Designer: MajorTom / Armory: TRO 3060

  • 206 Views
  • Last Post 27 July 2017
Lasergunner posted this 30 June 2017

......................................

Order By: Standard | Newest | Votes
Lasergunner posted this 27 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1000
SATURDAY, OCTOBER 18, 2003
UPDATE: 12/7/2004
942 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=1000]

Tai-sho TSH-7S

Level: Standard Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

House Kurita Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE JULY 15, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 255 13T

Gyro: Standard 3T

  Walk: 3 MP

  Run: 5 MP

  Jump: 0 MP

Double Heat Sinks: 13 [26] 3T

  10 in Engine


  Internal Structure Armor

  Standard Ferro-Fibrous

Tons 8.5 15

Head 3 9

Center Torso 27 41/13

L/R Torso 18 27/9

L/R Arm 14 28

L/R Leg 18 36

 


Standard

Battle Value: 1767

C-Bill Cost: 13,738,100

Qty Weapons and Equipment Location Critical Tonnage

1 ER PPC RA 3 7

1 ER PPC LA 3 7

1 Ultra AC/10 RT 7 13

2 C3 Master LT 10 10

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

1 CASE RT 1 0.5

2 Double Heat Sink RA 6 2

1 Double Heat Sink LA 3 1

    Totals

49 39.5

 

Overview:

For ten years, the Draconis Combine has possessed the C3 computer system, a technological marvel designed to coordinate lance and company actions. Despite the best efforts of the DCMS, however, the system has rarely been used. The Draconis Combine has historically lacked machines that incorporate the C3, and most Combine MechWarriors are resistant to change. Many are particularly loath to abondon the samurai tradition of single combat and combine to fire on a single unit, the tactic the C3 encourages.

However, the spectacular success of the C3 system in Operation Bulldog against the Smoke Jaguars finally overcame the reservations of Combine warriors reguarding this equipment. The deciding event seems to have occured when Tai-sa Hohiro Kurita, heir to the Combine Throne, led a C3 equipped company of the elite Genyosha regiment against the 362nd Assault Cluster on Kiamba. There, in Hecate's Swamp, Hohiro's forces destroyed the Assault Clusters Command Trianry. These events meant considerable profits for Independence Weaponry, as the manufacturer's two newest designs, the Tai-sho and the Shugenja, both incorporate C3 master systems.

 

Capabilities:

The Tai-sho was intended as the centerpiece of a C3 equipped company of twelve units. By designing the Tai-sho to carry two C3 masters, Independence Weaponry produced a 'Mech that carries maximum armor protection for its size, as well as mounting impressive firepower despite the tonnage lost to the C3 systems.

Twin extended-range particle projector cannons, plus the Ultrra type 10 autocannon purchased from the Free Worlds League, give the Tai-sho its devastating punch. Using a standard engine rather than an extra-light model prolongs the 'Mechs life on the battlefield and also cuts production costs considerably.

 

Deployment:

The first Tai-Shos produced were slated for assignment to the First Genyosha, the regiment with the most C3 equipped units in the DCMS, once they returned from their efforts to finish off the Smoke Jaguars in the Deep Periphery. Units produced subsequently will be assigned to other DCMS regiments.

To express their gratitude and to honor the heir to the Dragon, Independence Weaponry planned to give Hohiro Kurita the first Tai-sho off the assembly lines. Weather he will trade his Clan-manufactured Daishi for the new 'Mech remains to be seen.

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #747
TUESDAY, JULY 12, 2005
854 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=747]
Indra

Indra Infantry Transport [3060]

Standard Level 2 / 3060 Clan  Wheeled 35 Tons
MajorTom TRO 3060
Indra Infantry Transport HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Widowmaker

Type/Model: Indra Infantry Transport

Tech: Clan / 3050

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 35 tons

Power Plant: 155 Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: Compound K4 Ferro-Fibrous

Armament:1 Type 22 ER PPC4 Series IX Machine GunsManufacturer:    Various   Location:    (Unknown)Communications System:    Consolidated Type 2ITargeting & Tracking System: Series VI KITT

Overview:

The Indra is heavily armed and armored for its size and role. Though the two vehicles serve vastly different roles, a strong rivalry exists between crews of the Indra and the Zorya, based on the fact that the infantry transport is superior to the Zorya light tank in almost every area, though the opposite might be expected.

Capabilities:

The Indra is named for the Brahmanic archer-god who wields a bolt of lightning, so the choice of an extended-range PPC for the vehicle's main armament is particularly appropriate. The PPC masses only six tons, but its huge power requirements and the resulting waste heat require the manufacturer to install almost as much mass again in heat sinks. Even with the added heat sinks, repeated firing of the fixed-forward main gun can make the infantry compartment unbearably hot. One modification designed to compensate for this flaw involved installing a dedicated cooling circuit around the cargo bay, but this change ultimately made little difference.

Anti-personnel defense comes from quadruple chain guns mounted in the micro-turret. These provide devastating anti-infantry fire through 360 degrees, allowing the swift elimination of unarmored infantry while "smart targeting" ensures minimal casualties among friendly troops. The turret weapons have also proven effective against armor and aircraft, fouling tracks, turret mechanisms and control surfaces to deadly effect and far in excess of their commonly accepted anti-armor abilities.

To give its passengers the best chance of arriving at their destination unhurt, the Indra carries five tons of ferro-fibrous armor, with both front and sides well-protected against a single hit by even the heaviest weapons. The turret and rear are less well-armored, but will hold against small arms and most anti-vehicle weapons. The weak link, as with all similar vehicles, is the drive train and the wheels, but the Indra's tires contain a light armor weave and make use of the same self-sealing gels (Harjel) used on WarShips and Elemental suits, allowing them to repair any breach and re-inflate as needed. This system is effective against up to 50mm caliber weapon attacks, as the entry and exit holes produced by larger rounds are too large for the Harjel to provide a sufficient seal.

Deployment

The most notorious Inner Sphere deployment of the Indra occurred on the world of Turtle Bay. When rioting broke out following the occupation, Clan Smoke Jaguar dispatched a number of vehicles to control the violence, using Indras to attempt to intimidate the population into submission. This ploy failed, and in the central marketplace of the city of Edo the crowd actually attempted to seize control of two vehicles, prompting the crew to open fire. In less than a minute the tanks killed nearly five hundred people, escalating the situation to the extent that the Jaguar commander declared the situation insoluble and razed the city from orbit.


Type/Model: Indra Infantry Transport

Mass: 35 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 3.50

Engine: 155 Fusion 0 5.50

Shielding & Trans Equip:   0 3.00

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 15 Single 0 5.00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 96 pts Ferro-Fibrous 1 5.00


    Internal Armor

    Structure Value

  Front: 4 25

  Left / Right Sides: 4 20/20

  Rear: 4 14

  Turret: 4 17


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER PPC Front 15   1 6.00

4 Machine Guns Turret 0 100 5 1.50

CASE Equipment: Body     0 .00

Cargo Bay Capacity Body 0   1 3.00

TOTALS:   15   8 35.00

Items & Tons Left:       4 .00


Calculated Factors:

Total Cost: 1,057,108 C-Bills

Battle Value: 689

Cost per BV: 1,534.26

Weapon Value: 383 / 383 (Ratio = .56 / .56)

Damage Factors:    SRDmg = 16; MRDmg = 11; LRDmg = 6

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

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

    Class: GL,   Point Value: 7

    Specials: tran3


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #749
TUESDAY, JULY 12, 2005
938 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=749]
Zorya

Zorya Light Tank [3060]

Standard Level 2 / 3060 Clan  Tracked 35 Tons
MajorTom TRO 3060
Zorya Light Tank HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Mongoose Clan Widowmaker

Type/Model: Zorya Light Tank

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 35 tons

Power Plant: 140 I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Forging OTR17b with CASE Standard

Armament:1 Type OVR-X LB 5-X AC1 Type X "Short Bow" LRM 10 w/ Artemis IV1 ECM SuiteManufacturer:    Various   Location:    (Unknown)Communications System:    Consolidated BMR 6cTargeting & Tracking System: TRTTS Mark II

Overview:

Named for a Slavic warrior goddess, the Zorya is the most common armored vehicle used by the Clans. Comprised of readily available parts, it is inexpensive to manufacture, and its simple control systems make it easy for crews to learn to operate the vehicle.

Capabilities:

One of the few Clan fighting vehicles to use an I.C.E. engine, the Zorya is slower than many of its peers, with a top speed of only 65 kph. Because this vehicle is intended to be used in static positions, as indicated by its armor configuration, its speed is rarely an issue. The front hull and turret carry almost double the armor of the side and rear facings, but this armor is conventional forged rather than ferro-fibrous, making it 20 percent less effective than it could be. A sophisticated ECM suite, however, adequately supplements the armor by degrading the performance of enemy fire-control and sensor systems.

Compared to other Clan vehicles of its tonnage, the Zorya mounts a large crew, requiring a driver, gunner, and commander. The division of labor between the crew members, however, allows soldiers to operate most systems in the vehicle with minimal training. Save for the lock-in harness and narrow vision slit, the driver position is little different than that in a standard ground car. The gunner position, located behind the driver, controls the turret and the vehicle's weapon systems. Equipped with a 360-degree vision strip, the gunner simply aligns the cross hairs of each weapon system on the target and depresses the firing stud. The commander, who also serves as sensor, communications and electronic warfare officer, can also designate a target on his console for the gunner, which is then highlighted on the gunnery screen.

The Zorya's primary weapon is a 40mm LB-X series autocannon. Capable of firing both and solid cluster rounds, the weapon is devastatingly effective against armor and infantry units. The Zorya carries 40 rounds of ammunition for the main gun, divided between two ammunition bins. Most Zoryas carry an equal mix of solid and cluster rounds. A 10-tube long-range missile pack provides additional firepower, but small ammunition bins limit the launcher's endurance and versatility. An Artemis fire-control system has improved the number of missiles that strike the intended target, but some Clans have removed this device in favor of an extra ton of ammunition.

Deployment

All Clans use the Zorya. Clans Blood Spirit and Cloud Cobra initially deployed the largest number, though many of the Blood Spirit Zoryas were destroyed when the Clan intervened in the Star Adder-Burrock Trial of Absorption and have yet to be replaced. Clan Wolf recently has begun to make extensive use of the Zorya, because of its easy-to-learn controls, to repopulate its garrison ranks. Forced to acknowledge the weakened position of his military flowing the invasion of the Inner Sphere and the Refusal War, Khan Vlad Ward took the desperate step of recruiting members of the non-warrior castes, through Trials of Position, to crew Zoryas and other vehicles.


Type/Model: Zorya Light Tank

Mass: 35 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 3.50

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: 56 pts Standard 0 3.50


    Internal Armor

    Structure Value

  Front: 4 15

  Left / Right Sides: 4 9/9

  Rear: 4 9

  Turret: 4 14


Weapons & Equipment: Loc Heat Ammo Items Mass

1 LB 5-X AC Turret 0 40 2 9.00

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

1 ECM Suite Body 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   0   5 35.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 1,292,175 C-Bills

Battle Value: 415

Cost per BV: 3,113.67

Weapon Value: 164 / 148 (Ratio = .40 / .36)

Damage Factors:    SRDmg = 11; MRDmg = 9; LRDmg = 5

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

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

    Class: GL,   Point Value: 4

    Specials: if, ecm


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #748
TUESDAY, JULY 12, 2005
859 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=748]
Svantovit

Svantovit Infantry Fighting Vehicle [3060]

Standard Level 2 / 3060 Clan  Hover 35 Tons
MajorTom TRO 3060
Svantovit Infantry Fighting Vehicle HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Mongoose Clan Widowmaker

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 2s2 Type V "Longbow" LRM 5s2 Series IX Machine GunsManufacturer:    Various   Location:    (Unknown)Communications System:    Consolidated Type 2ITargeting & 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

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #754
TUESDAY, JULY 12, 2005
876 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=754]
Oro

Oro Heavy Tank [3060]

Standard Level 2 / 3060 Clan  Tracked 60 Tons
MajorTom TRO 3060
Oro Heavy Tank HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Mongoose Clan Widowmaker

Type/Model: Oro Heavy Tank

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 60 tons

Power Plant: 240 Fusion

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Compound 3092/3 Ferro-Fibrous

Armament:1 Series 2d ER Medium Laser1 Kolibri Delta Series Large Pulse Laser1 Type J LB 20-X ACManufacturer:    Various   Location:    (Unknown)Communications System:    Q2 Block 7Targeting & Tracking System: Build 2 JRD TTS

Overview:

Designed specifically to oppose vehicles and aircraft, the Oro is a feared sight on the battlefield. Its presence can provide a decisive edge over enemy troops, making it a tank sought after by commanders as well as a prime target for enemy fire.

Capabilities:

Built around the rugged G6 fusion power plant, the Oro can attain speeds up to 65 kph despite carrying more than twenty-five tons of weapons and armor. The Compound 3092/3 ferro-fibrous armor allows the, tank to sustain considerable punishment, though Inner Sphere commanders would consider it inadequately armored when compared to Inner Sphere tanks of similar size such as the Manticore and Po. The Clans consider the armor load a simple statement of the value, or lack thereof, attached to vehicle crews.

While the turret-mounted Kolibri Delta large pulse laser provides long-range high-volume fire, the Oro's most feared weapon is the Type J autocannon. Designed to fire both standard rounds and cluster ammunition, it is equally effective against 'Mechs, vehicles, and aircraft. The standard rounds can shred even the thickest armor, but the cluster-shot is more insidious, sanding off armor and any exposed systems. The movement and control systems of tanks and aircraft are particularly vulnerable to this form of attack, and one or two hits are usually sufficient to disable them. The limited ammunition storage capacity of the Oro, only five rounds of each type, forces tank commanders to carefully husband their shots. A nose-mounted medium laser provides a means of defense even in the event of major damage to the turret.

The Oro uses the same targeting system as the Hachiman, though it lacks the necessary hookups for the Artemis missile control system. The Oro is also equipped with a comparable tactical coordination system, but lacks the compartmentalization of the smaller vehicle. In the Oro, the TCS allows the gunner and commander to assume the other's role in the event that one or the other is incapacitated by combat damage. However, the likelihood of any crew surviving the shrapnel that would result from such a penetrating hit is slim, and both designers and crew have questioned the value of installing the sophisticated system.

Deployment

Originally designed to carry a conventional AC-20, Clan Steel Viper developed the current version of the Oro as a counter to the air power of Clan Snow Raven. Devastatingly effective against aerospace fighters, the new version quickly earned acceptance throughout the Clans and was found to be equally useful in other roles. Ironically, Clan Snow Raven fields many Oros, mostly at the Ravenshead training facility where they are used to expose aerospace pilots to tactics for avoiding anti-air fire.


Type/Model: Oro Heavy Tank

Mass: 60 tons

Equipment:   Items Mass

Internal Structure: 30 pts Standard 0 6.00

Engine: 240 Fusion 0 11.50

Shielding & Trans Equip:   0 6.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 15 Single 0 5.00

Cockpit & Controls: 0 3.00

Crew: 4 Members 0 .00

Turret Equipment:   0 2.00

Armor Factor: 106 pts Ferro-Fibrous 1 5.50


    Internal Armor

    Structure Value

  Front: 6 24

  Left / Right Sides: 6 21/21

  Rear: 6 18

  Turret: 6 22


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Medium Laser Front 5   1 1.00

1 Large Pulse Laser Turret 10   1 6.00

1 LB 20-X AC Turret 0 10 2 14.00

CASE Equipment: Body     0 .00

TOTALS:   15   5 60.00

Items & Tons Left:       12 .00


Calculated Factors:

Total Cost: 3,400,000 C-Bills

Battle Value: 873

Cost per BV: 3,894.62

Weapon Value: 784 / 784 (Ratio = .90 / .90)

Damage Factors:    SRDmg = 33; MRDmg = 20; LRDmg = 7

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

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

    Class: GH,   Point Value: 9


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #758
TUESDAY, JULY 12, 2005
1464 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=758]
Mars

Mars Assault Vehicle [3060]

Standard Level 2 / 3060 Clan  Tracked 100 Tons
MajorTom TRO 3060
Mars Assault Vehicle HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Widowmaker

Type/Model: Mars Assault Vehicle

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 100 tons

Power Plant: 200 Fusion

Cruise Speed: 21.6 km/h

Maximum Speed: 32.4 km/h

Armor Type: Compond Zera Ferro-Fibrous

Armament:1 Series 7N ER Large Laser1 CRG Gauss Rifle2 Series IX Machine Guns1 Type KOV LB 10-X AC3 Type XV "Crossbow" LRM 15s w/ Artemis IV2 Pattern J7c Streak SRM 6s1 ECM SuiteManufacturer:    Various   Location:    (Unknown)Communications System:    Q2 Block 9Targeting & Tracking System: Series XXXII Multitrack

Overview:

One of the most formidable vehicles ever built, the Mars dedicates more than half its weight to weapons, ammunition, and associated systems. Popular legend attributes the design of the tank to ilKhan Winson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago.

Capabilities:

Carrying more than eleven tons of advanced-composite armor, the Mars can sustain multiple hits with minimal risk of penetration. A general-purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.

A CRG Gauss rifle serves as the vehicle's main gun, while a coaxial large laser allows the Mars to snipe out to ranges at which Gauss slugs would likely be wasted. A hull-mounted 150mm LB-X autocannon provides devastating anti-vehicle firepower, but the gun can be raised only 10 degrees above horizontal and is of minimal use against aerial targets. Three Artemis-slaved long-range missile packs give the Mars the ability to deliver devastating barrages, but only one ton of ammunition per launcher dictates that the LRMs be held in reserve until a critical juncture in the fight.

The Mars also carries a number of systems designed to defend the vehicle. Turret-mounted machine guns provide an effective anti-infantry weapon, while side-mounted SRM Streak launchers discourage opponents from exploiting the tank's weaker side and rear armor.

The crew operates from two self-contained compartments linked by a tactical coordination system. The driver sits in an armored cockpit in the nose of the vehicle and, in addition to looking though the armored view slit, wears a sophisticated helmet that presents navigation information on the Heads Up Display (HUD). The gunner and commander sit in a second compartment beneath the turret.

Variants:

Clan Hell's Horses are currently conducting limited experiments with a modified version of the Mars. Once again going against standard Clan practice, they have rebuilt the engine compartments of two vehicles and replaced their power plants with 300-rated XL fusion engines. They have also removed the machine guns and their ammunition and have downgraded the armor by a half-ton. These modifications increase the vehicles' flank speed to a respectable 54 kph. The Horses expect to begin field-testing this variant in the next few months.

Deployment

Occupying the same battlefield niche as heavy- and assault-class BattleMechs, the Mars is a common sight among active garrison Clusters. While most Clans replace vehicles only as needed, Clan Hell's Horses maintains an almost constant production of the Mars.


Type/Model: Mars Assault Vehicle

Mass: 100 tons

Equipment:   Items Mass

Internal Structure: 50 pts Standard 0 10.00

Engine: 200 Fusion 0 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 2    

   Flank MP: 3    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 5.00

Crew: 7 Members 0 .00

Turret Equipment:   0 2.00

Armor Factor: 220 pts Ferro-Fibrous 1 11.50


    Internal Armor

    Structure Value

  Front: 10 50

  Left / Right Sides: 10 43/43

  Rear: 10 37

  Turret: 10 47


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 Gauss Rifle Turret 0 16 2 14.00

2 Machine Guns Turret 0 100 3 1.00

1 LB 10-X AC Front 0 20 2 12.00

3 LRM 15s w/ Artemis IV Front 0 24 4 16.50

1 Streak SRM 6 Left 0 15 2 4.00

1 Streak SRM 6 Right 0 15 1 4.00

1 ECM Suite Body 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   12   17 100.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 8,609,667 C-Bills

Battle Value: 1,620

Cost per BV: 5,314.61

Weapon Value: 2,734 / 2,374 (Ratio = 1.69 / 1.47)

Damage Factors:    SRDmg = 84; MRDmg = 58; LRDmg = 28

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

    Damage PB/M/L: 9/9/6,   Overheat: 0

    Class: GA,   Point Value: 16

    Specials: ecm


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #755
TUESDAY, JULY 12, 2005
854 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=755]
Ishtar

Ishtar Heavy Fire Support Tank [3060]

Standard Level 2 / 3060 Clan  Wheeled 65 Tons
MajorTom TRO 3060
Ishtar Heavy Fire Support Tank HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Widowmaker

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 Lasers1 Goalkeeper Anti-Missile System1 Type KOV LB 10-X AC1 Type 9 Ultra AC/101 Type XV "Crossbow" LRM 15 w/ Artemis IVManufacturer:    Various   Location:    (Unknown)Communications System:    Build 1685/3 TacticomTargeting & 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 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #757
TUESDAY, JULY 12, 2005
1354 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=757]
Hiut

Huitzilopochtli Assault Tank [3060]

Standard Level 2 / 3060 Clan  Tracked 85 Tons
MajorTom TRO 3060
Huitzilopochtli Assault Tank HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Widowmaker

Type/Model: Huitzilopochtli Assault Tank

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 85 tons

Power Plant: 170 I.C.E.

Cruise Speed: 21.6 km/h

Maximum Speed: 32.4 km/h

Armor Type: Forgin ZK11 Standard

Armament:2 Kolibri Omega Series Medium Pulse Lasers1 Series 1 ER Small Laser1 Type 31 Ultra AC/52 Series IX Machine Guns2 Arrow IV Systems1 ECM SuiteManufacturer:    Various   Location:    (Unknown)Communications System:    TJ6 "Bell" IntegratedTargeting & Tracking System: Series VI TTS

Overview:

Designed to meet the Clans' need for mobile artillery, the Huitzilopochtli (better known as the "Huey") is a descendent of the Padilla artillery tank. The Star League Defense Forces who joined Kerensky in the Exodus included few artillery pieces in their armament, and most of those were destroyed in the Civil War, leaving the Clans woefully lacking in support weapons. Equipping 'Mechs with Arrow IV launchers proved moderately effective but was considered a misuse of 'Mechs, and assignment to such hybrid machines was not highly regarded. As a result, Nicholas Kerensky was forced to concede the need for a new tank-based artillery platform, and thus was born the Huitzilopochtli.

Capabilities:

The Huitzilopochtli carries an internal combustion engine rather than the extra-light fusion engine used in the Star League Padilla. making it considerably slower than the Padilla. The Clans accept this disadvantage, however, because they are loath to waste such technology on a vehicle. At a flanking speed of 32 kph, the Huitzilopochtli is considered too slow to cross long distances under its own power, and so Hueys are usually transported by DropShip to their general area of operations.

Twin Arrow IV box-launchers dominate the forward section of the tank, each capable of hitting a target more than three kilometers away. The Huey carries 10 rounds for each launcher, usually evenly divided between TAG-homing missiles (with a focused warhead that allows precision strikes) and area-effect impact fused rounds. A third type of warhead developed by the Clans allows the Arrow system to cover an area with field artillery scatterable mine (FASCAM) submunitions.

While the Arrow IV provides the Huey with a devastating weapon system, it is unsuited to defense, and so the tank carries several layers of secondary weapons. Mounted in the compact turret are a pair of Kolibri medium pulse lasers, designed to saturate an area with fire and so increase the probability of a successful attack. Their primary role is anti-infantry defense, and they have proved effective against both armored and unarmored troops. The turret also contains an ER small laser that provides additional firepower against targets within 180 meters. A nose-mounted fast-load 40mm autocannon can be used against both armored infantry and vehicles, but is of minimal use against regular infantry. Rounding out the Huey's armaments are side-mounted machine guns that can deliver a devastating barrage of fire against unarmored troops.

The tank's defensive systems center on a sophisticated broad-band ECM unit that jams enemy sensor and targeting systems. Though it fails to completely hide the vehicle, it successfully degrades the performance of enemy systems, making it harder to engage the Huey. Its armor is considerably lower-tech; because the tank is regarded as a rear-echelon unit, it carries standard forged armor rather than ferro-fibrous compounds.

Deployment

One of the few vehicles used by Clan Jade Falcon in a non-training role (the Falcons classify them as support units rather than combatants), several Huitzilopochtli were deployed to Coventry in the campaign of 3058. As Clan Jade Falcon sought to prove its honor and prowess against the combined might of the Great Houses, they also proved the effectiveness of the Huitzilopochtli.


Type/Model: Huitzilopochtli Assault Tank

Mass: 85 tons

Equipment:   Items Mass

Internal Structure: 45 pts Standard 0 8.50

Engine: 170 I.C.E. 0 12.00

Power Amplifiers: Body 0 .50

   Cruise MP: 2    

   Flank MP: 3    

Heat Sinks: 10 Single 0 10.00

Cockpit & Controls: 0 4.50

Crew: 6 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 88 pts Standard 0 5.50


    Internal Armor

    Structure Value

  Front: 9 20

  Left / Right Sides: 9 18/18

  Rear: 9 16

  Turret: 9 16


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Medium Pulse Lasers Turret 8   2 4.00

1 ER Small Laser Turret 2   1 .50

1 Ultra AC/5 Front 0 40 2 9.00

1 Machine Gun Left 0 100 2 .75

1 Machine Gun Right 0   1 .25

2 Arrow IV Systems Front 0 20 3 28.00

1 ECM Suite Body 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   12 85.00

Items & Tons Left:       10 .00


Calculated Factors:

Total Cost: 3,714,954 C-Bills

Battle Value: 769

Cost per BV: 4,830.89

Weapon Value: 655 / 655 (Ratio = .85 / .85)

Damage Factors:    SRDmg = 47; MRDmg = 36; LRDmg = 26

BattleForce2: MP: 2T,   Armor/Structure: 0 / 4

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

    Class: GA,   Point Value: 8

    Specials: ecm, artA


Created with HeavyMetal Vee

User Reviews

9/25/2005 4  ammoman
sweet

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #751
TUESDAY, JULY 12, 2005
1010 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=751]
Epona

Epona Pursuit Tank [3060]

Standard Level 2 / 3060 Clan  Hover 50 Tons
MajorTom TRO 3060
Epona Pursuit Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Epona Pursuit Tank Prime

Tech: Clan / 3050

Config: Hovercraft Omni

Rules: Level 2, Standard design

   

Mass: 50 tons

Power Plant: 215 Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Compound VM20 Ferro-Fibrous

Armament:17 tons pod space (max 10 tons in turret)Manufacturer:    Niles Industriplex Alpha   Location:    (Unknown)Communications System:    Build 1700 /5 TacticomTargeting & Tracking System: Series XL FWS

Overview:

Clan Hell's Horses maintains a high regard for the usefulness of conventional forces, and as such are the only Clan to manufacture and deploy the Epona. Other Clans consider the pod technology wasted on conventional vehicles, but the Horses, who regularly use vehicles in front-line roles, have enjoyed the benefits of the flexibility of this design for more than seventy years. Though the success of the Epona might have been expected to prompt the design and production of more OmniVehicles, the Clan-wide bias toward BattleMech supremacy even among the Horses prevents expansion of this concept. The Epona remains the only vehicle of its kind in use among the Clans.

Capabilities:

Based on the heaviest hovertank chassis possible in order to achieve maximum speed potential and structural integrity, the Epona is purpose-built as a recon and pursuit craft, very similar in design to the Dragoons' Bandit hovercraft (likely an offshoot of the Epona). The major difference between the two is that the Epona mounts roughly half the armor of the Bandit, but carries more than double the pod space.

The primary configuration of the Epona reflects the favored attack mode of Clan Hell's Horses by employing an effective mix of pulse lasers and SRMs. The next most common Epona configuration features twin turret-mounted LRM-20s, supported by a pair of forward-fixed extended-range medium lasers. Apparently meant as a heavy artillery-support unit, this version also features target acquisition gear to spot for even heavier artillery units after first softening up the target with its own weapons.

The Epona's B and C configurations favor engagements in relatively open terrain, featuring a single, massive weapon backed up by short-range missiles. The C configuration adds an ECM array and features TAG.

The modular technology that makes these variations possible does create one minor problem for Epona crews. The roles of driver, gunner and commander, usually specialized in other vehicles, become less distinct in the Epona, as each crew member's duties can change with the weapons load. For this reason, the controls at each station in this vehicle are easily programmable for all possible tasks to make transitions between roles easier. Still, new crews must drill for weeks in the proper use of an Epona before taking it into the field.

Deployment

Hell's Horses is the only Clan to use the Epona, despite its relatively long career in service. As with OmniMechs, Eponas are considered front-line units, meant for the most elite of warriors, and are concentrated in the Clan's primary Galaxies.


Type/Model: Epona Pursuit Tank Prime

Mass: 50 tons

Equipment:   Items Mass

Internal Structure: 25 pts Standard 0 5.00

Engine: 215 Fusion 0 9.50

Shielding & Trans Equip:   0 5.00

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 16 Single 0 6.00

Cockpit & Controls: 0 2.50

Crew: 4 Members 0 .00

Lift Equipment:   0 5.00

Turret Equipment (Locked):   0 1.00

Armor Factor: 96 pts Ferro-Fibrous 1 5.00


    Internal Armor

    Structure Value

  Front: 5 21

  Left / Right Sides: 5 20/20

  Rear: 5 18

  Turret: 5 17


PRIME

Weapons & Equipment: Loc Heat Ammo Items Mass

4 Medium Pulse Lasers Turret 16   4 8.00

1 Streak SRM 4 Turret 0 25 2 3.00

CASE Equipment: Body     0 .00

TOTALS:   16   7 50.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 3,606,667 C-Bills

Battle Value: 1,242

Cost per BV: 2,903.92

Weapon Value: 854 / 802 (Ratio = .69 / .65)

Damage Factors:    SRDmg = 34; MRDmg = 18; LRDmg = 0

BattleForce2: MP: 9H,   Armor/Structure: 0 / 4

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

    Class: GM,   Point Value: 12

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Items Mass

2 LRM 20s Turret 0 24 3 14.00

2 ER Medium Lasers Front 10   2 2.00

1 TAG Front 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   7 50.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 4,691,667 C-Bills

Battle Value: 1,741

Cost per BV: 2,694.81

Weapon Value: 972 / 972 (Ratio = .56 / .56)

Damage Factors:    SRDmg = 35; MRDmg = 26; LRDmg = 11

BattleForce2: MP: 9H,   Armor/Structure: 0 / 4

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

    Class: GM,   Point Value: 17

    Specials: omni, if, tag



CONFIG B

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Ultra AC/10 Turret 0 20 2 12.00

2 Streak SRM 4s Front 0 25 3 5.00

CASE Equipment: Body     0 .00

TOTALS:   0   6 50.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 4,061,667 C-Bills

Battle Value: 1,022

Cost per BV: 3,974.23

Weapon Value: 572 / 467 (Ratio = .56 / .46)

Damage Factors:    SRDmg = 26; MRDmg = 14; LRDmg = 3

BattleForce2: MP: 9H,   Armor/Structure: 0 / 4

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

    Class: GM,   Point Value: 10

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER PPC Turret 15   1 6.00

1 Streak SRM 6 Turret 0 15 2 4.00

1 ECM Suite Body 0   1 1.00

1 TAG Front 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   15   6 50.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 4,451,667 C-Bills

Battle Value: 1,322

Cost per BV: 3,367.37

Weapon Value: 684 / 608 (Ratio = .52 / .46)

Damage Factors:    SRDmg = 24; MRDmg = 15; LRDmg = 6

BattleForce2: MP: 9H,   Armor/Structure: 0 / 4

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

    Class: GM,   Point Value: 13

    Specials: omni, ecm, tag


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #744
TUESDAY, JULY 12, 2005
1153 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=744]
Doner

Donar Assault Helicopter [3060]

Standard Level 2 / 3060 Clan  VTOL 21 Tons
MajorTom TRO 3060
Donar Assault Helicopter HMV (Heavy Metal Vee) File

Faction Availability

Clan Burrock Clan Widowmaker

Type/Model: Donar Assault Helicopter

Tech: Clan / 3050

Config: V.T.O.L.

Rules: Level 2, Standard design

   

Mass: 21 tons

Power Plant: 50 Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Compound A2F Ferro-Fibrous

Armament:1 Series 7J ER Large Laser2 Pattern J2 Streak SRM 2sManufacturer:    Various   Location:    (Unknown)Communications System:    Unit 2J "Boxer"Targeting & Tracking System: HT9 TTS

Overview:

Similar in concept to the Inner Sphere Warrior attack helicopter, the Donar is fast and lethal. A more recent addition to the Clan arsenal, the design was commissioned to fill a need in the Clan Touman for a fast assault unit capable of providing long-range fire support.

Capabilities:

The armored cockpit of the Donar contains positions for two crewmen seated in a tandem configuration, a pilot and copilot/gunner (CPG). Designed to be occupied by Clan aerospace warriors, these positions are cramped and uncomfortable for others. These crew positions offer many of the same readouts, allowing either warrior to fly the aircraft or use its weapon systems. This redundancy covers only the most basic operations, however, because the forward copilot/gunner position contains additional readouts for the weapon, targeting and navigation systems, while the rear pilot's position contains additional avionics displays.

Heavily armored for a VTOL, the Donar carries three tons of ferro-fibrous armor, but even the best efforts of Clan scientists to sufficiently protect the Donar's rotors leave that component relatively vulnerable. The rotors' armor protection does prevent accidental damage and keeps them operational even when struck by fire of up to 40mm caliber. Larger-caliber weapons frequently destroy a section of the rotor, forcing the Donar to crash-land, but structural reinforcement normally allows the crew to survive low-speed and low-altitude crashes.

The Donar's primary weapon is an underslung extended-range large laser capable of delivering accurate fire against targets up to 750 meters away. A pair of pylon-mounted Streak SRMs provides a second layer of firepower. Both systems are aimed using a "look-hit" smart system that tracks the firer's eye movements and correlates that movement with electronic sensor data to select and lock-on to the target. The system allows an experienced pilot to identify and destroy threats swiftly and efficiently, but is very difficult for novice pilots to master.

Variants:

One of only two variants of a conventional vehicle in standard use by the Clan, the reconnaissance variant of the Donar used by Clan Goliath Scorpion replaces the twin SRM launchers and missiles with an active probe, an ECM system and a TAG designator.

Deployment

Most Clans use the Donar, though the role varies considerably. Clan Hell's Horses use it as a cavalry helicopter for anti-armor and fire-support missions. Clan Steel Viper uses the craft in some second-line clusters as a mobile fire-support platform for infantry. Most Clans, however, particularly Goliath Scorpion and Ice Hellion, use the Donar as a scout. The SLDF gained several intact Donars when they overran Smoke Jaguar bases during Operation Bulldog.


Type/Model: Donar Assault Helicopter

Mass: 21 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 2.50

Engine: 50 Fusion 0 1.50

Shielding & Trans Equip:   0 1.00

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 2.50

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 3 16

  Left / Right Sides: 3 14/14

  Rear: 3 12

  Rotor: 3 2


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Front 12   1 4.00

2 Streak SRM 2s Front 0 50 3 3.00

CASE Equipment: Body     0 .00

TOTALS:   12   5 21.00

Items & Tons Left:       4 .00


Calculated Factors:

Total Cost: 999,600 C-Bills

Battle Value: 1,439

Cost per BV: 694.65

Weapon Value: 280 / 257 (Ratio = .19 / .18)

Damage Factors:    SRDmg = 16; MRDmg = 10; LRDmg = 5

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

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

    Class: VA,   Point Value: 14


Created with HeavyMetal Vee

User Reviews

9/25/2005  ammoman
a helocopter is not a vehicle. it is a fighter

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #756
TUESDAY, JULY 12, 2005
1048 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=756]
Athena

Athena Combat Vehicle [3060]

Standard Level 2 / 3060 Clan  Tracked 75 Tons
MajorTom TRO 3060
Athena Combat Vehicle HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Athena Combat Vehicle

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 75 tons

Power Plant: 225 Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Compound VH30 Ferro-Fibrous

Armament:2 Series 2h ER Medium Lasers2 Type AP40 Machine Guns2 Type AA4 Gauss Rifles1 Type Xa LRM 10Manufacturer:    Niles Industriplex Alpha   Location:    (Unknown)Communications System:    Build 1690/2 TacticomTargeting & Tracking System: Consolidated Type VII TTC

Overview:

Another example of Clan Hell's Horses' unClanlike infatuation with conventional forces is the unconventional Athena combat vehicle. Like the Epona, which uses modular technology to obtain its battlefield edge, the Athena also claims a distinction the Clans normally reserve for their BattleMechs: the advanced targeting computer system. Able to deliver massive destructive potential at long range with uncommon accuracy, the Athena can threaten even the heaviest BattleMechs.

Capabilities:

The Athena is a "sniper" tank, capable of delivering serious damage to hostile units while staying beyond the range of most return fire. It carries twin Gauss rifles, fixed in the forward compartment for stability and backed up by a 10-rack LRM launcher. With this firepower, the Athena possesses the potential to cripple a light or medium 'Mech with a single, well-placed volley. In an effort to make such a shot possible, the Horses took the extraordinary step of equipping the Athena with a sophisticated targeting computer system. This system is exactly like those carried by some of the most deadly Clan 'Mechs. The targeting computer aids in bringing the Athena's main guns to bear on enemy units, and even allows more experienced crews to place their slugs where the damage can be most effective.

While this emphasis on offensive capabilities suits the Athena for joining heavy forces in assault operations, its defenses are achingly limited. It possesses only enough speed and maneuverability to keep pace with the heaviest and slowest elements in today's armies, and its armor protection is significantly weaker than that carried by Inner Sphere vehicles of the same mass. In what appears to be a half-hearted attempt to mitigate these flaws without sacrificing the primary weapons array and targeting computer requirements, the Athena's designers added smaller, shorter-ranged weaponry in a semi-independent turret assembly. A secondary, "defensive" gunner mans this turret, which carries two medium lasers with computer-enhanced targeting and a pair of machine guns for defense in close-quarters combat. Despite the importance of this system, the defensive gunner usually is the lowest-ranked warrior in his crew, as the Athena's primary role tends to keep his contributions to a minimum.

Despite the defensive drawbacks of the Athena, Clan Hell's Horses have made successful use of this design for more than fifty years. In the last battle for Niles Industriplex. Alpha against Clan Ghost Bear, a Trinary of Athenas, freshly manufactured and attached to Alpha Galaxy, helped to turn the Bears' advance by crippling nearly two full BattleMech Binaries.

Deployment

Athenas appear in the heavy and assault vehicle Stars of almost every front-line Cluster and Galaxy in Clan Hell's Horses. Deemed too valuable by the Horses' command to risk their loss, these potent vehicles are rarely deployed without some form of BattleMech or Elemental support.


Type/Model: Athena Combat Vehicle

Mass: 75 tons

Equipment:   Items Mass

Internal Structure: 40 pts Standard 0 7.50

Engine: 225 Fusion 0 10.00

Shielding & Trans Equip:   0 5.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 4.00

Crew: 5 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 144 pts Ferro-Fibrous 1 7.50


    Internal Armor

    Structure Value

  Front: 8 38

  Left / Right Sides: 8 26/26

  Rear: 8 24

  Turret: 8 30


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Turret 10   2 2.00

2 Machine Guns Turret 0 100 3 1.00

2 Gauss Rifles Front 0 32 3 28.00

1 LRM 10 Front 0 12 2 3.50

1 Targeting Computer   0   1 6.00

CASE Equipment: Body     0 .00

TOTALS:   10   12 75.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 4,345,250 C-Bills

Battle Value: 1,453

Cost per BV: 2,990.54

Weapon Value: 1,454 / 1,454 (Ratio = 1.00 / 1.00)

Damage Factors:    SRDmg = 48; MRDmg = 39; LRDmg = 22

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

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

    Class: GH,   Point Value: 15


Created with HeavyMetal Vee

User Reviews

3/29/2010  Ogre4Hire
What was is the character in Test of Vengeance said? "Trust the Horses to stick 2 Gauss Rifles and a Targeting Computer on a tank."

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #750
TUESDAY, JULY 12, 2005
986 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=750]
Ares

Ares Medium Tank [3060]

Standard Level 2 / 3060 Clan  Tracked 40 Tons
MajorTom TRO 3060
Ares Medium Tank HMV (Heavy Metal Vee) File

Faction Availability


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 Laser1 Type X "Short Bow" LRM 10 w/ Artemis IV1 Type XV "Crossbow" LRM 15 w/ Artemis IVManufacturer:    Various   Location:    (Unknown)Communications System:    2SH C3Targeting & 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


Created with HeavyMetal Vee

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #987
WEDNESDAY, OCTOBER 29, 2003
1473 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=987]
GuillotineIIC

Guillotine IIC

Standard Level 2 / 3060 Clan  Biped 70 Tons
MajorTom TRO 3060
Guillotine HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Guillotine IIC

Tech: Clan / 3060

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Clan Modified Heavy Type X Endo Steel

Power Plant: 280 Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Clan Series Type 4 Heavy Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Forging OTR17b with CASE Standard

Armament:1 Clan Mk. XVII ER PPC2 Series 2f ER Medium Lasers2 Kolibri Delta Series Large Pulse Lasers1 Clan Series 4d Standard SRM 6Manufacturer:    Omega Orbital Production PlantCommunications System:    JNE IntegratedTargeting & Tracking System: Series VI KITT

Overview:

The Exodus fleet carried large numbers of the Guillotine, a rugged Star League Defense Force design, away from the Inner Sphere to Kerensky's followers' new home beyond the Periphery. When Nicholas Kerensky had established his new society and retaken the Pentagon worlds with those disciplined forces, the newly formed Clans set about building 'Mech units, relying on existing designs for their blueprints. A large number of Guillotines found in storage on the Pentagon worlds of Eden and Circe were distributed among the Clans who maintained enclaves on these worlds. This sturdy, dependable design served in the front lines until the advent of OmniMechs, when the Guillotine was relegated to second-line and solahma units.

Capabilities:

When the time came to produce new second-line 'Mechs, Clan Coyote engineers reworked the venerable Guillotine into a newer, more powerful design rather than inventing an all-new unit. Replacing the old Inner Sphere chassis with a Clan endo-steel chassis, the engineers freed up more space inside the 'Mech for weapons. Already satisfied with the 'Mechs armor protection, speed and jump capability, the engineers concentrated on giving the Guillotine better firepower.

The Guillotine's main weapon was changed from a large laser to an ER PPC, and the arm-mounted medium lasers were replaced with two large pulse lasers. Two extended-range medium lasers and a Clan standard SRM-6 rack round out the Guillotine IIC's new weapons suite. To help the 'Mech dissipate heat from this load, standard heat sinks were replaced with sixteen Clan double heat sinks.

The Guillotine IIC was officially unveiled in 2889. Clan Star Adder won several of them in a Trial of Possession, and was the first Clan to take the upgraded 'Mech into battle. The Adders used the new 'Mechs in 2892 against a raiding force from Clan Mongoose seeking genetic material on the Adders' homeworld. The Star Adder warriors fought a grueling five-hour battle against the determined Mongoose warriors, and only the timely arrival of two Stars made up entirely of the Guillotine IIC turned the battle in favor of the Star Adders.

Deployment

Currently Clans Star Adder, Cloud Cobra and Coyote field the largest number of Guillotine IICs, and most of the other Clans employ small numbers of the 'Mechs. All Guillotine IICs are assigned to second-line and solahma units. In Clan Coyote, a Star Captain or Trinary Commander would pilot this unit.


Type/Model: Guillotine IIC

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Endo Steel 7 3.50

   (Endo Steel Loc: 1 HD, 3 LA, 3 RA)

Engine: 280 6 16.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 16 Double [32] 10 6.00

   (Heat Sink Loc: 3 LT, 2 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 192 pts Standard 0 12.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 27

  Center Torso (Rear):   12

  L/R Side Torso: 15 22/22

  L/R Side Torso (Rear):   8/8

  L/R Arm: 11 20/20

  L/R Leg: 15 22/22


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER PPC LA 15   2 6.00

1 ER Medium Laser LT 5   1 1.00

1 ER Medium Laser RT 5   1 1.00

2 Large Pulse Lasers RA 20   4 12.00

1 SRM 6 CT 4 15 2 2.50

   (Ammo Loc: 1 CT)

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)

TOTALS:   49   60 70.00

Crits & Tons Left:       18 .00


Calculated Factors:

Total Cost: 7,353,634 C-Bills

Battle Value 2: 2,377

Cost per BV2: 3,093.66

Weapon Value: 2,724 / 2,724 (Ratio = 1.15 / 1.15)

Damage Factors:    SRDmg = 36; MRDmg = 26; LRDmg = 17

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

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

    Class: MH,   Point Value: 24


Created with HeavyMetal Pro

User Reviews

Updated to HTML format, changed BV to BV2. Design Updated on 4/3/2008 5:27:13 PM

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #993
THURSDAY, OCTOBER 30, 2003
3578 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=993]
BloodAsp

Blood Asp Omni

Standard Level 2 / 3060 Clan  Biped 90 Tons
MajorTom TRO 3060
Blood Asp HMP (Heavy Metal Pro) File
Blood Asp DBM (The Drawing Board) File

Faction Availability


BattleMech Technical Readout

Type/Model: Blood Asp

Tech: Clan / 3060

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 90 tons

Chassis: Type MAES-90 Light Endo Steel

Power Plant: 360 Consolidated XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Forging ZZ7 Ceramic Plate Standard

Armament:42 Tons of Pod Space Manufacturer:    Sheridan LM-TA 8-10Communications System:    Series D8 CC-25XTargeting & Tracking System: "Hermes" CT-42 Mk. II

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.


Type/Model: Blood Asp

Mass: 90 tons

Equipment:   Crits Mass

Internal Structure: 138 pts Endo Steel 7 4.50

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

Engine: 360 XL 10 16.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 14 Double [28] 0 4.00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 256 pts Standard 0 16.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 40

  Center Torso (Rear):   13

  L/R Side Torso: 19 24/24

  L/R Side Torso (Rear):   11/11

  L/R Arm: 15 28/28

  L/R Leg: 19 34/34



PRIMARY CONFIG

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RT 1 16 8 14.00

   (Ammo Loc: 1 LT, 1 RT)

1 Gauss Rifle LT 1   6 12.00

2 Heavy Medium Lasers LA 14   4 2.00

2 Heavy Medium Lasers RA 14   4 2.00

1 Streak SRM 6 CT 4 15 3 4.00

   (Ammo Loc: 1 RT)

1 Medium Pulse Laser RA 4   1 2.00

1 Medium Pulse Laser LA 4   1 2.00

1 Double Heat Sink RA     2 1.00

1 Double Heat Sink LT     2 1.00

1 Double Heat Sink RL     2 1.00

1 Double Heat Sink LL     2 1.00

TOTALS:   42   75 90.00

Crits & Tons Left:       3 .00


Calculated Factors:

Total Cost: 29,416,750 C-Bills

Battle Value 2: 2,654

Cost per BV2: 11,083.93

Weapon Value: 5,128 / 4,914 (Ratio = 1.93 / 1.85)

Damage Factors:    SRDmg = 67; MRDmg = 34; LRDmg = 14

BattleForce2: MP: 4,   Armor/Structure: 6/5

    Damage PB/M/L: 9/8/2,   Overheat: 1

    Class: MA,   Point Value: 27

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER PPC RA 15   2 6.00

1 ER PPC LA 15   2 6.00

1 Heavy Large Laser RA 18   3 4.00

1 Heavy Large Laser LA 18   3 4.00

1 ECM Suite CT 0   1 1.00

1 Targeting Computer RT     4 4.00

2 Double Heat Sinks RA     4 2.00

1 Double Heat Sink LA     2 1.00

2 Double Heat Sinks RT     4 2.00

4 Double Heat Sinks LT     8 4.00

1 Double Heat Sink RL     2 1.00

1 Double Heat Sink LL     2 1.00

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:   66   78 90.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 29,656,625 C-Bills

Battle Value 2: 3,452

Cost per BV2: 8,591.14

Weapon Value: 4,623 / 4,623 (Ratio = 1.34 / 1.34)

Damage Factors:    SRDmg = 45; MRDmg = 32; LRDmg = 18

BattleForce2: MP: 4,   Armor/Structure: 6/5

    Damage PB/M/L: 7/5/3,   Overheat: 2

    Class: MA,   Point Value: 35

    Specials: omni, ecm



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

4 Medium Pulse Lasers LT 16   4 8.00

1 Gauss Rifle RT 1 24 9 15.00

   (Ammo Loc: 1 CT, 1 LL, 1 RL)

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

   (Ammo Loc: 2 LA, 2 RA)

1 LRM 20 w/ Artemis IV LA 6   5 6.00

1 ECM Suite CT 0   1 1.00

1 Double Heat Sink RA     2 1.00

1 Double Heat Sink RT     2 1.00

TOTALS:   29   70 90.00

Crits & Tons Left:       8 .00


Calculated Factors:

Total Cost: 30,449,875 C-Bills

Battle Value 2: 2,885

Cost per BV2: 10,554.55

Weapon Value: 5,948 / 5,558 (Ratio = 2.06 / 1.93)

Damage Factors:    SRDmg = 68; MRDmg = 48; LRDmg = 20

BattleForce2: MP: 4,   Armor/Structure: 6/5

    Damage PB/M/L: 9/8/5,   Overheat: 0

    Class: MA,   Point Value: 29

    Specials: omni, if, ecm



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/10 LT 3   4 10.00

1 Ultra AC/10 LA 3 40 8 14.00

   (Ammo Loc: 4 LT)

1 LB 20-X AC RT 6 10 11 14.00

   (Ammo Loc: 2 CT)

1 ER Large Laser RA 12   1 4.00

TOTALS:   30   63 90.00

Crits & Tons Left:       15 .00


Calculated Factors:

Total Cost: 29,809,812 C-Bills

Battle Value 2: 2,273

Cost per BV2: 13,114.74

Weapon Value: 3,690 / 3,690 (Ratio = 1.62 / 1.62)

Damage Factors:    SRDmg = 48; MRDmg = 31; LRDmg = 11

BattleForce2: MP: 4,   Armor/Structure: 6/5

    Damage PB/M/L: 8/6/4,   Overheat: 0

    Class: MA,   Point Value: 23

    Specials: omni



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser LA 12   1 4.00

1 Heavy Medium Laser LA 7   2 1.00

1 Gauss Rifle LT 1 16 8 14.00

   (Ammo Loc: 2 LT)

1 ER Large Laser RA 12   1 4.00

1 Heavy Medium Laser RA 7   2 1.00

3 Ultra AC/2s RT 3 45 7 16.00

   (Ammo Loc: 1 RT)

1 Double Heat Sink RT      2 1.00

1 Double Heat Sink CT     2 1.00

TOTALS:   45   65 90.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 29,309,875 C-Bills

Battle Value 2: 2,396

Cost per BV2: 12,232.84

Weapon Value: 3,461 / 3,461 (Ratio = 1.44 / 1.44)

Damage Factors:    SRDmg = 39; MRDmg = 31; LRDmg = 21

BattleForce2: MP: 4,   Armor/Structure: 6/5

    Damage PB/M/L: 6/5/3,   Overheat: 1

    Class: MA,   Point Value: 24

    Specials: omni



CONFIG E

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Adv. Tact. Msl. 3s RA 4 40 6 5.00

   (Ammo Loc: 1 LA, 1 RA)

2 Adv. Tact. Msl. 3s LA 4   4 3.00

1 ER PPC RT 15   2 6.00

1 Medium Pulse Laser RT 4   1 2.00

1 ER PPC LT 15   2 6.00

1 Medium Pulse Laser LT 4   1 2.00

1 Targeting Computer LT     4 4.00

1 Double Heat Sink RA     2 1.00

3 Double Heat Sinks RT     6 3.00

1 Double Heat Sink LT     2 1.00

1 Double Heat Sink CT     2 1.00

4 Standard Jump Jets:       4 8.00

   (Jump Jet Loc: 2 LL, 2 RL)

TOTALS:   46   78 90.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 29,631,450 C-Bills

Battle Value 2: 3,179

Cost per BV2: 9,321.0

Weapon Value: 5,199 / 5,199 (Ratio = 1.64 / 1.64)

Damage Factors:    SRDmg = 49; MRDmg = 38; LRDmg = 18

BattleForce2: MP: 4J,   Armor/Structure: 6/5

    Damage PB/M/L: 8/6/4,   Overheat: 1

    Class: MA,   Point Value: 32

    Specials: omni


Created with HeavyMetal Pro

User Reviews

Updated to HTML format, updated configurations, changed BV to BV2. Design Updated on 4/5/2008 6:11:01 PM

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1038
SATURDAY, OCTOBER 11, 2003
1912 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1038]
MenShen

Men Shen MS1-O

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 55 Tons
MajorTom TRO 3060
Men Shen HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Men Shen MS1

Tech: Inner Sphere / 3060

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 55 tons

Chassis: Endo Steel

Power Plant: 330 VOX XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 [129.6] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:1 Irian Beagle Active Probe 17 Tons of Pod SpaceManufacturer:    Hellespont Industries   Location:    SianCommunications System:    (Unknown)Targeting & Tracking System: Beagle Active Probe

Overview:

The first Capellan produced OmniMech, the Men Shen is based on the successful Raven design. Hellespont Industries, which also produces the Raven, aquired the necessary technology through trade agreements with Kali Yama Weapons Industries of the Free Worlds League. The Men Shen also relies heavily on advanced sensor and ECM technologies.

The 'Mech was named by the Chancellor Sun-Tzu Liao in a speech at the 'Mechs unveiling, when he said that "this new OmniMech will act as the men shen for the Confederation, protecting us from all enemies." Men Shen are door gods from ancient China who are said to protect houses from evil.

Capabilities:

With its speed and Beagle active probe, the Men Shen makes a perfect scout, though its considerable firepower and solid armor protection also allow it to hold its own in a stand-up fight. Four medium pulse lasers and an LRM-15, augmented by the Artemis IV fire-control system, make the primary configuration of the Men Shen a dangerous opponent at all ranges. The 'Mechs other configurations are equally dangerous reguardless of range, except the C variant, which is designed for close-in assaults and carries a Guardian ECM suite to help it close in on enemy 'Mechs unnoticed

In addition to several Free Worlds League weapons systems that appear on various configurations of the Men Shen, the 'Mech also features the new Capellan-made LB-X Type 2 autocannon, giving this weapon system a powerful debut.

Deployment

A lance of Men Shens has been delivered to each of the Capellan Warrior Houses, and the Death Commandos may recieve some as well. The next shipment is expected to go to units stationed on Capellan Confederation borders.


Type/Model: Men Shen MS1

Mass: 55 tons

Equipment:   Crits Mass

Internal Structure: 91 pts Endo Steel 14 3.00

   (Endo Steel Loc: 5 LA, 5 RA, 2 LL, 2 RL)

Engine: 330 XL 12 12.50

   Walking MP: 6    

   Running MP: 9 [12]    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

MASC: LT 3 3.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 176 pts Standard 0 11.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 18 26

  Center Torso (Rear):   7

  L/R Side Torso: 13 20/20

  L/R Side Torso (Rear):   6/6

  L/R Arm: 9 17/17

  L/R Leg: 13 24/24


FIXED EQUIPMENT

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Beagle Active Probe CT 0   2 1.50

TOTALS:   0   56 38.00

Crits & Tons Left:       22 17.00



PRIMARY CONFIG

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Medium Pulse Lasers RA 8   2 4.00

2 Medium Pulse Lasers LA 8   2 4.00

1 LRM 15 w/ Artemis IV RT 5 8 5 9.00

   (Ammo Loc: 1 RT)

TOTALS:   21   61 55.00

Crits & Tons Left:       17 .00


Calculated Factors:

Total Cost: 16,628,594 C-Bills

Battle Value 2: 1,439

Cost per BV2: 11,555.66

Weapon Value: 1,555 / 1,440 (Ratio = 1.08 / 1.00)

Damage Factors:    SRDmg = 24; MRDmg = 8; LRDmg = 5

BattleForce2: MP: 6,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 14

    Specials: omni, if, prb



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

3 ER Medium Lasers LA 15   3 3.00

1 LB 10-X AC RT 2 20 8 13.00

   (Ammo Loc: 2 RT)

1 TAG HD 0   1 1.00

TOTALS:   17   64 55.00

Crits & Tons Left:       14 .00


Calculated Factors:

Total Cost: 16,897,906 C-Bills

Battle Value 2: 1,418

Cost per BV2: 11,916.72

Weapon Value: 1,564 / 1,564 (Ratio = 1.10 / 1.10)

Damage Factors:    SRDmg = 22; MRDmg = 11; LRDmg = 2

BattleForce2: MP: 6,   Armor/Structure: 4/2

    Damage PB/M/L: 4/3/1,   Overheat: 0

    Class: MM,   Point Value: 14

    Specials: omni, tag, prb



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Medium Lasers LT 10   2 2.00

2 ER Medium Lasers RT 10   2 2.00

1 LB 2-X AC LA 1   4 6.00

1 LB 2-X AC RA 1 45 5 7.00

   (Ammo Loc: 1 LT)

TOTALS:   22   65 55.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 16,719,656 C-Bills

Battle Value 2: 1,382

Cost per BV2: 12,098.16

Weapon Value: 1,409 / 1,409 (Ratio = 1.02 / 1.02)

Damage Factors:    SRDmg = 18; MRDmg = 9; LRDmg = 2

BattleForce2: MP: 6,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 14

    Specials: omni, prb



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser RA 10   2 7.00

1 Large Pulse Laser LA 10   2 7.00

1 ER Small Laser HD 2   1 .50

1 Guardian ECM RT 0   2 1.50

1 Double Heat Sink RT     3 1.00

TOTALS:   22   62 55.00

Crits & Tons Left:       16 .00


Calculated Factors:

Total Cost: 16,613,579 C-Bills

Battle Value 2: 1,355

Cost per BV2: 12,260.94

Weapon Value: 1,090 / 1,090 (Ratio = .80 / .80)

Damage Factors:    SRDmg = 19; MRDmg = 6; LRDmg = 0

BattleForce2: MP: 6,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 14

    Specials: omni, ecm, prb



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER PPC RT 15   3 7.00

1 Double Heat Sink RT     3 1.00

2 Medium Pulse Lasers LT 8   2 4.00

1 SRM 4 LA 3   1 2.00

1 SRM 4 RA 3 25 2 3.00

   (Ammo Loc: 1 LT)

TOTALS:   29   63 55.00

Crits & Tons Left:       15 .00


Calculated Factors:

Total Cost: 16,624,719 C-Bills

Battle Value 2: 1,466

Cost per BV2: 11,340.19

Weapon Value: 1,311 / 1,311 (Ratio = .89 / .89)

Damage Factors:    SRDmg = 21; MRDmg = 8; LRDmg = 4

BattleForce2: MP: 6,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 15

    Specials: omni, prb


Created with HeavyMetal Pro

User Reviews

5/20/2010  Ogre4Hire
This machine has good potential, but most of the original variants were kinda sucky. Fortunately, Catalyst has put out some new configs with Plasma Rifles and Variable Speed Pulse Lasers that seriously rock.

4/23/2010  Donteras
I don't know. LB-2Xs are good anti air weapons. It's too bad that that is all they're good for.

4/23/2010  Klinktastic
I love this 'Mech. Omni is awesome for campaigns as it allows you to customize to the mission parameters. LOL @ Config B. No one will ever use you. Sorry.

Updated format to HTML, changed BV to BV2. Design Updated on 3/31/2008 12:02:21 PM

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1029
SATURDAY, OCTOBER 11, 2003
2087 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1029]
EnforcerIII

Enforcer III ENF-6M

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 50 Tons
MajorTom TRO 3060
Enforcer III HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Enforcer III ENF-6M

Tech: Inner Sphere / 3060

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 50 tons

Chassis: Dorwinion Standard-Alpha Endo Steel

Power Plant: 250 Magna XL XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 McCloud Specials Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: StarGuard CIV Standard

Armament:1 BlazeFire Sweetshot ER Large Laser1 Chiscomp 2000 ER Small Laser1 Mydron Excel Ultra Type 10 Ultra AC/10Manufacturer:    Achernar BattleMechs, Kallon Weapon Industries   Location:    New Avalon (AC) / Talon (KWI)Communications System:    Achernar Electronics HICS-12Targeting & Tracking System: Federated Hunter

Overview:

The Enforcer has long been the workhorse medium weight 'Mech for the Federated Suns and, later, the Federated Commonwealth. Considered a Davion design, the Enforcer is one of the most recognized 'Mechs in the AFFC.

Its history as a Davion 'Mech made it an obvious choice for experiments with technology newly developed by Federated Commonwealth engineers. Archon Prince Victor Steiner-Davion hoped to rebuild his image by taking a military icon and improving upon it. The Enforcer III, using the latest in military technology, has become one of the flagship 'Mechs of the AFFC.

This new design, while heralded as an improvement, has sparked some controversy over the changes - controversy the young Prince does not need in the wake of the split with the Lyran portion of the Federated Commonwealth.

Capabilities:

When Independence Weaponries technicians reverse-engineered an Inner Sphere version of the deadly Clan Ultra-10 autocannon, the public relations division of the AFFC saw a perfect opportunity to aid Prince Victor in rebuilding his image by including the Ultra autocannon on the newly revamped Enforcer. Putting a foreign weapon on the 'Mech that would become the new flagship design of the AFFC was a risk, but they believed it would show that Prince Victor was attempting to form alliances, and could help his people forget the Free Worlds League's invasion of the Federated Commonwealth. Convinced of the plan's validity, Prince Victor gave his okay for the design.

Replacing the Mydron Excel LB-X autocannon with the newly developed Ultra version significantly improved the 'Mech's damage spread. The new weapon gave the Enforcer a more concentrated punch, as well as enhancing its ability to cripple 'Mechs of its own weight class or lighter. The change sparked controversy among many Enforcer MechWarriors, however. These pilots had grown accustomed to fighting with the LB-X autocannon, which causes less damage but whose cluster rounds give it a wider spread. The damage pattern of the Ultra autocannon, by contrast, usually resulted in longer engagements, forcing many MechWarriors to change their battle tactics and strategies.

Despite their concerns, the changes went through. Initial field tests seemed to bear out the pilots' arguments. However, when the redesigned 'Mech was fielded by green warriors, the change of weapon did not appear to affect their or the 'Mech's performance.

Deployment

Because design changes from the earlier Enforcer were minimal, the new Enforcer III design is rapidly finding placement in numerous units along Federated Commonwealth borders. Publicity has been heavy for the new design and its counterpart, the JagerMech III. Posters bearing the image of the new Enforcer, along with the phrase "Upgraded for more enforcement" have become commonplace throughout the Commonwealth. Surprisingly, there has been no backlash regarding the use of a foreign-made Ultra autocannon.


Type/Model: Enforcer III ENF-6M

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Endo Steel 14 2.50

   (Endo Steel Loc: 6 LA, 8 LT)

Engine: 250 XL 12 6.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 12 Double [24] 6 2.00

   (Heat Sink Loc: 2 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 160 pts Standard 0 10.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 24

  Center Torso (Rear):   7

  L/R Side Torso: 12 19/19

  L/R Side Torso (Rear):   5/5

  L/R Arm: 8 16/16

  L/R Leg: 12 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser LA 12   2 5.00

1 ER Small Laser LT 2   1 .50

1 Ultra AC/10 RA 4 20 9 15.00

   (Ammo Loc: 2 RT)

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   22   72 50.00

Crits & Tons Left:       6 .00


Calculated Factors:

Total Cost: 8,685,874 C-Bills

Battle Value 2: 1,460

Cost per BV2: 5,949.23

Weapon Value: 1,040 / 1,040 (Ratio = .71 / .71)

Damage Factors:    SRDmg = 22; MRDmg = 15; LRDmg = 6

BattleForce2: MP: 5J,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 15


Created with HeavyMetal Pro

User Reviews

Updated to HTML format, changed BV to BV2. Design Updated on 3/31/2008 10:46:11 AM

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1026
MONDAY, OCTOBER 06, 2003
1880 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1026]
Beowulf

Beowulf BEO-12

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 45 Tons
MajorTom TRO 3060
Beowulf HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Beowulf BEO-12

Tech: Inner Sphere / 3060

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 45 tons

Chassis: Beowulf 3 Standard

Power Plant: 270 GM XL XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 [129.6] km/h

Jump Jets: 6 Odin Type II Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: Wall Type 6 Ferro-Fibrous

Armament:1 Cyclops-Beagle Sensory Probe Beagle Active Probe1 Garret Mole TAG1 Blankenburg Large Pulse Laser2 Diverse Optics Type ER Medium LasersManufacturer:    Odin Manufacturing   Location:    OrestesCommunications System:    Dash-2 StandardTargeting & Tracking System: Blade 12 w. Beagle Active Probe and TAG

Overview:

After the Clan defeat on Tukayyid, ComStar immediately began upgrading several small production facilities in the Free Rasalhague Republic into 'Mech factories. The largest, Odin Manufacturing's facility on Orestes, was the first to produce a new 'Mech design, the Beowulf.

In 3058, when ComStar was driven from Terra, all of its Mongoose scout 'Mechs were destroyed. Rather than order more, the Precentor Martial decided to build a new 'Mech that would serve as a scout without the Mongoose's lack of firepower and mobility. The new 'Mech, the Beowulf, is nearly twice as heavy as the Mongoose and has jump capability.

Capabilities:

The Beowulf is extremely mobile, combining an XL engine with MASC for extra speed and with a 180-meter jump radius. Combined with that mobility is the firepower provided by a large pulse laser and two of the newly developed ER medium lasers, purchased from the Free Worlds League. As a scout 'Mech, the Beowulf is also equipped with a Beagle active probe and a TAG system to direct incoming artillery.

Deployment

Half of the Beowulfs produced go to the Com Guards, the other half to the Rasalhague Kungsarme. To date, only the 321st Division of the Com Guards and the Fourth Kavalleri of the Kungsarme have received Beowulfs.


Type/Model: Beowulf BEO-12

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 75 pts Standard 0 4.50

Engine: 270 XL 12 7.50

   Walking MP: 6    

   Running MP: 9 [12]    

   Jumping MP: 6    

Heat Sinks: 12 Double [24] 6 2.00

   (Heat Sink Loc: 1 LA, 1 RA)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   2 2.00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00

Armor Factor: 152 pts Ferro-Fibrous 14 8.50

   (Armor Crit Loc: 7 LT, 5 RT, 1 LL, 1 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 20

  Center Torso (Rear):   7

  L/R Side Torso: 11 16/16

  L/R Side Torso (Rear):   6/6

  L/R Arm: 7 14/14

  L/R Leg: 11 22/22


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Beagle Active Probe CT 0   2 1.50

1 TAG HD 0   1 1.00

1 Large Pulse Laser RA 10   2 7.00

2 ER Medium Lasers LA 10   2 2.00

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 2 LT, 2 RT, 1 LL, 1 RL)

TOTALS:   20   72 45.00

Crits & Tons Left:       6 .00


Calculated Factors:

Total Cost: 9,180,240 C-Bills

Battle Value 2: 1,238

Cost per BV2: 7,415.38

Weapon Value: 963 / 963 (Ratio = .78 / .78)

Damage Factors:    SRDmg = 17; MRDmg = 6; LRDmg = 0

BattleForce2: MP: 6J,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 12

    Specials: tag, prb


Created with HeavyMetal Pro

User Reviews

Updated to HTML format, changed BV to BV2. Design Updated on 3/31/2008 107:41 AM

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1027
SUNDAY, OCTOBER 19, 2003
UPDATE: 12/7/2004
215 DOWNLOADS

Corvis 2nd Line

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Hell's Horse Clan

BATTLEROM IMAGE MAY 9, 3060

* FOR COMSTAR USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 160 6T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

C Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 2 7

Head 3 8

Center Torso 12 18/6

L/R Torso 10 16/4

L/R Arm 6 12

L/R Leg 10 19

 


Standard

Battle Value: 1366

C-Bill Cost: 3,373,814

Qty Weapons and Equipment Location Critical Tonnage

2 C Medium Pulse Laser LA 2 4

1 C Ultra AC/10 RA 4 10

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

1 C CASE RA 0 0

2 Jump Jets RT 2 1

2 Jump Jets LT 2 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

    Totals

36 20

 

Overview:

By all accounts, the Corvis is a relic of Clan history. Apparently intended as a simple, inexpensive and easy-to-maintain 'Mech, with great battle endurance, these very qualities ultimately limited its use in the field. Its lack of maneuverability relative to other 'Mechs in its weight class relegated the Corvis to defensive duty in built-up terrain, or as support for infantry and armor forces. Overshadowed within a decade of its unveiling by the development of the OmniMech, the Corvis fell quickly into disuse among virtually every Clan. Its demise would have been complete had Clan engineers not recognized some merit in the basic design, which included the same semi-modular techniques used in the lighter Mercury. Exploiting this flexibility o make improvements on the chassis, engine and weapons load by incorporating new Omni-technology engineers ultimately transformed the tough but mediocre Corvis into the cutting-edge OmniMech known today as the Stormcrow. These changes created a far more flexible 'Mech and all but ran the death knell for the original model. Today, only Clan Hell's Horses continues to produce the original Corvis, which is usually employed in its traditional role of infantry and armor support.

 

Capabilities:

The Corvis uses lightweight materials to conserve tonnage for its weapons array while maintaining nearly the maximum armor protection its mass allows. Unfortunately, the use of a standard 160-rated engine wastes the potential of this design by limiting its speed to that of 'Mechs twice its size. In an effort offset this drawback, Clan engineers incorporated jump jets, allowing the Corvis to negotiate difficult terrain or move into better cover in a pinch. This makes the 'Mech most suitable for operations in overgrown or built-up areas such as jungles or urban environments.

The weapons of the Corvis are concentrated exclusively in the 'Mechs arms, allowing for the widest possible arc of fire. The Ultra-series autocannon in its right arm carries enough ammunition for more than three minutes of sustained fir at its maximum rate, and gives this 'Mech excellent endurance and punch at medium range. Paired medium pulse lasers ensure that even if the Corvis does run out of ammo, ore (more likely) suffers a jam in its primary weapon, it can still strike the enemy form a suitable range. Another benefit of this weapons mix is the relatively low heat that all these systems generate, even under the most taxing circumstances. Records show that the Corvis can simultaneously use all of its weapons and jump its maximum distance even with up to 40 percent of its engine shielding compromised.

 

Deployment:

The Corvis is almost exclusively deployed by Clan Hell's Horses, and functions as a "sentry 'Mech" near low-priority targets, allowing heavier units to be deployed elsewhere. The Corvis is also used as escort for infantry and slow-moving vehicular units. The greatest concentration of these 'Mechs appears in the Ninety-first Mechanized Assault Cluster of Clan Hell's Horses Epsilon Galaxy (the Stonewall Brigade).


 

Lasergunner posted this 14 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1022
SUNDAY, SEPTEMBER 28, 2003
1610 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1022]
Kabuto

Kabuto KBO-7A

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 20 Tons
MajorTom TRO 3060
Kabuto HMP (Heavy Metal Pro) File
Kabuto SSW (Solaris Skunk Werks) File

Faction Availability


Kabuto KBO-7A

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3060

Extinct By: Never


Chassis: Chariot Type 1a Endo-Steel

Power Plant: Leenex 140 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Starshield A Standard Armor

Armament:

     2 Guided Technologies 2nd Gen Streak SRM-4s

Manufacturer: Diplan Mechyards

     Primary Factory: Ozawa

Communications System: Sipher CommCon SCU-4

Targeting and Tracking System: Cat's Eyes 5


Overview
For many decades, the Draconis Combine Mustered Soldiery lacked 'Mechs in the 20- to 35-ton category. During this time, Bushido ("the Way of the Warrior") and single 'Mech-on-'Mech combat were considered the only honorable ways of fighting. Because most light 'Mechs cannot stand toe-to-toe against larger 'Mechs, light 'Mechs had no place in the DCMS.

The arrival of the Clans changed all that. Also believers in single combat, the Clans had superior training and technology, with which they defeated the DCMS at almost every turn. Combine warriors could defeat Clan opponents only by putting the honor of the Draconis Combine before each individual warrior's honor and using all available military assets in combination. The Combine made use of light 'Mechs for fast recon, lighting raids and other attacks. New Combine light 'Mech designs, perfectly suited for these rediscovered tactics, quickly made their way onto the battlefield. The most recent addition is the Kabuto, named for the elaborate "helmet" of armor that encases the 'Mech's head assembly.

Capabilities
The Kabuto is patterned after the highly successful Hitman BattleMech design. The Hitman quickly became a mainstay of the DCMS, being exceptionally fast, armed with impressive firepower for a 'Mech of its class. and loaded with specialized electronics. Even the Hitman's hefty price tag could not detract from its success on the battlefield. Eager to repeat that success, the design teams at Diplan 'Mechyards were ready to begin field-testing the Kabuto by late 3059. The thorough testing of the Hitman by the student MechWarriors of the Sun Zhang Academy on New Samarkand had so impressed Diplan 'Mechyards that they arranged to test the Kabuto in the same fashion.

In creating the Kabuto, Diplan 'Mechyards fulfilled their goal of developing a light 'Mech with exceptional speed, armor and firepower at a low price. With more firepower and armor than any other 'Mech of its weight class and a top speed of well over 110 kph, the Kabuto is a prime example of superior DCMS design and manufacturing. Even the price tag - just under 2.5 million C-bills - is a bargain considering this 'Mech's battlefield performance.

Deployment
The Kabuto has finished its testing, though it has yet to see combat. The DCMS has begun to issue the 'Mech to units that lost light 'Mechs during Operation Bulldog.


Technology Base: Inner Sphere 20.00 tons

Chassis Config: Biped Cost: 2,402,240 C-Bills

BV2: 524 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 1.00

Internal Locations: 2 CT, 6 LT, 2 RT, 2 LL, 2 RL

Engine: 140 XL Fusion Engine 2.50

Walking MP: 7

Running MP: 11

Jumping MP: 0

Heat Sinks: 10 - Single (5 in engine) 0.00

Heat Sink Locations: 2 LT, 3 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

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

Armor: 69 points - Standard Armor 4.50

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 6 9

Center Torso (rear):   3

R/L Torso: 5 8

R/L Torso (rear):   2

R/L Arm: 3 6

R/L Leg: 4 8

Weapons and Ammo Location Heat Criticals Tonnage

Streak SRM-4 RT 3 1 3.00

Streak SRM-4 LT 3 1 3.00

Ammo: Streak SRM-4 (25)

RT

1 1.00


BattleForce Statistics

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

7 2 2 0 0 1 0 Structure: 1  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Update format, BV. Upload file. Design Updated on 6/21/2010 50:49 PM Updated to HTML, changed BV to BV2. Design Updated on 3/30/2008 6:021 PM

 

Lasergunner posted this 14 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1035
SUNDAY, SEPTEMBER 28, 2003
1666 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1035]
Garm

Garm GRM-01A

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 35 Tons
MajorTom TRO 3060
Garm HMP (Heavy Metal Pro) File
Garm SSW (Solaris Skunk Werks) File

Faction Availability


Garm GRM-01A

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3057

Extinct By: Never


Chassis: Johnston Biped L-25-a2 Endo-Steel

Power Plant: Omni 175 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Rawlings 80-beta

     Jump Capacity: 150 meters

Armor: Johnston Duraweave 6000 Ferro-Fibrous

Armament:

     1 Federated 10-shot LRM-10

     1 Mydron Excel 5SG LB 5-X AC

Manufacturer: Johnston Industries

     Primary Factory: New Syrtis

Communications System: Lynx-Shur 4.5

Targeting and Tracking System: Sync Tracker (55-42071)


Overview
Named for the mythological hound that guarded the entrance to the Norse realm of the dead, the Garm was designed as a light support 'Mech for Federated Commonwealth fire lances. The Garm entered a field dominated for centuries by the famed Valkyrie, which has been a signature 'Mech of the AFFC. The two 'Mechs share similar capabilities. Despite its heavy firepower, however, the Garm met with limited success, selling mostly to mercenary units and some Periphery states. Johnston Industries was prepared to kill the model when news reports from the Periphery showed several lances of the Garm handily fending off pirate raids on the Taurian Concordat world of Mithron. These reports earned the notice of AFFC military officals, who ordered the Garm for several of their own units.

Capabilities
Slightly less well-armored than other 'Mechs of its weight class, the Garm carries greater long-range striking ability with its newly developed Mydron Excel 5SG Class autocannon. Pairing the autocannon with the Federated 10-Shot long-range missile launcher, the 'Mech can quickly shave away armor on light opponents. The Garm is also maneuverable, with enough ground speed to match most heavier scouts. The Garm also comes equipped with jump jets, adding a necessary edge.

The Garm also has two fully functional hands. Though they were not part of the original design, engineers at Johnston saw a need for them. particularly with the growing presence of armored infantry on the modern battlefield. The hands also complement the jump jets when navigating tricky mountainous terrain.

Deployment
In its first years of production, the Garm made few inroads into the AFFC military, but did find some takers in mercenary units serving in the Chaos March. The biggest break for the Garm came when the Defense Forces of the Taurian Concordat, a nearby Periphery state, picked up several production runs. After that, the AFFC began to take serious notice of the design and ordered several hundred of the 'Mechs to fill its frontline units.

Known Variants
The one variant of the Garm is nearly as popular as the standard model. The 01B design replaces the autocannon with an extended-range large laser, and additional ton of armor and two extra heat sinks. The remaining ton is used to mount an Artemis IV fire-control system for the LRM-10 launcher. The design retains the 'Mech's long-distance punch, but forces the pilot to engage in careful heat management, despite the extra heat sinks.


Technology Base: Inner Sphere 35.00 tons

Chassis Config: Biped Cost: 2,860,410 C-Bills

BV2: 701 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 1 HD, 5 RT, 8 RA

Engine: 175 Fusion Engine 7.00

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: 10 - Single (7 in engine) 0.00

Heat Sink Locations: 1 CT, 1 LT, 1 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

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

Armor: 62 points - Ferro-Fibrous 3.50

Armor Locations: 6 LT, 8 LA

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 11 10

Center Torso (rear):   2

R/L Torso: 8 9

R/L Torso (rear):   1

R/L Arm: 6 6

R/L Leg: 8 6

Weapons and Ammo Location Heat Criticals Tonnage

LB 5-X AC RT 1 5 8.00

LRM-10 LT 4 2 5.00

Ammo: LB 5-X (20)

RT

1 1.00

Ammo: LRM-10 (12)

LT

1 1.00


BattleForce Statistics

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

5j 1 1 1 0 1 0 Structure: 3  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Update format, BV. Upload file. Design Updated on 6/21/2010 5:51:57 PM

4/27/2010  Klinktastic
I like the RAC 5 version better.

Minor Edit. Design Updated on 3/31/2008 3:557 PM Updated to HTML, changed BV to BV2. Design Updated on 3/30/2008 6:277 PM

 

Show More Posts
Close