Designer: MajorTom / Armory: TRO 3060

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Lasergunner posted this 4 weeks ago

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Lasergunner posted this 4 weeks ago

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

Anhur Transport [3060]

Level: Standard Level 2 / 3060

Technology: Clan VTOL

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3060

Anhur Transport HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE MAY 8, 3060

* FOR COMSTAR USE ONLY *

 


Type/Model: Anhur Transport

Tech: Clan / 3050

Config: V.T.O.L.

Rules: Level 2, Standard design

   

Mass: 30 tons

Power Plant: 100 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Airframe Pattern 2841 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

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

Deployment

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


Type/Model: Anhur Transport

Mass: 30 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 100 Fusion 0 3.00

Shielding & Trans Equip:   0 1.50

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 13 Single 0 3.00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 3.00

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 3 15

  Left / Right Sides: 3 14/14

  Rear: 3 13

  Rotor: 3 2


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Medium Laser Front 5   1 1.00

1 Medium Pulse Laser Front 4   1 2.00

1 Medium Pulse Laser Rear 4   1 2.00

CASE Equipment: Body     0 .00

Cargo Bay Capacity Body 0   1 7.00

TOTALS:   13   5 30.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 1,362,000 C-Bills

Battle Value: 1,025

Cost per BV: 1,328.78

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

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

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

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

    Class: VA,   Point Value: 10

    Specials: tran7


Created with HeavyMetal Vee

 

 

Lasergunner posted this 4 weeks ago

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

Ares Medium Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

Ares Medium Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Coyote Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE AUGUST 18, 3060

* FOR WORD OF BLAKE USE ONLY *


Type/Model: Ares Medium Tank

Tech: Clan / 3050

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 40 tons

Power Plant: 200 Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: Compound G5 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

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

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

Deployment

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


Type/Model: Ares Medium Tank

Mass: 40 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 4.00

Engine: 200 Fusion 0 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 86 pts Ferro-Fibrous 1 4.50


    Internal Armor

    Structure Value

  Front: 4 19

  Left / Right Sides: 4 17/17

  Rear: 4 16

  Turret: 4 17


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

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

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

CASE Equipment: Body     0 .00

TOTALS:   12   6 40.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 2,148,767 C-Bills

Battle Value: 938

Cost per BV: 2,290.8

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

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

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

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

    Class: GM,   Point Value: 9

    Specials: if


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Lasergunner posted this 4 weeks ago

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

Asshur Artillery Spotter [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

Asshur Artillery Spotter HMV (Heavy Metal Vee) File


Faction Availability

Clan Ghost Bear Clan

Clan Steel Viper Clan

BATTLEROM IMAGE OCTOBER 22, 3060

* FOR ISF USE ONLY *

 


Type/Model: Asshur Artillery Spotter

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 95 Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Compound JX2 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

Deployment

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

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


Type/Model: Asshur Artillery Spotter

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 95 Fusion 0 3.00

Shielding & Trans Equip:   0 1.50

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Lift Equipment:   0 2.00

Turret Equipment:   0 .50

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 2 13

  Left / Right Sides: 2 11/11

  Rear: 2 10

  Turret: 2 13


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Turret 10   2 2.00

1 Streak SRM 6 Turret 0 15 2 4.00

1 TAG Front 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   6 20.00

Items & Tons Left:       3 .00


Calculated Factors:

Total Cost: 970,433 C-Bills

Battle Value: 809

Cost per BV: 1,199.55

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

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

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

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

    Class: GL,   Point Value: 8

    Specials: tag


Created with HeavyMetal Vee

 

 

Lasergunner posted this 4 weeks ago

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

Blood Asp Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 360 16.5T

Gyro: Standard 4T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 14 [28] 4T

  14 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 4.5 16

Head 3 9

Center Torso 29 40/13

L/R Torso 19 24/11

L/R Arm 15 28

L/R Leg 19 34

 


Primary

Battle Value: 2233

C-Bill Cost: 29,416,750

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RT 6 12

1 C Gauss Rifle LT 6 12

1 C Streak SRM-6 CT 2 3

2 C Heavy Medium Laser RA 4 2

2 C Heavy Medium Laser LA 4 2

1 C Medium Pulse Laser RA 1 2

1 C Medium Pulse Laser LA 1 2

1 Ammo (Gauss Rifle) 8 RT 1 1

1 Ammo (Gauss Rifle) 8 LT 1 1

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

1 C CASE RT 0 0

1 C CASE LT 0 0

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

    Totals

42 42


A

Battle Value: 2839

C-Bill Cost: 29,656,625

Qty Weapons and Equipment Location Critical Tonnage

1 C ER PPC RA 2 6

1 C ER PPC LA 2 6

1 C Heavy Large Laser RA 3 4

1 C Heavy Large Laser LA 3 4

1 C ECM Suite CT 1 1

1 C Targeting Computer RT 4 4

1 Jump Jets RT 1 2

1 Jump Jets CT 1 2

1 Jump Jets LT 1 2

2 C Double Heat Sink RA 4 2

1 C Double Heat Sink LA 2 1

4 C Double Heat Sink LT 8 4

2 C Double Heat Sink RT 4 2

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

    Totals

47 42


B

Battle Value: 2600

C-Bill Cost: 30,164,875

Qty Weapons and Equipment Location Critical Tonnage

1 C Gauss Rifle RT 6 12

1 C LRM-20 RA 4 5

1 C LRM-20 LA 4 5

4 C Medium Pulse Laser LT 4 8

1 C ECM Suite CT 1 1

1 C Artemis IV FCS RA 1 1

1 C Artemis IV FCS LA 1 1

2 Ammo (LRM-20) 6 RA 2 2

2 Ammo (LRM-20) 6 LA 2 2

1 Ammo (Gauss Rifle) 8 RL 1 1

1 Ammo (Gauss Rifle) 8 CT 1 1

1 Ammo (Gauss Rifle) 8 LL 1 1

1 C CASE RA 0 0

1 C CASE LA 0 0

1 C CASE RT 0 0

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink RT 2 1

    Totals

39 42


C

Battle Value: 1907

C-Bill Cost: 29,809,812

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/10 LA 4 10

1 C Ultra AC/10 LT 4 10

1 C LB 20-X AC RT 9 12

1 C ER Large Laser RA 1 4

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

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

1 C CASE LT 0 0

1 C CASE CT 0 0

    Totals

31 42


D

Battle Value: 1915

C-Bill Cost: 29,312,250

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Large Laser RA 1 4

1 C ER Large Laser LA 1 4

1 C Heavy Medium Laser RA 2 1

1 C Heavy Medium Laser LA 2 1

1 C Gauss Rifle LT 6 12

3 C Ultra AC/2 RT 6 15

2 Ammo (Gauss Rifle) 8 LT 2 2

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

1 C CASE RT 0 0

1 C CASE LT 0 0

1 C Double Heat Sink RT 2 1

1 C Double Heat Sink CT 2 1

    Totals

32 42

 

Overview:

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

 

Capabilities:

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

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

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

 

Deployment:

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

Lasergunner posted this 4 weeks ago

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

Blood Kite 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Blood Spirit Clan

Tags

No Tags posted

BATTLEROM IMAGE JANUARY 30, 3060

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Blood Kite

Tech: Clan / 3059

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 85 tons

Chassis: Endo Steel

Power Plant: 255 255 Standard Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

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

   Jump Capacity: 90 meters

Armor Type: Compound 12A1 Standard with CASE Standard

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

Overview:

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

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

Capabilities:

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

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

Variants:

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

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

Deployment

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


Type/Model: Blood Kite

Mass: 85 tons

Equipment:   Crits Mass

Internal Structure: 130 pts Endo Steel 7 4.50

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

Engine: 255 6 13.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 21 Double [42] 22 11.00

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

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 240 pts Standard 0 15.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 39

  Center Torso (Rear):   12

  L/R Side Torso: 18 27/27

  L/R Side Torso (Rear):   9/9

  L/R Arm: 14 24/24

  L/R Leg: 18 30/30


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser HD 12   1 4.00

1 ER Large Laser CT 12   1 4.00

1 ER Large Laser LA 12   1 4.00

1 LRM 15 RA 5 48 8 9.50

   (Ammo Loc: 2 RA, 2 LT, 2 RT)

1 LRM 15 RT 5   2 3.50

1 LRM 15 LT 5   2 3.50

1 SRM 4 RA 3 25 2 2.00

   (Ammo Loc: 1 RT)

1 SRM 4 RT 3   1 1.00

1 SRM 4 LT 3   1 1.00

3 Standard Jump Jets:       3 3.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:   60   78 85.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 9,691,225 C-Bills

Battle Value: 2,484

Cost per BV: 3,901.46

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

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

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

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

    Class: MA,   Point Value: 25

Lasergunner posted this 4 weeks ago

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

Cestus CTS-6Y

Level: Standard Level 2 / 3058

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3058

DBM (The Drawing Board) File


Faction Availability

House Davion Inner Sphere

House Steiner Inner Sphere

BATTLEROM IMAGE APRIL 7, 3058

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Cestus CTS-6Y

Tech: Inner Sphere / 3058

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 65 tons

Chassis: GM Heavy CVA Standard

Power Plant: 260 GM XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Special Heavy Standard

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

Overview:

       Built for the SLDF, the Cestus was designed as a medium fire support 'Mech. It went into production just before the start of the Amaris Civil War and continued to be produced until Kurita forces destroyed GM's Cestus production facilities on Kathil at the start of the Second Succession War.
       The original design for the Cestus called for two PPCs and medium pulse lasers, but problems with overheating prompted the design team to use a gauss rifle as the centerpiece of the Cestus's weapons array. Accordingly, the designers dropped both PPCs and installed standard medium lasers instead of pulse versions.

Capabilities:

       The excellent GM 260 XL engine gives the Cestus a top speed of 65 kph, as fast as most Star League era heavy 'Mechs. To help dissipate the amount of heat generated by the 'Mech's weapons, the designers installed twelve double heat sinks. The Cestus's heavy armor and ample ammunition give it impressive longevity on the battlefield.
       This 'Mech's weapons are hard hitting and deadly. A massive Poland Main Model A Gauss Rifle gives the Cestus splendid range and striking power. Backing up the rifle are a medium laser and a large laser in each arm. Although it has twin weapons in the arms like the heavier Marauder, the Cestus retains its hand actuators for use in close combat.

Variants:

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

Deployment

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


Type/Model: Cestus CTS-6Y

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6.50

Engine: 260 XL 12 7.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 6 2.00

   (Heat Sink Loc: 2 LT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 211 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 32

  Center Torso (Rear):   10

  L/R Side Torso: 15 22/22

  L/R Side Torso (Rear):   8/8

  L/R Arm: 10 20/20

  L/R Leg: 15 30/30


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RT 1 24 10 18.00

   (Ammo Loc: 2 RT, 1 CT)

1 Medium Laser RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 Large Laser RA 8   2 5.00

1 Large Laser LA 8   2 5.00

TOTALS:   23   59 65.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 11,327,361 C-Bills

Battle Value: 1,495

Cost per BV: 7,576.83

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

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

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

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

    Class: MH,   Point Value: 15


Created with HeavyMetal Pro

Lasergunner posted this 4 weeks ago

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

Clint IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Snow Raven Clan

BATTLEROM IMAGE JULY 15, 3060

* FOR WORD OF BLAKE USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 240 6T

Gyro: Standard 3T

  Walk: 6 MP

  Run: 9 MP

  Jump: 6 MP

Standard Heat Sinks: 10  0T

  9 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2 7

Head 3 9

Center Torso 12 15/4

L/R Torso 10 13/4

L/R Arm 6 9

L/R Leg 10 16

 


Standard

Battle Value: 1144

C-Bill Cost: 6,990,480

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser CT 1 1

1 C ER Medium Laser LT 1 1

1 C LB 10-X AC RA 5 10

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

1 C CASE RT 0 0

2 Jump Jets RL 2 1

1 Jump Jets RT 1 0.5

2 Jump Jets LL 2 1

1 Jump Jets LT 1 0.5

1 C Heat Sink RT 1 1

    Totals

25 19

 

Overview:

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

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

 

Capabilities:

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

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

 

Deployment:

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

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

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


User Reviews

User Rating Posted Updated

Gremlin 0 10/20/2003  

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

Lasergunner posted this 4 weeks ago

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

Commando IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 25 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Goliath Scorpion Clan

BATTLEROM IMAGE JANUARY 31, 3060

* FOR THE WATCH USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 150 5.5T

Gyro: Standard 2T

  Walk: 6 MP

  Run: 9 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  6 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 1.5 4.5

Head 3 9

Center Torso 8 10/3

L/R Torso 6 8/2

L/R Arm 4 6

L/R Leg 6 9

 


Standard

Battle Value: 816

C-Bill Cost: 2,372,500

Qty Weapons and Equipment Location Critical Tonnage

2 C ER Medium Laser LA 2 2

1 C SRM-4 RT 1 1

1 C SRM-4 LT 1 1

1 C SRM-4 RA 1 1

1 C SRM-6 CT 1 1.5

1 Ammo (SRM-4) 25 RT 1 1

1 Ammo (SRM-6) 15 RT 1 1

1 C Double Heat Sink RT 2 1

1 C Double Heat Sink LT 2 1

1 C Double Heat Sink RL 2 1

1 C Double Heat Sink LL 2 1

1 C CASE RT 0 0

    Totals

23 8.5

 

Overview:

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

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

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

 

Capabilities:

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

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

 

Deployment:

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


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/30/2003  

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

Lasergunner posted this 4 weeks ago

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

Cougar Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Jade Falcon Clan

BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 175 3.5T

Gyro: Standard 2T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 2 5.5

Head 3 8

Center Torso 11 14/6

L/R Torso 8 12/4

L/R Arm 6 11

L/R Leg 8 12

 


Primary

Battle Value: 1199

C-Bill Cost: 6,065,437

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C Large Pulse Laser RA 2 6

1 C Large Pulse Laser LA 2 6

1 C LRM-10 RT 1 2.5

1 C LRM-10 LT 1 2.5

1 Ammo (LRM-10) 12 RT 1 1

1 Ammo (LRM-10) 12 LT 1 1

1 C CASE RT 0 0

1 C CASE LT 0 0

    Totals

28 19


A

Battle Value: 1400

C-Bill Cost: 6,717,655

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER Medium Laser RA 1 1

1 C ER Medium Laser LA 1 1

1 C Small Pulse Laser H 1 1

1 C LRM-20 RT 4 5

1 C LRM-20 LT 4 5

2 Ammo (LRM-20) 6 RA 2 2

2 Ammo (LRM-20) 6 LA 2 2

1 C CASE RA 0 0

1 C CASE LA 0 0

1 C Artemis IV FCS RT 1 1

1 C Artemis IV FCS LT 1 1

    Totals

37 19


B

Battle Value: 1536

C-Bill Cost: 6,069,655

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER PPC RA 2 6

1 C ER PPC LA 2 6

1 C ER Medium Laser H 1 1

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

2 C Double Heat Sink RT 4 2

2 C Double Heat Sink LT 4 2

    Totals

37 19


C

Battle Value: 1414

C-Bill Cost: 6,197,484

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C Gauss Rifle LA 6 12

4 C ER Medium Laser RA 4 4

1 C ER Medium Laser H 1 1

2 Ammo (Gauss Rifle) 8 LT 2 2

1 C CASE LA 0 0

    Totals

33 19


D

Battle Value: 1060

C-Bill Cost: 6,114,797

Qty Weapons and Equipment Location Critical Tonnage

1 C Double Heat Sink RA 2 1

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink RT 2 1

1 C ER Large Laser LA 1 4

1 C Ultra AC/10 RA 4 10

1 C SRM-4 RT 1 1

1 C SRM-4 LT 1 1

1 Ammo (SRM-4) 25 RT 1 1

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

1 C CASE RT 0 0

    Totals

30 19

 

Overview:

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

 

Capabilities:

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

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

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

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

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

19 tons of pod space

 

Deployment:

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


User Reviews

User Rating Posted Updated

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

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

Anubis 0 11/12/2003  

Always loved this little thing slow but powerful

Lasergunner posted this 4 weeks ago

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

Great Wyrm 2nd Line

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Fire Mandrill Clan

Clan Star Adder Clan

Clan Steel Viper Clan

BATTLEROM IMAGE JANUARY 30, 3060

* FOR HEIMDAL USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 225 10T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

C Double Heat Sinks: 10 [20] 0T

  9 in Engine


  Internal Structure Armor

  Standard Standard

Tons 4.5 7

Head 3 7

Center Torso 14 16/5

L/R Torso 11 12/4

L/R Arm 7 10

L/R Leg 11 16

 


Standard

Battle Value: 1139

C-Bill Cost: 4,065,583

Qty Weapons and Equipment Location Critical Tonnage

2 C Ultra AC/2 RA 4 10

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser LT 1 1

1 C ER Small Laser RT 1 0.5

1 C ER Small Laser LT 1 0.5

1 C LRM-10 CT 1 2.5

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

1 Ammo (LRM-10) 12 RT 1 1

1 C CASE RT 0 0

1 C Double Heat Sink RT 2 1

    Totals

13 17.5

 

Overview:

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

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

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

 

Capabilities:

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

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

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

 

Deployment:

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


 

Lasergunner posted this 4 weeks ago

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

Hachiman Fire Support Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3060

Hachiman Fire Support Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE MARCH 3, 3060

* FOR THE WATCH USE ONLY *

 


Type/Model: Hachiman Fire Support Tank

Tech: Clan / 3060

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 50 tons

Power Plant: 200 Fusion

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Compound G5 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

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

Deployment

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


Type/Model: Hachiman Fire Support Tank

Mass: 50 tons

Equipment:   Items Mass

Internal Structure: 25 pts Standard 0 5.00

Engine: 200 Fusion 0 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 2.50

Crew: 4 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 134 pts Ferro-Fibrous 1 7.00


    Internal Armor

    Structure Value

  Front: 5 30

  Left / Right Sides: 5 29/29

  Rear: 5 19

  Turret: 5 27


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Turret 10   2 2.00

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

1 Streak SRM 4 Front 0 25 2 3.00

CASE Equipment: Body     0 .00

TOTALS:   10   8 50.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 3,274,750 C-Bills

Battle Value: 1,195

Cost per BV: 2,740.38

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

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

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

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

    Class: GM,   Point Value: 12

    Specials: if


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

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

Icestorm 2nd Line

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 25 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Ice Hellion Clan

Clan Wolf Clan

BATTLEROM IMAGE JULY 14, 3060

* FOR WOLF'S DRAGOONS USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 300 9.5T

Gyro: Standard 3T

  Walk: 12 MP

  Run: 18 MP

  Jump: 0 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 2.5 3.5

Head 3 6

Center Torso 8 8/2

L/R Torso 6 6/1

L/R Arm 4 6

L/R Leg 6 7

 


Standard

Battle Value: 613

C-Bill Cost: 4,423,750

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Medium Laser RA 1 1

1 C SRM-2 H 1 0.5

1 C TAG CT 1 1

1 Ammo (SRM-2) 50 RT 1 1

1 C CASE RT 0 0

    Totals

4 3.5

 

Overview:

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

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

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

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

 

Capabilities:

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

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

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

 

Deployment:

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

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


 

Lasergunner posted this 4 weeks ago

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

Ishtar Heavy Fire Support Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Wheeled

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3060

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


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

House Kurita Inner Sphere

BATTLEROM IMAGE SEPTEMBER 21, 3060

* FOR ISF USE ONLY *

 


Type/Model: Ishtar Heavy Fire Support Tank

Tech: Clan / 3050

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 65 tons

Power Plant: 175 Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Compound E91 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

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

Deployment

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


Type/Model: Ishtar Heavy Fire Support Tank

Mass: 65 tons

Equipment:   Items Mass

Internal Structure: 35 pts Standard 0 6.50

Engine: 175 Fusion 0 7.00

Shielding & Trans Equip:   0 3.50

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.50

Crew: 5 Members 0 .00

Turret Equipment:   0 2.00

Armor Factor: 144 pts Ferro-Fibrous 1 7.50


    Internal Armor

    Structure Value

  Front: 7 32

  Left / Right Sides: 7 30/30

  Rear: 7 24

  Turret: 7 28


Weapons & Equipment: Loc Heat Ammo Items Mass

2 ER Medium Lasers Front 10   2 2.00

1 Anti-Missile System Front 0 48 2 2.50

1 LB 10-X AC Turret 0 20 2 12.00

1 Ultra AC/10 Turret 0 20 2 12.00

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

CASE Equipment: Body     0 .00

TOTALS:   10   11 65.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 3,306,317 C-Bills

Battle Value: 1,128

Cost per BV: 2,931.13

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

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

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

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

    Class: GH,   Point Value: 11


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

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

Light SRM Carrier [3060]

Level: Standard Level 1 / 3060

Technology: Inner Sphere Wheeled

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3060

Light SRM Carrier HMV (Heavy Metal Vee) File


Faction Availability

Circinus Federation Periphery

Magistracy of Canopus Periphery

Marian Hegemony Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

BATTLEROM IMAGE AUGUST 16, 3060

* FOR WORD OF BLAKE USE ONLY *


Type/Model: Light SRM Carrier

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 40 tons

Power Plant: 140 InterComBust I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Standard

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

Overview:

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

Capabilities:

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

Deployment

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


Type/Model: Light SRM Carrier

Mass: 40 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 4.00

Engine: 140 I.C.E. 0 10.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 72 pts Standard 0 4.50


    Internal Armor

    Structure Value

  Front: 4 16

  Left / Right Sides: 4 14/14

  Rear: 4 12

  Turret: 4 16


Weapons & Equipment: Loc Heat Ammo Items Mass

5 SRM 6s Turret 0 45 6 18.00

TOTALS:   0   6 40.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 824,200 C-Bills

Battle Value: 423

Cost per BV: 1,948.46

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

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

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

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

    Class: GM,   Point Value: 4


Created with HeavyMetal Vee

Lasergunner posted this 4 weeks ago

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

Nova Cat Omni

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Nova Cat Clan

BATTLEROM IMAGE JANUARY 31, 3060

* FOR THE WATCH USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 280 8T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 11 [22] 1T

  11 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 3.5 13.5

Head 3 9

Center Torso 22 35/8

L/R Torso 15 23/7

L/R Arm 11 22

L/R Leg 15 30

 


Primary

Battle Value: 2117

C-Bill Cost: 17,672,918

Qty Weapons and Equipment Location Critical Tonnage

3 C ER Large Laser LA 3 12

2 C ER PPC RA 4 12

2 C Double Heat Sink RA 4 2

2 C Double Heat Sink LA 4 2

5 C Double Heat Sink RT 10 5

5 C Double Heat Sink LT 10 5

    Totals

42 38


A

Battle Value: 2597

C-Bill Cost: 17,383,918

Qty Weapons and Equipment Location Critical Tonnage

2 C ER Large Laser RA 2 8

2 C ER Large Laser LA 2 8

1 C Targeting Computer RT 4 4

2 Jump Jets RT 2 2

2 Jump Jets LT 2 2

4 C Double Heat Sink RA 8 4

4 C Double Heat Sink LA 8 4

4 C Double Heat Sink LT 8 4

2 C Double Heat Sink RT 4 2

    Totals

47 38


B

Battle Value: 2030

C-Bill Cost: 18,429,418

Qty Weapons and Equipment Location Critical Tonnage

3 C LRM-15 RA 6 10.5

3 C LRM-15 LA 6 10.5

1 C ER Medium Laser RT 1 1

1 C ER Medium Laser LT 1 1

5 Ammo (LRM-15) 8 RT 5 5

5 Ammo (LRM-15) 8 LT 5 5

1 C CASE RT 0 0

1 C CASE LT 0 0

2 C Double Heat Sink RT 4 2

2 C Double Heat Sink LT 4 2

1 C Double Heat Sink RA 2 1

    Totals

41 38


C

Battle Value: 1657

C-Bill Cost: 17,284,255

Qty Weapons and Equipment Location Critical Tonnage

2 C Large Pulse Laser LA 4 12

1 C LB 5-X AC RA 4 7

2 C Ultra AC/5 RA 6 14

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

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

1 C CASE RT 0 0

1 C Double Heat Sink RT 2 1

    Totals

27 38


D

Battle Value: 1622

C-Bill Cost: 17,766,418

Qty Weapons and Equipment Location Critical Tonnage

1 C Heavy Large Laser LA 3 4

1 C LB 10-X AC LA 5 10

2 C Heavy Large Laser RA 6 8

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

1 C CASE LT 0 0

1 C Targeting Computer LT 5 5

1 C Double Heat Sink LA 2 1

1 C Double Heat Sink LT 2 1

5 C Double Heat Sink RT 10 5

2 C Double Heat Sink RA 4 2

    Totals

46 38

 

Overview:

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

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

 

Capabilities:

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

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

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

 

Deployment:

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

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


 

Lasergunner posted this 4 weeks ago

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

Odin Scout Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Wheeled

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

Odin Scout Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE NOVEMBER 24, 3060

* FOR LOKI USE ONLY *

 


Type/Model: Odin Scout Tank

Tech: Clan / 3050

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 140 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Compound 2110 Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

Deployment

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


Type/Model: Odin Scout Tank

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 140 Fusion 0 5.00

Shielding & Trans Equip:   0 2.50

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 29 pts Ferro-Fibrous 1 1.50


    Internal Armor

    Structure Value

  Front: 2 7

  Left / Right Sides: 2 6/6

  Rear: 2 4

  Turret: 2 6


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Medium Pulse Lasers Turret 8   2 4.00

1 Streak SRM 2 Turret 0 50 2 2.00

1 ER Small Laser Front 2   1 .50

1 Active Probe Body 0   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   10   7 20.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 769,358 C-Bills

Battle Value: 619

Cost per BV: 1,242.91

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

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

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

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

    Class: GL,   Point Value: 6

    Specials: prb


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

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

Orion IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Wolf Clan

BATTLEROM IMAGE NOVEMBER 26, 3060

* FOR LOKI USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 300 19T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

C Double Heat Sinks: 12 [24] 2T

  12 in Engine


  Internal Structure Armor

  C Endo-Steel C Ferro-Fibrous

Tons 4 12

Head 3 9

Center Torso 23 34/11

L/R Torso 16 22/10

L/R Arm 12 24

L/R Leg 16 32

 


Standard

Battle Value: 1923

C-Bill Cost: 8,267,000

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Large Laser RA 1 4

1 C ER Large Laser LA 1 4

1 C LRM-20 LA 4 5

1 C SRM-4 LT 1 1

1 C Gauss Rifle RT 6 12

3 Ammo (LRM-20) 6 LT 3 3

1 Ammo (SRM-4) 25 LT 1 1

2 Ammo (Gauss Rifle) 8 RT 2 2

1 C CASE RT 0 0

1 C CASE LT 0 0

    Totals

33 32

 

Overview:

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

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

 

Capabilities:

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

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

 

Deployment:

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

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

Lasergunner posted this 4 weeks ago

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

Harpy [3060]

Level: Standard Level 2 / 3060

Technology: Clan

Tonnage: 2 Tons

Designer: MajorTom

Armory: TRO 3060

Harpy HML (Heavy Metal Lite) File


Faction Availability

Clan Smoke Jaguar Clan

BATTLEROM IMAGE APRIL 8, 3060

* FOR COMSTAR USE ONLY *


Type/Model: Harpy

Tech: Clan / 3060

Config: ProtoMech

Rules: Rules Level 2, Standard design

   

Mass: 2 tons   (2,000 kg)

Chassis: Advanced Composite

Power Plant: 10 Size Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 ProtoMech Jump Jets

   Jump Capacity:    90 meters

Armor Type: Integral Advanced Alloy

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

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


Type/Model: Harpy

Mass: 2 tons   (2,000 kg)

Equipment:   Mass

Internal Structure: 7 pts Advanced Composite 200  

Engine: 10 Size Fusion 250  

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Cockpit, Life Support, Sensors & Pilot: 500  

Heat Sinks: 0 Compact ProtoMech 0  

Armor Factor: 11 pts Integral Advanced Alloy 550  


    Internal Armor

    Structure Value

  Head: 1 2

  Torso: 2 4

  Left / Right Arms: 1 / 1 1 / 1

  Legs: 2 3


Weapons & Equipment: Loc Heat Ammo Mass

1 Machine Gun Torso 0 20 350  

3 Standard Jump Jets:   0   150  

TOTALS:   0   2.00  

Mass Left, kg:       0  


Calculated Factors:

Total Cost: 614,559 C-Bills

Battle Value: 28

Cost per BV: 21,948.52

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

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

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

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

    Class: P ,   Point Value: 0


Created by HeavyMetal Lite

Lasergunner posted this 4 weeks ago

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

Satyr [3060]

Level: Standard Level 2 / 3060

Technology: Clan

Tonnage: 4 Tons

Designer: MajorTom

Armory: TRO 3060

Satyr HML (Heavy Metal Lite) File


Faction Availability

Clan Smoke Jaguar Clan

BATTLEROM IMAGE JUNE 11, 3060

* FOR COMSTAR USE ONLY *


Type/Model: Satyr

Tech: Clan / 3060

Config: ProtoMech

Rules: Rules Level 2, Standard design

   

Mass: 4 tons   (4,000 kg)

Chassis: Advanced Composite

Power Plant: 45 Size Fusion

Cruise Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Armor Type: Integral Advanced Alloy

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

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


Type/Model: Satyr

Mass: 4 tons   (4,000 kg)

Equipment:   Mass

Internal Structure: 10 pts Advanced Composite 400  

Engine: 45 Size Fusion 1,000  

   Walking MP: 7    

   Running MP: 11    

Cockpit, Life Support, Sensors & Pilot: 500  

Heat Sinks: 2 Compact ProtoMech 500  

Armor Factor: 12 pts Integral Advanced Alloy 600  


    Internal Armor

    Structure Value

  Head: 1 2

  Torso: 4 5

  Left / Right Arms: 1 / 1 1 / 1

  Legs: 3 3


Weapons & Equipment: Loc Heat Ammo Mass

1 ER Small Laser Torso 2   500  

1 Light Active Probe Torso 0   500  

TOTALS:   2   4.00  

Mass Left, kg:       0  


Calculated Factors:

Total Cost: 812,188 C-Bills

Battle Value: 98

Cost per BV: 8,287.63

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

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

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

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

    Class: P ,   Point Value: 1

    Specials: prb


Created by HeavyMetal Lite

Lasergunner posted this 4 weeks ago

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

Svantovit Infantry Fighting Vehicle [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3060

Svantovit Infantry Fighting Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE JULY 14, 3060

* FOR WOLF'S DRAGOONS USE ONLY *

 


Type/Model: Svantovit Infantry Fighting Vehicle

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 35 tons

Power Plant: 175 Fusion

Cruise Speed: 108.0 km/h

Maximum Speed: 162.0 km/h

Armor Type: Compound Alpha Ferro-Fibrous

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

Overview:

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

Capabilities:

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

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

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

Variants:

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

Deployment

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


Type/Model: Svantovit Infantry Fighting Vehicle

Mass: 35 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 3.50

Engine: 175 Fusion 0 7.00

Shielding & Trans Equip:   0 3.50

   Cruise MP: 10    

   Flank MP: 15    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Lift Equipment:   0 3.50

Turret Equipment:   0 .50

Armor Factor: 58 pts Ferro-Fibrous 1 3.00


    Internal Armor

    Structure Value

  Front: 4 14

  Left / Right Sides: 4 11/11

  Rear: 4 10

  Turret: 4 12


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Streak SRM 2s Turret 0 50 3 3.00

2 LRM 5s Front 0 24 3 3.00

1 Machine Gun Left 0 100 2 .75

1 Machine Gun Right 0   1 .25

CASE Equipment: Body     0 .00

Cargo Bay Capacity Body 0   1 5.00

TOTALS:   0   11 35.00

Items & Tons Left:       1 .00


Calculated Factors:

Total Cost: 1,411,567 C-Bills

Battle Value: 546

Cost per BV: 2,585.29

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

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

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

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

    Class: GL,   Point Value: 5

    Specials: tran5, if


Created with HeavyMetal Vee

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #986
MONDAY, SEPTEMBER 29, 2003
UPDATE: 12/7/2004
349 DOWNLOADS

Urbanmech IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Coyote Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Snow Raven Clan

BATTLEROM IMAGE DECEMBER 27, 3060

* FOR HEIMDAL USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 90 3T

Gyro: Standard 1T

  Walk: 3 MP

  Run: 5 MP

  Jump: 3 MP

Standard Heat Sinks: 10  0T

  3 in Engine


  Internal Structure Armor

  Standard Standard

Tons 3 6

Head 3 9

Center Torso 10 11/8

L/R Torso 7 8/4

L/R Arm 5 10

L/R Leg 7 12

 


Standard

Battle Value: 737

C-Bill Cost: 1,830,725

Qty Weapons and Equipment Location Critical Tonnage

1 C Ultra AC/10 RA 4 10

1 C ER Small Laser LA 1 0.5

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

1 Jump Jets RT 1 0.5

1 Jump Jets CT 1 0.5

1 Jump Jets LT 1 0.5

2 C Heat Sink RL 2 2

2 C Heat Sink LL 2 2

1 C Heat Sink RT 1 1

1 C Heat Sink LT 1 1

1 C Heat Sink H 1 1

1 C CASE RT 0 0

    Totals

17 14

 

Overview:

The UrbanMech was never very popular with 'MechWarriors in the Inner Sphere, but the UrbanMech IIC has found a home in several Clans' second-line and freebirth units. The UrbanMech IIC is most popular with Clan Coyote, who have the only manufacturing plant in Clan space producing this mech.

 

Capabilities:

While Clan Coyote scientists were designing the OmniMech, the Coyote technician caste was looking at ways to upgrade the Coyotes' existing ''Mechs. The UrbanMech was the engineers' first such project. They began by reviewing battevids from the Amaris Civil War to get a complete picture of the 'Mechs limitations.

They first changed the UrbanMech by replacing the old Leenex 60 series engine with a more powerful Model XT4 90 series engine, increasing the UrbanMech's speed by more than 50 percent. Next, the techs replaced the jump jets with the newer Light Mk. II series, increasing the jump range from sixty to ninety meters. Next, they reviewed the weapons, replacing the old Imperator autocannon with an Ultra 10 autocannon, and the Harmon light laser with an extended-range small laser. Finally, the designers added CASE to the right torso of the 'Mech to protect the pilot in case of an ammunition explosion. To make up for the increased weight, the UrbanMech IIC is equipped with ten standard heat sinks, rather than the double heat sinks customary in Clan machines.

The newly christened UrbanMech IIC made an impact the first time it entered combat. Clan attempted to acquire Coyote genetic material by raiding the Coyotes' repository on Valin. Though caught off guard by the raid, the Eighteenth Assault Cluster form Lambda Galaxy won the right to fight the Burrock warriors. Fighting in the close confines of Mecca City, the warriors of the Eighteenth proved the UrbanMech IICs' worth by repeatedly rounding the corners of the buildings, firing on the Burrock 'Mechs and jumping away. After a drawn-out fight, Burrock warriors withdrew from the field without ever reaching the Coyotes' repository.

 

Deployment:

Both Omicron and Nu Galaxies of Clan Coyote have several units equipped with the UrbanMech IIC. Clans Snow Raven, Ice Hellion and Hells Horses also field small numbers of the UrbanMech IIC.

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #741
TUESDAY, JULY 12, 2005
76 DOWNLOADS

Shamash Reconnaissance Vehicle [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 11 Tons

Designer: MajorTom

Armory: TRO 3060

Shamash Reconnaissance Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Star Adder Clan

BATTLEROM IMAGE JULY 16, 3060

* FOR WORD OF BLAKE USE ONLY *

 


Type/Model: Shamash Reconnaissance Vehicle

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 11 tons

Power Plant: 60 Fusion

Cruise Speed: 140.4 km/h

Maximum Speed: 216.0 km/h

Armor Type: Compound JX2 Ferro-Fibrous

Armament:
4 Series 1 ER Small Lasers
Manufacturer:    York OmniMech Y2 Facility
   Location:    (Unknown)
Communications System:    Consolidated Type 2M
Targeting & Tracking System: Consolidated Type V TTS

Overview:

Weakened militarily by years of feuding with Clan Burrock and deprived of all significant planetary resources, in the latter part of the twenty-ninth century Clan Blood Spirit found itself in desperate need of raw materials. The loss of the Clan's holdings on Foster, a relatively recent acquisition through colonization, as a result of renewed raiding by the Burrocks exacerbated the situation. Clan Blood Spirit concluded that it needed a faster. cheaper vehicle that it could use in the reconnaissance role of the Asshur, one of the original vehicles commissioned by ilKhan Jerome Winson. Aware that Clan Hell's Horses had recently constructed and fielded a new vehicle design, Khan Boques decided the Blood Spirit scientist caste also should begin working on a new, faster, cheaper vehicle that the Spirits could deploy quickly to repel other Clans' incursions into their territory. The Shamash reconnaissance vehicle is the product of that decision.

Capabilities:

The key to the success of the Shamash is its unrivaled speed. Able to travel at more than 200 kilometers per hour, the Shamash can outmaneuver almost any battlefield unit deployed by either the Clans or the Inner Sphere. In open terrain, it can even keep pace with most VTOL/VSTOL aircraft, most of which are specifically designed for speed.

Another factor in the phenomenal success of this vehicle was the unique combination of armor and firepower for a vehicle of its size. Mounting four Series 1 extended-range small lasers, the Shamash is able to deliver a withering fusillade of fire almost equal to the attack capabilities of the Asshur, a vehicle almost twice the size of the Shamash. These weapons mounted in the turret give the Shamash a full 360 degree arc of fire for maximum flexibility.

The final factor that contributed significantly to the Shamash's success was not immediately apparent: the decision to design the vehicle to be operated by a single crew member was made to lower the overall cost of the vehicle and allow rapid deployment. This decision had an unexpected long-term effect on its drivers, however, who, in repeated testing, demonstrated a sharp rise in their overall performance in standard field exercises as well as actual combat and Trials of Position. After months of evaluation, the Clan was forced to accept what was for them a deeply disturbing conclusion. Because Shamash drivers face the enemy alone, rather than with a team of crewmen, they quickly adopt the independent, highly motivated and loyal mindset of a MechWarrior. Like most Clans, Blood Spirit accepts vehicles as necessary to their Clan's survivability but maintains a prejudice against their crews as lesser warriors than 'Mech pilots. The dramatic performances of Shamash drivers, however, may force at least Clan Blood Spirit to reevaluate that attitude.

Deployment

From the time it first rolled off the assembly line at the York Vehicle Y2 facility, Clan Blood Spirit jealously guarded the Shamash against all Trials of Possession. Unfortunately, the disastrous Absorption War waged by Clan Blood Spirit against Clans Star Adder and Burrock left many of these vehicles in the hands of Clan Star Adder.


Type/Model: Shamash Reconnaissance Vehicle

Mass: 11 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 1.50

Engine: 60 Fusion 0 1.50

Shielding & Trans Equip:   0 1.00

   Cruise MP: 13    

   Flank MP: 20    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 1 Members 0 .00

Lift Equipment:   0 1.50

Turret Equipment:   0 .50

Armor Factor: 38 pts Ferro-Fibrous 1 2.00


    Internal Armor

    Structure Value

  Front: 2 9

  Left / Right Sides: 2 7/7

  Rear: 2 7

  Turret: 2 8


Weapons & Equipment: Loc Heat Ammo Items Mass

4 ER Small Lasers Turret 8   4 2.00

TOTALS:   8   5 11.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 212,890 C-Bills

Battle Value: 408

Cost per BV: 521.79

Weapon Value: 93 / 93 (Ratio = .23 / .23)

Damage Factors:    SRDmg = 12; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 13H,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 4


Created with HeavyMetal Vee

 

       

Lasergunner posted this 4 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1023
SUNDAY, OCTOBER 19, 2003
UPDATE: 12/7/2004
224 DOWNLOADS

Wyvern IIC

Level: Standard Level 2 / 3060

Technology: Clan Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3060

DBM (The Drawing Board) File


Faction Availability

Clan Blood Spirit Clan

Clan Fire Mandrill Clan

Clan Star Adder Clan

BATTLEROM IMAGE SEPTEMBER 20, 3060

* FOR ISF USE ONLY *

 


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 180 7T

Gyro: Standard 2T

  Walk: 4 MP

  Run: 6 MP

  Jump: 4 MP

C Double Heat Sinks: 12 [24] 2T

  7 in Engine


  Internal Structure Armor

  C Endo-Steel Standard

Tons 2.5 9.5

Head 3 9

Center Torso 14 21/6

L/R Torso 11 17/5

L/R Arm 7 14

L/R Leg 11 22

 


Standard

Battle Value: 1426

C-Bill Cost: 4,060,290

Qty Weapons and Equipment Location Critical Tonnage

1 C ER Large Laser RA 1 4

2 C ER Small Laser RA 2 1

2 C ER Medium Laser LA 2 2

2 C Machine Gun LT 2 0.5

1 C SRM-6 RT 1 1.5

1 C LRM-10 CT 1 2.5

1 C Flamer CT 1 0.5

1 Ammo (Machine Gun) 200 LT 1 1

2 Ammo (LRM-10) 12 LT 2 2

2 Ammo (SRM-6) 15 RT 2 2

1 Jump Jets RT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets RL 1 0.5

1 Jump Jets LL 1 0.5

1 C CASE RT 0 0

1 C CASE LT 0 0

2 C Double Heat Sink LT 4 2

3 C Double Heat Sink RT 6 3

    Totals

36 19

 

Overview:

In the years following the colonization of the Pentagon in 2786, thousands upon thousands of BattleMechs were mothballed in Brain Caches across Clan space, including every surviving Star League ''Mech designs. Even components salvaged from the battlefields of the Reunification War and Operation Klondike were put into storage.

Nearly two decades after the conclusion of Operation Klondike, Clan Burrock warriors stumbled across one to the many Brain Caches lost in the Pentagon War. This well-stocked cache contained a small number of BattleMechs and vehicles, but the far greater prize was the huge supply of BattleMech parts. Clan Burrock successfully defended their claim to the cache, and their scientist immediately turned the cache into a small factory for assembling and refitting BattleMechs, primarily the Wyvern.

 

Capabilities:

The Wyvern IIC bears more than a passing resemblance to its Star League predecessor, both visually and mechanically; even its primary mission as a city fighter has remained unchanged. Only the observant will notice the extra weapon ports in the left arm and both torsos. The inclusion of Clan weapons and a new endo steel chassis allow the Wyvern IIC to mount a pair of each of extended-range lasers and machine guns plus a flamer in addition to its traditional weapon load.

When Clan Burrock began heavily colonizing nearby worlds in the Kerensky Cluster, its Khans assigned a Star of these 'Mechs to each new settlement. Though the Wyvern cannot stand up to the heavy and assault OmniMechs that soon dominated the Clans' toumans, the 'Mech does offer considerable speed and a respectable long-ranged punch. The Wyvern IIC shines as a garrison ''Mech. Its hands allow it to assist in construction and other heavy lifting projects, while its machine guns and flamer are suited to handling crowds.

 

Deployment:

Clan Star Adder fields the great majority of these BattleMech refits, having inherited Clan Burrock's complement in its absorption bid. The Manzikert facility is reportedly gearing up for a new production run of Wyvern IICs, undoubtedly to fill the holes left in the Adders' second-line Galaxies in the wake of the Absorption War. As it has been in production on and off for some two hundred years, the Wyvern IIC has found a place in nearly every Clan's touman. The Blood Spirits and Fire Mandrills, after years of raiding the Burrocks, have a higher percentage than most others.  

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #563
WEDNESDAY, FEBRUARY 16, 2005
1115 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=563]
Chevalier

Chevalier Light Tank [3060]

Standard Level 2 / 3060 Inner Sphere  Wheeled 30 Tons
MajorTom TRO 3060

Faction Availability


VEHICLE CONSTRUCTION REPORT


Vehicle: Chevalier Light Tank

Tech Base: Inner Sphere - Level 2

Chassis Design: Wheeled

Vehicle Mass: 35 tons

 

Engine: 190 RT Fusion

Vehicle Movement:

  Cruise Speed: 64.8 km/h

  Flank Speed: 97.2 km/h

Armour Type: Chobham Max-Tec Standard

Armament:
1x Blankenburg ER Large Laser
2x Zone-Tone SRM 2 - Streak
Manufacturer:   Millenium Industries
   Location:   Azania, Terra
Communications System:   Dec-10 Whisperer
Targeting & Tracking System: Blankenburg Trooper



OVERVIEW:
Cannibalized for their sophisticated weapon systems, the number of
Star League-designed Chevaliers dwindled steadily during the
Succession Wars. In fact, at the time of the Clan invasion, fewer than
a dozen Chevaliers served among all the successor State militaries.

Only one manufacturer - Millennium Industries of Terra - continued to
produce the Chevalier according to its orignal specifications. Though
the armies of the Draconis Combine and Federated Commonwealth
possess a few Chevaliers, most of Millennium's output was purchased
by the Com Guard prior to the Word of Blake invasion of Terra.

CAPABILITITES:
The Chevalier is a well-designed, versatile tank capable of performing
for extended periods between maintenance and resupply stops.

The Chevalier's six and a half tons of Chobham Max-Tec armor
provide it with remarkable protection for a light tank. A turret-mounted
extended-range large laser serves as the tank's primary weapon, while
a pair of forward-firing Streak-2 short-range missile launchers provide
additional firepower up to 300 meters. Though this weapon mix leaves
the Chevalier with less firepower than many contemporary light-tank
designs, the large laser enables the Chevalier to operate for long
periods without stopping to replenish ammunition.

The Chevalier's laser and eight-wheeled locomotive system are
powered by a massive RT 190 fusion plant that constitutes a third of
the Chevalier’s mass. The RT 190 enables the Chevalier to reach a
top speed of 97 kph. Considerably slower than hovercraft of
comparable mass, but quite respectable for a wheeled or tracked
Vehicle.

The main weakness in the Chevalier's design is the tank's cramped
crew quarters. This space contains barely enough room for the
vehicle's three crew members, let alone food and other supplies.

DEPLOYMENT:
Originally designed as a fast reconnaissance tank, the Chevalier has
been superseded by a host of new vehicles armed with sophisticated
electronics systems. However, the Com Guard continues to employ
impressive numbers of Chevaliers for reconnaissance and among
screening forces, and many serve with rear-echelon units in a wide
variety of roles. Despite the inherent limitations of the tank's wheeled
drive system, the Explorer Corps commonly uses Com Guard Chevalier'
as planetary rovers, deploying them with garrison forces.



Type/Model: Chevalier Light Tank

Mass: 35 tons

Vehicle Details:   Crits Mass

Internal Structure: 20 0 3.5

Engine: 190 Fusion 0 11.5

Engine Shielding:   0 4

   Cruise: 6 MP    

   Flank: 9 MP    

Heat Sinks: 12 0 2

Cockpit and Controls:   0 2

Vehicle Crew: 3 0 0

Turret Equipment:   0 0.5


       

Armor: 104 points Standard 0 6.5

    I.S Armor

  Front: 4 26

  Left / Right: 4 / 4 20 / 20

  Rear: 4 16

  Turret 4 22


Weapons and Equipment: Loc Heat Shots Slots Mass

1 ER Large Laser Turret 12 N/A 1 5

2 SRM 2 - Streak Front 0   2 3

SRM 2 - Streak Ammo Body   50 1 1

           

Crits and Tons Left:       10 0



Vehicle Cost: 1,003,254 C-Bills

Battle Value: 444

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #680
WEDNESDAY, APRIL 27, 2005
1851 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=680]
DemolisherII

Demolisher II Heavy Tank [3060]

Standard Level 2 / 3060 Inner Sphere  Tracked 100 Tons
MajorTom TRO 3060
Demolisher II Heavy Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Demolisher II Heavy Tank

Tech: Inner Sphere / 3060

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 100 tons

Power Plant: 300 Vlar Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: StarSlab/6 Ferro-Fibrous

Armament:1 Defiance Disintegrator LB 20-X AC1 Defiance Thunder Ultra AC/202 Coventry Light Autogun Machine GunsManufacturer:    Defiance Industries of Hesperus II   Location:    Hesperus IICommunications System:    Niel 9000Targeting & Tracking System: Angst Clear View 2A

Overview:

         When the Jade Falcons captured the original Demolisher factory on Sudeten during the Clan invasion, the Federated Commonwealth solicited bids for a new urban combat vehicle. The Typhoon urban assault vehicle began production in early 3057, with the majority shipping to Davion Guards units. Consequently, when Katrina Steiner issued her recall to all Lyran troops following the Marik-Liao invasion of the Sarna March, almost no Typhoon vehicles remained in Lyran Alliance hands. The Lyran Alliance Armed Forces asked Defiance Industries of Hesperus II to create a new assault vehicle whose capabilities would exceed the Typhoon's. The Demolisher II Heavy Tank is a direct result of that effort.

Capabilities:

         The showcase weapons of the Demolisher II Heavy Tank are the new Defiance Disintegrator LB 20-X autocannon and Defiance Thunder Ultra AC/20 autocannon. With their traditional love of large-bore weaponry, the LAAF devoted considerable time and resources into replicating the Clans' largest autocannons. Though the Disintegrator autocannon had been in production in the Lyran Alliance for years, Lyran scientists seemed unable to bridge the gap between the two weapon types. The final breakthrough came when Imperator Weaponries of Atreus in the Free Worlds League began production of its Ultra-10 autocannon, which it was willing to sell to anyone. Shortly afterward, the Lyran Alliance began field-testing its new large-bore autocannons.
         The original Demolisher was created to concentrate the devastating firepower of twin Type-20 autocannons in one vehicle. However, the new LB-X and Ultra versions of those weapons increase the usefulness and fearsomeness of the Demolisher II. As with the original Demolisher, both these weapon systems are mounted in a turret. Almost as an afterthought, twin machine guns are fixed in the front firing arc as an anti-infantry deterrent.

Deployment

         The Demolisher II began full production in late 3059, only months after Operation Bulldog concluded. Currently, under direct orders from the Lyran Alliance, Defiance Industries of Hesperus II has refused all orders for this new assault vehicle outside of the Lyran Alliance.


Type/Model: Demolisher II Heavy Tank

Mass: 100 tons

Equipment:   Items Mass

Internal Structure: 50 pts Standard 0 10.00

Engine: 300 Fusion 0 19.00

Shielding & Trans Equip:   0 9.50

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 5.00

Crew: 7 Members 0 .00

Turret Equipment:   0 3.00

Armor Factor: 260 pts Ferro-Fibrous 2 14.50


    Internal Armor

    Structure Value

  Front: 10 55

  Left / Right Sides: 10 54/54

  Rear: 10 42

  Turret: 10 55


Weapons & Equipment: Loc Heat Ammo Items Mass

1 LB 20-X AC Turret 0 20 2 18.00

1 Ultra AC/20 Turret 0 20 2 19.00

2 Machine Guns Front 0 100 3 1.50

CASE Equipment: Body     1 .50

TOTALS:   0   10 100.00

Items & Tons Left:       15 .00


Calculated Factors:

Total Cost: 7,511,000 C-Bills

Battle Value: 1,039

Cost per BV: 7,229.07

Weapon Value: 1,069 / 1,069 (Ratio = 1.03 / 1.03)

Damage Factors:    SRDmg = 41; MRDmg = 12; LRDmg = 0

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

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

    Class: GA,   Point Value: 10


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #503
FRIDAY, JANUARY 14, 2005
793 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=503]
HeavyAPC Tracked

Heavy Armored Personnel Carrier Tracked

Standard Level 2 / 3060 Inner Sphere  Tracked 20 Tons
MajorTom TRO 3060

VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Tracked

Tech Base: Inner Sphere - Level 2

Chassis Design: Tracked

Vehicle Mass: 20 tons

 

Engine: 100 I.C.E

Vehicle Movement:

  Cruise Speed: 54 km/h

  Flank Speed: 86.4 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Tracked

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 100 I.C.E 0 6

   Cruise: 5 MP    

   Flank: 8 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10

Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 130,600 C-Bills

Battle Value: 77

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #501
THURSDAY, JANUARY 13, 2005
995 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=501]
HeavyAPC Hover

Heavy Armored Personnel Carrier Hover

Standard Level 2 / 3060 Inner Sphere  Hover 20 Tons
MajorTom TRO 3060

VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Hover

Tech Base: Inner Sphere - Level 2

Chassis Design: Hovercraft

Vehicle Mass: 20 tons

 

Engine: 75 I.C.E

Vehicle Movement:

  Cruise Speed: 86.4 km/h

  Flank Speed: 129.6 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Hover

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 75 I.C.E 0 4

   Cruise: 8 MP    

   Flank: 12 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10


Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 196,700 C-Bills

Battle Value: 70

User Reviews

2/2/2005 4  Orochi Cavalcanti
Good speed, but with a armor cost ... just 3.5 Ton ...
My main problem with it is the area you need to put 56 full equipped men.
I prefer to use 4 Ton to a Jump Infantry Platoon and 2 more Ton of armor ... but it is my taste ...

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #504
FRIDAY, JANUARY 14, 2005
883 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=504]
HeavyAPC Wheeled

Heavy Armored Personnel Carrier Wheeled

Standard Level 2 / 3060 Inner Sphere  Wheeled 20 Tons
MajorTom TRO 3060

VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Wheeled

Tech Base: Inner Sphere - Level 2

Chassis Design: Wheeled

Vehicle Mass: 20 tons

 

Engine: 100 I.C.E

Vehicle Movement:

  Cruise Speed: 64.8 km/h

  Flank Speed: 97.2 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Wheeled

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 100 I.C.E 0 6

   Cruise: 6 MP    

   Flank: 9 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10

Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 119,717 C-Bills

Battle Value: 70

User Reviews

2/4/2005 4  Orochi Cavalcanti
Major Tom ...
I have the same questions about space and armor I put in the Tracked version. To transport 56 full equipped soldiers, you need a huge truck ... and only 3.5 Ton of armor is not too much ...
I will happily exchange two Tons from the infantry bay to use more armor ...

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #677
WEDNESDAY, APRIL 27, 2005
1587 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=677]
Myrmidon

Myrmidon Medium Tank [3060]

Standard Level 1 / 3060 Inner Sphere  Tracked 40 Tons
MajorTom TRO 3060
Myrmidon Medium Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Myrmidon Medium Tank

Tech: Inner Sphere / 3025

Config: Tracked Vehicle

Rules: Level 1, Standard design

   

Mass: 40 tons

Power Plant: 200 Nissan Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: ArcShield Maxi II Standard

Armament:1 Parti-Kill Heavy Cannon PPC1 SureShot Mk VI SRM 6Manufacturer:    New Earth Trading Company   Location:    New EarthCommunications System:    OP/R JanxirTargeting & Tracking System: TargiTrack 717

Overview:

In response to the Clan war effort and increasing tensions in the Federated Commonwealth's Sarna March, New Earth Trading Company has begun producing the Myrmidon. Named for the defenders of ancient Troy, this new tank possesses many components in common with its famous parent design, TechniCorp's venerable Manticore. This design choice allowed easy conversion of existing NETC factory space to the new production line.
The choice to shift construction to the 40-ton Myrmidon was a business decision, rather than one motivated by tactical needs. The Clan war and the sporadic conflict in the so-called Chaos March have created a vast market for cheap, reliable armored vehicles. Though the Myrmidon is expensive for a tank, it is quite inexpensive compared to BattleMechs of similar capabilities. The main reason for the shift in production was that the smaller 200-rated fusion engine made the Myrmidon considerably cheaper to produce than the Manticore, even though the Myrmidon mounts nearly as much firepower as the Manticore - making it a more attractive buy.

Capabilities:

The focus of the Myrmidon's firepower is its turret-mounted Parti-Kill heavy cannon. This reliable PPC can destroy enemy units from a great distance, and the tank's speed allows it to keep the enemy at arm's length. To survive close encounters, the Myrmidon mounts an SRM-6 rack on the turret, right next to the PPC. Both weapons can be fired in any direction, giving the Myrmidon tactical flexibility. Excellent armor protection on all sides rounds out the Myrmidon's impressive capabilities.

Deployment

Still new to the battlefield, most of the Myrmidons produced so far have been sold to the Lyran Alliance to fortify its border with the Clans. The remainder have been sold to various independent armies operating in the Chaos March, where they have performed very well in a number of skirmishes with Liao guerrilla forces.


Type/Model: Myrmidon 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: 10 Single 0 .00

Cockpit & Controls: 0 2.00

Crew: 3 Members 0 .00

Turret Equipment:   0 1.00

Armor Factor: 144 pts Standard 0 9.00


    Internal Armor

    Structure Value

  Front: 4 35

  Left / Right Sides: 4 25/25

  Rear: 4 24

  Turret: 4 35


Weapons & Equipment: Loc Heat Ammo Items Mass

1 PPC Turret 10   1 7.00

1 SRM 6 Turret 0 15 2 4.00

TOTALS:   10   3 40.00

Items & Tons Left:       10 .00


Calculated Factors:

Total Cost: 1,393,467 C-Bills

Battle Value: 492

Cost per BV: 2,832.25

Weapon Value: 430 / 430 (Ratio = .87 / .87)

Damage Factors:    SRDmg = 14; MRDmg = 7; LRDmg = 2

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

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

    Class: GM,   Point Value: 5


Created with HeavyMetal Vee

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #561
WEDNESDAY, FEBRUARY 16, 2005
1560 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=561]
HawkMothVTOL

Hawk Moth Gunship [3060]

Standard Level 2 / 3060 Inner Sphere  VTOL 25 Tons
MajorTom TRO 3060

Faction Availability


VEHICLE CONSTRUCTION REPORT


Vehicle: Hawk Moth Gunship

Tech Base: Inner Sphere - Level 2

Chassis Design: V.T.O.L.

Vehicle Mass: 25 tons

 

Engine: 60 Michaelson I.C.E

Vehicle Movement:

  Cruise Speed: 86.4 km/h

  Flank Speed: 129.6 km/h

Armour Type: StarSlab 5 Ferro Fibrous

Armament:
1x Imperator Light Gauss Rifle
Manufacturer:   Michaelson Heavy Industries
   Location:   Ruchbah
Communications System:   Garret Supremesound
Targeting & Tracking System: Garret D2j



OVERVIEW:
In 3058, Michaelson Heavy Industries unveiled a revolutionary new
type of VTOL: the Yellow Jacket gunship. Throwing aside
conventional wisdom, which dictated that VTOLs should mount
numerous small-caliber weapons, the Yellow Jacket mounted a single
weapon - a massive Gauss rifle. The logic behind this vehicle was that
the incredible firepower and long range of the Gauss rifle, combined
with the natural agility of a VTOL, could combine to produce a deadly
firing platform. The Yellow Jacket's spectacular successes against
Clan Smoke Jaguar during Operation Bulldog validated this design and
made it one of the most sought-after VTOLs on the field today.

With such success supporting their efforts, it was only natural that the
design team at Michaelson Heavy Industries would take the
opportunity to experiment with the new light Gauss rifle produced by
Imperator Automatic Weaponry of Atreus in the Free Worlds League.
Imperator proved quite willing to sell the new weapon to Michaelson,
their only stipulation for the sale being a contract under which
Michaelson would ship the first Hawk Moths off the production line to
the Free Worlds League. Because the new, lighter gunship was based
on an already proven model, Michaelson's team enjoyed the luxury of
taking numerous design shortcuts, and so production is already
underway.

CAPABILITITES:
Like the Yellow Jacket gunship, the Hawk Moth gunship is built
around a single weapon, the new light Gauss rifle. Though the light
Gauss offers considerably less firepower than the standard Gauss, its
increased range makes it one of the farthest-firing weapons among
both the inner Sphere and Clans, able to strike at a staggering 750
meters. Additionally, the light Gauss carries twice as much ammo as
the standard rifle for the same weight - an important selling point,
especially considering that one of the first Yellow Jacket variants
stripped off a ton of armor to add more ammo. The primary design
mounts two tons of ammo for the light Gauss, giving the vehicle
unmatched staying power on the battlefield.

Another significant feature is the Hawk Moth’s maximum speed of 130
kph, a significant jump from the much slower 97 kph maximum of the
Yellow Jacket. This additional speed and maneuverability proved in
field tests to significantly increase the Hawk Moth's survivability.

Opponents of the design cite its relative lack of armor as a serious
liability, especially when compared to the Yellow Jacket or even the
Cavalry Attack helicopter, both of which can survive a direct hit by a
Clan particle projector cannon.

DEPLOYMENT:
The first production run of the Hawk Moth, per the contract between
Imperator and Michaelson, was shipped in its entirety to the Free
Worlds League, where it has been assigned to several regiments of
the Free Worlds Legionnaires. However, much to Michaelson's
pleasure, every military in the Inner Sphere has already placed orders
for this new design.



Type/Model: Hawk Moth Gunship

Mass: 25 tons

Vehicle Details:   Crits Mass

Internal Structure: 15 0 2.5

Engine: 60 I.C.E 0 3

   Cruise: 8 MP    

   Flank: 12 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1.5

Vehicle Crew: 2 0 0


       

Armor: 27 points Ferro Fibrous 2 1.5

    I.S Armor

  Front: 3 9

  Left / Right: 3 / 3 6 / 6

  Rear: 3 4

  Rotor 3 2


Weapons and Equipment: Loc Heat Shots Slots Mass

1 Light Gauss Rifle Front 0   1 12

Light Gauss Rifle Ammo Body   32 2 2

           

Crits and Tons Left:       6 0



Vehicle Cost: 934,999 C-Bills

Battle Value: 734

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #562
WEDNESDAY, FEBRUARY 16, 2005
1120 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=562]
PintoVTOL

Pinto Attack VTOL [3060]

Standard Level 2 / 3060 Inner Sphere  VTOL 30 Tons
MajorTom TRO 3060

Faction Availability


VEHICLE CONSTRUCTION REPORT


Vehicle: Pinto Attack VTOL

Tech Base: Inner Sphere - Level 2

Chassis Design: V.T.O.L.

Vehicle Mass: 30 tons

 

Engine: 160 Robinson Fuse-Pak Fusion

Vehicle Movement:

  Cruise Speed: 108 km/h

  Flank Speed: 162 km/h

Armour Type: Krupp Draco-100 Ferro Fibrous

Armament:
3x Blankenburg Technologies Medium Laser
1x Magna Longbow-5 LRM 5 + ArtemisIV
1x Standard Beagle Active Probe
1x Standard Infantry Bay
Manufacturer:   Krupp Armaments Works
   Location:   Bochum, Terra
Communications System:   Marshall Long-Talk
Targeting & Tracking System: GPT Multi-Track



OVERVIEW:
Krupp Armament Works’ Pinto first entered service in 3055 as an
assault VTOL. Currently, both Com Guard and Explorer Corps forces
use the swift, well-protected rotor-blade craft as an attack VTOL.

CAPABILITITES:
The Pinto is powered by a Robinson 160 Fuse-Pak power plant and
features Krupp Armament's new Draco-100 ferro-fibrous armor plating.
The Pinto’s firepower is provided by three Blankenburg Technologies
medium lasers mounted in a chin turret located immediately forward of
the cockpit, and a forward-firing, Artemis-equipped Magna LRM-5
system situated in a belly mount. The lasers provide the Pinto with
excellent close-range firepower, while the missiles enable the Pinto to
engage other units without exposing itself to medium- and short-range
return fire.

A small, 1-ton cargo hold is immediately behind the cockpit. Many
Pintos use the cargo space to ferry squads of conventional infantry or
additional electronics.

The Pinto can also be transported and stored quite easily. The VTOL's
rotors dismantle in less than five minutes, allowing Pintos to be stored
in conventional vehicle or cargo bays as well as in the dedicated
aerospace bays other VTOLs require.

DEPLOYMENT:
Pintos are employed by several Com Guard divisions, most notably the
388th (White Banshees) and 82nd (Web Cutters). A number of Pintos
were also deployed with the 201st Division on Terra, but these
machines were destroyed along with the rest of the 201st in Operation
Odysseus during the fall of Terra in 3058. The Explorer Corps makes
extensive use of the Pinto, as both a gunship and a light utility
transport.

Despite Com Guard attempts to sabotage Krupp’s Bochum plant,
intelligence analysts believe that the Word of Blake is producing
Pintos at the plant for its own use, a supposition supported by the fact
that several Pintos have been spotted serving with the Word of Blake
Fourth Division (Blake’s Boldest).



Type/Model: Pinto Attack VTOL

Mass: 30 tons

Vehicle Details:   Crits Mass

Internal Structure: 15 0 3

Engine: 160 Fusion 0 9

Engine Shielding:   0 3

   Cruise: 10 MP    

   Flank: 15 MP    

Heat Sinks: 10 0 0

Cockpit and Controls:   0 1.5

Vehicle Crew: 2 0 0


       

Armor: 72 points Ferro Fibrous 2 4

    I.S Armor

  Front: 3 20

  Left / Right: 3 / 3 18 / 18

  Rear: 3 14

  Rotor 3 2


Weapons and Equipment: Loc Heat Shots Slots Mass

3 Medium Laser Front 9 N/A 3 3

1 LRM 5 + ArtemisIV Front 0   2 3

LRM 5 Ammo Body   24 1 1

1 Beagle Active Probe Front 0 N/A 1 1.5

1 Infantry Bay Body 0 N/A 1 1

           

Crits and Tons Left:       4 0



Vehicle Cost: 2,150,000 C-Bills

Battle Value: 981

 

Lasergunner posted this 4 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #500
THURSDAY, JANUARY 13, 2005
1193 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=500]
Mantis VTOL

Mantis Light Attack VTOL [3060]

Standard Level 2 / 3060 Inner Sphere  VTOL 15 Tons
MajorTom TRO 3060

Faction Availability


VEHICLE CONSTRUCTION REPORT


Vehicle: Mantis Light Attack VTOL

Tech Base: Inner Sphere - Level 2

Chassis Design: V.T.O.L.

Vehicle Mass: 15 tons

 

Engine: 70 Galas Micro-Fusion Fusion

Vehicle Movement:

  Cruise Speed: 118.8 km/h

  Flank Speed: 183.6 km/h

Armour Type: Star Slab/3 Standard

Armament:
5x Diverse Optics Sunbeam ER Small Laser
1x Standard Beagle Active Probe
1x Standard Guardian ECM Suite
Manufacturer:   Michaelson Heavy Industries
   Location:   Ruchbah
Communications System:   Garret Supremesound
Targeting & Tracking System: Garret D2j



OVERVIEW:
Still undergoing field testing at Michaelson Heavy Industries' live-fire
range on Ruchbah, the production of the Mantis Light Attack VTOL is
a direct result of Michaelson's successful contract with Imperator
Automatic Weaponry of Atreus. The ease with which Michaelson
obtained permission through the Free Worlds League to purchase light
Gauss rifles for their Hawk Moth gunship in turn sparked the
company's interest in the new extended-range lasers sold by Diverse
Optics. As with Imperator, Diverse Optics readily agreed to sell its new
weaponry to the factory - though with the stipulation that the first
production run would ship to the Free Worlds League (at a
considerably reduced price) - and the Mantis was born.

CAPABILITITES:
The design specifications for the Mantis called for a helicopter of
surpassing speed that could deliver a fusillade of laser fire while
surviving significant damage from ground- and air-based weapons fire.
The Mantis achieves these goals with fluid grace.

With a maximum speed of nearly 185 kph, the Mantis can
outdistance most other vehicles and BattleMechs on the battlefield.
This agility and speed allows it to dart in to attack, then quickly retreat
to safety. Its five extended-range Diverse Optics small lasers give it a
devastating amount of firepower for a vehicle of its size - almost twice
the firepower of most helicopters twice its weight.

Finally, as with most Michaelson Heavy Industries helicopters, the
Mantis can survive a direct hit to the nose from a Clan extended-range
particle projector cannon - a feat that many ground vehicles cannot
claim.

DEPLOYMENT:
The Mantis Light Attack VTOL is still in the prototype stage, but the
presence of a steady stream of strong, viable helicopter designs lifting
off of Michaelson's production lines - the Sprint Scout helicopter,
Yellow Jacket gunship, Cavalry Attack helicopter and Hawk Moth
gunship - automatically generates strong interest in their newest
design.



Type/Model: Mantis Light Attack VTOL

Mass: 15 tons

Vehicle Details:   Crits Mass

Internal Structure: 10 0 1.5

Engine: 70 Fusion 0 3

Engine Shielding:   0 1

   Cruise: 11 MP    

   Flank: 17 MP    

Heat Sinks: 10 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 1 0 0


       

Armor: 40 points Standard 0 2.5

    I.S Armor

  Front: 2 14

  Left / Right: 2 / 2 8 / 8

  Rear: 2 8

  Rotor 2 2


Weapons and Equipment: Loc Heat Shots Slots Mass

5 ER Small Laser Front 10 N/A 5 2.5

1 Beagle Active Probe Body 0 N/A 1 1.5

1 Guardian ECM Suite Body 0 N/A 1 1.5

           

Crits and Tons Left:       1 0



Vehicle Cost: 954,375 C-Bills

Battle Value: 546

 

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #749
TUESDAY, JULY 12, 2005
205 DOWNLOADS

Zorya Light Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3060

Zorya Light Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE SEPTEMBER 21, 3060

* FOR ISF USE ONLY *


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 AC
1 Type X "Short Bow" LRM 10 w/ Artemis IV
1 ECM Suite
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Consolidated BMR 6c
Targeting & 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 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #741
TUESDAY, JULY 12, 2005
238 DOWNLOADS

Shamash Reconnaissance Vehicle [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 11 Tons

Designer: MajorTom

Armory: TRO 3060

Shamash Reconnaissance Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Star Adder Clan

BATTLEROM IMAGE MAY 9, 3060

* FOR COMSTAR USE ONLY *


Type/Model: Shamash Reconnaissance Vehicle

Tech: Clan / 3050

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 11 tons

Power Plant: 60 Fusion

Cruise Speed: 140.4 km/h

Maximum Speed: 216.0 km/h

Armor Type: Compound JX2 Ferro-Fibrous

Armament:
4 Series 1 ER Small Lasers
Manufacturer:    York OmniMech Y2 Facility
   Location:    (Unknown)
Communications System:    Consolidated Type 2M
Targeting & Tracking System: Consolidated Type V TTS

Overview:

Weakened militarily by years of feuding with Clan Burrock and deprived of all significant planetary resources, in the latter part of the twenty-ninth century Clan Blood Spirit found itself in desperate need of raw materials. The loss of the Clan's holdings on Foster, a relatively recent acquisition through colonization, as a result of renewed raiding by the Burrocks exacerbated the situation. Clan Blood Spirit concluded that it needed a faster. cheaper vehicle that it could use in the reconnaissance role of the Asshur, one of the original vehicles commissioned by ilKhan Jerome Winson. Aware that Clan Hell's Horses had recently constructed and fielded a new vehicle design, Khan Boques decided the Blood Spirit scientist caste also should begin working on a new, faster, cheaper vehicle that the Spirits could deploy quickly to repel other Clans' incursions into their territory. The Shamash reconnaissance vehicle is the product of that decision.

Capabilities:

The key to the success of the Shamash is its unrivaled speed. Able to travel at more than 200 kilometers per hour, the Shamash can outmaneuver almost any battlefield unit deployed by either the Clans or the Inner Sphere. In open terrain, it can even keep pace with most VTOL/VSTOL aircraft, most of which are specifically designed for speed.

Another factor in the phenomenal success of this vehicle was the unique combination of armor and firepower for a vehicle of its size. Mounting four Series 1 extended-range small lasers, the Shamash is able to deliver a withering fusillade of fire almost equal to the attack capabilities of the Asshur, a vehicle almost twice the size of the Shamash. These weapons mounted in the turret give the Shamash a full 360 degree arc of fire for maximum flexibility.

The final factor that contributed significantly to the Shamash's success was not immediately apparent: the decision to design the vehicle to be operated by a single crew member was made to lower the overall cost of the vehicle and allow rapid deployment. This decision had an unexpected long-term effect on its drivers, however, who, in repeated testing, demonstrated a sharp rise in their overall performance in standard field exercises as well as actual combat and Trials of Position. After months of evaluation, the Clan was forced to accept what was for them a deeply disturbing conclusion. Because Shamash drivers face the enemy alone, rather than with a team of crewmen, they quickly adopt the independent, highly motivated and loyal mindset of a MechWarrior. Like most Clans, Blood Spirit accepts vehicles as necessary to their Clan's survivability but maintains a prejudice against their crews as lesser warriors than 'Mech pilots. The dramatic performances of Shamash drivers, however, may force at least Clan Blood Spirit to reevaluate that attitude.

Deployment

From the time it first rolled off the assembly line at the York Vehicle Y2 facility, Clan Blood Spirit jealously guarded the Shamash against all Trials of Possession. Unfortunately, the disastrous Absorption War waged by Clan Blood Spirit against Clans Star Adder and Burrock left many of these vehicles in the hands of Clan Star Adder.


Type/Model: Shamash Reconnaissance Vehicle

Mass: 11 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 1.50

Engine: 60 Fusion 0 1.50

Shielding & Trans Equip:   0 1.00

   Cruise MP: 13    

   Flank MP: 20    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 1 Members 0 .00

Lift Equipment:   0 1.50

Turret Equipment:   0 .50

Armor Factor: 38 pts Ferro-Fibrous 1 2.00


    Internal Armor

    Structure Value

  Front: 2 9

  Left / Right Sides: 2 7/7

  Rear: 2 7

  Turret: 2 8


Weapons & Equipment: Loc Heat Ammo Items Mass

4 ER Small Lasers Turret 8   4 2.00

TOTALS:   8   5 11.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 212,890 C-Bills

Battle Value: 408

Cost per BV: 521.79

Weapon Value: 93 / 93 (Ratio = .23 / .23)

Damage Factors:    SRDmg = 12; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 13H,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 4


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Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #500
THURSDAY, JANUARY 13, 2005
UPDATE: 4/27/2005
304 DOWNLOADS

Mantis Light Attack VTOL [3060]

Level: Standard Level 2 / 3060

Technology: Inner Sphere VTOL

Tonnage: 15 Tons

Designer: MajorTom

Armory: TRO 3060

 


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE MAY 10, 3060

* FOR COMSTAR USE ONLY *


VEHICLE CONSTRUCTION REPORT


Vehicle: Mantis Light Attack VTOL

Tech Base: Inner Sphere - Level 2

Chassis Design: V.T.O.L.

Vehicle Mass: 15 tons

 

Engine: 70 Galas Micro-Fusion Fusion

Vehicle Movement:

  Cruise Speed: 118.8 km/h

  Flank Speed: 183.6 km/h

Armour Type: Star Slab/3 Standard

Armament:
5x Diverse Optics Sunbeam ER Small Laser
1x Standard Beagle Active Probe
1x Standard Guardian ECM Suite
Manufacturer:   Michaelson Heavy Industries
   Location:   Ruchbah
Communications System:   Garret Supremesound
Targeting & Tracking System: Garret D2j



OVERVIEW:
Still undergoing field testing at Michaelson Heavy Industries' live-fire
range on Ruchbah, the production of the Mantis Light Attack VTOL is
a direct result of Michaelson's successful contract with Imperator
Automatic Weaponry of Atreus. The ease with which Michaelson
obtained permission through the Free Worlds League to purchase light
Gauss rifles for their Hawk Moth gunship in turn sparked the
company's interest in the new extended-range lasers sold by Diverse
Optics. As with Imperator, Diverse Optics readily agreed to sell its new
weaponry to the factory - though with the stipulation that the first
production run would ship to the Free Worlds League (at a
considerably reduced price) - and the Mantis was born.

CAPABILITITES:
The design specifications for the Mantis called for a helicopter of
surpassing speed that could deliver a fusillade of laser fire while
surviving significant damage from ground- and air-based weapons fire.
The Mantis achieves these goals with fluid grace.

With a maximum speed of nearly 185 kph, the Mantis can
outdistance most other vehicles and BattleMechs on the battlefield.
This agility and speed allows it to dart in to attack, then quickly retreat
to safety. Its five extended-range Diverse Optics small lasers give it a
devastating amount of firepower for a vehicle of its size - almost twice
the firepower of most helicopters twice its weight.

Finally, as with most Michaelson Heavy Industries helicopters, the
Mantis can survive a direct hit to the nose from a Clan extended-range
particle projector cannon - a feat that many ground vehicles cannot
claim.

DEPLOYMENT:
The Mantis Light Attack VTOL is still in the prototype stage, but the
presence of a steady stream of strong, viable helicopter designs lifting
off of Michaelson's production lines - the Sprint Scout helicopter,
Yellow Jacket gunship, Cavalry Attack helicopter and Hawk Moth
gunship - automatically generates strong interest in their newest
design.



Type/Model: Mantis Light Attack VTOL

Mass: 15 tons

Vehicle Details:   Crits Mass

Internal Structure: 10 0 1.5

Engine: 70 Fusion 0 3

Engine Shielding:   0 1

   Cruise: 11 MP    

   Flank: 17 MP    

Heat Sinks: 10 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 1 0 0


       

Armor: 40 points Standard 0 2.5

    I.S Armor

  Front: 2 14

  Left / Right: 2 / 2 8 / 8

  Rear: 2 8

  Rotor 2 2


Weapons and Equipment: Loc Heat Shots Slots Mass

5 ER Small Laser Front 10 N/A 5 2.5

1 Beagle Active Probe Body 0 N/A 1 1.5

1 Guardian ECM Suite Body 0 N/A 1 1.5

           

Crits and Tons Left:       1 0



Vehicle Cost: 954,375 C-Bills

Battle Value:

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #758
TUESDAY, JULY 12, 2005
319 DOWNLOADS

Mars Assault Vehicle [3060]

Level: Standard Level 2 / 3060

Technology: Clan Tracked

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3060

Mars Assault Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE SEPTEMBER 20, 3060

* FOR ISF USE ONLY *


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 Laser
1 CRG Gauss Rifle
2 Series IX Machine Guns
1 Type KOV LB 10-X AC
3 Type XV "Crossbow" LRM 15s w/ Artemis IV
2 Pattern J7c Streak SRM 6s
1 ECM Suite
Manufacturer:    Various
   Location:    (Unknown)
Communications System:    Q2 Block 9
Targeting & 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 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #744
TUESDAY, JULY 12, 2005
234 DOWNLOADS

Donar Assault Helicopter [3060]

Level: Standard Level 2 / 3060

Technology: Clan VTOL

Tonnage: 21 Tons

Designer: MajorTom

Armory: TRO 3060

Donar Assault Helicopter HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Burrock Clan

Clan Cloud Cobra Clan

Clan Coyote Clan

Clan Diamond Shark Clan

Clan Fire Mandrill Clan

Clan Ghost Bear Clan

Clan Goliath Scorpion Clan

Clan Hell's Horse Clan

Clan Ice Hellion Clan

Clan Jade Falcon Clan

Clan Mongoose Clan

Clan Nova Cat Clan

Clan Smoke Jaguar Clan

Clan Snow Raven Clan

Clan Star Adder Clan

Clan Steel Viper Clan

Clan Widowmaker Clan

Clan Wolf Clan

Clan Wolf in Exile Clan

BATTLEROM IMAGE APRIL 6, 3060

* FOR MI2 USE ONLY *


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 Laser
2 Pattern J2 Streak SRM 2s
Manufacturer:    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

User Rating Posted Updated

ammoman 0 9/25/2005  

a helocopter is not a vehicle. it is a fighter

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #751
TUESDAY, JULY 12, 2005
UPDATE: 7/12/2005
194 DOWNLOADS

Epona Pursuit Tank [3060]

Level: Standard Level 2 / 3060

Technology: Clan Hover

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3060

Epona Pursuit Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Hell's Horse Clan

BATTLEROM IMAGE JUNE 13, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


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 Tacticom
Targeting & 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 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #673
WEDNESDAY, APRIL 27, 2005
264 DOWNLOADS

BattleMech Recovery Vehicle [3060]

Level: Standard Level 1 / 3060

Technology: Inner Sphere Wheeled

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3060

BattleMech Recovery Vehicle HMV (Heavy Metal Vee) File


Faction Availability

All Factions

BATTLEROM IMAGE NOVEMBER 26, 3060

* FOR LOKI USE ONLY *


Type/Model: BattleMech Recovery Vehicle

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 50 tons

Power Plant: 280 Generic I.C.E.

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Lightweight steel panels Standard

Armament:
None
Manufacturer:    Various
   Location:    Various
Communications System:    Various
Targeting & Tracking System: None

Overview:

       The BattleMech recovery vehicle is used by every military in the inner Sphere for scavenging and salvage operations on the battlefield. Its single-drum winch, containing a 2cm cross-braided diamond monofilament cable, produces enough power to pull up to 60 tons of BattleMech onto the vehicle's flatbed. Eighteen large tires distribute the cargo weight evenly along the length of the vehicle. Its massive internal combustion engine generates enough horsepower to allow even a fully loaded recovery vehicle to reach top speeds of 54 kph.


Type/Model: BattleMech Recovery Vehicle

Mass: 50 tons

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 5.00

Engine: 280 I.C.E. 0 32.00

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 2.50

Crew: 4 Members 0 .00

Armor Factor: 8 pts Standard 0 .50


    Internal Armor

    Structure Value

  Front: 5 2

  Left / Right Sides: 5 2/2

  Rear: 5 2


Weapons & Equipment: Loc Heat Ammo Items Mass

Cargo Bay Capacity Body 0   1 10.00

TOTALS:   0   1 50.00

Items & Tons Left:       14 .00


Calculated Factors:

Total Cost: 391,667 C-Bills

Battle Value: 16

Cost per BV: 24,479.17

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

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

BattleForce2: MP: 6W,   Armor/Structure: 0 / 1

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

    Class: GM,   Point Value: 0

    Specials: tran10


Created with HeavyMetal Vee

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #674
WEDNESDAY, APRIL 27, 2005
238 DOWNLOADS

Heavy BattleMech Recovery Vehicle [3060]

Level: Standard Level 1 / 3060

Technology: Inner Sphere Wheeled

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3060

Heavy BattleMech Recovery Vehicle HMV (Heavy Metal Vee) File


Faction Availability

All Factions

BATTLEROM IMAGE JUNE 11, 3060

* FOR WOLF'S DRAGOONS USE ONLY *


Type/Model: Heavy BattleMech Recovery Vehicle

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 70 tons

Power Plant: 260 Generic I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Various Standard

Armament:
None
Manufacturer:    Various
   Location:    Varoius
Communications System:    Various
Targeting & Tracking System: None

Overview:

Though seen less frequently than the standard BattleMech recovery vehicle, every military in the Inner Sphere also fields the heavy BattleMech recovery vehicle. Considerably larger than the standard version, the heavy version can load and haul up to 100 tons, allowing it to carry any BattleMech currently produced. Designed to move fairly slowly, the heavy BattleMech recovery vehicle virtually crawls at 32 kph when loaded with any 'Mech weighing more than 30 tons. To counter that disadvantage in the field and protect the vehicle's crew, it carries significantly more armor than the standard version of the recovery vehicle.


Type/Model: Heavy BattleMech Recovery Vehicle

Mass: 70 tons

Equipment:   Items Mass

Internal Structure: 28 pts Standard 0 7.00

Engine: 260 I.C.E. 0 27.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 3.50

Crew: 5 Members 0 .00

Armor Factor: 40 pts Standard 0 2.50


    Internal Armor

    Structure Value

  Front: 7 10

  Left / Right Sides: 7 10/10

  Rear: 7 10


Weapons & Equipment: Loc Heat Ammo Items Mass

Cargo Bay Capacity Body 0   1 30.00

TOTALS:   0   1 70.00

Items & Tons Left:       18 .00


Calculated Factors:

Total Cost: 585,000 C-Bills

Battle Value: 45

Cost per BV: 13,000.0

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

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

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

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

    Class: GH,   Point Value: 0

    Specials: tran30


Created with HeavyMetal Vee

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #504
FRIDAY, JANUARY 14, 2005
268 DOWNLOADS

Heavy Armored Personnel Carrier Wheeled

Level: Standard Level 2 / 3060

Technology: Inner Sphere Wheeled

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

 


Faction Availability

All Factions

BATTLEROM IMAGE APRIL 6, 3060

* FOR MI2 USE ONLY *


VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Wheeled

Tech Base: Inner Sphere - Level 2

Chassis Design: Wheeled

Vehicle Mass: 20 tons

 

Engine: 100 I.C.E

Vehicle Movement:

  Cruise Speed: 64.8 km/h

  Flank Speed: 97.2 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Wheeled

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 100 I.C.E 0 6

   Cruise: 6 MP    

   Flank: 9 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10

Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 119,717 C-Bills

Battle Value: 70

 


User Reviews

User Rating Posted Updated

Orochi Cavalcanti 4 2/4/2005  

Major Tom ...
I have the same questions about space and armor I put in the Tracked version. To transport 56 full equipped soldiers, you need a huge truck ... and only 3.5 Ton of armor is not too much ...
I will happily exchange two Tons from the infantry bay to use more armor ...

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #503
FRIDAY, JANUARY 14, 2005
UPDATE: 1/14/2005
180 DOWNLOADS

Heavy Armored Personnel Carrier Tracked

Level: Standard Level 2 / 3060

Technology: Inner Sphere Tracked

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

 


Faction Availability

All Factions

BATTLEROM IMAGE FEBRUARY 1, 3060

* FOR THE WATCH USE ONLY *


VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Tracked

Tech Base: Inner Sphere - Level 2

Chassis Design: Tracked

Vehicle Mass: 20 tons

 

Engine: 100 I.C.E

Vehicle Movement:

  Cruise Speed: 54 km/h

  Flank Speed: 86.4 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Tracked

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 100 I.C.E 0 6

   Cruise: 5 MP    

   Flank: 8 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10

Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 130,600 C-Bills

Battle Value:

Lasergunner posted this 3 weeks ago

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #501
THURSDAY, JANUARY 13, 2005
UPDATE: 1/14/2005
281 DOWNLOADS

Heavy Armored Personnel Carrier Hover

Level: Standard Level 2 / 3060

Technology: Inner Sphere Hover

Tonnage: 20 Tons

Designer: MajorTom

Armory: TRO 3060

 


Faction Availability

All Factions

BATTLEROM IMAGE FEBRUARY 1, 3060

* FOR THE WATCH USE ONLY *


VEHICLE CONSTRUCTION REPORT


Vehicle: Heavy Armored Personnel Carrier Hover

Tech Base: Inner Sphere - Level 2

Chassis Design: Hovercraft

Vehicle Mass: 20 tons

 

Engine: 75 I.C.E

Vehicle Movement:

  Cruise Speed: 86.4 km/h

  Flank Speed: 129.6 km/h

Armour Type: Standard

Armament:
2x Standard Machine Gun
1x Standard Infantry Bay
Manufacturer:   Various
   Location:   Various
Communications System:   Various
Targeting & Tracking System: Various



OVERVIEW:
Armies have used armored personnel carriers (APCs) for centuries to
transport troops to the front lines. The models described here are the
largest dedicated APCs in modem use, with enough cargo area to
carry two platoons of standard infantry or a single platoon of motorized
or jump pack equipped troops.

CAPABILITITES:
The more common 10-ton APCs, though marginally faster than the
heavy models, can carry only a single squad of infantry. In order for en
entire platoon to be deployed at a target location, a single platoon
must be spread across a lance of four APCs, forcing the APCs to stay
in tight formation for the insertion.

The heavy models, twice as large as standard APCs, each are
designed to carry two full platoons of foot troopers along with their
gear. This improved capacity, in addition to more substantial armor
protection, makes heavy APCs the preference of commanders who
can obtain them.

Though the front armor on these vehicles offers excellent protection,
the design of the rear-mounted assault ramp where troops disembark
prevents these vehicles from carrying heavy rear armor. Because
APCs also lack turrets for their front-mounted machine guns, they are
particularly vulnerable to flanking attacks from the rear. Most APCs,
however, can successfully unload their troops before an enemy can
position itself for a rear attack.

DEPLOYMENT:
Most militaries throughout the Inner Sphere use heavy APCs. They
are most commonly seen in mobile forces that include large infantry
contingents, such as Federated Commonwealth Regimental Combat
Teams.

VARIANTS:
The most common variants of these vehicles replace cargo space
with additional weaponry, usually an SRM-4 launcher or even a single
LRM-5 launcher. When deployed in urban areas against heavy
infantry opposition, these vehicles mount additional machine guns.



Type/Model: Heavy Armored Personnel Carrier Hover

Mass: 20 tons

Vehicle Details:   Crits Mass

Internal Structure: 8 0 2

Engine: 75 I.C.E 0 4

   Cruise: 8 MP    

   Flank: 12 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 1

Vehicle Crew: 2 0 0


       

Armor: 56 points Standard 0 3.5

    I.S Armor

  Front: 2 20

  Left / Right: 2 / 2 13 / 13

  Rear: 2 10


Weapons and Equipment: Loc Heat Shots Slots Mass

2 Machine Gun Front 0   2 1.0

Ammo, Machine Gun Body   100 1 0.5

1 Infantry Bay Body 0 N/A 1 6

           

Crits and Tons Left:       5 0



Vehicle Cost: 196,700 C-Bills

Battle Value: 70

 


User Reviews

User Rating Posted Updated

Orochi Cavalcanti 4 2/2/2005  

Good speed, but with a armor cost ... just 3.5 Ton ...
My main problem with it is the area you need to put 56 full equipped men.
I prefer to use 4 Ton to a Jump Infantry Platoon and 2 more Ton of armor ... but it is my taste ...

Lasergunner posted this 3 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1008
FRIDAY, OCTOBER 17, 2003
2363 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1008]
Toyama

Toyama TYM-1A

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 75 Tons
MajorTom TRO 3060
Toyama HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Toyama TYM-1A

Tech: Inner Sphere / 3060

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: Endo Steel

Power Plant: 300 Vlar XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Heavy Standard

Armament:2 Diverse Optics Sunbeam ER Large Lasers1 Doombud LRM 203 Magna Mk II Medium Lasers1 Garret/Guardian Interface Guardian ECM1 Imperator Code Red LB 10-X ACManufacturer:    Gibson Federated BattleMechs   Location:    GibsonCommunications System:    Basix 200Targeting & Tracking System: Garret a99

Overview:

The Toyama, like the Buccaneer and the Grand Crusader, was designed and built for the Word of Blake following their exodus to Gibson. Unlike many other new Word of Blake 'Mechs, the Toyama was designed by an outsider - Dr. Thaddeus Anable, a military technology consultant with the Free Worlds League's Heliopolis design labs. As part of an arrangement with Captain-General Thomas Marik, Anable passed the design to the Word of Blake, who put it into production in early 3057.

Capabilities:

Designed as a multi-purpose 'Mech, the Toyama can engage in extended operations without resupply. Its main weapons are a pair of Diverse Optics Sunbeam extended-range large lasers mounted in the right arm. A Doombud LRM-20 in the torso and an Imperator Code Red autocannon in the left arm provide additional firepower in short engagements. With storage capacity for two full tons of autocannon ammunition, the Toyama can carry a mix of rounds, allowing the pilot to tailor the 'Mech's loadout to his own preference or mission requirements. A cluster of lasers in the 'Mech's torso provides additional firepower, though their effective range is less than 300 meters and their tracking capabilities are limited.

The Toyama also carries a state-of-the-art defense measure in the right torso: the Guardian ECM system, which limits the effectiveness of advanced targeting and tracking systems used in close proximity to the 'Mech. The original design called for an anti-missile system to be installed alongside the ECM system, but space considerations ultimately caused the designers to omit the anti-missile system in favor of a larger LRM launcher.

Deployment

To date, the Toyama has been deployed only with the Word of Blake Militia. Plans to ship several to the Atrean Dragoons were postponed when the Word of Blake launched Operation Odysseus, in which Blake Militia troops masquerading as the mercenary 21st Centauri Lancers infiltrated and sabotaged ComStar's defenses on Terra. During that operation, the Blakist forces used at least four Toyamas.


Type/Model: Toyama TYM-1A

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 14 4.00

   (Endo Steel Loc: 2 LA, 6 RA, 2 CT, 2 LL, 2 RL)

Engine: 300 XL 12 9.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 14 Double [28] 6 4.00

   (Heat Sink Loc: 2 LT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 192 pts Standard 0 12.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 30

  Center Torso (Rear):   9

  L/R Side Torso: 16 20/20

  L/R Side Torso (Rear):   7/7

  L/R Arm: 12 20/20

  L/R Leg: 16 25/25


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Large Lasers RA 24   4 10.00

1 LRM 20 RT 6 12 7 12.00

   (Ammo Loc: 2 RT)

3 Medium Lasers LT 9   3 3.00

1 Guardian ECM RT 0   2 1.50

1 LB 10-X AC LA 2 20 8 13.00

   (Ammo Loc: 2 LA)

TOTALS:   41   77 75.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 16,267,125 C-Bills

Battle Value 2: 1,714

Cost per BV2: 9,490.74

Weapon Value: 2,165 / 2,165 (Ratio = 1.26 / 1.26)

Damage Factors:    SRDmg = 31; MRDmg = 24; LRDmg = 11

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

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

    Class: MH,   Point Value: 17

    Specials: ecm


Created with HeavyMetal Pro

User Reviews

7/1/2010 4  Juggernaut
I love stealing them

Updated to HTML format, changed BV to BV2. Design Updated on 3/31/2008 4:01:40 PM

12/6/2006  Prince of Darkness
Yeah.

12/9/2003  Anubis
Personally I love this mech, one of the best we wobbies field. Hell of alot better than a Thanatos.

 

Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1034
SUNDAY, SEPTEMBER 28, 2003
1870 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1034]
ArcticFox

Arctic Fox AF1

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 30 Tons
MajorTom TRO 3060
Arctic Fox HMP (Heavy Metal Pro) File
Arctic Fox SSW (Solaris Skunk Werks) File

Faction Availability


Arctic Fox AF1

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3059

Extinct By: Never


Chassis: AR-3 Endo-Steel

Power Plant: GM 180 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Royal-7 Standard Armor

Armament:

     14.00 tons of pod space.

Manufacturer: Arc Royal MechWorks

     Primary Factory: Arc Royal

Communications System: K9

Targeting and Tracking System: Type IV Bloodhound


Overview
The Kell Hounds' first OmniMech came with their salvage from Luthien. Recognizing the value of a reconfigurable 'Mech Morgan Kell had the Arc-Royal facilities attemp a clone of the machine. However only after Phelan Kell and his Wolves-in-Exile arrived were the final bugs worked out.

In return for the Kell Hounds' material support for Phelan's Wolves, Clan technical advisors helped the Kells finish reverse engineering a Clan Uller (known to the Clans as a Kit Fox). Though the Kells have access to Clan materials, the Arctic Fox is built with only Inner Sphere technology, for logistical as well as strategic reasons. The Kell Hounds use most of the Clan material they get for the upkeep of their captured Clan 'Mechs. Also, with their support of "training farm" units and ARDC defense regiments, the Kells wished to offer this versatile design to those who could afford it, but had no Clan technology.

The Kell Hounds do not use the designation of AF1. In Clan fashion, they refer to the basic machine as the Arctic Fox Prime. The name evokes the 'Mechs progenitor, the Clan Kit Fox, as well as the new Wolf-in-Exile Clan 'Mech, the Arctic Wolf. Variants are designated A, B, C and D.

Capabilities
Well armored for a light 'Mech, the Arctic Fox can stand up to most Inner Sphere designs of similiar weight. Upon reaching an efficient range for its weapons load, the OmniMech is best used holding that range and taking advantage of natural cover. For warriors with a penchant for upclose-and-personal combat, however, the Arctic Fox does not disappoint.

The Arctic Fox's snarling visage is backed by fourteen tons of pod space for weapons. Its primary variant relies on an extended-range PPC, backed by an array of medium-range weapons. The A variant borrows from the Clan Black Hawk, mounting a blistering array of medium and short-range lasers. The B and D variations are both support machines, the former packing an LB-10X shotgun-style autocannon, while the latter is a straight missile-support 'Mech. The C variant is a dueling machine. Its combination of an extended-range PPC and a large puilse laser give it impressive power, made for single combat rather than lance or company actions.

Deployment
In addition to its position in the Kell Hound regiments, the Arctic Foxes have been noted in the mercenary Blue Star Irregulars and Dioscuri outfits. The Arctic Fox has also been adopted by a few garrison force warriors of Phelan's Wolves, who suffer the Inner Sphere weapons in return for the ability to reconfigure their 'Mechs.


Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 4,233,125 C-Bills

BV2: 426 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

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

Engine: 180 XL Fusion Engine 3.50

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 (20) - Double (7 in engine) 0.00

Heat Sink Locations: 1 LT, 2 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 96 points - Standard Armor 6.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 15

Center Torso (rear):   4

R/L Torso: 7 11

R/L Torso (rear):   3

R/L Arm: 5 10

R/L Leg: 7 10


Configuration Prime Cost: 5,085,300 C-Bills

BV2: 983 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

SRM-4 RT 3 1 2.00

ER PPC LT 15 3 7.00

SRM-4 LT 3 1 2.00

Ammo: SRM-4 (25)

LT

1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 3 Points: 10

6 2 2 1 0 1 0 Structure: 1  

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


Configuration A Cost: 5,064,800 C-Bills

BV2: 858 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

2 Medium Pulse Lasers RA 8 2 4.00

2 Medium Pulse Lasers LA 8 2 4.00

2 Small Pulse Lasers LT 4 2 2.00

Small Pulse Laser HD 2 1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

BattleForce Statistics

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

6j 4 3 0 0 1 0 Structure: 1  

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


Configuration B Cost: 4,986,462 C-Bills

BV2: 735 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LB 10-X AC LA 2 6 11.00

Medium Laser RT 3 1 1.00

Ammo: LB 10-X (20)

LT

2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA+LA+H

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

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

6 2 2 1 0 1 0 Structure: 1  

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


Configuration C Cost: 5,011,337 C-Bills

BV2: 948 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

Large Pulse Laser RA 10 2 7.00

ER PPC LA 15 3 7.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA+LA+H

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

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

6 2 2 1 0 1 0 Structure: 1  

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


Configuration D Cost: 5,015,800 C-Bills

BV2: 744 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

LRM-10 RA 4 2 5.00

Artemis IV FCS

RA

1 1.00

LRM-10 LA 4 2 5.00

Artemis IV FCS

LA

1 1.00

Ammo: LRM-10 (Artemis) (12)

RA

1 1.00

Ammo: LRM-10 (Artemis) (12)

LA

1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

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

6 1 2 2 0 1 0 Structure: 1  

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


Configuration E Cost: 5,468,125 C-Bills

BV2: 1,094 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

2 Light PPCs RA 10 4 6.00

2 Light PPCs LA 10 4 6.00

2 ER Medium Lasers LT 10 2 2.00

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

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

6 2 3 2 0 1 0 Structure: 1  

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


Configuration F Cost: 5,034,050 C-Bills

BV2: 891 Tech Rating/Era Availability: E/X-X-E

Weapons and Ammo Location Heat Criticals Tonnage

MML-7 RA 4 4 4.50

MML-7 LA 4 4 4.50

3 ER Medium Lasers LT 15 3 3.00

Ammo: MML-7 (17/14)

RT

1 1.00

Ammo: MML-7 (17/14)

LT

1 1.00

Equipment     Mass

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

Heat Sinks: 10 (20) 0.00

Heat Sink Locations: 1 LT, 2 RT

BattleForce Statistics

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

6 3 3 1 0 1 0 Structure: 1  

Special Abilities: OMNI, SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Update format, BV. Upload file. Design Updated on 6/21/2010 5:46:52 PM

3/26/2010  Klinktastic
I wish this mech wasn't so ugly looking.

12/4/2009  Lafie
The only one that really runs hot is Charlie as with Prime you can keep it running cool by bracketing your fire..

Still feels weird to comment on what is a canon design.

12/4/2009 4  Johnny B
Seems odd to me that this mech runs fairly hot in some configurations and ice cold in others. Got to love some of the odd canon variants.

Updated to HTML, changed BV to BV2. Design Updated on 3/30/2008 6:20:22 PM

 

Lasergunner posted this 2 weeks ago

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #989
SUNDAY, SEPTEMBER 28, 2003
1511 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=989]
DuanGung

Duan Gung D9-G9

Standard Level 2 / 3060 Clan Invasion [Tournament Legal] Inner Sphere  Biped 25 Tons
MajorTom TRO 3060
Duan Gung HMP (Heavy Metal Pro) File
Duan Gung SSW (Solaris Skunk Werks) File

Faction Availability


Duan Gung D9-G9

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 3057

Extinct By: Never


Chassis: Chariot Type II Endo-Steel

Power Plant: Omni 175 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: Chilton 360

     Jump Capacity: 180 meters

Armor: Valiant DefCo Standard Armor

Armament:

     1 Zeus LRM-10

     2 Martell Medium Lasers

Manufacturer: Shengli Arms

     Primary Factory: Victoria

Communications System: Dian-bao Comms, Standard

Targeting and Tracking System: Dynatec 990 T&T


Overview
With only a handful of production facilities left in the Capellan Confederation, and a technological renaissance sweeping the Inner Sphere, Chancellor Sun-Tzu Liao turned his attention to the old Star League factory on the world of Victoria. Despite difficulties refurbishing the production plant, a fully functioning prototype of the Duan Gung design finally walked off the assembly line in late 3057, and the BattleMech was put into limited production in 3058. This 'Mech is one of four designs that the Star League facility was set up to manufacture; everything but its jump jets and targeting system is currently produced on-site.

Basing the new 'Mech on a design named the Sling by the Star League Defense Force. CCAF Strategic Director Talon Zahn renamed it the Duan Gung, meaning Short Bow. The design shows many similarities to the Clan OmniMech known as the Koshi. The few prototype Slings that existed in 2780 likely traveled with the Exodus Fleet to the Clan homeworlds, where the design later proved adaptable to Clan OmniMech technology. The Capellan technicians reworked part of the design as well, replacing the Sling's cramped, box-like cockpit with the slightly more roomy turret-style cockpit seen on the JagerMech.

Capabilities
At speeds approaching 120 kilometers per hour, the Duan Gung can move across a battlefield quickly, presenting a minimal target. In rough terrain, its impressive jumping ability gives it a mobility that rivals or exceeds other BattleMechs of a similar weight class. The Duan Gung is designed to shower its target with long-range missiles as it nears, switching to its medium lasers for close-range punch.

In trial runs by the Red Lancers and Warrior House Daidachi, the 'Mech's only weakness was its thin armor. This 'Mech can easily lose an arm to a particle projector cannon or even a large laser, and its valuable XL engine is very exposed. However, when used as part of a recon force or as a missile support 'Mech for a light or medium lance, the Duan Gung performed admirably. House Daidachi was especially pleased with the way it complemented the Raven, the Confederation's primary scout 'Mech.

In single-combat tests, the Duan Gung can stand toe-to-toe with any Inner Sphere 'Mech of similar weight. The surprise came in a series of trials held in the Da-jiao-tang Mountains on Grand Base. In severe terrain such as bluffs or thick forests, the Duan Gung took down non-jumping 'Mechs two or even three times its own weight. Pilots accomplished this by maneuvering with: jumping range and then performing a series of strikes in which they jumped into a target's rear quarter, fired, and then jumped away before enemy weapons could be brought to bear against them. This maneuver is terrain-specific, and is not always effective, as a single hit from a weapon tends to finish off the Duan Gung. A MechWarrior in this situation can expect room for error.

Deployment
After its test deployment in the Red Lancers and House Daidachi, the Duan Gung began to spread in small numbers throughout the Confederation Armed Forces. In 3059 Chancellor Liao also offered it for sale to current Star League units, or any unit with ties to the original Star League Defense Force. Upgrades to the Victoria facility came just in time to meet an increased demand. The yearly production numbers on the Duan Gung have doubled and this light 'Mech should spread throughout the Star League.


Technology Base: Inner Sphere 25.00 tons

Chassis Config: Biped Cost: 3,337,083 C-Bills

BV2: 737 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Endo-Steel 1.50

Internal Locations: 2 RT, 4 LA, 4 RA, 2 LL, 2 RL

Engine: 175 XL Fusion Engine 3.50

Walking MP: 7

Running MP: 11

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 (20) - Double (7 in engine) 0.00

Heat Sink Locations: 2 LT, 1 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

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

Armor: 64 points - Standard Armor 4.00

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 8 10

Center Torso (rear):   3

R/L Torso: 6 8

R/L Torso (rear):   2

R/L Arm: 4 5

R/L Leg: 6 6

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

LRM-10 CT 4 2 5.00

Ammo: LRM-10 (12)

RT

1 1.00


BattleForce Statistics

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

7/4j 2 2 1 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 55:00 PM Updated to HTML, changed BV to BV2. Design Updated on 3/30/2008 6:09:45 PM

 

Lasergunner posted this 2 weeks ago

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

 

Lasergunner posted this 2 weeks ago

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

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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 2 weeks ago

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 2 weeks ago

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


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User Reviews

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

 

Lasergunner posted this 2 weeks ago

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


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

 

Lasergunner posted this 2 weeks ago

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


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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 6 days ago

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


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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 6 days ago

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


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

 

Lasergunner posted this 2 days ago

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

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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


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Lasergunner posted this 2 days ago

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


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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 2 days ago

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


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User Reviews

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

 

Lasergunner posted this 2 days ago

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 2 days ago

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


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User Reviews

9/25/2005 4  ammoman
sweet

 

Lasergunner posted this 2 days ago

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


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Lasergunner posted this 2 days ago

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 2 days ago

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


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Lasergunner posted this 2 days ago

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


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Lasergunner posted this 2 days ago

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


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Lasergunner posted this 2 days ago

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


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