
3 SEP Class SRM 4s
Manufacturer:    York OmniMech Y3 Facility
   Location:    York
Communications System:    York Y3-Com
Targeting & Tracking System: York Y3-T&T

Overview:

When Khan Ceana Boques initiated her programs to revitalize a flagging Clan Blood Spirit, her reforms included a new way of looking at 'Mech design. When Clan Coyote introduced the OmniMech in 2854, the Blood Spirits could only field three under-sized Galaxies. This shocking lack of equipment meant that a Trial of Possession for the OmniMechs would simply be escalated to the point that the Spirits could not afford to participate. Therefore, Khan Boques ordered the scientist caste to reevaluate their 'Mech design procedures. Each new design must answer four points: low cost, survivability, sustained firepower and maximum efficiency. Though most of these points seemed like common sense, the Blood Spirits had built and fielded many BattleMech designs that violated some or all of them. Khan Ceana believed that her Clan must optimize its BattleMech technology because she foresaw no way to capture and develop OmniMechs.

After several decades of constructing and perfecting new designs using Khan Ceana's principles, the pride of the scientist caste rolled off the assembly line: the Blood Kite.

Capabilities:

The Blood Kite faithfully conforms to every single point required by Khan Ceana Boques. Doing away with such expensive equipment and weapons as the extra-light engine, PPCs and rapid-fire autocannons, the Kite employs only extra-light internal structure material in its construction and uses only the lowest-cost weapons. With regard to survivability, the Blood Kite's 85-ton frame mounts the maximum armor protection available to that weight class. In addition, per standard Clan procedure, all ammunition is protected with CASE. Finally, the Blood Kite's jump jets give it enough maneuverability to survive where other, more cumbersome, machines would likely perish.

Three ER large lasers and three LRM 15s, each launcher equipped with excessive amounts of ammo, allow the Blood Kite to hold the field long after most 'Mechs' ammo bins have run dry. A trio of SRM-4 launchers backs those weapons up, giving this BattleMech a nearly unstoppable short-range punch.

Variants:

A new variant has recently been seen on the battlefield and was instrumental in the retaking of the Blood Spirits Arcadia enclave.   This variant apparently wallows in the recent dearth of higher technologies that have accompanied closer ties with Clan Fire Mandrill and switches out all three large lasers, the short range missile launchers and a single LRM 15 pack for three extended range particle projector cannons.   At the same time, the advanced Artemis IV FCS system is slaved to the two remaining long-range missile racks.

Though an exceptionally powerful design, it flies fully in the face of Khan Ceana Boques' 'Mech design philosophies, which have been in place for over a century. As a result, it is unknown how popular this variant will be, or whether the Spirits even have the resources to create more than just a handful.

Deployment

The pride and joy of Clan Blood Spirit, the Blood Kite has been manufactured in large quantities since its debut in the early 30th century. It appears in every Galaxy and almost every Cluster in the Blood Spirit Touman.


Type/Model: Blood Kite

Mass: 85 tons

Equipment:   Crits Mass

Internal Structure: 130 pts Endo Steel 7 4.50

   (Endo Steel Loc: 3 LA, 1 RA, 2 LT, 1 RT)

Engine: 255 6 13.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 21 Double [42] 22 11.00

   (Heat Sink Loc: 3 LA, 2 RA, 2 LT, 2 RT, 1 LL, 1 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 240 pts Standard 0 15.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 39

  Center Torso (Rear):   12

  L/R Side Torso: 18 27/27

  L/R Side Torso (Rear):   9/9

  L/R Arm: 14 24/24

  L/R Leg: 18 30/30


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser HD 12   1 4.00

1 ER Large Laser CT 12   1 4.00

1 ER Large Laser LA 12   1 4.00

1 LRM 15 RA 5 48 8 9.50

   (Ammo Loc: 2 RA, 2 LT, 2 RT)

1 LRM 15 RT 5   2 3.50

1 LRM 15 LT 5   2 3.50

1 SRM 4 RA 3 25 2 2.00

   (Ammo Loc: 1 RT)

1 SRM 4 RT 3   1 1.00

1 SRM 4 LT 3   1 1.00

3 Standard Jump Jets:       3 3.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:   60   78 85.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 9,691,225 C-Bills

Battle Value: 2,484

Cost per BV: 3,901.46

Weapon Value: 3,647 / 3,647 (Ratio = 1.47 / 1.47)

Damage Factors:    SRDmg = 49; MRDmg = 35; LRDmg = 21

BattleForce2: MP: 3J,   Armor/Structure: 6/7

    Damage PB/M/L: 6/5/4,   Overheat: 3

    Class: MA,   Point Value: 25

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3535
SATURDAY, APRIL 23, 2005
178 DOWNLOADS

Cestus CTS-6Y

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Steiner Inner Sphere

BATTLEROM IMAGE APRIL 7, 3058

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Cestus CTS-6Y

Tech: Inner Sphere / 3058

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 65 tons

Chassis: GM Heavy CVA Standard

Power Plant: 260 GM XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Special Heavy Standard

Armament:
1 Poland Main Model A Gauss Rifle
2 ChisComp 39 Medium Lasers
2 Defiance B3L Large Lasers
Manufacturer:    General Motors, Blue Shot Weapons (under license)
   Location:    Kathil (FS/FC), Solaris VII (LC/FC/LA)
Communications System:    TharHes Thalia HM-22
Targeting & 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.

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.

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.


Type/Model: Cestus CTS-6Y

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6.50

Engine: 260 XL 12 7.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 6 2.00

   (Heat Sink Loc: 2 LT)

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: 211 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 32

  Center Torso (Rear):   10

  L/R Side Torso: 15 22/22

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 20/20

  L/R Leg: 15 30/30


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RT 1 24 10 18.00

   (Ammo Loc: 2 RT, 1 CT)

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 Large Laser RA 8   2 5.00

1 Large Laser LA 8   2 5.00

TOTALS:   23   59 65.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 11,327,361 C-Bills

Battle Value: 1,495

Cost per BV: 7,576.83

Weapon Value: 2,283 / 2,283 (Ratio = 1.53 / 1.53)

Damage Factors:    SRDmg = 32; MRDmg = 21; LRDmg = 8

BattleForce2: MP: 4,   Armor/Structure: 5/3

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

    Class: MH,   Point Value: 15


Created with HeavyMetal Pro

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1020
SUNDAY, OCTOBER 19, 2003
UPDATE: 12/7/2004
267 DOWNLOADS

Clint IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Snow Raven Clan

BATTLEROM IMAGE JULY 15, 3060

* FOR WORD OF BLAKE USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 240 6T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2 7

Head 3 9

Center Torso 12 15/4

L/R Torso 10 13/4

L/R Arm 6 9

L/R Leg 10 16

 


Standard

Battle Value: 1144

C-Bill Cost: 6,990,480

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser CT 1 1

1 C ER Medium Laser LT 1 1

1 C LB 10-X AC RA 5 10

4 Ammo (LB 10-X AC) 10 RT 4 4

1 C CASE RT 0 0

2 Jump Jets RL 2 1

1 Jump Jets RT 1 0.5

2 Jump Jets LL 2 1

1 Jump Jets LT 1 0.5

1 C Heat Sink RT 1 1

    Totals

25 19

 

Overview:

When the SLDF left the Inner Sphere in 2784, they took with them several prototype Clints, each in the original configuration that carried the Armstrong-Buster autocannon rather than the lighter cannon used in the mass-produced models. These prototypes went to storage in a Brian Cache on Circe and there they languished throughout the Exodus Civil War.

When Clan Snow Raven needed to rebuild after the Not-Named Clan's nuclear attack on their capital of Dehra Dun, they claimed the prototypes and pressed them into service. Snow Raven scientists worked to correct the stress problems on the 'Mech's frame caused by carrying the heavier autocannon, and by 2830 had transformed they poorly regarded prototype into a well-armed recon 'Mech.

 

Capabilities:

The Ravens' key modification was replacing the large Pitban 240 fusion plant with a locally produced Type 81. While it offered the same output as the Pitban, the Type 81 was much lighter, allowing technicians to reinforce the arm and shoulder skeleton that repeatedly failed on the prototypes. Additional spare mass was used to increase the armor to seven tons and ammunition capacity to four tons.

During the Golden Century the design was further modified, replacing the Armstrong-Buster cannon with a KOV LB-10X that allowed selectable ammunition loads, and upgrading the lasers to extended-range variants. All other systems remained as in the original Andoran Industries model, and many retained their SLDF designations. Ironically in this age of modern technology, the Clint IIC still uses the original Sloane 220 Lockover TTS system.

 

Deployment:

Clan Snow Raven used the Clint IIC in many clashes with other Clans during the Golden Century. The most notable was the defense of the Hellgate agrodomes in 2897. Though the speed and maneuverability of the Clint IIC provided the Ravens with a major advantage, the Ravens' battlefield inexperience cost them the fight, prompting Clan to abandon the mining colony to the Steel Vipers only two years later.

With the Ravens' acquisition of OmniMech technology, many of their second-line 'Mechs were relegated to rear-echelon duty, including the Clint IIC. The Ravens chose to follow a policy of quality rather than quantity, and by the late thirtieth century they were faced with the choice of either decommissioning or mothballing the venerable design. The Blood Spirits' offer in 2977 to trade several of their WarShips for the Snow Raven 'Mech surplus came at a particularly good time. Along with many other older designs, most of the Clint IICs were transferred to the Spirits and became part of their Omicron Galaxy. Following the destruction of several Blood Spirit Galaxies, in their battles with the Star Adders and Burrocks, however, few Clints remained in Blood Spirit service.

In 3052, the Snow Ravens built the first new Clint IIC since production ceased in 2917, seeking to exploit the invading Clans' need for new equipment to replace their war losses. Clans Wolf and Ghost Bear acquired the largest numbers of the design, trading resources from the inner Sphere for manufacturing output. The Ravens have refused to trade the design to either the Steel Vipers or the Jade Falcons because of ongoing feuds with those Clans.


User Reviews

User Rating Posted Updated

Gremlin 0 10/20/2003  

The only thing that would worry me, is that it only has two back up weapons. If the LB-10 was knocked out, the ER mediums don't seem to be a sufficient fallback. I'd almost be tempted to drop 1 ton of ammo, and add another laser.
A very nice version of the Clint all the same, even if it is Clan.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1013
MONDAY, SEPTEMBER 29, 2003
UPDATE: 12/7/2004
455 DOWNLOADS

Commando IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 25 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Goliath Scorpion Clan

BATTLEROM IMAGE JANUARY 31, 3060

* FOR THE WATCH USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 2T

  Walk: 6 MP

  Run: 9 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 1.5 4.5

Head 3 9

Center Torso 8 10/3

L/R Torso 6 8/2

L/R Arm 4 6

L/R Leg 6 9

 


Standard

Battle Value: 816

C-Bill Cost: 2,372,500

Qty Weapons and Equipment Location Critical Tonnage

2 C ER Medium Laser LA 2 2

1 C SRM-4 RT 1 1

1 C SRM-4 LT 1 1

1 C SRM-4 RA 1 1

1 C SRM-6 CT 1 1.5

1 Ammo (SRM-4) 25 RT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 C Double Heat Sink RT 2 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

1 C CASE RT 0 0

    Totals

23 8.5

 

Overview:

Long the exclusive property of the Lyran Commonwealth, the Commando was once the premier scout 'Mech of House Steiner forces. For decades, the Lyrans fended off attempts by the Star League military to acquire the design. During the Amaris coup, however, several of the highly prized 'Mechs entered League service in the hands of volunteers disaffected by their House's neutral stance in the war. Organized into so-called Loyalist units, these and other Lyran citizens fought with distinction in the liberation of Terra alongside the SLDF.

Though history does not record the exact chain of events, a number of Commandos are known to have survived the second Exodus to become part of the Clan army organized by Nicholas Kerensky. Admired for their ability to easily destroy most light 'Mech opposition while maintaining their scouting role, these Commandos were produced in large numbers by Clans Smoke Jaguar and Goliath Scorpion. When radically lighter and less bulky construction materials were introduced, Clan Goliath Scorpion upgraded their aging line of Commandos to provide even more firepower for the deadly scout.

The resulting design, dubbed the Commando IIC, performed well in the tight, rocky confines of the Scorpions' early holdings on Dagda and Roche. Using the 'Mech in a lightning raid on Clan Hell's Horses' weakly defended Tokasha enclave in 2872, the Scorpions outflanked and destroyed the more numerous defenders and won access to two genetic legacies of the Horses. Eventually overshadowed by the rise of the more powerful OmniMechs, the Commando IIC was relegated to reserve status by most Clans in the late 2800s.

 

Capabilities:

Information taken from Clan Wolf battle records of the invasion provides an interesting perspective on the strengths and weaknesses of the Commando IIC. The IIC mounts more than twice the weaponry and one-and-a-half times the armor of its Inner Sphere counterpart. This disparity translates into significantly improved survivability and a much higher kill potential for the Clan design.

Inner Sphere engineers, however, concentrated on improving the early Commando's ammunition efficiency, which is a decided weakness of the Commando IIC. The Clan 'Mech does not mount the advanced Streak and Artemis technologies of the FedCom version, and when operating far from supply, its three SRM-4 launchers rapidly deplete its ammunition stock. This shortcoming does not diminish the Commando IIC's capability for destroying most light 'Mechs and even challenging heavier Clan designs like the Ice Ferret.

 

Deployment:

Rare even among the Scorpions, the Commando IIC is often piloted by freeborn soldiers assigned to hunting bandits on the fringes of Clan space. Though criticized by most Scorpion warriors for its plethora of "inelegant" missile weapons, it is admired by those who have handled its responsive controls. Several Commando IIC's were recently sighted among the Scorpions' Thirty-third Grenadiers; the pilots of Sharman's Boxers have nicknamed it the "Sucker Punch".


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/30/2003  

Thanks for putting an old favorite of mine on line and keep on the good work.

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1039
SUNDAY, OCTOBER 19, 2003
UPDATE: 12/7/2004
583 DOWNLOADS

Cougar Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Jade Falcon Clan

BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 175 3.5T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 2 5.5

Head 3 8

Center Torso 11 14/6

L/R Torso 8 12/4

L/R Arm 6 11

L/R Leg 8 12

 


Primary

Battle Value: 1199

C-Bill Cost: 6,065,437

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C Large Pulse Laser RA 2 6

1 C Large Pulse Laser LA 2 6

1 C LRM-10 RT 1 2.5

1 C LRM-10 LT 1 2.5

1 Ammo (LRM-10) 12 RT 1 1

1 Ammo (LRM-10) 12 LT 1 1

1 C CASE RT 0 0

1 C CASE LT 0 0

    Totals

28 19


A

Battle Value: 1400

C-Bill Cost: 6,717,655

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER Medium Laser RA 1 1

1 C ER Medium Laser LA 1 1

1 C Small Pulse Laser H 1 1

1 C LRM-20 RT 4 5

1 C LRM-20 LT 4 5

2 Ammo (LRM-20) 6 RA 2 2

2 Ammo (LRM-20) 6 LA 2 2

1 C CASE RA 0 0

1 C CASE LA 0 0

1 C Artemis IV FCS RT 1 1

1 C Artemis IV FCS LT 1 1

    Totals

37 19


B

Battle Value: 1536

C-Bill Cost: 6,069,655

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER PPC RA 2 6

1 C ER PPC LA 2 6

1 C ER Medium Laser H 1 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

2 C Double Heat Sink RT 4 2

2 C Double Heat Sink LT 4 2

    Totals

37 19


C

Battle Value: 1414

C-Bill Cost: 6,197,484

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C Gauss Rifle LA 6 12

4 C ER Medium Laser RA 4 4

1 C ER Medium Laser H 1 1

2 Ammo (Gauss Rifle) 8 LT 2 2

1 C CASE LA 0 0

    Totals

33 19


D

Battle Value: 1060

C-Bill Cost: 6,114,797

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER Large Laser LA 1 4

1 C Ultra AC/10 RA 4 10

1 C SRM-4 RT 1 1

1 C SRM-4 LT 1 1

1 Ammo (SRM-4) 25 RT 1 1

2 Ammo (Ultra AC/10) 10 RT 2 2

1 C CASE RT 0 0

    Totals

30 19

 

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.

19 tons of pod space

 

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.


User Reviews

User Rating Posted Updated

Liio 0 11/24/2003 11/29/2003

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.

Anubis 0 11/12/2003  

Always loved this little thing slow but powerful

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1041
SUNDAY, OCTOBER 19, 2003
UPDATE: 12/7/2004
234 DOWNLOADS

Great Wyrm 2nd Line

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Fire Mandrill Clan

Clan Star Adder Clan

Clan Steel Viper Clan

BATTLEROM IMAGE JANUARY 30, 3060

* FOR HEIMDAL USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 225 10T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4.5 7

Head 3 7

Center Torso 14 16/5

L/R Torso 11 12/4

L/R Arm 7 10

L/R Leg 11 16

 


Standard

Battle Value: 1139

C-Bill Cost: 4,065,583

Qty Weapons and Equipment Location Critical Tonnage

2 C Ultra AC/2 RA 4 10

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser LT 1 1

1 C ER Small Laser RT 1 0.5

1 C ER Small Laser LT 1 0.5

1 C LRM-10 CT 1 2.5

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

1 Ammo (LRM-10) 12 RT 1 1

1 C CASE RT 0 0

1 C Double Heat Sink RT 2 1

    Totals

13 17.5

 

Overview:

When General Kerensky left the Inner Sphere in 2784, he took complete copies of the Star League's data cores, which included design specifications on every piece of military hardware ever proposed to the SLDF for production.

By the twenty-ninth century, Clan warriors all over the Kerensky Cluster were clamoring for newer, more capable BattleMech designs. Clan Mongoose scientists, interested in cutting development time, looked to the Star League memory cores in hopes of finding a design that would suit their needs. What they found was a BattleMech submitted for trials in 2753, one that has become nearly ubiquitous in the Inner Sphere – the Dragon.

The Mongoose scientists converted the design into the Great Wyrm, and the results were astounding. Production models entered service just over a year after the design process began. Equally interesting is the physical profile the Great Wyrm displays – its resemblance to the Dragon is uncanny, sometimes fooling even ComStar’s computer identification systems.

 

Capabilities:

Though Mongoose scientists heavily modified the chassis they selected, making the Great Wyrm fifteen tons lighter than the Dragon, they managed to keep the same speed profile while increasing the firepower. Their only sacrifice was in overall armor protection; the Great Wyrm mounts 30 percent less armor than its parent design, a sacrifice deemed acceptable by its designers.

The Great Wyrm's first combat trial came in 2844 when Clan Star Adder assaulted the Mongoose colony on Tokasha, where a Star of the new ’Mechs had been stationed as part of the garrisoning Trinary. The Adder Quasar Keshik made short work of the defenders, but at a heavy price. The Great Wyrms were the last to fall, for they used their mobility to stay out of their opponents' weapon ranges while maintaining a barrage with their autocannons. The Great Wyrm performed even better than expected, and Mongoose scientists increased production to capacity; they churned out scores of the units to swell their own ranks and hundreds more to trade with other Clans. Clan Cloud Cobra even retooled two of their own production lines to build the 'Mech, and both ran for nearly a decade.

The remainder of the Golden Century was not so kind to the Great Wyrm. With the introduction of the OmniMech, many Clans quickly relegated the Wyrm to solahma units. Main production halted in 2869 after the Smoke Jaguars absorbed Clan Mongoose. Clan Burrock made several limited production runs in 2871 and 2872 after they captured a former Mongoose assembly plant on Foster, but Clan Fire Mandrill subsequently seized and retooled that facility. Since then, no new Great Wyrms have been built.

 

Deployment:

Every Clan includes some of these BattleMechs in their second-line Clusters. Clans Cloud Cobra, Coyote, Fire Mandrill, Steel Viper and Star Adder (through their absorption of Clan Burrock) field the most, approximately half a dozen Stars each. The remaining Clans field no more than one to two Stars each.


 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #752
TUESDAY, JULY 12, 2005
54 DOWNLOADS

Hachiman Fire Support Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3060

Hachiman Fire Support Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE MARCH 3, 3060

* FOR THE WATCH USE ONLY *

 


Type/Model: Hachiman Fire Support Tank

Tech: Clan / 3060

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 50 tons

Power Plant: 200 Fusion

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Compound G5 Ferro-Fibrous

Armament:
2 Series 2d ER Medium Lasers
2 Type XX "Great Bow" LRM 20s w/ Artemis IV
1 Pattern J6 Streak SRM 4
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    JNE Integrated
Targeting & Tracking System: Build 2 JRD TTS

Overview:

Designed as a fire-support platform, the Hachiman receives little respect from warriors, but its effectiveness ensures that most Clans field several in their toumans. Moderately armed and armored, this vehicle is equally at home in a stand-off or close support role, but lacks the ammunition for prolonged engagements.

Capabilities:

The armor and structure of the Hachiman use advanced composites and construction techniques to provide the vehicle and its crew with maximum protection. Each of the crew members operates from within his own armored compartment, and core systems such as the power plant and ammo bins are similarly protected. Though a lucky hit may still disable a vital system, most armor facings are proof against multiple hits. Even the weak rear armor can sustain an attack by the largest caliber autocannons and leave the vehicle operable. Intended to minimize the effects of a penetrating hit, this compartmentalized system has met with mixed success.

An advanced tactical coordination system (TCS) aids communication between the crew compartments, yet all but the best-trained crews suffer a noticeable reduction in inter-crew communication, which in turn reduces fighting effectiveness. Crews and commanders scorn the Hachiman's interior configuration, but scientist-caste studies indicate that it gives the Hachiman the highest crew survival rate of any Clan armored vehicle, as well as the highest incidence of salvageable equipment.

In most circumstances, the Hachiman does not allow an enemy to approach close enough to cause potentially fatal damage. Its primary armament is a pair of LRM-20 launchers, which provides a devastating stand-off punch. Unhindered by the arming delay used by Inner Sphere systems, these launchers can also engage a target at pointblank range. In either case, the mating of a sophisticated fire-control system with the launcher ensures a tight grouping of missiles and improves the volley's damage potential. Because the Hachiman carries only enough ammunition for two minutes of continual LRM attacks, the turret also includes a pair of extended-range medium lasers to provide defense when the ammunition is exhausted. A fixed-forward Streak SRM rack rounds out the Hachiman's armament.

Deployment

Though predominantly found in garrison Clusters, the Hachiman is regarded as an offensive rather than defensive platform. As such, several of the pro-vehicle Clans, including the Blood Spirits, Hell's Horses and Star Adders, employ them in front-line roles. Indeed, both the Alpha and Omega Keshiks of Clan Hell's Horses incorporate this design.


Type/Model: Hachiman Fire Support Tank

Mass: 50 tons

Equipment:   Items Mass

Internal Structure: 25 pts Standard 0 5.00

Engine: 200 Fusion 0 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 2.50

Crew: 4 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 134 pts Ferro-Fibrous 1 7.00


    Internal Armor

    Structure Value

  Front: 5 30

  Left / Right Sides: 5 29/29

  Rear: 5 19

  Turret: 5 27


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Turret 10   2 2.00

2 LRM 20s w/ Artemis IV Turret 0 24 3 16.00

1 Streak SRM 4 Front 0 25 2 3.00

CASE Equipment: Body     0 .00

TOTALS:   10   8 50.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 3,274,750 C-Bills

Battle Value: 1,195

Cost per BV: 2,740.38

Weapon Value: 1,360 / 1,172 (Ratio = 1.14 / .98)

Damage Factors:    SRDmg = 47; MRDmg = 32; LRDmg = 14

BattleForce2: MP: 4T,   Armor/Structure: 0 / 5

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

    Class: GM,   Point Value: 12

    Specials: if


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #988
MONDAY, SEPTEMBER 29, 2003
UPDATE: 12/7/2004
283 DOWNLOADS

Icestorm 2nd Line

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 25 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Ice Hellion Clan

Clan Wolf Clan

BATTLEROM IMAGE JULY 14, 3060

* FOR WOLF'S DRAGOONS USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 12 MP

  Run: 18 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 2.5 3.5

Head 3 6

Center Torso 8 8/2

L/R Torso 6 6/1

L/R Arm 4 6

L/R Leg 6 7

 


Standard

Battle Value: 613

C-Bill Cost: 4,423,750

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser RA 1 1

1 C SRM-2 H 1 0.5

1 C TAG CT 1 1

1 Ammo (SRM-2) 50 RT 1 1

1 C CASE RT 0 0

    Totals

4 3.5

 

Overview:

Before the development of the Fire Moth OmniMech and other light recon designs, the Icestorm was the 'Mech of choice for scout Stars. Its fast speed and sophisticated communications and targeting gear suit the Icestorm to this role.

Based on a late-model Star League design known as the Cameroon, all prototypes and early models of what would become the Ice storm joined the Exodus fleet.

When Clan Ice Hellion was formed, Kerensky assigned that Clan the lion's share of the remaining Cameroons. Recognizing it as a viable design, Khan Stephan Cage re-christened the 'Mech the Icestorm, ordered a build-up of the design and put it to good use in the following decades. The 'Mech remained popular among recon and support Stars even after the development of the OmniMech, and the Icestorm was one of the last Hellion 'Mechs to be replaced by the modular units.

Because it still serves a unique role, the Icestorm continues to have a working life nearly two centuries after its creation. Its exemplary track record makes it one of the few second-line 'Mechs that front-line units tolerate having in their ranks.

 

Capabilities:

The Icestorm is an exceptionally fast 'Mech. With a top speed approaching 200kph, it can outdistance most front-line light Omnis with ease. But what this 'Mech offers in speed, it lacks in protection. Outfitted with only a small amount of standard armor, the Icestorm cannot survive hits from any but the lightest Clan weaponry. Icestorm pilots frequently complain about the lack of sufficient protection in the 'Mechs head, but the Clan has so far failed to reallocate existing armor or upgrade it to ferro-fibrous.

This 'Mechs' offensive armament also weighs in rather light for a 'Mech of this tonnage though its extended-range medium laser and short-range missile launcher adequately support its role as a scout and spotter.

The Icestorm carries advanced target acquisition gear which, combined with the 'Mech's speed, makes the Icestorm a deadly artillery spotter. During the Pentagon Campaign in the early days of the Clans, Ice Hellion recon units used the Icestorm to deadly effect in cruising resistance on Babylon. Field use of the Icestorm increased during the Hellions Fury campaign waged just prior to the Inner Sphere invasion, where its spotting ability helped soften up numerous enemy targets. Hellion commanders made a point of informing their vanquished foes that their defeat was due partly to the successful performance of the ancient design.

 

Deployment:

Alpha Galaxy is the only Ice Hellion unit to contain no Icestorms. All other Galaxies, both front and second-line, count at least one Icestorm among their ranks, though most belong to second-line garrison forces. Theta Galaxy also field s few 'Mechs of this design, as the Icestorm's mission profile clashes with their unit role as merchant escorts.

Of the other Clans, only Clan Wolf includes a respectable number of Icestorms among its garrison forces.


 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #755
TUESDAY, JULY 12, 2005
57 DOWNLOADS

Ishtar Heavy Fire Support Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Wheeled

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3060

Ishtar Heavy Fire Support Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

House Kurita Inner Sphere

BATTLEROM IMAGE SEPTEMBER 21, 3060

* FOR ISF USE ONLY *

 


Type/Model: Ishtar Heavy Fire Support Tank

Tech: Clan / 3050

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 65 tons

Power Plant: 175 Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Compound E91 Ferro-Fibrous

Armament:
2 Series 2b ER Medium Lasers
1 Goalkeeper Anti-Missile System
1 Type KOV LB 10-X AC
1 Type 9 Ultra AC/10
1 Type XV "Crossbow" LRM 15 w/ Artemis IV
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Build 1685/3 Tacticom
Targeting & Tracking System: Series XXVI IWS

Overview:

Because vehicle crews consider it too cumbersome, the Ishtar has never attained the popularity of the lighter, similar-use Hachiman. Personal preference aside, the Ishtar's deadly weapons array makes it a vital part of heavy armor units.

Capabilities:

The original version of the Ishtar was capable of speeds up to 65 kph, but over the centuries since ilKhan Winson commissioned the design, the size of the power plant has been reduced in favor of a larger weapons load. The current version has a flank speed of only 54 kph, and its crews colorfully describe its handling characteristics as similar to those of a beached whale. Rather than maneuverability, it relies on armor and defensive systems to survive on the battlefield. The tank's first line of defense is the hull-mounted Goalkeeper anti-missile system, which can track and engage missiles inbound against the tank. Unfortunately, the system is positioned on the forward glacis of the tank, creating a dead zone for this important defense to the sides and rear of the vehicle.

Controlled by the sophisticated Series XXVI Integrated Weapons System (IWS), the primary armament of the Ishtar is a pair of turret-mounted 75mm autocannons. Though both are capable of firing standard 75mm rounds, their loading mechanisms and barrels have widely differing capabilities. The loader of the smoothbore KOV-series cannon can switch between standard rounds and cluster ammunition, which the gunner may select up to the moment of firing. The Type 9 cannot switch ammunition types, but makes use of a clip-reload system that provides gunner-selected volley-style fire. Both systems use 20-round ammunition bins, but the differing barrel types prevent cross-loading of ammunition.

A hull-mounted "Crossbow" missile launcher provides secondary firepower and can supply indirect fire in conjunction with a spotter. When used for direct fire, the low-power infrared designating laser of an Artemis fire-control system provides the missiles with course-correction data, increasing the number that hit the target. Standard practice places these missiles under the control of the tank's commander, but the IWS allows the gunner to aim and fire them as needed. The IWS also allows the gunner or commander to fire the twin lasers slaved to the driver's position, though the driver's IWS console does not allow him or her to control other weapon systems.

Deployment

Clans Hell's Horses and Star Adder primarily manufacture and use the Ishtar, though every Clan fields a few and has the capability to build more. Current data indicates that the Nova Cats have established a very limited trade agreement with the Draconis Combine to exchange military hardware for Inner Sphere goods, and Clan vehicles have begun to appear in very limited numbers among DCMS forces, chiefly the Ishtar. There is no indication that the Nova Cats plan to trade Clan BattleMechs in this fashion.


Type/Model: Ishtar Heavy Fire Support Tank

Mass: 65 tons

Equipment:   Items Mass

Internal Structure: 35 pts Standard 0 6.50

Engine: 175 Fusion 0 7.00

Shielding & Trans Equip:   0 3.50

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.50

Crew: 5 Members 0 .00

Turret Equipment:   0 2.00

Armor Factor: 144 pts Ferro-Fibrous 1 7.50


    Internal Armor

    Structure Value

  Front: 7 32

  Left / Right Sides: 7 30/30

  Rear: 7 24

  Turret: 7 28


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Front 10   2 2.00

1 Anti-Missile System Front 0 48 2 2.50

1 LB 10-X AC Turret 0 20 2 12.00

1 Ultra AC/10 Turret 0 20 2 12.00

1 LRM 15 w/ Artemis IV Front 0 16 2 6.50

CASE Equipment: Body     0 .00

TOTALS:   10   11 65.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 3,306,317 C-Bills

Battle Value: 1,128

Cost per BV: 2,931.13

Weapon Value: 1,183 / 1,132 (Ratio = 1.05 / 1.00)

Damage Factors:    SRDmg = 44; MRDmg = 31; LRDmg = 11

BattleForce2: MP: 3W,   Armor/Structure: 0 / 6

    Damage PB/M/L: 6/5/4,   Overheat: 0

    Class: GH,   Point Value: 11


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #676
WEDNESDAY, APRIL 27, 2005
192 DOWNLOADS

Light SRM Carrier [3060]

Level: Standard Level 1 / 3060

Technology: Inner Sphere Wheeled

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

Light SRM Carrier HMV (Heavy Metal Vee) File


Faction Availability

Circinus Federation Periphery

Magistracy of Canopus Periphery

Marian Hegemony Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

BATTLEROM IMAGE AUGUST 16, 3060

* FOR WORD OF BLAKE USE ONLY *


Type/Model: Light SRM Carrier

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 40 tons

Power Plant: 140 InterComBust I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Standard

Armament:
5 Shannon Six-Shooter SRM 6s
Manufacturer:    Pinard Protectorates Limited
   Location:    Perdition
Communications System:    Commicator
Targeting & Tracking System: FireScan with IndirecTrack

Overview:

While the Inner Sphere continues to produce a plethora of new 'Mechs and vehicles using upgraded technology, the Periphery states, generally lacking in advanced technology, have investigated other avenues for increasing their military might. Rather than pay the high costs of designing and producing entirely new vehicles, the Periphery states have chosen to upgrade older but reliable vehicles. One of the first vehicles to receive this treatment was the SRM carrier.

Capabilities:

The limited range and speed of the standard SRM carrier generally confines it to battlefields in cities, dense forests and other close terrain. Military commanders also tend to consider these units disposable, because closing to the carrier's effective range always exposes the thinly armored vehicle to enemy fire, which it rarely survives.
Pinard Protectorates Limited on Perdition in the Taurian Concordat - already the main vehicle supplier for the Taurian Concordat and other Periphery realms - incorporated several new features in the updated light SRM carrier to address these drawbacks.
The new SRM carrier has a smaller, wheeled chassis. Though the new chassis restricts the unit to relatively smooth terrain, it provides a 33 percent increase in speed, enabling the carrier to approach and retreat from targets more rapidly.
Unlike the standard carrier, which mounts all its missile launchers in a static front facing, the light SRM carrier mounts its launchers in a turret, giving it vastly increased ability to target enemy units. The updated carrier also features increased ammunition-storage capacity, giving each launcher an increased number of volleys. To complete the new design, the light SRM carrier mounts a ton and half more armor than the standard SRM carrier, providing the crew with much-needed protection.

Deployment

Because the light SRM carrier is produced with commonly available parts, its service and repair is cheap and easy, making it a perfect support unit for any planetary militia. Every major Periphery realm (and most lesser Periphery states) has already produced and purchased massive quantities of this new design. The willingness of the Taurian Concordat to sell this design to any interested Periphery realm eloquently supports the Protector's oft-repeated statement that to survive, the Periphery must stand united against the Inner Sphere Houses.


Type/Model: Light SRM Carrier

Mass: 40 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 4.00

Engine: 140 I.C.E. 0 10.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 72 pts Standard 0 4.50


    Internal Armor

    Structure Value

  Front: 4 16

  Left / Right Sides: 4 14/14

  Rear: 4 12

  Turret: 4 16


Weapons & Equipment: Loc Heat Ammo Items Mass

5 SRM 6s Turret 0 45 6 18.00

TOTALS:   0   6 40.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 824,200 C-Bills

Battle Value: 423

Cost per BV: 1,948.46

Weapon Value: 338 / 338 (Ratio = .80 / .80)

Damage Factors:    SRDmg = 30; MRDmg = 5; LRDmg = 0

BattleForce2: MP: 4W,   Armor/Structure: 0 / 3

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

    Class: GM,   Point Value: 4


Created with HeavyMetal Vee

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #997
WEDNESDAY, OCTOBER 29, 2003
UPDATE: 12/7/2004
559 DOWNLOADS

Nova Cat Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Nova Cat Clan

BATTLEROM IMAGE JANUARY 31, 3060

* FOR THE WATCH USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 280 8T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 3.5 13.5

Head 3 9

Center Torso 22 35/8

L/R Torso 15 23/7

L/R Arm 11 22

L/R Leg 15 30

 


Primary

Battle Value: 2117

C-Bill Cost: 17,672,918

Qty Weapons and Equipment Location Critical Tonnage

3 C ER Large Laser LA 3 12

2 C ER PPC RA 4 12

2 C Double Heat Sink RA 4 2

2 C Double Heat Sink LA 4 2

5 C Double Heat Sink RT 10 5

5 C Double Heat Sink LT 10 5

    Totals

42 38


A

Battle Value: 2597

C-Bill Cost: 17,383,918

Qty Weapons and Equipment Location Critical Tonnage

2 C ER Large Laser RA 2 8

2 C ER Large Laser LA 2 8

1 C Targeting Computer RT 4 4

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

4 C Double Heat Sink RA 8 4

4 C Double Heat Sink LA 8 4

4 C Double Heat Sink LT 8 4

2 C Double Heat Sink RT 4 2

    Totals

47 38


B

Battle Value: 2030

C-Bill Cost: 18,429,418

Qty Weapons and Equipment Location Critical Tonnage

3 C LRM-15 RA 6 10.5

3 C LRM-15 LA 6 10.5

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser LT 1 1

5 Ammo (LRM-15) 8 RT 5 5

5 Ammo (LRM-15) 8 LT 5 5

1 C CASE RT 0 0

1 C CASE LT 0 0

2 C Double Heat Sink RT 4 2

2 C Double Heat Sink LT 4 2

1 C Double Heat Sink RA 2 1

    Totals

41 38


C

Battle Value: 1657

C-Bill Cost: 17,284,255

Qty Weapons and Equipment Location Critical Tonnage

2 C Large Pulse Laser LA 4 12

1 C LB 5-X AC RA 4 7

2 C Ultra AC/5 RA 6 14

2 Ammo (LB 5-X AC) 20 RT 2 2

2 Ammo (Ultra AC/5) 20 RT 2 2

1 C CASE RT 0 0

1 C Double Heat Sink RT 2 1

    Totals

27 38


D

Battle Value: 1622

C-Bill Cost: 17,766,418

Qty Weapons and Equipment Location Critical Tonnage

1 C Heavy Large Laser LA 3 4

1 C LB 10-X AC LA 5 10

2 C Heavy Large Laser RA 6 8

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

1 C CASE LT 0 0

1 C Targeting Computer LT 5 5

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink LT 2 1

5 C Double Heat Sink RT 10 5

2 C Double Heat Sink RA 4 2

    Totals

46 38

 

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.


 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #743
TUESDAY, JULY 12, 2005
UPDATE: 7/12/2005
56 DOWNLOADS

Odin Scout Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Wheeled

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

Odin Scout Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE NOVEMBER 24, 3060

* FOR LOKI USE ONLY *

 


Type/Model: Odin Scout Tank

Tech: Clan / 3050

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 140 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Compound 2110 Ferro-Fibrous

Armament:
2 Kolibri Omega Series Medium Pulse Lasers
1 Pattern J2 Streak SRM 2
1 Series 1 ER Small Laser
1 Active Probe
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Consolidated BMR 6
Targeting & Tracking System: TRTTS Mark II

Overview:

Though slower than both the Asshur and the Shamash, the Odin remains a staple of second-line forces thanks to its sophisticated sensor suite. Fully integrated with the communication and targeting systems, this sensor suite uses magnetic resonance, IR and electromagnetic intercepts to develop a detailed picture of the area surrounding the tank to 150 meters, making the Odin an ideal vehicle for surveying cluttered terrain and identifying hidden enemy troops.

Capabilities:

Like many scout tanks, the Odin sacrifices armor for speed and equipment. Its 1.5 tons of ferro-fibrous armor serve primarily to protect the crew and equipment from damage caused by collisions during off-road movement and from enemy small-arms fire, and do little to shield them from the heavier weapons of 'Mechs and other vehicles. Instead, the Odin relies on its speed to avoid damage. Powered by a lightweight fusion plant, the vehicle can attain speeds of up to 130 kph both on and off the road, but the need to avoid damage to the vehicle's suspension and the crew usually restricts off-road speeds to less than 90 kph.

Turret-mounted dual pulse lasers provide a limited defensive-fire capability, trading range and mass for volume of fire and so increasing the Odin crew's chance of hitting its intended target. Additional fire support is provided by a short-range missile pack. By using Streak technology, this unit offers a longer range than regular SRMs and eliminates the wasted ammunition common to unguided ballistic weapons. These weapons are under the command of the vehicle's gunner, who also commands the vehicle and operates the sensor suite. A nose-mounted small laser allows the driver to engage enemies in the front arc while the gunner discourages pursuit.

Deployment

Contrary to Clan tradition, the two-man crew of an Odin often train together and serve as a team throughout their military career, a strategy required by the high level of teamwork needed to maneuver and fight with the small but sophisticated vehicle. Poor teamwork among Odin crews, and the resulting poor quality of the intelligence they gathered, led to Clan Jade Falcon suffering disastrous results in several engagements against Clan Ghost Bear on the Bear world of Tokasha. Taking their cue from the Jade Falcons' miscalculation, other Clans modified their training and deployment procedures to ensure an appropriate level of performance. In keeping with their traditionally extreme reaction to every situation, however, the Jade Falcons immediately relegated all vehicles to a training or support role.


Type/Model: Odin Scout Tank

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 140 Fusion 0 5.00

Shielding & Trans Equip:   0 2.50

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 29 pts Ferro-Fibrous 1 1.50


    Internal Armor

    Structure Value

  Front: 2 7

  Left / Right Sides: 2 6/6

  Rear: 2 4

  Turret: 2 6


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Medium Pulse Lasers Turret 8   2 4.00

1 Streak SRM 2 Turret 0 50 2 2.00

1 ER Small Laser Front 2   1 .50

1 Active Probe Body 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   7 20.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 769,358 C-Bills

Battle Value: 619

Cost per BV: 1,242.91

Weapon Value: 148 / 143 (Ratio = .24 / .23)

Damage Factors:    SRDmg = 20; MRDmg = 9; LRDmg = 0

BattleForce2: MP: 8W,   Armor/Structure: 0 / 1

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

    Class: GL,   Point Value: 6

    Specials: prb


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1002
WEDNESDAY, OCTOBER 29, 2003
UPDATE: 12/7/2004
344 DOWNLOADS

Orion IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Wolf Clan

BATTLEROM IMAGE NOVEMBER 26, 3060

* FOR LOKI USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 4 12

Head 3 9

Center Torso 23 34/11

L/R Torso 16 22/10

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 1923

C-Bill Cost: 8,267,000

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Large Laser RA 1 4

1 C ER Large Laser LA 1 4

1 C LRM-20 LA 4 5

1 C SRM-4 LT 1 1

1 C Gauss Rifle RT 6 12

3 Ammo (LRM-20) 6 LT 3 3

1 Ammo (SRM-4) 25 LT 1 1

2 Ammo (Gauss Rifle) 8 RT 2 2

1 C CASE RT 0 0

1 C CASE LT 0 0

    Totals

33 32

 

Overview:

As Aleksandr Kerensky's chosen BattleMech, the original Orion held a special place within the Clans, especially Clan Wolf. Out of respect for the Great Father, the Clans maintained the design for several decades, despite the invention of newer technologies. Behind the scenes, however, Clan Wolf was designing an updated version. As they saw it, neither of the great Kerenskys who had founded the Clans would have approved of blindly following tradition at the expense of military progress. The Orion IIC debuted early in the Golden Century, but did not garner much attention when set alongside the OmniMechs that were fast becoming the standard front-line machines.

Clan Wolf has jealously guarded the Orion IIC design, defending their exclusive right to it in Trials of Possession and refusing all proposed trades for other technologies, despite some generous offers. Like the Kerensky bloodheritages, Clan Wolf sees the Orion IIC as tied to their honor, as the guardians of Kerensky's legacy.

 

Capabilities:

Produced before the advent of OmniMechs, the Orion IIC features many of the technological advancements preserved or developed by the Clans. Endo-steel and ferro-fibrous construction materials lighten the design, allowing for a heavier weapons configuration, and double heat sinks allay heat build-up.

The IIC design upgrades the original Mech's medium lasers to extended-range large lasers. The Orion IIC is armed with two different large lasers, apparently the result of a design change late in the production cycle in which a pulse laser was upgraded to an extended-range weapon. These two different lasers remained despite the problems they posed for upkeep because the older Series 6W laser was more in keeping with the original design's architecture. Clan Wolf also exchanged the old Orion's autocannon for a newer Gauss rifle that packed a harder punch, and upgraded the original 'Mech's missile launchers.

 

Deployment:

Clan Wolf produces the Orion IIC in limited numbers, and uses them to reward officers in second-line Galaxies who are expected to advance soon to front-line units. This BattleMech is always sent to its recipients "with the compliments of" Clan Wolf's Kahn or saKahn. No officer has ever refused such a gift, even if it meant trading in an assault-class BattleMech, and no Wolf warrior has ever challenged anyone for the right to an Orion IIC.

A few Orion IIC BattleMechs traveled to the Inner Sphere with Phelan Kell's Wolves and remain part of Clan-Wolf-in-Exile's second line forces. However, no one seems to have plans to produce this 'Mech-a possible gesture of reconciliation by Phelan Kell toward the Wolf Clan. 

Lasergunner posted this 4 weeks ago

SOLARIS7: PROTOMECH TECHNICAL READOUT: ARCHIVE ID #4
TUESDAY, APRIL 26, 2005
1317 DOWNLOADS

Harpy [3060]

Level: Standard Level 2 / 3060

Technology: Clan

Tonnage: 2 Tons

Designer: MajorTom

Armory: TRO 3060

Harpy HML (Heavy Metal Lite) File


Faction Availability

Clan Smoke Jaguar Clan

BATTLEROM IMAGE APRIL 8, 3060

* FOR COMSTAR USE ONLY *


Type/Model: Harpy

Tech: Clan / 3060

Config: ProtoMech

Rules: Rules Level 2, Standard design

   

Mass: 2 tons   (2,000 kg)

Chassis: Advanced Composite

Power Plant: 10 Size Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 ProtoMech Jump Jets

   Jump Capacity:    90 meters

Armor Type: Integral Advanced Alloy

Armament:
1 Machine Gun
Manufacturer:    Unknown
   Location:    Unknown
Communications System:    Unknown
Targeting & Tracking System: Unknown

Overview:
The first attempt to build a ProtoMech, the Harpy proved a disappointment. Barely larger than a standard battle armor suit, the Harpy shares many characteristics with its smaller cousin. In standard battlefield exercises, the Harpy generally fared poorly compared to armored Elementals. However, this ProtoMech is more than adequate for anti-infantry operations, where its light armor gives it sufficient protection and its larger size compared to battle armor offers a significant psychological advantage.


Type/Model: Harpy

Mass: 2 tons   (2,000 kg)

Equipment:   Mass

Internal Structure: 7 pts Advanced Composite 200  

Engine: 10 Size Fusion 250  

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Cockpit, Life Support, Sensors & Pilot: 500  

Heat Sinks: 0 Compact ProtoMech 0  

Armor Factor: 11 pts Integral Advanced Alloy 550  


    Internal Armor

    Structure Value

  Head: 1 2

  Torso: 2 4

  Left / Right Arms: 1 / 1 1 / 1

  Legs: 2 3


Weapons & Equipment: Loc Heat Ammo Mass

1 Machine Gun Torso 0 20 350  

3 Standard Jump Jets:   0   150  

TOTALS:   0   2.00  

Mass Left, kg:       0  


Calculated Factors:

Total Cost: 614,559 C-Bills

Battle Value: 28

Cost per BV: 21,948.52

Weapon Value: 1 / 1 (Ratio = .04 / .04)

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

BattleForce2: MP: 3J,   Armor/Structure: 3 / 0

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

    Class: P ,   Point Value: 0


Created by HeavyMetal Lite

Lasergunner posted this 4 weeks ago

SOLARIS7: PROTOMECH TECHNICAL READOUT: ARCHIVE ID #6
TUESDAY, APRIL 26, 2005
843 DOWNLOADS

Satyr [3060]

Level: Standard Level 2 / 3060

Technology: Clan

Tonnage: 4 Tons

Designer: MajorTom

Armory: TRO 3060

Satyr HML (Heavy Metal Lite) File


Faction Availability

Clan Smoke Jaguar Clan

BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *


Type/Model: Satyr

Tech: Clan / 3060

Config: ProtoMech

Rules: Rules Level 2, Standard design

   

Mass: 4 tons   (4,000 kg)

Chassis: Advanced Composite

Power Plant: 45 Size Fusion

Cruise Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Armor Type: Integral Advanced Alloy

Armament:
1 ER Small Laser
1 Light Active Probe
Manufacturer:    Unknown
   Location:    Unknown
Communications System:    Unknown
Targeting & Tracking System: Unknown

Overview:
The most recently developed ProtoMech, the Satyr is a fast and agile unit with significant firepower for so small a machine. In addition to its formidable speed, the Satyr features an ER small laser and the newly developed light active probe. With no need to resupply ammo, the Satyr’s main mission is deep-penetration reconnaissance.


Type/Model: Satyr

Mass: 4 tons   (4,000 kg)

Equipment:   Mass

Internal Structure: 10 pts Advanced Composite 400  

Engine: 45 Size Fusion 1,000  

   Walking MP: 7    

   Running MP: 11    

Cockpit, Life Support, Sensors & Pilot: 500  

Heat Sinks: 2 Compact ProtoMech 500  

Armor Factor: 12 pts Integral Advanced Alloy 600  


    Internal Armor

    Structure Value

  Head: 1 2

  Torso: 4 5

  Left / Right Arms: 1 / 1 1 / 1

  Legs: 3 3


Weapons & Equipment: Loc Heat Ammo Mass

1 ER Small Laser Torso 2   500  

1 Light Active Probe Torso 0   500  

TOTALS:   2   4.00  

Mass Left, kg:       0  


Calculated Factors:

Total Cost: 812,188 C-Bills

Battle Value: 98

Cost per BV: 8,287.63

Weapon Value: 11 / 11 (Ratio = .11 / .11)

Damage Factors:    SRDmg = 3; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 7,   Armor/Structure: 4 / 0

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

    Class: P ,   Point Value: 1

    Specials: prb


Created by HeavyMetal Lite

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #748
TUESDAY, JULY 12, 2005
60 DOWNLOADS

Svantovit Infantry Fighting Vehicle [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3060

Svantovit Infantry Fighting Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE JULY 14, 3060

* FOR WOLF'S DRAGOONS USE ONLY *

 


Type/Model: Svantovit Infantry Fighting Vehicle

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 35 tons

Power Plant: 175 Fusion

Cruise Speed: 108.0 km/h

Maximum Speed: 162.0 km/h

Armor Type: Compound Alpha Ferro-Fibrous

Armament:
2 Pattern J2 Streak SRM 2s
2 Type V "Longbow" LRM 5s
2 Series IX Machine Guns
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Consolidated Type 2I
Targeting & Tracking System: Series II GPS

Overview:

In front-line units, the handholds on OmniMechs provide battle armor troops with a means of rapidly moving across a battlefield. Second-line 'Mechs lack these hand-holds, and Elementals assigned to such units, or to vehicle-only garrison units, are forced to move under their own power or to seek alternative transport. The Svantovit was developed to transport and support a Point of troops.

Capabilities:

Formerly a conventional infantry transport, the Svantovit's original weaponry was downgraded to increase the size of the infantry compartment. This redesign still left the Svantovit with a formidable array of firepower. Twin long-range missile packs fixed to fire into the vehicle's forward arc comprise the Svantovit's primary weaponry; they are used primarily for fire support once the troops have disembarked and the vehicle can withdraw from the immediate conflict and bring the launchers to bear.

Turret-mounted Streak SRM launchers provide a defense against close assault during the deployment of troops. The SRM launchers cannot fire on targets close to the sides of the vehicle, but side-mounted machine guns discourage enemy troops from approaching this dead zone. The massive exit hatch dominates the rear facing of the vehicle, prohibiting any weapons from being mounted there.

A number of Elemental Points have experimented with on-the-move deployment from the Svantovit, with no real success. Not only do the disembarking troops risk being injured, but the sudden weight reduction causes major handling problems for the vehicles' pilots. To reduce the number of crashes, standard operating procedure calls for the Svantovit to come to a full stop before opening the rear hatch. As might be expected, many vehicle crews quickly learned to crash-decelerate from near-flank speed to stationary in a few seconds; though rough on the crew and passengers, this maneuver minimizes the vehicle's vulnerability to enemy fire.

Variants:

A few Clans continue to use the original configuration of the Svantovit. The cargo barely sufficient for a platoon of foot infantry in cramped conditions, but the turret-mounted missile launchers carry the Streak-4 system.

Deployment

Svantovits are manufactured and used by every Clan. Because they generally use the largest number of vehicles and infantry, Clans Blood Spirit and Hell's Horses field the greatest number of Svantovits, while Clans Star Adder and Jade Falcon deploy the fewest. Clan Jade Falcon uses the design solely for training purposes.


Type/Model: Svantovit Infantry Fighting Vehicle

Mass: 35 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 3.50

Engine: 175 Fusion 0 7.00

Shielding & Trans Equip:   0 3.50

   Cruise MP: 10    

   Flank MP: 15    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Lift Equipment:   0 3.50

Turret Equipment:   0 .50

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 4 14

  Left / Right Sides: 4 11/11

  Rear: 4 10

  Turret: 4 12


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Streak SRM 2s Turret 0 50 3 3.00

2 LRM 5s Front 0 24 3 3.00

1 Machine Gun Left 0 100 2 .75

1 Machine Gun Right 0   1 .25

CASE Equipment: Body     0 .00

Cargo Bay Capacity Body 0   1 5.00

TOTALS:   0   11 35.00

Items & Tons Left:       1 .00


Calculated Factors:

Total Cost: 1,411,567 C-Bills

Battle Value: 546

Cost per BV: 2,585.29

Weapon Value: 188 / 164 (Ratio = .34 / .30)

Damage Factors:    SRDmg = 14; MRDmg = 7; LRDmg = 3

BattleForce2: MP: 10H,   Armor/Structure: 0 / 3

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

    Class: GL,   Point Value: 5

    Specials: tran5, if


Created with HeavyMetal Vee

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