Designer: MajorTom / Armory: TRO 3067

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Lasergunner posted this 30 June 2017

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Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3706
SUNDAY, MAY 08, 2005
UPDATE: 5/10/2005
191 DOWNLOADS

Argus AGS-4D

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE AUGUST 18, 3066

* FOR WORD OF BLAKE USE ONLY *

 


BattleMech Technical Readout

Type/Model: Argus AGS-4D

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 60 tons

Chassis: 1A Type 12 Endo Steel Endo Steel

Power Plant: 300 GM 300 XL XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: StarGuard II with CASE Standard

Armament:
1 Mydron Model RC Rotary AC/5
1 Mydron Minigun Machine Gun
1 Federated 10-shot LRM 10
2 Bright-Bloom ER Medium Lasers
1 Beagle Active Probe
Manufacturer:    Achernar BattleMechs, Robinson Standard BattleWorks
   Location:    New Avalon, Robinson
Communications System:    Achernar Electronics HID-8.7
Targeting & Tracking System: Federated Hunter Mk. XX with Targeting Module and Beagle Active Probe

Overview:

Following the great successes of the Combine-produced OmniMechs in the late 3050s, a host of manufacturers clamored to design their own versions. But as the 3060s dawned, the Department of the Quartermaster rejected each prototype OmniMech submitted for trials, citing their high cost. In fact, the only Federated Suns-exclusive OmniMech came out of Kallon Industries, and only then because Field Marshal Duke George Hasek circumvented official channels and personally authorized its construction.

The executives at Achernar and Robinson Standard did not give up hope, however. After they each learned that the other was working on a heavy Omni design, they entered into a partnership, sharing R&D and design costs for the 'Mech that would eventually become the Argus. The AFFC again turned down the OmniMech proposal, citing cost reasons, but when the two companies resubmitted the 'Mech as a conventional design, the 'Mech was quickly accepted.

Capabilities:

Both Achernar and Robinson Standard chose to use one of the Argus' alternate Omni configurations as their production model. Designed as a brawler, the 'Mech mounts a single Class-5 Rotary Autocannon, then a relatively new and untested weapon but one that was rapidly becoming sought-after by MechWarriors specializing in close-assault tactics. Backed up by a pair of ER medium lasers and all tied to another new piece of technology-the NAIS' targeting computer-the combination proves incredibly lethal at short ranges.

The Argus is not limited, however, to short-range engagements. Its arm-mounted LRM gives it a potent reach, letting it operate in just about any kind of formation. It works best in highly mobile and cavalry lances, where its speed and firepower can be put to best use. It also mounts a Beagle Active Probe, letting it function as a heavy scout, if necessary.

Though the Argus is no longer an OmniMech, it does still possess many of the same design features as an Omni, making field repairs an easy proposition. Electronics are installed in easy-access modules, while the dozens of connections and section joints throughout the 'Mech allow techs to quickly disconnect entire body parts and swap them with those taken from another Argus, making cannibalization quicker and repair of hard-to-reach equipment much simpler.

Variants:

Both companies produce a handful of the original primary Argus variant each year. It completely drops the current weapon loadout and mounts an ER PPC alongside paired LRM-15s, each tied to an Artemis IV FCS, plus one additional double heat sink. This efficient BattleMech is becoming increasingly popular with units throughout the AFFS.

Deployment

The Argus first entered service on Kentares IV with the Fifth Donegal Guards, when elements of the unit moved there under orders from the Archon to suppress a "growing rebellion." Since then, the Argus has more than proven itself in battle in units up and down both the Draconis and Crucis Marches. The 'Mech has become quite popular with high-profile units like the First Federated Suns Armored Cavalry.


Type/Model: Argus AGS-4D

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Endo Steel 14 3.00

   (Endo Steel Loc: 4 LA, 3 LT, 1 RT, 2 CT, 2 LL, 2 RL)

Engine: 300 XL 12 9.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 0 2.00

Gyro:   4 3.00

Cockpit, Life Support: 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: 20 28

  Center Torso (Rear):   9

  L/R Side Torso: 14 20/20

  L/R Side Torso (Rear):   7/7

  L/R Arm: 10 19/19

  L/R Leg: 14 27/27


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Rotary AC/5 RA 1 40 8 12.00

   (Ammo Loc: 2 RT)

1 Machine Gun RA 0 100 2 1.00

   (Ammo Loc: 1 RT)

1 LRM 10 LA 4 24 4 7.00

   (Ammo Loc: 2 LT)

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 Beagle Active Probe LT 0   2 1.50

1 Targeting Computer RT     3 3.00

CASE Equipment: LT RT     2 1.00

TOTALS:   20   70 60.00

Crits & Tons Left:       8 .00


Calculated Factors:

Total Cost: 11,978,400 C-Bills

Battle Value: 1,426

Cost per BV: 8,400.0

Weapon Value: 1,860 / 1,860 (Ratio = 1.30 / 1.30)

Damage Factors:    SRDmg = 30; MRDmg = 23; LRDmg = 4

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

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

    Class: MH,   Point Value: 14

    Specials: if, prb

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3750
WEDNESDAY, MAY 11, 2005
206 DOWNLOADS

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

BATTLEROM IMAGE NOVEMBER 24, 3060

* FOR LOKI 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 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3696
SATURDAY, MAY 07, 2005
UPDATE: 5/10/2005
165 DOWNLOADS

Bloodhound B1-HND

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Marik Inner Sphere

BATTLEROM IMAGE OCTOBER 23, 3064

* FOR LOKI USE ONLY *

 


BattleMech Technical Readout

Type/Model: Bloodhound B1-HND

Tech: Inner Sphere / 3064

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 45 tons

Chassis: Earthwerks PXH IV Endo Steel

Power Plant: 315 Hermes XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Light with CASE Standard

Armament:
3 Diverse Optics Type ER Medium Lasers
1 Diverse Optics Type ER Small Laser
1 Guided Technologies 2nd Gen Streak SRM 6
1 Apple Churchill Beagle Beagle Active Probe
Manufacturer:    Earthwerks Ltd.
   Location:    Keystone
Communications System:    Neil 7000
Targeting & Tracking System: Octagon Tartrac System E w. Beagle Probe

Overview:

The cultural and political reawakening the Capellan Confederation experienced through Xin Sheng (Rebirth) was fueled even more when Sun-Tzu became the first First Lord of the reborn Star League. With the technological revolution of the last thirty years finally reaching them, fostering great strides in military preparedness and convincing allies in the Periphery to join themselves with the historically flagging CCAF, the Capellans finally gained enough strength to reconquer the St. Ives Compact - a goal long promised and only secured through questionable use of Star League authority.

Understandably, many in the Free Worlds League became concerned when, amid these changes, the leader of the revitalized Confederation declared an end to his nine-year engagement to Isis Marik, daughter and then-heiress apparent to Captain-General Thomas Marik. Grown wary of his resurgent neighbor and one-time ally, Marik set in motion a program aimed at boosting the forces along the League’s shared border with the Confederation. Given the guerrilla warfare style of Capellan tactics, a call for purpose-built anti-guerrilla units went out - a call that Earthwerks Incorporated of Keystone seemed only too eager to meet. Their new B1-HND Bloodhound counter-insurgency BattleMech entered service in 3064, barely a year after Marik’s request.

Capabilities:

The reason for the Bloodhound’s fast development and production lies in part with the continuing re-tooling effort at Earthwerks’ Keystone ’Mech plant, where older lines have been phased out in order to facilitate newer designs. Some of these newer ’Mech designs - actually radically refurbished older ones - demonstrate the success of the company’s efforts to breathe new life into its aging factory. The Bloodhound uses a dramatically altered chassis powered by an extra-light Hermes 315 engine and boasts a top speed of 115 kilometers per hour in standard gravity. For protection, the ’Mech carries close to the maximum amount of Durallex Light standard armor, complete with life - and 'Mech - saving CASE.

Designed to hunt hidden guerilla units operating in remote areas, the Bloodhound carries a Beagle Active Probe system. A quartet of medium and small extended-range lasers spread over the torso and arms maximize its effective firing arc, while a supporting torso-mounted Streak 6-rack assures maximum battlefield duration and significant punch.

Variants:

The B2-HND variant, an ECM-equipped version of the Bloodhound, has been observed in action recently. This variant drops two heat sinks and adds a second ER small laser to the left arm, with a Guardian ECM suite mounted in the left torso. These changes make the machine harder to hit, but can accumulate heat in a pitched battle if the MechWarrior relies too heavily on the added firepower.

Deployment

As per its mandate, virtually all the Bloodhounds produced since 3064 have been assigned to FWLM units stationed close to the Capellan border and Chaos March, as well as the to League’s border with the Lyran Alliance’s Freedom Theater. Military advisors to the Captain-General seem to be convinced that the guerilla-style actions for which the Bloodhound was conceived will most likely occur in those regions.


Type/Model: Bloodhound B1-HND

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 75 pts Endo Steel 14 2.50

   (Endo Steel Loc: 1 LA, 1 RA, 6 LT, 2 RT, 2 LL, 2 RL)

Engine: 315 XL 12 11.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 0    

Heat Sinks: 14 Double [28] 6 4.00

   (Heat Sink Loc: 1 LT, 1 RT)

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: 152 pts Standard 0 9.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 20

  Center Torso (Rear):   7

  L/R Side Torso: 11 16/16

  L/R Side Torso (Rear):   6/6

  L/R Arm: 7 14/14

  L/R Leg: 11 22/22


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser RA 5   1 1.00

1 ER Small Laser RA 2   1 .50

1 ER Medium Laser LA 5   1 1.00

1 Streak SRM 6 RT 4 15 3 5.50

   (Ammo Loc: 1 RT)

1 Beagle Active Probe CT 0   2 1.50

1 ER Medium Laser HD 5   1 1.00

CASE Equipment: RT     1 .50

TOTALS:   21   67 45.00

Crits & Tons Left:       11 .00


Calculated Factors:

Total Cost: 9,263,252 C-Bills

Battle Value: 1,090

Cost per BV: 8,498.4

Weapon Value: 1,175 / 1,046 (Ratio = 1.08 / .96)

Damage Factors:    SRDmg = 23; MRDmg = 7; LRDmg = 0

BattleForce2: MP: 7,   Armor/Structure: 4/2

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

    Class: MM,   Point Value: 11

    Specials: prb

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3748
WEDNESDAY, MAY 11, 2005
182 DOWNLOADS

Bowman 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 70 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Hell's Horse Clan

BATTLEROM IMAGE SEPTEMBER 20, 3062

* FOR ISF USE ONLY *

 


BattleMech Technical Readout

Type/Model: Bowman

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Type BMH-7 Endo Steel Endo Steel

Power Plant: 350 Fusion 350 Extralight XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Forged Type HH34 Standard with CASE Standard

Armament:
1 Class 16 Arrow IV System
3 Series 7Ja ER Medium Lasers
1 Type XX "Great Bow" LRM 20
1 ECM Suite
4 Anti-Personnel Pods
Manufacturer:    Niles Industriplex Epsilon
   Location:    (Unknown)
Communications System:    CH4M with Pattern Iota ECM Suite
Targeting & Tracking System: Version Omega-IX TTS

Overview:

The century-old Bowman support BattleMech is a rare sight among the Clans-even in the ranks of the second-line and solahma forces each Clan fields. Only Clan Hell's Horses appears to have a significant supply of these 'Mechs, considering them a useful asset to their combined-arms principles. In actuality, however, the Bowman is a vestige of a dead art in Clan-style warfare.

Designed and manufactured by the Hell's Horses Clan in the mid-2900s just after the fall of the Tokasha MechWorks, the Bowman was the centerpiece for a crash 'Mech-building program aimed at augmenting the Clan's defensive units. Then featuring twin Arrow IV launchers, the stay-back-and-shoot nature of the design so offended Clan MechWarriors lusting for direct contact with the enemy that Khan Darwin Lassenerra ordered a retrofit geared for more direct battlefield involvement.

Capabilities:

Weighing in at seventy tons with endo-steel construction and an extra-light engine, the Bowman maintains a respectable overland speed while leaving ample space for its primary weaponry. Originally centered around a pair of Arrow IV batteries mounted in the arms and flanks, an LRM 20-rack replaced the left battery as a concession to Clan battle preference, with excess tonnage from the change devoted to anti-infantry defense on the Bowman's legs.

These changes, however, paid only superficial service to the egos of Clan MechWarriors as the Bowman's arsenal remained stacked against the Warrior out for personal glory. Four tons of interchangeable ammunition bins for the Arrow give the flexibility of multiple munitions types. On the other hand, with only a quarter of the size of the Arrow IV's ammunition supply, the Bowman's LRM must be fired sparingly. This feature that encourages the use of the main battery instead, preferably at ranges where counter-fire would be difficult at best.

A trio of ER medium lasers on the right arm provides the only backup to the missile systems. They are enough to deter light 'Mechs, armor and possibly infantry, but hardly enough to do much good to a MechWarrior in a pitched battle.

Variants:

As it is such an unpopular design, variants of the basic chassis are common. The most well known variant removes the Arrow IV System and replaces it with an additional LRM 20 and three tons of ammunition, as well as an ER Large Laser and four more double heat sinks.

Deployment

Only a handful of Bowmans are manufactured by the Horses each year, usually to replace combat losses or phase out older Star League designs no longer fit for service. Though typically assigned to defensive Stars in second-line Galaxies, on rare occasions one or two have been "borrowed" by front-line commanders in need of rapid artillery support. Curiously enough, the Bowman also sees use as a training 'Mech for aspiring MechWarriors, where it is used to evaluate artillery aptitudes in "colts" that could prove useful whether or not they pass muster in the sibkos. Among other Clans, Bowmans are exceedingly rare, more often than not appearing as kit-bashed field-variants in solahma units.


Type/Model: Bowman

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Endo Steel 7 3.50

   (Endo Steel Loc: 3 LT, 3 RT, 1 CT)

Engine: 350 XL 10 15.00

   Walking MP: 5    

   Running MP: 8    

   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 14 .00

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 29

  Center Torso (Rear):   10

  L/R Side Torso: 15 20/20

  L/R Side Torso (Rear):   8/8

  L/R Arm: 11 20/20

  L/R Leg: 15 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Arrow IV System RA 10 20 16 16.00

   (Ammo Loc: 4 RT)

3 ER Medium Lasers LA 15   3 3.00

1 LRM 20 LT 6 6 5 6.00

   (Ammo Loc: 1 LT)

1 ECM Suite HD 0   1 1.00

2 Anti-Personnel Pods LL 0   2 1.00

2 Anti-Personnel Pods RL 0   2 1.00

TOTALS:   31   69 70.00

Crits & Tons Left:       9 .00


Calculated Factors:

Total Cost: 16,953,136 C-Bills

Battle Value: 1,815

Cost per BV: 9,340.57

Weapon Value: 2,910 / 2,910 (Ratio = 1.60 / 1.60)

Damage Factors:    SRDmg = 38; MRDmg = 29; LRDmg = 18

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

    Damage PB/M/L: 8/4/3,   Overheat: 0

    Class: MH,   Point Value: 18

    Specials: ecm, artA

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3694
SATURDAY, MAY 07, 2005
UPDATE: 5/10/2005
533 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3694]

Chimera CMA-1S

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Kurita Inner Sphere

House Steiner Inner Sphere

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BATTLEROM IMAGE AUGUST 17, 3063

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Chimera CMA-1S

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 40 tons

Chassis: Chameleon Light Endo 2 Endo Steel

Power Plant: 240 GM XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 Rawlings 40 Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: StarGuard CCM Standard

Armament:
1 Scatter Gun Light Machine Gun
1 ExoStar ER Large Laser
1 Bright-Blossom ER Medium Laser
1 Shigunga MRM 20
Manufacturer:    Brigadier Corporation, Independence Weaponry, Kressley Warworks
   Location:    Oliver, Quentin, Epsilon Eridani
Communications System:    Corean TransBand-J12
Targeting & Tracking System: BlazeFire Tracker with RangeCheck

Overview:

Prior to the launching of Operations Bulldog and Serpent, relations between the Federated Commonwealth and the Draconis Combine were at an all-time high. As a show of mutual support in the face of the coming campaign, the two governments worked side-by-side to develop a new BattleMech that would showcase technological developments made by both, in much the same way they did with the Gunslinger years earlier.

The preliminary design and logistics work took some time. At the behest of Archon Katherine Steiner-Davion, the Lyran Alliance was added to the project. When she later took control of the Federated Commonwealth, however, Lyran concerns and engineers quickly began to dominate the entire process. The product of the effort between the nations soon became something quite different from the joint effort that was initially conceived. With so many resources already invested in the project by all concerned, however, there was no choice but to allow the Chimera to continue forward into full-scale production.

Capabilities:

The Chimera is meant to function in light and cavalry ’Mech units, providing relatively heavy fire and still maintain a moderately high speed, allowing it to keep up with scouting elements. The arm-mounted extended range large laser proves competent at long ranges, while the Combine-produced MRM launcher supplies a punch not many medium BattleMechs can match. Though the ER medium laser and the machine gun were apparently added as after-thoughts, they do give the Chimera an extra punch at medium and close ranges, something that can often make the difference in the heat of battle.

While some have suggested that the number of energy weapons might give the design a problem, the BattleMech is surprisingly heat efficient. Though pilots who constantly push the ’Mech to its design limits will run into problems, the Chimera is consistently lauded as a capable design. It has a high speed and is quite nimble, factors only enhanced by its jump capacity. If the Chimera is lacking anywhere, it is in its armor protection. It mounts a mere seven tons of armor, giving it only the protection afforded by most light ’Mechs. On the other hand, its designers felt that the ’Mech’s speed and maneuverability would be enough to make up for that. Considering its heavy weapons loadout, the Chimera is certainly one of the most formidable medium-class ’Mechs to debut in the last decade.

Variants:

The Quentin and Epsilon Eridani plants produce a variant for Combine and other select units that replaces the machine gun and ammunition with a C3 slave computer, giving the Chimera even more command over a battlefield. So far these variants have found their way into several Davion Guards and Crucis Lancers regiments.

Deployment

The Chimera entered service in 3063 with the Alarion Jaegers, the Tenth Deneb Light Cavalry and the Third Robinson Rangers, all units loyal to Archon Katherine. With the full run from the Brigadier plant and half of the Independence runs going to Katherine’s units, Coordinator Kurita made the preemptive move to license production on Epsilon E, giving units who hadn’t pledged absolute loyalty to Katherine the opportunity to also purchase these new ’Mechs.


Type/Model: Chimera CMA-1S

Mass: 40 tons

Equipment:   Crits Mass

Internal Structure: 67 pts Endo Steel 14 2.00

   (Endo Steel Loc: 1 LA, 1 RA, 6 LT, 2 CT, 2 LL, 2 RL)

Engine: 240 XL 12 6.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 6    

Heat Sinks: 10 Double [20] 3 .00

   (Heat Sink Loc: 1 RA)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 112 pts Standard 0 7.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 14

  Center Torso (Rear):   5

  L/R Side Torso: 10 12/12

  L/R Side Torso (Rear):   4/4

  L/R Arm: 6 10/10

  L/R Leg: 10 16/16


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Machine Gun RA 0 100 2 1.00

   (Ammo Loc: 1 RT)

1 ER Large Laser LA 12   2 5.00

1 ER Medium Laser LA 5   1 1.00

1 MRM 20 RT 6 24 5 9.00

   (Ammo Loc: 2 RT)

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   23   68 40.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 6,737,500 C-Bills

Battle Value: 1,005

Cost per BV: 6,703.98

Weapon Value: 732 / 732 (Ratio = .73 / .73)

Damage Factors:    SRDmg = 19; MRDmg = 10; LRDmg = 3

BattleForce2: MP: 6J,   Armor/Structure: 3/2

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

    Class: MM,   Point Value: 10

Lasergunner posted this 30 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #960
WEDNESDAY, MARCH 15, 2006
131 DOWNLOADS

Enyo Strike Tank [3067]

Level: Standard Level 2 / 3067

Technology: Clan Tracked

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 3067

Enyo Strike Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Hell's Horse Clan

BATTLEROM IMAGE JULY 15, 3063

* FOR WOLF'S DRAGOONS USE ONLY *


Type/Model: Enyo Strike Tank

Tech: Clan / 3063

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 55 tons

Power Plant: 330 Type XL Fusion

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Compound VM20 Ferro-Fibrous

Armament:
1 Series 44h Large Pulse Laser
3 Type VI-Bravo Streak SRM 6s
2 Series IX Machine Guns
Manufacturer:    Kirin Armory Plant 4
   Location:    Kirin
Communications System:    Build 1750/4 Tacticom
Targeting & Tracking System: Series XLII TLS

Overview:

The Enyo is a production-model strike tank based on a lightweight XL engine-another Hell's Horses experiment urged by Khan Malavai Fletcher and furthered by Khan James Cobb. Intended to take advantage of extralight engine technology the way many Clan BattleMechs and aerospace fighters do, the Enyo is a lackluster concept tank. Fletcher ordered the Enyo's design after the successful field trials of several XL-refit Mars assault vehicles, which gained mobility and thus survivability while sacrificing little in the way of armor and armament.

Declaring that the use of extralights would best be served by lighter strike tanks for use in Cavalry and Strike Clusters, Fletcher tasked the engineers with developing a production-line main battle tank in the medium weight class. The design, Fletcher decreed, must be capable of outmaneuvering the majority of Clan-built armor units and must keep pace with the BattleMech forces it should be supporting.

The prototype Enyos were just undergoing trials, overseen by then-Star Colonel James Cobb, when Fletcher's disastrous "war" against the Ghost Bears led to the ejection of the Horses from the Inner Sphere and the mad Khan's subsequent removal by Cobb. Though such circumstances could have meant the death of the Enyo project, Cobb allowed it to resume, conceding to at least some logic in Fletcher's designs.

Capabilities:

Powered by a 330-rated extra-light engine, the Enyo can attain the speed and mobility of most medium-weight BattleMechs. It also packs heavy firepower and armor that cannot be matched at such a performance curve. Comparatively speaking, the engine would provide better performance in a hovercraft or wheeled combat vehicle; the Enyo uses tracks, however, allowing it to traverse almost any terrain.

Unwilling to waste any of the precious tonnage saved in using the lighter engine, engineers fitted the Enyo with a single large pulse laser for its primary weapon system, maximizing punch and economy of mass. Three ammo-efficient Streak SRM 6-packs back up this primary weapon, with two fixed forward and the third mounted on the turret with the laser. Protected by more than seven tons of ferro-fibrous armor and CASE, the Enyo is tough to kill, able to weather even a Gauss slug or two before it has to make a hasty withdrawal from battle.

Deployment

Full production of the Enyo began in 3063 at the Horses’ main armored vehicle facility on Kirin. The majority of these new tanks have appeared in the ranks of the depleted Gamma Galaxy and the Twenty-first Mechanized Assault Cluster, units which suffered losses in the recent fighting against the Ghost Bears. Several other front-line Cavalry and Strike Clusters have also received Enyos, where they replace older designs of Star League vintage.


Type/Model: Enyo Strike Tank

Mass: 55 tons

Equipment:   Items Mass

Internal Structure: 30 pts Standard 0 5.50

Engine: 330 XL Fusion 1 12.50

Shielding & Trans Equip:   0 6.50

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.00

Crew: 4 Members 0 .00

Turret Equipment:   0 1.00

Armor Factor: 144 pts Ferro-Fibrous 1 7.50


    Internal Armor

    Structure Value

  Front: 6 30

  Left / Right Sides: 6 29/29

  Rear: 6 29

  Turret: 6 27


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Large Pulse Laser Turret 10   1 6.00

1 Streak SRM 6 Turret 0 15 2 4.00

1 Streak SRM 6 Front 0 15 1 4.00

1 Streak SRM 6 Front 0 15 1 4.00

1 Machine Gun Left 0 100 2 .75

1 Machine Gun Right 0   1 .25

CASE Equipment: Body     0 .00

TOTALS:   10   10 55.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 9,048,125 C-Bills

Battle Value: 1,182

Cost per BV: 7,654.93

Weapon Value: 1,402 / 1,095 (Ratio = 1.19 / .93)

Damage Factors:    SRDmg = 41; MRDmg = 21; LRDmg = 6

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

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

    Class: GM,   Point Value: 12


Created with HeavyMetal Vee

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3783
SUNDAY, MAY 15, 2005
220 DOWNLOADS

Hellion Omni

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Ice Hellion Clan

BATTLEROM IMAGE JANUARY 30, 3066

* FOR HEIMDAL USE ONLY *

 


BattleMech Technical Readout

Type/Model: Hellion (Base)

Tech: Clan / 3059

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 30 tons

Chassis: Endo Steel

Power Plant: 210 XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 [151.2] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

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

Overview:

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

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

Capabilities:

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

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

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

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

Deployment

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


Type/Model: Hellion (Base)

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Endo Steel 7 1.50

   (Endo Steel Loc: 2 RA, 3 LT, 2 RT)

Engine: 210 XL 10 4.50

   Walking MP: 7    

   Running MP: 11 [14]    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 4 .00

   (Heat Sink Loc: 1 LL, 1 RL)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   1 1.00

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

Armor Factor: 105 pts Ferro-Fibrous 7 5.50

   (Armor Crit Loc: 5 LA, 2 RA)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 15

  Center Torso (Rear):   5

  L/R Side Torso: 7 10/10

  L/R Side Torso (Rear):   4/4

  L/R Arm: 5 10/10

  L/R Leg: 7 14/14


BASE

Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   54 18.50

Crits & Tons Left:       24 11.50


Calculated Factors:

Total Cost: 5,545,800 C-Bills

Battle Value: 416

Cost per BV: 13,331.25

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

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

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

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

    Class: ML,   Point Value: 4

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Medium Lasers RA 10   2 2.00

1 ER Medium Laser LA 5   1 1.00

1 ER Medium Laser HD 5   1 1.00

1 LRM 10 RT 4 12 2 3.50

   (Ammo Loc: 1 RT)

1 Streak SRM 2 RT 2 50 2 2.00

   (Ammo Loc: 1 LT)

2 Streak SRM 2s LT 4   2 2.00

TOTALS:   30   64 30.00

Crits & Tons Left:       14 .00


Calculated Factors:

Total Cost: 6,600,425 C-Bills

Battle Value: 1,439

Cost per BV: 4,586.81

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

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

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

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

    Class: ML,   Point Value: 14

    Specials: omni, if



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser HD 5   1 1.00

1 LRM 10 LA 4   1 2.50

1 LRM 10 RA 4 36 4 5.50

   (Ammo Loc: 1 LA, 1 RA, 1 CT)

1 LRM 10 CT 4   1 2.50

TOTALS:   17   59 30.00

Crits & Tons Left:       19 .00


Calculated Factors:

Total Cost: 6,545,500 C-Bills

Battle Value: 1,290

Cost per BV: 5,074.03

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

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

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

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

    Class: ML,   Point Value: 13

    Specials: omni, if



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Heavy Large Laser RA 18   3 4.00

2 Heavy Medium Lasers RT 14   4 2.00

2 Heavy Medium Lasers LT 14   4 2.00

1 Heavy Small Laser HD 3   1 .50

TOTALS:   49   71 30.00

Crits & Tons Left:       7 .00


Calculated Factors:

Total Cost: 6,659,900 C-Bills

Battle Value: 1,043

Cost per BV: 6,385.33

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

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

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

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

    Class: ML,   Point Value: 10

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

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

   (Ammo Loc: 3 LT)

2 ER Medium Lasers CT 10   2 2.00

1 Targeting Computer RT     1 1.00

TOTALS:   24   65 30.00

Crits & Tons Left:       13 .00


Calculated Factors:

Total Cost: 6,732,050 C-Bills

Battle Value: 1,547

Cost per BV: 4,351.68

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

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

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

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

    Class: ML,   Point Value: 15

    Specials: omni

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3698
SATURDAY, MAY 07, 2005
UPDATE: 5/10/2005
530 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3698]

Hellspawn HSN-7D

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE APRIL 7, 3062

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Hellspawn HSN-7D

Tech: Inner Sphere / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 45 tons

Chassis: GM Fury-M Endo Steel

Power Plant: 270 GM XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 Rawlings 80 Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: StarGuard III Standard

Armament:
3 RAMTech 800P Medium Pulse Lasers
2 Federated 10-shot LRM 10s
1 Guardian ECM
Manufacturer:    General Motors
   Location:    Talcott
Communications System:    Dalban SuperMicronics w/ Guardian ECM
Targeting & Tracking System: GME HiTrak-3

Overview:

The Clan War and its resulting engagements hit the AFFC hard. Department of the Quartermaster reports estimated it would take as long as two decades’ time before the AFFC could return to the same level of readiness it enjoyed prior to 3049. Of course, that didn’t take into account the events of the last several years.

In 3056, the AFFC released requirements for a number of new combat units with the intention of awarding contracts by 3060. Taking a cue from several other established manufacturers, General Motors responded with the Hellspawn, the flagship of the company’s newly opened ’Mech lines on Talcott. The Department of the Quartermaster awarded GM the contract in October of 3060.

Capabilities:

The Dervish has long been a staple of the Federated Suns' military, providing ranged fire support within a highly maneuverable package. Unfortunately, that design dates back to the Star League era. As new technologies came to the forefront over the past three decades, the Dervish quickly became outmoded - a fact made abundantly clear during the Clan invasion.

The AFFC still had a need for a highly mobile fire support 'Mech, however, a role that the Hellspawn fills capably. It is faster and more maneuverable than its progenitor, and carries the same firepower in a package that is ten tons lighter - allowing commanders to devote more precious cargo space in their DropShips to ammunition and other consumables. The paired LRM-10s are potent weapons, especially when fired en masse as the Dervish proved for centuries. Three medium pulse lasers round out the weapons loadout, making the 'Mech less dependent than its predecessor on a supply convoy and actually increasing its punch at the close ranges - where the Dervish was often found lacking.

Where the Hellspawn is lacking is in armor; it mounts less than seventy percent of its theoretical maximum. While speed and maneuverability can make up for that deficiency somewhat, quite a few Hellspawn pilots have labeled the 'Mech a deathtrap - especially as GM's engineers chose not to incorporate CASE to protect the ammunition bins in the left torso. GM is apparently still looking into ways to make the Hellspawn safer for, and thus more appealing to, its pilots.

Variants:

Though none are in production yet, two proposed variants are on the drawing board. One downgrades two of the pulse lasers to ER versions, providing the mass necessary to add Artemis IV Fire Control Systems. The second proposal replaces the LRMs completely, adding MRM-20s in their place.

Deployment

The Hellspawn was first shipped to the Crucis Lancers in September of 3062, allowing them to retire their ancient Dervishes to garrison units or scrap heaps. Since then, units from the Deneb Light Cavalry to the Robinson Rangers have received them. Most notably, the Second Ceti Hussars and the Davion Light Guards used them to good effect on New Syrtis, ravaging the lightest elements of the Fourth Donegal Guards’ reconnaissance force with combined direct fire and Thunder munitions.


Type/Model: Hellspawn HSN-7D

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 75 pts Endo Steel 14 2.50

   (Endo Steel Loc: 3 LA, 2 LT, 5 RT, 2 LL, 2 RL)

Engine: 270 XL 12 7.50

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 6    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 14 14

  Center Torso (Rear):   4

  L/R Side Torso: 11 11/11

  L/R Side Torso (Rear):   4/4

  L/R Arm: 7 9/9

  L/R Leg: 11 15/15


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Pulse Laser RA 4   1 2.00

1 LRM 10 RA 4 24 4 7.00

   (Ammo Loc: 2 LT)

1 Medium Pulse Laser LA 4   1 2.00

1 Medium Pulse Laser RT 4   1 2.00

1 LRM 10 LT 4   2 5.00

1 Guardian ECM CT 0   2 1.50

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   20   66 45.00

Crits & Tons Left:       12 .00


Calculated Factors:

Total Cost: 8,375,200 C-Bills

Battle Value: 1,094

Cost per BV: 7,655.58

Weapon Value: 749 / 749 (Ratio = .68 / .68)

Damage Factors:    SRDmg = 16; MRDmg = 9; LRDmg = 5

BattleForce2: MP: 6J,   Armor/Structure: 3/2

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

    Class: MM,   Point Value: 11

    Specials: if, ecm

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3712
SUNDAY, MAY 08, 2005
UPDATE: 5/10/2005
198 DOWNLOADS

Lao Hu LHU-2B

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Liao Inner Sphere

BATTLEROM IMAGE DECEMBER 27, 3062

* FOR LOKI USE ONLY *

 


BattleMech Technical Readout

Type/Model: Lao Hu LHU-2B

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: Chariot Type II Endo Steel Endo Steel

Power Plant: 375 GM 375 XL XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Star Shell Standard Standard

Armament:
1 Martell Extended Range Large Laser ER Large Laser
1 Shengli LB 20-X AC
1 Zeus LRM 15
Manufacturer:    Shengli Arms
   Location:    Victoria / CC (SA)
Communications System:    Dian-bao Comms, Standard
Targeting & Tracking System: O/P 911

Overview:

Credit for the development of the Lao Hu belongs to a young student at the Victoria Academy of Arms and Technology. She noted that the Thunder design, though successful, contained a few flaws easily corrected with the new construction materials now obtainable through Chancellor Liao's Xin Sheng efforts in the military-industrial complex. The student was given the privilege of naming the new 'Mech, dubbing it the Lao Hu, which means Tiger in Hanyu (Chinese). The design has lived up to its namesake, proving to be a powerful and aggressive force on the battlefield.

Capabilities:

The top-heavy Lao Hu was designed from the start to bridge the gap between heavy and assault-class BattleMechs and hold its own against superior machines. The autocannon is the same LB 20-X found on the Yu Huang assault 'Mech. It is supplied with enough ammunition to conceivably destroy two to four assault machines. This ambitious design also increased the Lao Hu's demand for extended campaigns.

The Lao Hu also possesses a strong long-range weapons profile. An extended-range large laser in the left arm complements the torso-mounted long-range missile rack. With the varied LRM munitions developed recently, these two weapons augment the 'Mech's already strong tactical position. The Lao Hu's aggressive nature is enforced by the GM 375 XL engine, which bestows the best movement curve a 75-ton 'Mech can employ. With speeds ranging up to 86 kilometers per hour, the new design has a rapid approach, trading out the LRM rack for an autocannon at an effective range.

Variants:

Both Lao Hu variants retain the ER large laser for its solid jousting ability. The LHU-3B shaves off a ton of armor and trades down its LB 20-X for an LB 10-X. The LRM-15 is scaled back to an LRM-10 with Artemis Fire Control System. This saving in weight allows the Lao Hu to mount one of the Confederation's still-rare C3 master computers. The 3B variant is reserved for high profile units only.

The LHU-3C is far more common than the 3B and is beginning to rival the 2B in numbers. A standard Gauss rifle with two tons of ammunition replaces the LB 20-X. The LRM-15 is cut apart into three LRM-5s and three tons of ammo, allowing for maximum tactical flexibility.

Deployment

The Lao Hu entered service in 3062, in time to see some action in the St. Ives conflict though its role was usually underplayed. The strength of the design shows, however, in the numerous petitions since then from assault-class lances and companies requesting the Lao Hu.

For her role in developing the 'Mech, the student (who was drafted early from school by the Prefectorate Guard) was awarded the prototype she helped build and escorted by a full lance of these machines into the Guard. Now into its seventh production run with several variants and outstripping Shengli Arms' Jinggau in popularity, there are few regiments in the Confederation that do not boast at least one of these new 'Mechs.


Type/Model: Lao Hu LHU-2B

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 14 4.00

   (Endo Steel Loc: 1 HD, 4 LT, 5 RT, 2 LL, 2 RL)

Engine: 375 XL 12 19.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA 13 .00

Armor Factor: 216 pts Standard 0 13.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 33

  Center Torso (Rear):   10

  L/R Side Torso: 16 24/24

  L/R Side Torso (Rear):   7/7

  L/R Arm: 12 23/23

  L/R Leg: 16 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser LA 12   2 5.00

1 LB 20-X AC RA 6 15 14 17.00

   (Ammo Loc: 3 RT)

1 LRM 15 LT 5 16 5 9.00

   (Ammo Loc: 2 LT)

TOTALS:   23   69 75.00

Crits & Tons Left:       9 .00


Calculated Factors:

Total Cost: 18,779,688 C-Bills

Battle Value: 1,410

Cost per BV: 13,318.93

Weapon Value: 1,844 / 1,844 (Ratio = 1.31 / 1.31)

Damage Factors:    SRDmg = 23; MRDmg = 17; LRDmg = 6

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

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

    Class: MH,   Point Value: 14

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3705
SUNDAY, MAY 08, 2005
UPDATE: 5/10/2005
471 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3705]

Lightray LGH-4W

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Word of Blake Inner Sphere

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BATTLEROM IMAGE JANUARY 29, 3067

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Lightray LGH-4W

Tech: Inner Sphere / 3066

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 55 tons

Chassis: Geometric 33B Endo Steel

Power Plant: 385 LTV XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Strasbourg Armaments Type 4 Ferro-Fibrous

Armament:
1 Tronel XIII Large Pulse Laser
2 Diverse Optics Type ER Medium Lasers
1 Diverse Optics Type ER Small Laser
Manufacturer:    Martinson Armaments
   Location:    Earth, Australia
Communications System:    Blow 107 Net (improved)
Targeting & Tracking System: Scope 3580 w. Targeting Computer

Overview:

When Precentor Martial St. Jamais of the Word of Blake Militia needed a new heavy scout ’Mech, he turned to Martinson Armaments. They had already produced successful designs in the Spartan and Initiate BattleMechs, and were eager to take on the task of creating a medium-class ’Mech capable of high speeds as well as carrying heavy armor and weaponry sufficient for both attack and protection. The Precentor Martial approved their new design, which they called the Lightray, for production in 3064. Assembly was started soon after.

While that first production run was being manufactured, however, the civil war between the Federated Commonwealth and Lyran Alliance was heating up. Taking advantage of the two Houses’ preoccupation with each other, ROM agents made successful attempts to steal new technology from each. From the Federated Suns came targeting computer technology derived from captured Clan plans and materials. Anxious to put this new technology to use, the Precentor Martial ordered an alteration to the Lightray, removing some weaponry to include a targeting computer. The assembly lines were retooled, and all Lightrays produced since have carried the stolen Davion technology.

Capabilities:

The Lightray is much faster than most other BattleMechs its size, able to reach a top speed of nearly 120 kilometers per hour in open areas. This is due to its enormous 385 LTV extra-light engine, the largest manufactured for use in 55-ton ’Mechs. The high speed makes the Lightray an effective scout and harasser, though it lacks jump capability.

The weaponry it carries is quite effective as well. The Tronel large pulse laser is extremely accurate when used with the targeting computer, and the backup firepower of two ER medium lasers and an ER small laser benefit from the targeting equipment as well. Though the Lightray carries fewer weapons than many medium ’Mechs, it tends to hit more often with those it does have. Tests and battle simulations have shown this to be the case, but performance in actual combat has yet to be evaluated.

Variants:

Currently, there are two known Lightray variants. The first comes from the first production run produced, before the targeting computer was added. It carried two SRM-2s and a single ton of ammunition. The second variant was quickly fielded when numerous MechWarriors complained about the lack of ranged weaponry, regardless of the Lightray’s speed; this variant replaces the large pulse laser with an ER PPC.

Deployment

Lightrays have been sent to every Militia Division, though the Fourth Division has received the bulk of them, having been given the order to test them more thoroughly.


Type/Model: Lightray LGH-4W

Mass: 55 tons

Equipment:   Crits Mass

Internal Structure: 91 pts Endo Steel 14 3.00

   (Endo Steel Loc: 4 LA, 7 LT, 1 CT, 2 LL)

Engine: 385 XL 12 22.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 4.00

Cockpit, Life Support: 5 3.00

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

Armor Factor: 185 pts Ferro-Fibrous 14 10.50

   (Armor Crit Loc: 1 HD, 5 RA, 6 RT, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 18 26

  Center Torso (Rear):   10

  L/R Side Torso: 13 19/19

  L/R Side Torso (Rear):   7/7

  L/R Arm: 9 18/18

  L/R Leg: 13 26/26


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser RA 10   2 7.00

2 ER Medium Lasers LT 10   2 2.00

1 ER Small Laser CT 2   1 .50

1 Targeting Computer RT     3 3.00

TOTALS:   22   73 55.00

Crits & Tons Left:       5 .00


Calculated Factors:

Total Cost: 12,577,811 C-Bills

Battle Value: 1,166

Cost per BV: 10,787.14

Weapon Value: 1,347 / 1,347 (Ratio = 1.16 / 1.16)

Damage Factors:    SRDmg = 19; MRDmg = 8; LRDmg = 0

BattleForce2: MP: 7,   Armor/Structure: 5/2

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

    Class: MM,   Point Value: 12

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3742
WEDNESDAY, MAY 11, 2005
471 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3742]

Lobo 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Wolf Clan

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BATTLEROM IMAGE AUGUST 17, 3065

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Lobo

Tech: Clan / 3064

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 40 tons

Chassis: Type-A Endo Steel

Power Plant: 240 General Systems XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Type-1 Ferro-Fibrous

Armament:
2 General Systems Heavy Medium Lasers
2 CC 6-rack Adv. Tact. Msl. 6s
1 Volt-7 ER Large Laser
1 General Systems Heavy Small Laser
1 Shield-3 Anti-Missile System
Manufacturer:    W-7 Facilities
   Location:    (Unknown)
Communications System:    Howler 79
Targeting & Tracking System: Model 92 "Stalker"

Overview:

For some time, Clan Wolf had been looking for a lighter companion to their highly successful Timber Wolf design - a complementing system of missiles and energy weapons. The problem was not in designing a chassis that could mount their choices, it was in the missile launcher selection. Khan Vladimir Ward did not want to bother with short-range missiles, LRMs were too heavy for a middleweight BattleMech, and the Inner Sphere’s development of Medium Range Missiles seemed a step in the wrong direction to most Clan scientists. Then Clan Coyote developed their Advanced Tactical Missile Systems, neatly solving Khan Ward’s problems.

Capabilities:

The Lobo was already on the design boards when Clan Coyote debuted their new ATMs. Winning the technology in a brief and bloody batchall, Khan Ward quickly ordered the Lobo redesigned to field test the ATM. In order to accommodate the ATMs, endo steel construction material and XL engine technology had to be used to save critical space and weight. This has placed a lot of superior technology in what is, ostensibly, a second-line ’Mech for Clan Wolf. However, if this BattleMech proves successful, Khan Ward has already vowed to order his scientists to recreate the Lobo as a new OmniMech.

The Lobo mounts a single extended range laser in the chest for jousting as it closes. In medium ranges, it relies mostly on its heavy lasers and ATMs. The ATMs carry four tons of ammo, giving the MechWarrior the opportunity to go into battle with a variety of munitions. This is a hot-running machine, however, and in firefights its MechWarriors have shown a tendency to risk shutdown before running without weapons for a time to dissipate all heat build up. Fortunately, seven tons of ferro-fibrous armor and an anti-missile system allow the Lobo to stand up to some punishment during its weapons-free cool down periods.

Deployment

The Lobo is currently found only in Clan Wolf. It has been used in border skirmishes against Clan Jade Falcon and the Ghost Bears, in one distance-strike against Clan Wolf (in-Exile) and in a few probing attacks at ComStar. So far, the Lobo has earned excellent marks. Against ComStar the machine showed a slight weakness in prolonged combat, though its heavy lasers allowed it to win out in the end.


Type/Model: Lobo

Mass: 40 tons

Equipment:   Crits Mass

Internal Structure: 67 pts Endo Steel 7 2.00

   (Endo Steel Loc: 2 LA, 3 RA, 1 LL, 1 RL)

Engine: 240 XL 10 6.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 2 .00

   (Heat Sink Loc: 1 CT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 134 pts Ferro-Fibrous 7 7.00

   (Armor Crit Loc: 2 LA, 2 RA, 1 LT, 1 LL, 1 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 18

  Center Torso (Rear):   5

  L/R Side Torso: 10 15/15

  L/R Side Torso (Rear):   5/5

  L/R Arm: 6 12/12

  L/R Leg: 10 19/19


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Heavy Medium Laser RA 7   2 1.00

1 Heavy Medium Laser LA 7   2 1.00

1 Adv. Tact. Msl. 6 RT 4 40 7 7.50

   (Ammo Loc: 2 LT, 2 RT)

1 ER Large Laser RT 12   1 4.00

1 Adv. Tact. Msl. 6 LT 4   3 3.50

1 Heavy Small Laser LT 3   1 .50

1 Anti-Missile System HD 1 24 2 1.50

   (Ammo Loc: 1 LA)

TOTALS:   38   67 40.00

Crits & Tons Left:       11 .00


Calculated Factors:

Total Cost: 7,554,400 C-Bills

Battle Value: 1,299

Cost per BV: 5,815.55

Weapon Value: 1,036 / 1,036 (Ratio = .80 / .80)

Damage Factors:    SRDmg = 19; MRDmg = 16; LRDmg = 6

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

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

    Class: MM,   Point Value: 13

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3753
WEDNESDAY, MAY 11, 2005
1602 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3753]

Mad Cat Mk II 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 90 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Diamond Shark Clan

Clan Nova Cat Clan

House Davion Inner Sphere

House Kurita Inner Sphere

House Steiner Inner Sphere

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BATTLEROM IMAGE APRIL 8, 3065

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Mad Cat Mk II

Tech: Clan / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 90 tons

Chassis: Endo Steel

Power Plant: 360 XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 3 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Ferro-Fibrous

Armament:
2 EMRG "Galaxy" Series Gauss Rifles
4 Series 2b ER Medium Lasers
2 Type X "Short Bow" LRM 10s
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

Though the decade of war during the 3050s was far more devastating to the Inner Sphere, the Clans still felt the sting of battlefield losses, especially those like the Wolves and the Jade Falcons that once were the strongest and most feared. The home Clans were no better off however, as the events of the past several years have proven.

Always on the lookout for a way to increase their profits, the leaders of Clan Diamond Shark found one way at the beginning of this decade. Taking a cue from the success they were having with their Ha Otoko, they began development on yet another standard BattleMech that they could sell to their fellow Clans. By basing their new design upon an existing BattleMech, the Diamond Shark engineers cut their development time sharply, putting the Mad Cat Mk II into full-scale production in less than fifteen months.

Capabilities:

Though bearing a remarkable outward resemblance to the Timber Wolf, this BattleMech is a new and powerful creation. Carrying thirteen tons of ferro-fibrous armor, the Mad Cat Mk II is an incredibly resilient design. More than that, it is also speedy and nimble for an Assault-class BattleMech; it tops out at a fast 65 kph, while its jump jets let it rocket over all but the roughest of terrain. Still, while it is a definite asset, the 'Mech's agility is not its strongest point.

A pair of arm-mounted Gauss rifles supported by its torso-mounted LRM racks gives the Mad Cat Mk II complete command over the battlefield. Though there are BattleMechs that can deliver a more powerful barrage, few can keep up the steady volume of fire that this 'Mech can put forth, at least without running the risk of redlining and reactor shutdown.

While the Mad Cat Mk II can pick apart its enemies at range, it actually performs best within 450 meters-still considered mid-range for most modern battlefield engagements. There the 'Mech's pilot can also make use of the paired extended-range lasers in each torso, making short work of whoever is foolish enough to stray so close.

Interestingly, the Clan's technicians chose to equip this BattleMech with weapons from its oldest Brian Caches. Though the 'Mech's performance is not affected by this decision, the designers did have to make several adjustments to the chassis, such as the addition of venting ports above the arm-mounted Gauss rifles.

Deployment

While the Mad Cat Mk II has now been in production for more than half a decade, very few Clans are actually fielding this conventional BattleMech. Clans Wolf and Jade Falcon, both obvious candidates for sales, have purchased none; neither has Clan Ice Hellion or even Clan Steel Viper (though all field a few won through various Trials). Only Clan Nova Cat fields any significant number.

Surprisingly, quite a few have turned up in service within both the Draconis Combine and the former Federated Commonwealth states, particularly during the final battles on Proserpina.

Although no one has yet been able to confirm this, it appears that the Diamond Sharks are now willing to sell unmodified Clan equipment to the Inner Sphere, at least on a limited basis. This would explain why the Clan chose the Mad Cat designation rather than Timber Wolf. If this were true, it would signal a significant shift in attitudes within Clan Diamond Shark. Certainly the fact that the Clan chose to use supplies of outmoded weapons in arming this BattleMech lends credence to this theory.


Type/Model: Mad Cat Mk II

Mass: 90 tons

Equipment:   Crits Mass

Internal Structure: 138 pts Endo Steel 7 4.50

   (Endo Steel Loc: 1 LA, 3 LT, 1 CT, 2 LL)

Engine: 360 XL 10 16.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 3    

Heat Sinks: 14 Double [28] 0 4.00

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 250 pts Ferro-Fibrous 7 13.00

   (Armor Crit Loc: 1 HD, 1 RA, 3 RT, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 38

  Center Torso (Rear):   13

  L/R Side Torso: 19 26/26

  L/R Side Torso (Rear):   8/8

  L/R Arm: 15 27/27

  L/R Leg: 19 34/34


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RA 1 32 10 16.00

   (Ammo Loc: 2 LT, 2 RT)

1 Gauss Rifle LA 1   6 12.00

2 ER Medium Lasers RT 10   2 2.00

1 LRM 10 RT 4 24 3 4.50

   (Ammo Loc: 1 LT, 1 RT)

2 ER Medium Lasers LT 10   2 2.00

1 LRM 10 LT 4   1 2.50

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 LT, 1 RT, 1 CT)

TOTALS:   30   72 90.00

Crits & Tons Left:       6 .00


Calculated Factors:

Total Cost: 24,017,900 C-Bills

Battle Value: 2,877

Cost per BV: 8,348.24

Weapon Value: 5,178 / 5,178 (Ratio = 1.80 / 1.80)

Damage Factors:    SRDmg = 54; MRDmg = 43; LRDmg = 20

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

    Damage PB/M/L: 8/7/4,   Overheat: 0

    Class: MA,   Point Value: 29

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3707
SUNDAY, MAY 08, 2005
UPDATE: 5/10/2005
524 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3707]

Ninja-To NJT-2

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Kurita Inner Sphere

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BATTLEROM IMAGE APRIL 8, 3062

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Ninja-To NJT-2

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 65 tons

Chassis: Star League XT Light Endo Steel Endo Steel

Power Plant: 390 Magna 390 Extralight XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Heavy with CASE Standard

Armament:
2 Diverse Optics Sunbeam ER Large Lasers
1 Shigunga MRM 10
2 Diverse Optics Type ER Medium Lasers
1 C³ Slave Unit
Manufacturer:    Independence Weaponry
   Location:    Quentin
Communications System:    Garret T-19G with C3 Slave Unit
Targeting & Tracking System: Cat's Eyes 5

Overview:

Independence Weaponry of Quentin, makers of the Naginata, Shugenja and Tai-sho, established themselves as the premiere experts of Combine heavy 'Mech manufacturing for the Draconis Combine, particularly when it comes to the use of the increasingly popular C3 computer network. While their latest products sported the expensive and critical command computers, the equally useful C3 slave systems continued to appear mainly in OmniMech variants or retrofits on existing 'Mech designs. The NJT-2 Ninja-To, designed to work with the likes of the Shugenja and the Tai-sho, addresses this lack.

Capabilities:

Weighing in at 65 tons, the Ninja-To-named for the chosen blade of the ninja in ancient Japan-features an extra-light Hermes 390-rated engine, allowing it to match or exceed the speed of many Clan 'Mechs of comparable size. Endo-steel internal construction, though bulky, lightens the frame and increases the mass allowance for weaponry, ammunition, and armor. Twelve tons of standard Durallex heavy armor, complete with CASE, protects the Ninja-To from enemy fire and internal ammunition explosion, backed by a formidable arsenal of lasers and medium-range missiles meant to deliver serious damage even as the 'Mech closes on enemy positions.

Unfortunately, to mount this kind of firepower on the Ninja-To while still allowing for its remarkable speed, designers had to skimp on the heat exchange system. Only twelve double-strength heat sinks work to keep the Ninja-To cool enough to operate safely, sinks that can be easily overtaxed simply by the use of the 'Mech's primary weapons.

Variants:

A cooler running variant of the Ninja-To, the NJT-3 model, is currently undergoing trials on the Quentin testing grounds. This variant drops the missile rack and ammo, and instead uses standard PPCs in place of the arm-mounted ER large lasers. An additional half-ton of armor gained by this switch reinforces the legs and rear torso, granting this model more protection and a better heat curve, but at a loss of reach and close-in hitting power.

Deployment

Production on the Ninja-To began at a modest rate in 3062, with Independence Weaponry contracted to provide the first three runs exclusively to the DCMS. As it was intended to complement the C3 command units already produced by Independence Weaponry, the first shipments of the new Ninja-To have gone to the Genyosha regiments, where both the Tai-Sho and the Shugenja were first assigned.

Executives at Independence Weaponry suggest, however, that once the deficit between the number of Ninja-Tos and these command units narrows, the company may then attempt to offer C3 command lance packages. These discount incentive packages would present models such as the Shugenja, Tai-sho, Naginata, and the Ninja-To as a matched set, boosting sales while giving the customer the most of the C3 computer network advantage.


Type/Model: Ninja-To NJT-2

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Endo Steel 14 3.50

   (Endo Steel Loc: 7 LT, 3 RT, 2 LL, 2 RL)

Engine: 390 XL 12 23.00

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 0 2.00

Gyro:   4 4.00

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: 21 29

  Center Torso (Rear):   10

  L/R Side Torso: 15 20/20

  L/R Side Torso (Rear):   7/7

  L/R Arm: 10 18/18

  L/R Leg: 15 27/27


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser RA 12   2 5.00

1 ER Large Laser LA 12   2 5.00

1 MRM 10 RT 4 24 3 4.00

   (Ammo Loc: 1 RT)

2 ER Medium Lasers CT 10   2 2.00

1 C³ Slave Unit HD 0   1 1.00

CASE Equipment: RT     1 .50

TOTALS:   38   60 65.00

Crits & Tons Left:       18 .00


Calculated Factors:

Total Cost: 16,080,900 C-Bills

Battle Value: 1,171 (+177 for C&sup3

Cost per BV: 13,732.62

Weapon Value: 1,492 / 1,492 (Ratio = 1.27 / 1.27)

Damage Factors:    SRDmg = 19; MRDmg = 12; LRDmg = 5

BattleForce2: MP: 6,   Armor/Structure: 5/3

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

    Class: MH,   Point Value: 12

    Specials: c3s

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3732
TUESDAY, MAY 10, 2005
UPDATE: 5/11/2005
153 DOWNLOADS

Perseus P1

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Marik Inner Sphere

BATTLEROM IMAGE MARCH 5, 3067

* FOR MI2 USE ONLY *

 


BattleMech Technical Readout

Type/Model: Perseus P1

Tech: Inner Sphere / 3059

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: Endo Steel

Power Plant: 300 Hermes XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Valiant Lamellor Standard

Armament:
39.5 tons of pod space available
Manufacturer:    Kali Yama Weapons Industries
   Location:    Kalidasa
Communications System:    Irian Orator-5K
Targeting & Tracking System: Wasat Aggressor Type 5 w. Omnilink

Overview:

The LCCC has authorized several programs to create League-designed and manufactured OmniMechs. To date, however, only one model - the P1 Perseus - has entered service with the FWLM in significant numbers.

The Perseus design is based on the Orion, widely used in the FWLM, and the new design uses many of the same components as the Orion. (in fact, FWLM technicians have christened the new design the "Omni-Orion.") This arrangement has facilitated the integration of the new OmniMech into units equipped with the older machine. Not surprisingly, the external appearances of the two machines are similar, though the cockpit of the Persues is more centrally located than that of its progenitor. And while the two Mechs may look similar, the Perseus features some distinctive design features, including a completely redesigned and reinforced endo-steel skeleton that can support a diverse range of weapons systems.

Capabilities:

The Perseus features enough pod space to accommodate almost forty tons of weapons, though the small size of many of the Mech’s weapon bays limits the types of weapons they can carry. Only the Perseus’s arm mounts are large enough to support the FWLM’s largest weapons, such as gauss rifles or the new Ultra AC/10, and the hand and lower-arm actuator assemblies must be removed before such weapons can be installed.

The small bays also limit the number of modern heat sinks that can be fitted in the Mech. Consequently, the Perseus’s weapons configurations primarily feature missiles, autocannons and other weapon systems that produce lower amounts of heat.

The primary version of the Persues features an Ultra AC/10, Artemis-equipped LRM-20 and SRM-4 launchers, and four of the new Diverse Optics ER medium lasers. Unfortunately, the ER lasers can cause severe heat build-up.

The Perseus A is much more heat efficient and can safely diffuse any heat its systems generate except in the most extreme circumstances. The A-variant relies on a pair of Artemis-equipped LRM-20 launchers as its primary weapons and also carries two medium pulse lasers and an SRM-6 for short range firepower. A Guardian ECM system provides the Perseus A with protection against certain enemy systems. The addition of target-acquisition gear in the right leg is intended to provide artillery spotting ability to front-line troops.

The B-variant features one ER large laser and two pulse lasers for its main striking power. An Imperator Gauss rifle provides additional firepower, though the low level of available ammunition relegates the Gauss to use as a secondary weapon.

The Perseus C-variant carries the League’s two new heavy weapons, the Ultra AC/10 and the light Gauss Rifle. The variant carries two tons of ammunition for the arm-mounted Gauss rifle, while two torso-mounted ammunition stores feed the arm-mounted autocannon. A head-mounted SRM-2 Streak launcher and three ER medium lasers provide short-range hitting power, while a rear-mounted medium pulse laser discourages attacks from behind. To offset the heat generated by these systems, this variant features additional heat sinks located in the right and left torso bays.

Deployment

So far, only a handful of FWLM units have received the Kali Yama-produced Persues. Many of these new machines are going to units that previously fielded high concentrations of Orions and are replacing the older design on a one-for-one basis. The main problems facing widespread deployment of the Perseus are that FWLM technicians remain mostly unfamiliar with the modular technology employed in the new OmniMech design, and the FWLM quartermaster has yet to come to terms with the logistics required to support the new design in the field. As a result, few additional Perseus Mechs will make it to units within the next eighteen months.


Type/Model: Perseus P1

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 14 4.00

   (Endo Steel Loc: 3 LA, 3 RA, 4 LT, 4 RT)

Engine: 300 XL 12 9.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 0 2.00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 224 pts Standard 0 14.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 36

  Center Torso (Rear):   9

  L/R Side Torso: 16 24/24

  L/R Side Torso (Rear):   8/8

  L/R Arm: 12 21/21

  L/R Leg: 16 32/32


BASE

Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   51 35.50

Crits & Tons Left:       27 39.50


Calculated Factors:

Total Cost: 17,213,438 C-Bills

Battle Value: 730

Cost per BV: 23,580.05

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

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

BattleForce2: MP: 4,   Armor/Structure: 6/3

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

    Class: MH,   Point Value: 7

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/10 RA 4 20 9 15.00

   (Ammo Loc: 2 RT)

1 LRM 20 w/ Artemis IV LA 6 12 8 13.00

   (Ammo Loc: 2 RT)

1 SRM 4 w/ Artemis IV CT 3 25 3 4.00

   (Ammo Loc: 1 LT)

1 Medium Pulse Laser LA 4   1 2.00

2 ER Medium Lasers LL 10   2 2.00

2 ER Medium Lasers RL 10   2 2.00

1 ER Small Laser HD 2   1 .50

CASE Equipment: LT RT     2 1.00

TOTALS:   43   75 75.00

Crits & Tons Left:       3 .00


Calculated Factors:

Total Cost: 20,494,142 C-Bills

Battle Value: 1,290

Cost per BV: 15,886.93

Weapon Value: 1,973 / 1,868 (Ratio = 1.53 / 1.45)

Damage Factors:    SRDmg = 28; MRDmg = 20; LRDmg = 10

BattleForce2: MP: 4,   Armor/Structure: 6/3

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

    Class: MH,   Point Value: 13

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 w/ Artemis IV RA 6 24 10 15.00

   (Ammo Loc: 2 LT, 2 RT)

1 LRM 20 w/ Artemis IV LA 6   6 11.00

1 SRM 6 w/ Artemis IV CT 4 30 5 6.00

   (Ammo Loc: 2 RT)

2 Medium Pulse Lasers LT 8   2 4.00

1 TAG RL 0   1 1.00

1 Guardian ECM LL 0   2 1.50

CASE Equipment: LT RT     2 1.00

TOTALS:   24   77 75.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 20,901,562 C-Bills

Battle Value: 1,409

Cost per BV: 14,834.32

Weapon Value: 2,462 / 2,130 (Ratio = 1.75 / 1.51)

Damage Factors:    SRDmg = 24; MRDmg = 23; LRDmg = 13

BattleForce2: MP: 4,   Armor/Structure: 6/3

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

    Class: MH,   Point Value: 14

    Specials: omni, if, ecm, tag



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Large Pulse Lasers LA 20   4 14.00

1 Gauss Rifle RA 1 8 8 16.00

   (Ammo Loc: 1 RT)

1 ER Large Laser LT 12   2 5.00

1 Anti-Missile System HD 1 24 3 2.50

   (Ammo Loc: 2 LL)

TOTALS:   34   71 75.00

Crits & Tons Left:       7 .00


Calculated Factors:

Total Cost: 19,335,858 C-Bills

Battle Value: 1,431

Cost per BV: 13,512.13

Weapon Value: 2,323 / 2,323 (Ratio = 1.62 / 1.62)

Damage Factors:    SRDmg = 31; MRDmg = 20; LRDmg = 9

BattleForce2: MP: 4,   Armor/Structure: 6/3

    Damage PB/M/L: 5/3/2,   Overheat: 1

    Class: MH,   Point Value: 14

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Light Gauss Rifle LA 1 32 7 14.00

   (Ammo Loc: 2 LA)

1 Ultra AC/10 RA 4 30 10 16.00

   (Ammo Loc: 1 LT, 2 RT)

1 Streak SRM 2 HD 2 50 2 2.50

   (Ammo Loc: 1 LT)

1 ER Medium Laser LL 5   1 1.00

2 ER Medium Lasers RL 10   2 2.00

1 Medium Pulse Laser CT(R) 4   1 2.00

TOTALS:   30   76 75.00

Crits & Tons Left:       2 .00


Calculated Factors:

Total Cost: 19,472,031 C-Bills

Battle Value: 1,487

Cost per BV: 13,094.84

Weapon Value: 2,401 / 2,363 (Ratio = 1.61 / 1.59)

Damage Factors:    SRDmg = 36; MRDmg = 21; LRDmg = 8

BattleForce2: MP: 4,   Armor/Structure: 6/3

    Damage PB/M/L: 6/4/2,   Overheat: 0

    Class: MH,   Point Value: 15

    Specials: omni



CONFIG D

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LB 10-X AC RA 2 20 8 13.00

   (Ammo Loc: 2 RT)

1 ER Medium Laser RA 5   1 1.00

1 LRM 20 w/ Artemis IV LA 6 18 9 14.00

   (Ammo Loc: 3 LT)

1 ER Small Laser RT 2   1 .50

2 ER Medium Lasers LT 10   2 2.00

1 SRM 6 w/ Artemis IV CT 4 30 5 6.00

   (Ammo Loc: 2 RT)

1 Guardian ECM LL 0   2 1.50

1 Beagle Active Probe RL 0   2 1.50

TOTALS:   29   77 75.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 21,312,266 C-Bills

Battle Value: 1,358

Cost per BV: 15,693.86

Weapon Value: 2,457 / 2,286 (Ratio = 1.81 / 1.68)

Damage Factors:    SRDmg = 29; MRDmg = 23; LRDmg = 9

BattleForce2: MP: 4,   Armor/Structure: 6/3

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

    Class: MH,   Point Value: 14

    Specials: omni, ecm, prb

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3738
WEDNESDAY, MAY 11, 2005
220 DOWNLOADS

Sagittaire SGT-8R

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 95 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

BATTLEROM IMAGE JULY 15, 3064

* FOR WOLF'S DRAGOONS USE ONLY *

 


BattleMech Technical Readout

Type/Model: Sagittaire SGT-8R

Tech: Inner Sphere / 3063

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 95 tons

Chassis: Skuel Heavy TRQ Standard

Power Plant: 285 Pitban 285 XL XL Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 HildCo LFT 9-X Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Starshield Special Heavy Standard

Armament:
2 Magna 900P Large Pulse Lasers
5 Magna 600P Medium Pulse Lasers
1 Magna 200P Small Pulse Laser
1 Defiance 1001 ER PPC
Manufacturer:    Robinson Standard BattleWorks
   Location:    Robinson
Communications System:    Sony MSF-31
Targeting & Tracking System: Federated Stalker with Targeting Module

Overview:

Although the Sagittaire saw production in mid-3063, Robinson's semi-isolationist policies with regard to the civil war kept the design out of the general militaries until much later. As the civil war progressed, however, the fighting took a nasty, personal turn for the worst. MechWarriors began to demand machines that were superior at point-blank range, whether for fighting in narrow city streets or for brawls on the open no-man's-land between cities. The Sagittaire was just such a design.

Capabilities:

A Pitban extralight engine powers the laser-heavy Sagittaire, giving it a top speed of 54 kph-which is directly in line with 'Mechs of similar weight. Of greater interest, however, are the HildCo lifters installed in the legs and centerline, making the Sagittaire one of the relatively few assault 'Mechs with jumping capability, giving it a great deal of tactical flexibility. That, of course, doesn't even take into account the psychological impact of watching a 95-ton BattleMech fly through the air upon untested warriors.

If that wasn't enough, the Sagittaire mounts a heavy weapon configuration tied into one of the new Federated Suns targeting computers. A single ER PPC gives this 'Mech striking power from a distance. As ranges close, the Sagittaire ties in two large pulse lasers, a trio of medium pulse and even a single small pulse laser. Two more medium pulse lasers are provided with rear-firing arcs for extra protection, though with eighteen tons of armor the need for such a stratagem is debatable. The Sagittaire's pulse-technology lasers combined with the targeting computer allow a MechWarrior to maintain a high rate of mobility and still hold an edge against most other BattleMechs. When keeping the Sagittaire's feet firmly planted on the ground, the design is simply devastating.

Deployment

Deployed from Robinson BattleWorks in 3063, the machine first saw heavy action against House Kurita as Duke James Sandoval committed heavy resources toward taking and holding a half-dozen Combine worlds. The Sagittaire was instrumental in the assault on Proserpina, where one lance of these machines destroyed a company of samurai from the Ninth Benjamin Regulars in a series of ill-fated one-on-one duels. Later, during House Kurita's successful counter-assault, the Dragon made a concerted effort to capture or salvage several 'Mechs of the Sagittaire design for its own use.

As Katherine Steiner-Davion later tightened her reigns on the Draconis March, Duke Sandoval allowed more of these machines to be sold into her loyalist army. This was short-lived, however, as Tancred Sandoval deposed his father not long after as the March Lord. He then shifted the entire Sagittaire line into bolstering his own forces and those regiments supporting Victor Steiner-Davion.

As an example of the wide appeal of the Sagittaire, an allied company and a loyalist company were deployed on New Avalon, each with a lance of Sagittaires. They clashed during battle for the continental capital of Flensburg, and only three allied machines walked away under their own power. All three were Sagittaires. Between them, they accounted for eight "kills" out of twelve enemy 'Mechs.


Type/Model: Sagittaire SGT-8R

Mass: 95 tons

Equipment:   Crits Mass

Internal Structure: 145 pts Standard 0 9.50

Engine: 285 XL 12 8.50

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 17 Double [34] 18 7.00

   (Heat Sink Loc: 2 LA, 2 RA, 2 LT)

Gyro:   4 3.00

Cockpit, Life Support: 5 3.00

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

Armor Factor: 288 pts Standard 0 18.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 30 44

  Center Torso (Rear):   15

  L/R Side Torso: 20 30/30

  L/R Side Torso (Rear):   10/10

  L/R Arm: 16 31/31

  L/R Leg: 20 39/39


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser RA 10   2 7.00

1 Medium Pulse Laser RA 4   1 2.00

1 Small Pulse Laser RA 2   1 1.00

1 Large Pulse Laser LA 10   2 7.00

1 Medium Pulse Laser LA 4   1 2.00

1 Medium Pulse Laser RT 4   1 2.00

1 ER PPC LT 15   3 7.00

1 Medium Pulse Laser CT(R) 4   1 2.00

1 Medium Pulse Laser HD(R) 4   1 2.00

1 Targeting Computer RT     8 8.00

3 Standard Jump Jets:       3 6.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   57   75 95.00

Crits & Tons Left:       3 .00


Calculated Factors:

Total Cost: 20,226,375 C-Bills

Battle Value: 1,740

Cost per BV: 11,624.35

Weapon Value: 2,748 / 2,748 (Ratio = 1.58 / 1.58)

Damage Factors:    SRDmg = 37; MRDmg = 14; LRDmg = 6

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

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

    Class: MA,   Point Value: 17


Created with HeavyMetal Pro

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3695
SATURDAY, MAY 07, 2005
UPDATE: 5/10/2005
151 DOWNLOADS

Sha Yu SYU-2B

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Liao Inner Sphere

BATTLEROM IMAGE MAY 9, 3065

* FOR COMSTAR USE ONLY *

 


BattleMech Technical Readout

Type/Model: Sha Yu SYU-2B

Tech: Inner Sphere / 3063

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 40 tons

Chassis: Hellespont Type T Endo Steel

Power Plant: 280 VOX XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Hellespont Lite Stealth Stealth

Armament:
2 Martell ER Large Lasers
2 Diverse Optics Type ER Medium Lasers
1 Apple Churchill 442x TAG TAG
1 Apple Churchill Guardian Guardian ECM
Manufacturer:    Hellespont Industries
   Location:    Sian
Communications System:    Ceres Metals Model 666 w. Guardian ECM
Targeting & Tracking System: Apple Churchill 2000 w. and 442x TAG

Overview:

Hellespont Industries wisely chose to use the Raven chassis as the starting point and discovered that with a slightly heavier frame and alteration to the electronics package, a stealth armor system would work beyond projected expectations. This would become the Sha Yu, the Shark, named for its bullet-shaped forward thrusting cockpit on which an engineer painted an old combat decoration more often seen on fighter craft. A fitting description, Hellespont finally decided, given that the Sha Yu certainly had "teeth".

Capabilities:

Lightly armored, the Sha Yu's primary focus is not close-range combat. The inclusion of a TAG spotting laser is more a leftover from the original Raven design, though the TAG does have a tendency to deter larger 'Mechs from closing and risking a directed Arrow IV artillery strike.

Central to the BattleMech's field tactics is, of course, the stealth armor system that employs the Guardian Electronics Countermeasures system to create a "reduced targeting profile." Radar and thermal imaging systems both have trouble acquiring target locks. So, in effect, while no enemy will want to close pointblank with a Sha Yu, the Shark also maintains a serious advantage at longer range.

If the Sha Yu has a disadvantage, it is the tendency of MechWarriors to overuse the "alpha strike" capability of the machine and run extremely high heat levels. MechWarriors who pilot the Sha Yu have taken to calling out "blood in the waters," as a warning to lancemates they are about to attempt such a feat. Running cool to that point, suddenly the Sha Yu turns inward within effective range of its medium lasers. The battle at this point can degenerate into either a slugging match, with debilitating heat effects quickly reducing the Sha Yu’s effectiveness, or a saber dance of high-speed passes followed by evasive runs in which the ’Mech fires little while cooling off from a previous all-out strike.

Variants:

While the Sha Yu’s primary design focused on medium-to-long range battles, the 4B variant was designed specifically for close-in fighting. Two extra tons of armor protect the BattleMech while two ER medium lasers and three medium pulse lasers work in concert to give it a solid punch. TAG is switched out for a C3 slave unit, connecting the 4B into a Command/ Control/Communications network when its stealth technology is deactivated. An LRM-5 is its only far-reaching weapon, though in theory its two tons of ammo contain only special munitions for spreading minefields across the terrain.

Deployment

The Sha Yu has been shipped in good numbers to high-profile units such as the Capellan Hussars, Warrior Houses and McCarron’s Armored Cavalry. A few companies of these ’Mechs have also worked their way into middle-guard regiments. Despite its Guardian ECM System and the TAG laser, CCAF directives highly recommend that the Sha Yu be employed offensively rather than as a recon unit. Any command deploying the Sha Yu is also advised to field a Catapult with Arrow IV capability, the better to threaten an enemy into keeping his distance.


Type/Model: Sha Yu SYU-2B

Mass: 40 tons

Equipment:   Crits Mass

Internal Structure: 67 pts Endo Steel 14 2.00

   (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)

Engine: 280 XL 12 8.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 0    

Heat Sinks: 13 Double [26] 6 3.00

   (Heat Sink Loc: 1 LT, 1 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: 104 pts Stealth 12 6.50

   (Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 14

  Center Torso (Rear):   5

  L/R Side Torso: 10 13/13

  L/R Side Torso (Rear):   5/5

  L/R Arm: 6 9/9

  L/R Leg: 10 11/11


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser RA 12   2 5.00

1 ER Large Laser LA 12   2 5.00

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 TAG HD 0   1 1.00

1 Guardian ECM CT 0   2 1.50

Stealth Armor Heat   10      

TOTALS:   44   76 40.00

Crits & Tons Left:       2 .00


Calculated Factors:

Total Cost: 7,859,134 C-Bills

Battle Value: 1,035

Cost per BV: 7,593.37

Weapon Value: 693 / 693 (Ratio = .67 / .67)

Damage Factors:    SRDmg = 18; MRDmg = 12; LRDmg = 5

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

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

    Class: MM,   Point Value: 10

    Specials: ecm, tag

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3782
SUNDAY, MAY 15, 2005
802 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3782]

Templar TLR1-O

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 85 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

Tags

No Tags posted

BATTLEROM IMAGE MARCH 4, 3066

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Templar TLR1-O (Base)

Tech: Inner Sphere / 3062

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 85 tons

Chassis: Kallon Type XIX Endo Steel Endo Steel

Power Plant: 340 KalTek Extralight XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Starshield A with CASE Standard

Armament:
40 tons of pod space available
Manufacturer:    Kallon Industries
   Location:    Talon
Communications System:    Newburg Telescan 17
Targeting & Tracking System: Spar 3C MegaTrak

Overview:

Many within the Federated Commonwealth High Command voiced criticism toward the Department of the Quartermaster's policy of concentrating mainly on upgrading the AFFC's conventional BattleMech forces. When the DQ continued to dismiss these arguments, Field Marshal Duke George Hasek decided to take matters into his own hands and personally commissioned Kallon Industries to design and build an assault-class OmniMech, initially financing this project with his own family's fortune.

Capabilities:

Intended to take the place of some of the AFFC's most venerable assault-class 'Mechs, the Templar makes the most out of new technologies, coupling them with time-tested off-the-shelf equipment. Not only did this bring development time and costs down, but considering its massive armor protection, the Templar is both a durable and easily repairable machine. The primary configuration, with its powerful Gauss rifle and strong array of lasers, is designed to command a battlefield. With the addition of the NAIS' recently introduced advanced targeting system, this configuration is capable of defeating even the heaviest Clan OmniMech.

The most common variant pairs an Ultra 10-type autocannon with an ER PPC, again backed with the advanced targeting system. Added mobility is also provided with the addition of jump jets.

A third variant is finding its way into the AFFC's regular army, though it is not as common as the first two. Designed to engage an opposing unit at the longest of ranges, the 'Mech mounts an extended-range particle cannon and three of the lightest-class RACs.

The most recently debuted variant teams an ER PPC with an LB 20-X Autocannon, five medium pulse lasers and an ER medium laser. This variant also mounts jump jets, making this version of the Templar a potent close-assault design.

Deployment

The first Templars off of Kallon's lines were routed to the Syrtis Fusiliers, though machines from later runs have found their way to units like the Federated Suns Armored Cavalry and the Davion Assault Guards. Throughout the war, Duke Hasek's people routed these powerful new 'Mechs only to units opposing the Archon. Of course, the Twentieth Avalon Hussars received quite a few during their defense of Talon, but even that wasn't enough to secure their victory.


Type/Model: Templar TLR1-O (Base)

Mass: 85 tons

Equipment:   Crits Mass

Internal Structure: 130 pts Endo Steel 14 4.50

   (Endo Steel Loc: 1 HD, 4 LA, 1 RA, 2 LT, 2 RT, 2 LL, 2 RL)

Engine: 340 XL 12 13.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 13 Double [26] 0 3.00

Gyro:   4 4.00

Cockpit, Life Support: 5 3.00

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

Armor Factor: 263 pts Standard 0 16.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 27 44

  Center Torso (Rear):   10

  L/R Side Torso: 18 26/26

  L/R Side Torso (Rear):   10/10

  L/R Arm: 14 28/28

  L/R Leg: 18 36/36


BASE

Weapons & Equipment: Loc Heat Ammo Crits Mass

CASE Equipment: RT     1 .50

TOTALS:   0   48 45.00

Crits & Tons Left:       30 40.00


Calculated Factors:

Total Cost: 23,130,012 C-Bills

Battle Value: 850

Cost per BV: 27,211.78

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

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

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

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

    Class: MA,   Point Value: 9

    Specials: omni



PRIME

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RA 1 16 9 17.00

   (Ammo Loc: 2 RT)

1 Large Pulse Laser LA 10   2 7.00

1 Medium Pulse Laser LA 4   1 2.00

1 Streak SRM 4 RT 3 25 2 4.00

   (Ammo Loc: 1 RT)

2 ER Medium Lasers CT 10   2 2.00

1 Targeting Computer LT     7 7.00

CASE Equipment: RT     1 .50

TOTALS:   28   74 85.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 25,338,449 C-Bills

Battle Value: 1,770

Cost per BV: 14,315.51

Weapon Value: 3,601 / 3,470 (Ratio = 2.03 / 1.96)

Damage Factors:    SRDmg = 41; MRDmg = 21; LRDmg = 9

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

    Damage PB/M/L: 7/5/2,   Overheat: 0

    Class: MA,   Point Value: 18

    Specials: omni



CONFIG A

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/10 RA 4 30 10 16.00

   (Ammo Loc: 3 RT)

1 Streak SRM 6 RA 4 15 3 5.50

   (Ammo Loc: 1 RT)

1 ER PPC LA 15   3 7.00

1 Guardian ECM CT 0   2 1.50

1 Targeting Computer LT     5 5.00

CASE Equipment: RT     1 .50

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   27   78 85.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 26,270,387 C-Bills

Battle Value: 2,047

Cost per BV: 12,833.6

Weapon Value: 2,676 / 2,486 (Ratio = 1.31 / 1.21)

Damage Factors:    SRDmg = 32; MRDmg = 21; LRDmg = 11

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

    Damage PB/M/L: 6/4/3,   Overheat: 0

    Class: MA,   Point Value: 20

    Specials: omni, ecm



CONFIG B

Weapons & Equipment: Loc Heat Ammo Crits Mass

3 Rotary AC/2s RA 3 135 12 27.00

   (Ammo Loc: 3 RT)

1 ER PPC LA 15   3 7.00

2 ER Medium Lasers CT 10   2 2.00

CASE Equipment: RT     1 .50

TOTALS:   43   77 85.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 25,484,137 C-Bills

Battle Value: 1,451

Cost per BV: 17,563.15

Weapon Value: 2,384 / 2,384 (Ratio = 1.64 / 1.64)

Damage Factors:    SRDmg = 32; MRDmg = 21; LRDmg = 10

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

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

    Class: MA,   Point Value: 15

    Specials: omni



CONFIG C

Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LB 20-X AC RA 6 15 14 17.00

   (Ammo Loc: 3 RT)

1 ER PPC LA 15   3 7.00

3 Medium Pulse Lasers LA 12   3 6.00

2 Medium Pulse Lasers LT 8   2 4.00

1 ER Medium Laser LT 5   1 1.00

CASE Equipment: RT     1 .50

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 1 LT, 1 RT, 2 CT)

TOTALS:   46   78 85.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 26,871,637 C-Bills

Battle Value: 1,726

Cost per BV: 15,568.74

Weapon Value: 2,331 / 2,331 (Ratio = 1.35 / 1.35)

Damage Factors:    SRDmg = 37; MRDmg = 16; LRDmg = 4

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

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

    Class: MA,   Point Value: 17

    Specials: omni

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3733
TUESDAY, MAY 10, 2005
635 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3733]

Thanatos TNS-4S

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Davion Inner Sphere

House Steiner Inner Sphere

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BATTLEROM IMAGE MARCH 18, 3065

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Thanatos TNS-4S

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: StarFrame Heavy Endo Endo Steel

Power Plant: 375 PlasmaStar 375 Extra Light XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 4 Audi-Fokker Mark IV Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Durallex Heavy Standard

Armament:
1 Shigunga MRM 20
1 Defiance Model 6 ER Large Laser
1 RAMTech 800P Medium Pulse Laser
2 Defiance Model XII ER Medium Lasers
1 Guardian ECM
1 C³ Slave Unit
Manufacturer:    StarCorps Industries
   Location:    Crofton, Loburg
Communications System:    Garret T-60 FastScan with C3 and Guardian ECM modules
Targeting & Tracking System: Garret F-22c

Overview:

When the Draconis Combine debuted their OmniMech designs more than a decade ago, military manufacturers throughout the Inner Sphere scrambled to either begin designing their own or else license the existing designs from the Combine. While other companies paid the price of impetuousness with hefty licensing or R&D costs, StarCorps instead concentrated their efforts on producing as many standard BattleMechs as they could for the time being-after all, following the Clan War, it was definitely a seller's market.

When Omni technology became more prevalent and better understood, StarCorps jumped into the market with a licensing agreement with the Combine and Luthien Armor Works. By 3060, they were producing Black Hawk KUs, Avatars and Sunders on four different worlds in the F-C and the St. Ives Compact, giving them the technological know-how to eventually design their own Omni-tech 'Mechs and vehicles. Soon they began preliminary work on the OmniMech Thanatos and the OmniVehicle Manteuffel.

Unfortunately, by the time the Thanatos was ready for trials, neither the LAAF nor the AFFC were interested in a new OmniMech design. With the licensing agreements running out in 3065, StarCorps had to do something, having already spent the resources on a 'Mech they thought would be approved with no difficulty. So, like Achernar and Robinson Standard with their Argus, StarCorps revamped the Thanatos into a standard BattleMech-a move that won them contracts that would take them from 3061 into the next decade.

Capabilities:

Taking a cue from the Clan Thor, the Thanatos not only copies the Thor's performance capabilities but also many of its physical features. It is fast and maneuverable for a heavy BattleMech, topping out at 86 kph and mounting jump jets. Furthermore, its internal components and electronics systems are heavily reinforced and stabilized, giving it the ability to transverse rough terrain and weather even the worst falls with almost no loss in capability.

That additional strengthening is necessary, as the Thanatos is often called on to take the fight to the enemy. It carries an MRM-20 launcher and a variety of laser weapons, designed to strike the biggest punch possible. It also mounts an ECM suite, giving Thanatos pilots the additional duty of closing within critical ranges of an enemy force to disrupt their communications and tracking systems.

The Thanatos functions best in heavy cavalry units, where its lance and company mates share a similar speed profile. They can be seen operating alongside Arguses, Barghests, Falconers and Rakshasas in the two major militaries it serves, complementing these 'Mechs with its intense short-range firepower and incredible sturdiness.

Deployment

The Thanatos has slowly been replacing the oldest Quickdraws still in service with the LAAF and AFFS, making its way to units like the First Federated Suns Armored Cavalry and the Alliance Jaegers. StarCorps does not sell only to house militaries, though. Mercenary units from the huge Eridani Light Horse to the relatively small Black Angus Boys have also purchased these capable BattleMechs.


Type/Model: Thanatos TNS-4S

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 14 4.00

   (Endo Steel Loc: 1 HD, 5 LA, 3 RA, 3 LT, 2 RT)

Engine: 375 XL 12 19.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 4    

Heat Sinks: 16 Double [32] 3 6.00

   (Heat Sink Loc: 1 RT)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 208 pts Standard 0 13.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 28

  Center Torso (Rear):   13

  L/R Side Torso: 16 25/25

  L/R Side Torso (Rear):   7/7

  L/R Arm: 12 20/20

  L/R Leg: 16 27/27


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 MRM 20 RA 6 24 5 9.00

   (Ammo Loc: 2 RA)

1 ER Large Laser LA 12   2 5.00

1 Medium Pulse Laser LA 4   1 2.00

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser LT 5   1 1.00

1 Guardian ECM LT 0   2 1.50

1 C³ Slave Unit CT 0   1 1.00

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 1 CT, 1 LL, 2 RL)

TOTALS:   32   69 74.00

Crits & Tons Left:       9 1.00


Calculated Factors:

Total Cost: 19,103,000 C-Bills

Battle Value: 1,599 (+156 for C&sup3

Cost per BV: 11,946.84

Weapon Value: 1,886 / 1,886 (Ratio = 1.18 / 1.18)

Damage Factors:    SRDmg = 29; MRDmg = 13; LRDmg = 3

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

    Damage PB/M/L: 5/3/1,   Overheat: 0

    Class: MH,   Point Value: 16

    Specials: ecm, c3s

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3703
SUNDAY, MAY 08, 2005
UPDATE: 5/10/2005
215 DOWNLOADS

Uziel UZL-3S

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

House Steiner Inner Sphere

BATTLEROM IMAGE OCTOBER 23, 3067

* FOR LOKI USE ONLY *

 


BattleMech Technical Readout

Type/Model: Uziel UZL-3S

Tech: Inner Sphere / 3062

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 50 tons

Chassis: Foundation E50 Endo Steel

Power Plant: 300 GM XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: 6 Rawlings 50 Standard Jump Jets

   Jump Capacity: 180 meters

Armor Type: Maximillian 100 Standard

Armament:
1 Defiance Shreader LB 2-X AC
1 Defiance Model XII ER Medium Laser
1 Thunderbolt-12 Large Pulse Laser
2 Diverse Optics Type ER Small Lasers
1 Harvester 20K SRM 6
Manufacturer:    Defiance Industries
   Location:    Furillo
Communications System:    Neil 6000-g
Targeting & Tracking System: RCA Instatrac Mark XXII

Overview:

Defiance Industries has long been one of the primary driving forces behind advancements in military technology, and not only within the Lyran State. The corporation’s plants on Hesperus II are probably the most famous in the Inner Sphere, but its facilities on Furillo, though unable to produce the sheer volumes of equipment that the Hesperus plants do, are no less capable. Furillo’s general manager, Duke Thelonius Gracchi, felt nonetheless that even within Defiance his divisions were considered second-rate. In an effort to boost Defiance-Furillo’s image and increase morale among his thousands of employees, he commissioned the Uziel and personally sold the new ’Mech to units within both the LAAF and the AFFC.

Capabilities:

The Uziel is not a groundbreaking BattleMech design, especially when compared with some of the new designs to come out of Hesperus II. It does, however, incorporate several newly developed weapon systems into an effective combat package. The main production version is designed for ’Mech units that specialize in harassment. Its LB 2-X autocannon gives it the ability to reach out and damage an enemy from extreme ranges. Though the weapon does relatively little damage, it is ideal for hit-and-fade tactics, arresting the enemy’s attention and either driving them into a trap or simply harassing them from afar. The Uziel, however, is not primarily a ranged-attack ’Mech. It mounts a battery of various-class lasers as well as an SRM 6 launcher, giving it a short-range barrage that is tough to beat in an Inner Sphere ’Mech of its size.

Though the Furillo plant and its Uziel are still looked down upon by many within both the LAAF and Defiance, the ’Mech was in great demand during the Fifteenth Battle for Hesperus. With Furillo just two jumps away, forces on both sides of the fight clamored for reinforcements while Defiance’s board of directors demanded that Gracchi send as many new ’Mechs as possible to aid in the defense of his sister divisions. More than one newscast from the planet prominently featured the Uziel standing guard in front of Defiance’s mountain entrances, so while the company as a whole is still spending most of their resources on Hesperus II, the Furillo plant has been buried in orders for their new ’Mech.

Variants:

Defiance produces one variant, a configuration based on their original prototype that bears little resemblance to the primary model. The 2S mounts paired standard PPCs and machine guns along with a Beagle Active Probe and the Harvester SRM pack. It is only produced in limited quantities, but does give potential customers the option of buying a powerful reconnaissance ’Mech.

Deployment

Like just about every other BattleMech debuted during the Civil War, the Uziel has found its way into dozens of different units, most of whom would never have requested or received any in the first place. Quite a few have also found their way into the Lyran Regulars regiments, though that is more by accident than by intention.


Type/Model: Uziel UZL-3S

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Endo Steel 14 2.50

   (Endo Steel Loc: 2 LA, 5 LT, 3 RT, 2 LL, 2 RL)

Engine: 300 XL 12 9.50

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 6    

Heat Sinks: 11 Double [22] 0 1.00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 128 pts Standard 0 8.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 17

  Center Torso (Rear):   6

  L/R Side Torso: 12 14/14

  L/R Side Torso (Rear):   4/4

  L/R Arm: 8 12/12

  L/R Leg: 12 18/18


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LB 2-X AC RA 1 45 5 7.00

   (Ammo Loc: 1 RT)

1 ER Medium Laser RA 5   1 1.00

1 Large Pulse Laser LA 10   2 7.00

1 ER Small Laser RT 2   1 .50

1 ER Small Laser LT 2   1 .50

1 SRM 6 CT 4 15 3 4.00

   (Ammo Loc: 1 RT)

6 Standard Jump Jets:       6 3.00

   (Jump Jet Loc: 3 LT, 3 RT)

TOTALS:   24   68 50.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 9,783,750 C-Bills

Battle Value: 1,029

Cost per BV: 9,508.02

Weapon Value: 833 / 833 (Ratio = .81 / .81)

Damage Factors:    SRDmg = 22; MRDmg = 7; LRDmg = 1

BattleForce2: MP: 6J,   Armor/Structure: 3/2

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

    Class: MM,   Point Value: 10

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3739
WEDNESDAY, MAY 11, 2005
242 DOWNLOADS

Vanquisher VQR-2A

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Word of Blake Inner Sphere

BATTLEROM IMAGE JULY 14, 3066

* FOR WOLF'S DRAGOONS USE ONLY *

 


BattleMech Technical Readout

Type/Model: Vanquisher VQR-2A

Tech: Inner Sphere / 3060

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 100 tons

Chassis: Hollis Alteration Mark VI Endo Steel

Power Plant: 300 300 Vlar Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Aldis Plate with CASE Standard

Armament:
2 Corean Light Gauss Rifles
2 Diverse Optics Sunbeam ER Large Lasers
3 Diverse Optics Type ER Medium Lasers
1 Improved C³ CPU
Manufacturer:    Skobel MechWorks
   Location:    Terra, Russia
Communications System:    Skobel Wave VI Comm with C3i Computer
Targeting & Tracking System: Falcon 12b Watcher

Overview:

When Word of Blake ROM agents arrived on Terra with the plans for ComStar's new improved C3 computer (C3i), Precentor Martial St. Jamais deemed getting the new technology into service a high priority. Word of Blake scientists had soon mastered production of the sophisticated targeting and tracking system; all that was lacking was a platform to carry it. Though several Star League-era designs were upgraded and refitted with the C3i, the Precentor Martial chose to develop a brand new design around it as well. He commissioned Militia designers to create a new assault 'Mech based on the aging King Crab but meant to showcase the C3i's capabilities. He then began searching for a suitable company to produce the new design.

Skobel MechWorks was the company for which he had been searching. A Terra-based company that had produced the original BattleMech, the Mackie, Skobel was now turning out their Nexus design for the Militia. The Precentor Martial ordered one of Skobel's ancient factories reopened, one long mothballed and thought destroyed. From the very assembly lines that had once produced the Mackie, stepped its descendent: the Vanquisher.

Capabilities:

Though based on the King Crab, the Vanquisher bears only a small resemblance to its predecessor, despite its legs and hunched-over torso. This mammoth 'Mech utilizes long-range weapons to bring down its foe, using targeting information gathered from its faster companions to make a pinpoint assault. The light Gauss rifles and ER large lasers are the Vanquisher's main weapons, though its three ER medium lasers boast impressive ranges as well and can be quite dangerous in their own right.

The Vanquisher is slow, but it boasts an incredible amount of protection. Not only does it bear almost twenty tons of standard armor, it lacks a dangerous extra-light engine. It is also equipped with CASE in both side torsos to protect against light Gauss rifle explosions. The new design meets its specifications admirably, and is sure to be the basis on which any Militia C3i network is built.

Variants:

A newly-produced version of the Vanquisher replaces the light Gauss rifles, ER large lasers, and four heat sinks with four Ultra AC/5s and six tons of ammunition. Roughly one out of every six Vanquishers is an Ultra AC variant.

Deployment

The Vanquisher and various C3i-refitted 'Mechs have been distributed together to every division of the Word of Blake Militia, where they have proven quite popular.

Perhaps the most spectacular success of the Vanquisher was on the world of Epsilon Eridani in late 3066, when raiders attacked the defending Quality of Mercy III. Demi-Precentor (Adept XII) Masayuki Hoshi used a Level II-two Vanquishers and four Hussars-to hold off an entire company. Though the attackers announced themselves as a new pirate band-the Devil's Brigade-Duke Benton of Eridani immediately denounced the Terra Confederation for their blatant expansionism.

Demi-Precentor Hoshi, however, apparently stated that he felt it had been a masquerading unit from the Com Guards' Eleventh Division, attempting to exact revenge for their removal from Caph.


Type/Model: Vanquisher VQR-2A

Mass: 100 tons

Equipment:   Crits Mass

Internal Structure: 152 pts Endo Steel 14 5.00

   (Endo Steel Loc: 5 LT, 5 RT, 2 LL, 2 RL)

Engine: 300 6 19.00

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 0    

Heat Sinks: 16 Double [32] 12 6.00

   (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 1 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 307 pts Standard 0 19.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 47

  Center Torso (Rear):   15

  L/R Side Torso: 21 32/32

  L/R Side Torso (Rear):   10/10

  L/R Arm: 17 34/34

  L/R Leg: 21 42/42


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Light Gauss Rifle RA 1 64 9 16.00

   (Ammo Loc: 2 LA, 2 RA)

1 Light Gauss Rifle LA 1   5 12.00

1 ER Large Laser RT 12   2 5.00

1 ER Large Laser LT 12   2 5.00

1 ER Medium Laser LT 5   1 1.00

1 ER Medium Laser RT 5   1 1.00

1 ER Medium Laser HD 5   1 1.00

1 Improved C³ CPU CT 0   2 2.50

CASE Equipment: LT RT     2 1.00

TOTALS:   41   78 100.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 12,422,000 C-Bills

Battle Value: 1,858 (+291 for C&sup3

Cost per BV: 6,685.68

Weapon Value: 3,055 / 3,055 (Ratio = 1.64 / 1.64)

Damage Factors:    SRDmg = 29; MRDmg = 24; LRDmg = 14

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

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

    Class: MA,   Point Value: 19

    Specials: c3i


Created with HeavyMetal Pro

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3734
TUESDAY, MAY 10, 2005
171 DOWNLOADS

Legacy LGC-01

Level: Standard Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 80 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Word of Blake Inner Sphere

BATTLEROM IMAGE MAY 9, 3066

* FOR COMSTAR USE ONLY *

 


BattleMech Technical Readout

Type/Model: Legacy LGC-01

Tech: Inner Sphere / 3065

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 80 tons

Chassis: Skobel Template 8 Endo Steel Endo Steel

Power Plant: 240 240 Pitban Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: 3 CurtissJet 80 Standard Jump Jets

   Jump Capacity: 90 meters

Armor Type: Aldis Plate with CASE Standard

Armament:
2 Diverse Optics Type ER Medium Lasers
1 Diverse Optics Type ER Small Laser
2 Mydron Excel Ultra Type 10 Ultra AC/10s
1 Guided Technologies 2nd Gen Streak SRM 4
1 Improved C³ CPU
Manufacturer:    Skobel MechWorks
   Location:    Russia, Terra
Communications System:    Skobel Wave VII Comm with C3i Computer
Targeting & Tracking System: Falcon 15 Watcher

Overview:

When Skobel MechWorks finished the testing stage of the Vanquisher, their design team moved quickly along to a new project. The Word of Blake Precentor Martial St. Jamais wanted an assault 'Mech designed to showcase the abilities of both the Ultra 10 series of autocannon and the new C3i computer system. The Skobel team set to work immediately. They proposed design after design, none of which met the Precentor Martial's high standards. Finally, the team looked to successful assault 'Mechs of the past for guidance. What they found was the Rising Star, a 'Mech produced in low numbers during the first Star League and discontinued because it did not fare well.

The Skobel designers saw immediately what the problem with the old design had been-it had been outfitted with a targeting system that had later been proven faulty. They saw a rebirth for the 'Mech with a new targeting system and a C3i computer. Simulations proved them right. Replacing the old design's standard autocannon with two Ultra autocannon completed the change, and the Rising Star walked off the production lines again, now known as the Legacy.

Capabilities:

Built around the original plans for the Rising Star, the Legacy inherited that 'Mech's standard fusion engine and heavy armor protection. With CASE protecting the delicate internal areas and the pilot from ammunition explosion, the Legacy is a tough scrapper, able to withstand large amounts of damage and still deliver its payload accurately. Though slow, with a maximum speed of just over 50 kilometers per hour, the assault 'Mech also boasts jump jets, giving it the mobility needed to easily traverse mountainous terrain, forested areas or even city streets.

The Legacy's main weapons are its two Mydron Excel Ultra autocannon, which spew out slugs at a prodigious rate and are remarkably accurate, thanks to targeting information fed through the C3i system. Backing the twin autocannons up are several lasers and a Streak SRM-4 system, though these have been found to be insufficient if both autocannons jam. Should that occur, Legacy pilots are instructed to retreat from the battlefield until the autocannons can be cleared, rather than try to fight with only the backup weaponry.

Variants:

A fire-support variant of the Legacy replaces the Ultra AC/10s with 2 Doombud LRM-20 launchers, six total tons of ammunition, and two medium pulse lasers. Roughly one out of every ten Legacies produced is this missile-heavy version.

Deployment

Legacies have been assigned to every division of the Word of Blake Militia, though First and Sixth Divisions have received the lion's share of the new 'Mechs.


Type/Model: Legacy LGC-01

Mass: 80 tons

Equipment:   Crits Mass

Internal Structure: 122 pts Endo Steel 14 4.00

   (Endo Steel Loc: 1 HD, 4 LA, 6 RA, 1 CT, 1 LL, 1 RL)

Engine: 240 6 11.50

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 3    

Heat Sinks: 10 Double [20] 3 .00

   (Heat Sink Loc: 1 LA)

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: 247 pts Standard 0 15.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 25 40

  Center Torso (Rear):   10

  L/R Side Torso: 17 27/27

  L/R Side Torso (Rear):   7/7

  L/R Arm: 13 26/26

  L/R Leg: 17 34/34


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Medium Lasers RA 10   2 2.00

1 ER Small Laser LA 2   1 .50

1 Ultra AC/10 RT 4 40 11 17.00

   (Ammo Loc: 2 LT, 2 RT)

1 Streak SRM 4 RT 3 25 2 4.00

   (Ammo Loc: 1 RT)

1 Ultra AC/10 LT 4   7 13.00

1 Improved C³ CPU LT 0   2 2.50

CASE Equipment: LT RT     2 1.00

3 Standard Jump Jets:       3 3.00

   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)

TOTALS:   31   78 80.00

Crits & Tons Left:       0 .00


Calculated Factors:

Total Cost: 9,329,490 C-Bills

Battle Value: 1,751 (+247 for C&sup3

Cost per BV: 5,328.09

Weapon Value: 1,483 / 1,417 (Ratio = .85 / .81)

Damage Factors:    SRDmg = 30; MRDmg = 17; LRDmg = 7

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

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

    Class: MA,   Point Value: 18

    Specials: c3i

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3697
SATURDAY, MAY 07, 2005
UPDATE: 5/10/2005
137 DOWNLOADS

Blue Flame BLF-21

Level: Standard Level 2 / 3067

Technology: Inner Sphere Quad

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Word of Blake Inner Sphere

BATTLEROM IMAGE AUGUST 18, 3066

* FOR WORD OF BLAKE USE ONLY *

 


BattleMech Technical Readout

Type/Model: Blue Flame BLF-21

Tech: Inner Sphere / 3067

Config: Quad BattleMech

Rules: Level 2, Standard design

   

Mass: 45 tons

Chassis: Dennenbach-Mitchell Series 8 Endo Steel

Power Plant: 225 VOX Light Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: StarSlab/2 Standard

Armament:
2 Diverse Optics Sunbeam ER Large Lasers
3 Hovertec Streak Streak SRM 2s
1 Improved C³ CPU
Manufacturer:    Mitchell Vehicles
   Location:    Earth, North America
Communications System:    Dornman Echo IV w. C3i Computer
Targeting & Tracking System: Wayne SuperSight

Overview:

After capturing Terra, the Word of Blake reopened many Terran factories closed since the fall of the first Star League as part of their massive rebuilding effort. Most of these were used to produce the same designs they had centuries before, but a few were chosen to manufacture new designs as well.

Among the largest of these factories is the Mitchell Vehicles complex. Once the main production facility of the Shootist, it has begun manufacturing that venerable design again. At the same time, several lines were converted especially for the assembly of quad BattleMechs.

Two 'Mechs were specially designed to be produced in this revamped factory area. The Blue Flame and its larger partner, the White Flame, are the first quad ’Mechs to be produced by the Word of Blake. They are certainly strong designs, and it seems likely that more quad designs will emerge from the Mitchell Vehicles factory based on their success - mirroring the emergence of quads in armies across the Inner Sphere.

Capabilities:

The Blue Flame carries a powerful payload and is dangerous at all ranges, matching paired ER large lasers with a trio of Streak SRM-2 launchers. Intended to be a medium element of a C3i network, it carries a C3i computer that allows it to use the targeting data of any other member of the network. The design also carries more armor than is usually possible for ’Mechs of its size while at the same time maintaining a modicum of speed. Though it lacks CASE, most Word of Blake pilots simply take that danger in stride.

Like many smaller quads, the Blue Flame lacks rear-mounted weaponry and is unable to twist its torso like a bipedal ’Mech. This can make it very vulnerable if an enemy gets behind it, but Word of Blake quad pilots are specifically trained in tactics to prevent that danger.

Deployment

Blue Flames have been sent in small numbers to all divisions of the Word of Blake Militia. The numbers produced, however, appear to be greater than what has been distributed - possibly by a large margin. This discrepancy has been noticed to some degree with all ’Mechs and vehicles produced by the Word of Blake since 3062. Some military experts believe this indicates that the Militia has formed at least one secret division and possibly more. With complete control of the Sol system and high recruiting numbers in the Chaos March, this is certainly within the realm of possibility.


Type/Model: Blue Flame BLF-21

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Endo Steel 14 2.50

   (Endo Steel Loc: 2 LFL, 2 RFL, 6 LT, 2 LRL, 2 RRL)

Engine: 225 Light 10 7.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 3 .00

   (Heat Sink Loc: 1 RT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00

Armor Factor: 169 pts Standard 0 11.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 21

  Center Torso (Rear):   7

  L/R Side Torso: 11 15/15

  L/R Side Torso (Rear):   7/7

  L/R Front Leg: 11 22/22

  L/R Rear Leg: 11 22/22


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser RT 12   2 5.00

1 Streak SRM 2 RT 2 50 2 2.50

   (Ammo Loc: 1 RT)

1 ER Large Laser LT 12   2 5.00

1 Streak SRM 2 LT 2   1 1.50

1 Improved C³ CPU CT 0   2 2.50

1 Streak SRM 2 HD 2   1 1.50

TOTALS:   30   62 45.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 7,102,390 C-Bills

Battle Value: 1,021 (+146 for C&sup3

Cost per BV: 6,956.31

Weapon Value: 950 / 887 (Ratio = .93 / .87)

Damage Factors:    SRDmg = 17; MRDmg = 10; LRDmg = 4

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

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

    Class: MM,   Point Value: 10

    Specials: c3i

 

 

Lasergunner posted this 30 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3749
WEDNESDAY, MAY 11, 2005
161 DOWNLOADS

Burrock 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

BATTLEROM IMAGE SEPTEMBER 19, 3067

* FOR ISF USE ONLY *

 


BattleMech Technical Readout

Type/Model: Burrock

Tech: Clan / 3066

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: Type BIES-75 Light Endo Steel

Power Plant: 375 Modified 375 Fusion XL XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Forging XK9 Ceramic Standard Standard

Armament:
1 Model SH Ultra AC/20
6 Series 22a Heavy Medium Lasers
Manufacturer:    Albion Armor Works Gamma
   Location:    (Unknown)
Communications System:    Series B12 CBS MultiFreq
Targeting & Tracking System: Integrated Bravo-7

Overview:

In 3059, revelations about underhanded dealing between the Burrock Clan and the so-called Bandit Caste inhabiting the periphery of Clan space led to the absorption of Clan Burrock by the Star Adders. Many Burrocks, shamed by the discovery of dishonor in their own Clan, offered only token resistance to the Adders when they came. Others actively fought beside the Adders when warriors from Clan Blood Spirit, the Burrocks' ancient enemies, attempted to interfere with the Absorption.

These actions by the Burrocks suggested a nobility of character and a sense of honor that the Star Adders found refreshing. The Burrocks, for all intents and purposes, seemed more than willing to accept the Adders' leadership. In fact, they seemed positively eager. Flushed with the sense of victory and justice in their cause, the Adders never questioned this attitude, never looked deeply enough to wonder why the Burrocks embraced their Absorption as they did. Therefore, it came as a great surprise that the absorbed warriors of the fallen Clan refused to let go of their sense of identity as Burrocks.

Adder Keeper Stanislov identified the cause of the paradox for all to see in a 3061 report to his Khan: the Burrocks did not embrace the Adder way; they embraced the removal of their dishonor by being absorbed into a stronger Clan. This sense of identity, Stanislov suggested, could not be so easily broken. Attempting to do so would only hurt the Adders in the end. With this concern in mind, Stanislov recommended instead appealing to the former Burrocks by allowing them their identity. In an effort to do just that, Khan Cassius N'Buta authorized the development of a new 'Mech.

Capabilities:

Though named as a concession to warriors of a fallen Clan-and possibly an insult to the Blood Spirits-the Burrock is aptly named. Like the Eden burrock, a large invertebrate native to the Clan home worlds that could move through solid rock thanks to its powerful acidic excretions, the Burrock BattleMech has the ability to burrow through enemy 'Mechs with its intense firepower.

At 75 tons, the Burrock tops the heavy weight class and moves fast enough to keep up with most Clan 'Mechs. A full sixth of its mass is devoted to armor, ensuring that the Burrock is well protected. In the design of this 'Mech, however, protection came secondary to offensive capabilities. Six heavy medium lasers and a lethal, Class-20 Ultra autocannon make up the Burrock's weaponry. Twenty double-strength heat sinks do their best to keep temperatures manageable in the Burrock, but such a formidable weapons array can overpower them with little difficulty.

Deployment

Well received by many former warriors of Clan Burrock, the Burrock has already begun to appear in the ranks of Star Adder units with a high number of Burrock abtakha, particularly the Sixty-ninth Dragoon Cluster, the 206th Hussar Cluster, and 1001st Adder Sentinels. Likewise, newly promoted Galaxy Commander Stanislov N'Buta requested a number of these new 'Mechs for his reconstituted Beta Galaxy and its complement of former Burrock warriors.


Type/Model: Burrock

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 7 4.00

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

Engine: 375 XL 10 19.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 20 Double [40] 10 10.00

   (Heat Sink Loc: 1 LA, 2 LT, 2 RT)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 28

  Center Torso (Rear):   9

  L/R Side Torso: 16 21/21

  L/R Side Torso (Rear):   7/7

  L/R Arm: 12 21/21

  L/R Leg: 16 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/20 RA 7 20 12 16.00

   (Ammo Loc: 4 RT)

2 Heavy Medium Lasers LA 14   4 2.00

1 Heavy Medium Laser RT 7   2 1.00

3 Heavy Medium Lasers LT 21   6 3.00

TOTALS:   56   74 75.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 19,075,000 C-Bills

Battle Value: 1,747

Cost per BV: 10,918.72

Weapon Value: 2,142 / 2,142 (Ratio = 1.23 / 1.23)

Damage Factors:    SRDmg = 48; MRDmg = 12; LRDmg = 0

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

    Damage PB/M/L: 8/7/-,   Overheat: 3

    Class: MH,   Point Value: 17

 

 

Lasergunner posted this 08 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #959
WEDNESDAY, MARCH 15, 2006
91 DOWNLOADS

Tyr Infantry Support Tank [3067]

Level: Standard Level 2 / 3067

Technology: Clan Hover

Tonnage: 45 Tons

Designer: MajorTom

Armory: TRO 3067

Tyr Infantry Support Tank HMV (Heavy Metal Vee) File


Faction Availability

Clan Ghost Bear Clan

House Magnusson Inner Sphere

BATTLEROM IMAGE OCTOBER 22, 3063

* FOR ISF USE ONLY *


Type/Model: Tyr Infantry Support Tank

Tech: Clan / 3063

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 45 tons

Power Plant: 170 Type Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Forging MHC07 Standard

Armament:
1 Type 22g ER Large Laser
2 Pattern J4 Streak SRM 4s
Manufacturer:    Joint Equipment System
   Location:    Alshain
Communications System:    Neil 500
Targeting & Tracking System: RCA Econotrac

Overview:

Since moving into the Inner Sphere, the Ghost Bears have focused a great deal of effort into normalizing relations with the dominant Rasalhagian population whose worlds they now share. Limited self-governance by the Rasalhagian citizenry, considered a major step in the right direction, has surprisingly fostered a population that continues to resent Clan occupation to a significant extent. After having spent centuries under Combine rule only to know freedom for an all-too-brief period, many Rasalhagians continue to resist what they see as a new oppressor, no matter how benign.

As part of the ongoing effort to combat this - and to increase the productivity of the Clan's lower castes - Khan Bjorn Jorgensson directed much of his Ghost Bears' considerable resources toward the restoration and upgrading of Rasalhagian industries, rather than merely focusing on relocated Clan facilities. Companies like Joint Weapons Systems, ill regarded by even the Inner Sphere for the poor quality of their conventional vehicle products, found a new lease on life in the Ghost Bear plan. In 3063, the Tyr became Joint Equipment Systems' "comeback" vehicle, and one of the first Clan/Inner Sphere co-ventures of the new Ghost Bear Dominion.

Capabilities:

The Tyr is not simply an olive branch to the Rasalhagian spirit, but an effective military craft. Designed as a conventional infantry transport and support vehicle, the Tyr outperforms similar craft, including the Inner Sphere Goblin and even the new Hell's Horses' Hephaestus. Lessons from a decade among Spheroids - and the ancient feud with the Hell's Horses Clan - taught the Bears that infantry forces can prove a decisive factor in many battles, but only if the infantry can reach the field quickly and in relative safety.

The Tyr assured they would do both and still benefit from powerful support fire over extended range. With a top speed of over 150 kilometers per hour, enough armor to withstand a direct hit from a Gauss rifle and cargo space for a full Point of battle-armored infantry, the Tyr is swift and sturdy for its size. The use of Clan-made weaponry (particularly the far-reaching ER large laser and two compact Streak 4-racks, all mounted in the Tyr's turret) give this vehicle a powerful enough punch to keep hostile armor, infantry and even BattleMechs at bay long enough to deploy the Tyr's vital cargo in the field.

Deployment

The majority of Tyrs produced to date have been assigned to the Claws of the Ghost Galaxy, where they are seeing extensive use in their intended roles of infantry transport and support; the rest have been assigned to PGCs.

A Tyr has recently been seen in use by the Second Kavalleri Infantry, with whom the Com Guards gifted a Level I of Purifier battle armor to in '65 as a part of ComStar’s continuing effort to appease the Rasalhagian population and military in the Republic - a move ironically similar to Ghost Bear designs. Whether this vehicle was taken in a raid or not has not yet been determined.


Type/Model: Tyr Infantry Support Tank

Mass: 45 tons

Equipment:   Items Mass

Internal Structure: 25 pts Standard 0 4.50

Engine: 170 Fusion 0 6.00

Shielding & Trans Equip:   0 3.00

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 2.50

Crew: 3 Members 0 .00

Lift Equipment:   0 4.50

Turret Equipment:   0 1.00

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Front: 5 21

  Left / Right Sides: 5 21/21

  Rear: 5 21

  Turret: 5 20


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 Streak SRM 4 Turret 0 25 2 3.00

1 Streak SRM 4 Turret 0 25 1 3.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 5.00

TOTALS:   12   5 45.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 2,435,800 C-Bills

Battle Value: 1,020

Cost per BV: 2,388.04

Weapon Value: 687 / 576 (Ratio = .67 / .56)

Damage Factors:    SRDmg = 22; MRDmg = 13; LRDmg = 5

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

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

    Class: GM,   Point Value: 10

    Specials: tran5


Created with HeavyMetal Vee

Lasergunner posted this 08 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #962
WEDNESDAY, MARCH 15, 2006
90 DOWNLOADS

Morrígú Fire Support Vehicle [3067]

Level: Standard Level 2 / 3067

Technology: Clan Tracked

Tonnage: 80 Tons

Designer: MajorTom

Armory: TRO 3067

Morrígú Fire Support Vehicle HMV (Heavy Metal Vee) File


Faction Availability

Clan Blood Spirit Clan

Clan Fire Mandrill Clan

BATTLEROM IMAGE JULY 14, 3064

* FOR WOLF'S DRAGOONS USE ONLY *


Type/Model: Morrígú Fire Support Vehicle

Tech: Clan / 3064

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 80 tons

Power Plant: 240 Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: JX4 Standard

Armament:
2 Series 1 ER Large Lasers
2 Type XV LRM 15s
1 ECM Suite
2 Pattern J1 SRM 2s
Manufacturer:    York Vehicle Y2 Facility
   Location:    York
Communications System:    Consolidated Type 2M w/ ECM Suite
Targeting & Tracking System: Consolidated Type V TTS

Overview:

Khan Schmitt commissioned a new vehicle as a way of demonstrating that the Blood Spirits may have been knocked down by the disastrous Absorption War, but are not out. Along with the debut of the Crimson Langur and the continued development of their ProtoMech program, this was a firm step towards showing a strong, unified front to the rest of the Clans.

The name for the new vehicle was chosen by Khan Karianna Schmitt herself. Drawing upon the Welsh ancestry that flowed so strongly in her veins - an ancestry revered as almost holy among Clan Blood Spirit, as it flowed directly from Colleen Schmitt, the first Spirit Khan, and to her from her mother Colonel Hanni Schmitt, the last commander of the Royal Black Watch Regiment of the Star League - she christened it Morrígú. Named after the ancient Celtic war goddess, who was said to be wherever there was war, Khan Schmitt felt it a perfect name to demonstrate the Spirits' resolve to destroy any who would make war on them.

Capabilities:

With the dual design requirements of delivery of maximum damage at maximum range, the Morrígú Fire Support Vehicle mounts an impressive two extended range large lasers and two long-range missile fifteen packs, the two weapons systems most available to Clan Blood Spirit, in a turret. Though slow and lightly armored for a vehicle its size, its range and firepower more than makes up for any lack of speed.

For close range defense, a single short-range missile two pack is mounted in each flank, along with an ECM suite for added protection.

Variants:

Due to the successful debut of the Morrígú in several battles, as well as the sheer quantities in which it is being produced, a new variant has already seen combat against raiding elements of the Star Adders. This variant sacrifices all of the missile weapons, the ECM and two tons of armor to mount an additional extended range large laser in the turret, making it the most energy weapon-dependent vehicle among the Clans.

Deployment

The Morrígú is being produced as fast as the York Vehicle Y2 Facility can run. It has been deployed into every Galaxy in the Blood Spirit Touman, including the newly created Iota Galaxy: Retribution. Additionally, an entire Star of Morrígú has appeared in the Twenty-second Combat Force, a newly formed Trinary of Kindraa Mick-Kreese. Though normally known for their devotion to aerospace assets, this further demonstrates the growing ties between the Blood Spirits and at least one Kindraa of Clan Fire Mandrill. That it would be the staunchest of Crusaders is only appropriate, considering the Spirits’ fanatical Crusader leanings.


Type/Model: Morrígú Fire Support Vehicle

Mass: 80 tons

Equipment:   Items Mass

Internal Structure: 40 pts Standard 0 8.00

Engine: 240 Fusion 0 11.50

Shielding & Trans Equip:   0 6.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 24 Single 0 14.00

Cockpit & Controls: 0 4.00

Crew: 6 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 208 pts Standard 0 13.00


    Internal Armor

    Structure Value

  Front: 8 63

  Left / Right Sides: 8 41/41

  Rear: 8 28

  Turret: 8 35


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 ER Large Laser Turret 12   1 4.00

1 LRM 15 Turret 0 8 2 4.50

1 ECM Suite Body 0   1 1.00

1 SRM 2 Left 0 50 2 1.50

1 SRM 2 Right 0   1 .50

1 LRM 15 Turret 0 24 1 6.50

CASE Equipment: Body     0 .00

TOTALS:   24   9 80.00

Items & Tons Left:       12 .00


Calculated Factors:

Total Cost: 4,918,500 C-Bills

Battle Value: 1,232

Cost per BV: 3,992.29

Weapon Value: 1,785 / 1,785 (Ratio = 1.45 / 1.45)

Damage Factors:    SRDmg = 40; MRDmg = 29; LRDmg = 17

BattleForce2: MP: 3T,   Armor/Structure: 0 / 8

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

    Class: GA,   Point Value: 12

    Specials: ecm


Created with HeavyMetal Vee

Lasergunner posted this 08 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #958
WEDNESDAY, MARCH 15, 2006
UPDATE: 3/15/2006
123 DOWNLOADS

Hephaestus Scout Tank [3067]

Level: Standard Level 2 / 3067

Technology: Clan Hover

Tonnage: 30 Tons

Designer: MajorTom

Armory: TRO 3067

 


Faction Availability

Clan Hell's Horse Clan

BATTLEROM IMAGE MARCH 4, 3062

* FOR MI2 USE ONLY *


Type/Model: Hephaestus Scout Tank Prime

Tech: Clan / 3062

Config: Hovercraft Omni

Rules: Level 2, Standard design

   

Mass: 30 tons

Power Plant: 110 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Compound VM22 Ferro-Fibrous

Armament:
6 tons pod space available (max 5 tons in turret)
Manufacturer:    Niles Industriplex Beta
   Location:    Niles
Communications System:    Build 1700/5 Tacticom
Targeting & Tracking System: Series XL FWS w/ TRTTS Mk III Active Probe

Overview:

Khan Malavai Fletcher commissioned work on a new light hovertank in 3062. He reasoned that a more unusual array of vehicles employing unexpected equipment would tip many a battle in the Horses’ favor. Almost immediately, the scientist caste considered the Star League-era Kanga - a hovertank with the unusual ability to jump over difficult terrain. With this in mind, the engineers went to work designing an OmniVehicle chassis that could imitate the Kanga’s jumping ability.

Unfortunately, it was astonishingly difficult to reproduce the so-called Artificial Intelligence system of the AL2200 used by the Star League-era Kanga to maintain control, balance, and targeting of the vehicle through its jumps. The task grew even more difficult when meshing the same system with the multi-role control systems required for OmniVehicles like the Epona. While certainly within the realm of possibility for the Clan engineers, the design of the system proved prohibitively expensive. Khan Fletcher ordered the Hephaestus project shelved in late 3063, where it likely would have stayed had his successor, James Cobb, not given the scout tank another chance.

Capabilities:

Before production began, engineers debated the use of the weight and space freed up by the removal of the jumping thrusters. Khan Cobb settled the debate by noting that the Clan could use a more flexible field infantry transport unit. Thus, four tons of the Hephaestus’ internal space is given over to an infantry bay that can accommodate a full Point of non-battle armored infantry with room to spare for any special cargo.

In the primary configuration, the Hephaestus is almost a purely electronic warfare system, with TAG and an ECM suite enhancing its abilities as a scout and allowing it to call in artillery strikes. Two turret-mounted medium lasers also give it a modest medium range punch. The Alpha and Charlie configurations are missile support platforms, with the former using a single Artemis-enhanced LRM launcher system and the latter employing the more flexible Advance Tactical Missile System. The Beta configuration, a short to mid-range brawler, mounts twin medium lasers backed up by an ammo-efficient Streak SRM-6 pack.

Deployment

The Horses began a modest production of Hephaestus scouts in late 3064 as part of Khan James Cobb’s effort to rebuild the Horses’ battered Touman. The majority of these tanks have been used to replace losses in the Twenty-First Mechanized Assault Cluster and the Alpha Keshik, both of which suffered heavy losses in Khan Fletcher’s ill-fated "war" with the Ghost Bears.


Type/Model: Hephaestus Scout Tank Prime

Mass: 30 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 110 Fusion 0 4.00

Shielding & Trans Equip:   0 2.00

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Lift Equipment:   0 3.00

Turret Equipment (Locked):   0 .50

Armor Factor: 96 pts Ferro-Fibrous 1 5.00


    Internal Armor

    Structure Value

  Front: 3 20

  Left / Right Sides: 3 20/20

  Rear: 3 18

  Turret: 3 18


PRIME

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 Medium Pulse Laser Turret 4   1 2.00

1 Medium Pulse Laser Turret 4   1 2.00

1 TAG Turret 0   1 1.00

1 ECM Suite Body 0   1 1.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   8   7 30.00

Items & Tons Left:       4 .00


CONFIG A

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

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

1 ER Small Laser Turret 2   1 .50

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   2   6 30.00

Items & Tons Left:       5 .00


CONFIG B

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 ER Medium Laser Turret 5   1 1.00

1 ER Medium Laser Turret 5   1 1.00

1 Streak SRM 6 Turret 0 15 2 4.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   10   7 30.00

Items & Tons Left:       4 .00


CONFIG C

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 Adv. Tact. Msl. 3 Turret 0 60 2 4.50

1 Adv. Tact. Msl. 3 Turret 0   1 1.50

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   0   6 30.00

Items & Tons Left:       5 .00


Calculated Factors:

Total Cost: 2,095,000 C-Bills

Battle Value: 580

Cost per BV: 3,612.07

Weapon Value: 337 / 337 (Ratio = .58 / .58)

Damage Factors:    SRDmg = 14; MRDmg = 8; LRDmg = 0

BattleForce2: MP: 8H,   Armor/Structure: 0 / 4

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

    Class: GL,   Point Value: 6

    Specials: omni, tran4, ecm, tag, prb


Created with HeavyMetal Vee

Lasergunner posted this 11 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #726
SUNDAY, MARCH 19, 2006
959 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=726]
mercer.gif

Mercer [3067]

Standard Level 2 / 3067 Clan  Spheroid Dropship 4,500 Tons
MajorTom TRO 3067
Mercer HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Mercer

Tech: Clan / 3065

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

   

Mass: 4,500 tons

Length: 82 meters

Power Plant: Standard

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Standard

Armament:14 ER Large Laser21 ER Medium Laser2 Streak SRM 66 LRM 20+Artemis IV14 ER PPC6 Large Pulse Laser2 Gauss Rifle4 Medium Pulse Laser

Overview:

The Steel Viper's rearmament program included bolstering their aerospace forces, a clear sign that their campaign of vengeance would include assaults on their longstanding enemy, Clan Snow Raven. The Vipers knew that to land their troops in the face of determined Snow Raven aerospace cover - SafCon would not likely be granted, even if the Vipers asked for it - would require a well armed and armored transport, capable of holding its own against the best the "naval clan" ould throw at it. The result of the Viper program, while falling short on a number of counts, was the Mercer-class assault transport.

The unexpected appearance of the Mercer, an unknown quantity, came as a major shock to the defenders of Lum. It allowed the Vipers to punch their way through the Raven cordon and land troops on the factory world. Though Raven counterattacks eventually drove the Vipers off world, the battle was long and hard, interrupting manufacturing operations for over a month. Unfortunately, two Mercers were lost to aerospace fighters after they outran their fighter escorts and a third was destroyed on the ground.


Class/Model/Name: Mercer

Mass: 4,500 tons

Equipment:             Mass

Power Plant: Standard 1,372.50

Structural Integrity: 30 270.00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 175 Double 79.00

Fuel & Fuel Pumps:   100.00

Bridge & Controls:   34.00

Fire Control Computers:   12.00

Food & Water: (30 days supply) 6.00

Armor Factor: 1,320 Standard 60.00


      Armor Value

      (Standard Scale)        

  Fore:   350        

  Left / Right Sides:   330 / 330        

  Aft:   310        


Equipment & Options:              

Cargo:    

   Bay 1: BattleMechs (10) 1,500.00

   Bay 2: Cargo (1) 532.50

     

Escape Pods: 4 (7 tons each) 28

Crew and Passengers:    

   4 Officers (3 minimum)   0.00

   4 Crew (1 minimum)   0.00

   12 Gunners (12 minimum)   0.00

   20 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

6 ER Large Laser Nose 8(81) 8(81) 6(60) 6(60) 72 24.00

   3 ER Medium Laser           15 3.00

2 Streak SRM 6(90 rounds) Nose 2(24)

2(24)

-- 8 12.00

4 LRM 20+Artemis IV(72 rounds) Nose 6(64) 6(64)

6(64)

24 36.00

4 ER PPC Nose 6(60) 6(60)

6(60)

60 24.00

2 Large Pulse Laser Nose 2(20) 2(20)

2(20)

20 12.00

2 Gauss Rifle(96 rounds) Nose 3(30) 3(30)

3(30)

2 36.00

2 ER Large Laser FL/R 5(48) 5(48) 2(20) 2(20) 48 16.00

   4 ER Medium Laser           40 8.00

2 ER PPC FL/R 3(30) 3(30)

3(30)

60 24.00

2 Medium Pulse Laser FL/R 1(14)

1(14)

-- 16 8.00

5 ER Medium Laser AL/R 4(35)

4(35)

-- 50 10.00

2 Large Pulse Laser AL/R 2(20) 2(20)

2(20)

40 24.00

2 ER PPC AL/R 3(30) 3(30)

3(30)

60 24.00

4 ER Large Laser Aft 4(40) 4(40) 4(40) 4(40) 48 16.00

2 ER PPC Aft 3(30) 3(30)

3(30)

30 12.00

2 LRM 20+Artemis IV(36 rounds) Aft 3(32) 3(32)

3(32)

12 18.00

1 Lot Spare Parts (1.00%)             45.00

TOTALS:           605 4,500.00

Tons Left:             .00


Calculated Factors:

Total Cost: 613,071,200 C-Bills

Battle Value: 13,213

Cost per BV: 46,399.09

Weapon Value: 17,876 (Ratio = 1.35)

Damage Factors:    SRDmg = 394; MRDmg = 317; LRDmg = 94; ERDmg = 0

Maintenance Point Value:    MPV = 56,027 (28,905 Structure, 15,725 Life Support, 11,397 Weapons)

Support Points: SP = 45,000 (80% of MPV)

BattleForce2: MP: 5N,   Armor/Structure: 22 / 22

    Damage PB/M/L: 18/18/10,   Overheat: 0

    Class: DM,   Point Value: 132

    Specials:sph

 

Lasergunner posted this 11 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #727
SUNDAY, MARCH 19, 2006
1213 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=727]
outpost.gif

Outpost [3067]

Standard Level 2 / 3067 Clan  Spheroid Dropship 7,000 Tons
MajorTom TRO 3067
Outpost HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Outpost

Tech: Clan / 3063

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

   

Mass: 7,000 tons

Length: 127 meters

Power Plant: Standard

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Ferro-aluminum

Armament:16 ER Large Laser16 Streak SRM 626 Medium Pulse Laser19 AMS

Overview:

In the early 3060s, Clan Hell’s Horses finally realized that their naval forces were filled with versions of the Union-C and Overlord-C class DropShips that had been converted on a case-by-case basis for combined-arms use. Unsatisfied with this patchwork approach, the Clan put in motion plans to rectify the situation once and for all. The complete ground-up design and construction of a new transport vessel, built expressly to carry a truly mixed military force of armor, infantry, aerospace, and BattleMech forces, was commissioned on the orders of saKhan Tanya DeLaurel in 3061.

SaKhan DeLaurel requested a vessel faster and sturdier than the ’Mech carriers used as primary transports throughout Clan space, capable of serving as an effective mobile command and coordination center for troops during major operations. The Clan’s aerospace engineers looked to the rare Fortress-class DropShip for a baseline in answering the challenge.

The Horses’ engineers upgraded nearly every positive aspect of the venerable design and added improvements of their own. Dubbed the Outpost-class, the seven thousand ton assault DropShip can outgun, out-maneuver, and outlast almost any other combat transport in use among the Clans, giving the Horses a powerful new advantage during combat drop engagements.

The Outpost falls between the Union- and Overlord-class DropShips in size, but can attain nearly double the acceleration of either vessel. This allows it to outmaneuver or simply outrun the most common DropShips encountered during planetary attack missions. Protected by seventy tons of armor, the Outpost boasts a thicker hide than even the Overlord-C. With its simple, yet lethal array of lasers and Streak SRMs, this vessel can bring just as much raw firepower to bear as the more venerable designs.

All of this armor and firepower protects the real prize of the Outpost-class, of course. Within this vessel’s efficiently-arranged five cargo decks ride a standard complement of five ’Mech, armor, and battle armored infantry Points, with the added company of two aerospace Points in a specialized air-launch deck located just aft of the forward command center. This arrangement allows for an effective mix of forces to deploy upon landing a single vessel, rather than assigning specialized DropShips as other Clans do.


Class/Model/Name: Outpost

Mass: 7,000 tons

Equipment:             Mass

Power Plant: Standard 2,135.00

Structural Integrity: 20 280.00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 195 Double 75.00

Fuel & Fuel Pumps:   150.00

Bridge & Controls:   53.00

Fire Control Computers:   13.00

Food & Water: (31 days supply) 22.50

Armor Factor: 1,420 Ferro-aluminum 56.00


      Armor Value

      (Standard Scale)        

  Fore:   360        

  Left / Right Sides:   355 / 355        

  Aft:   350        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (4) with 2 doors 600.00

   Bay 2: BattleMechs (5) with 1 door 750.00

   Bay 3: Heavy Vehicles (51-100T) (10) with 2 doors 1,000.00

   Bay 4: Battle Armor Points/Squads (5) with 1 door 50.00

   Bay 5: Cargo (1) with 1 door 1,268.00

     

Life Boats: 5 (7 tons each) 35

Escape Pods: 10 (7 tons each) 70

Crew and Passengers:    

   4 Officers (3 minimum)   0.00

   1 Crew (1 minimum)   0.00

   13 Gunners (13 minimum)   0.00

   128 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

4 ER Large Laser Nose 4(40) 4(40) 4(40) 4(40) 48 16.00

4 Streak SRM 6(75 rounds) Nose 5(48)

5(48)

-- 16 17.00

6 Medium Pulse Laser Nose 4(42)

4(42)

-- 24 12.00

3 AMS(120 rounds)

Nose

--

-- 3 6.50

3 ER Large Laser FL/R 3(30) 3(30) 3(30) 3(30) 72 24.00

3 Streak SRM 6(120 rounds) FL/R 4(36)

4(36)

-- 24 34.00

5 Medium Pulse Laser FL/R 4(35)

4(35)

-- 40 20.00

5 AMS(72 rounds)

FL/R

--

-- 10 11.00

2 ER Large Laser AL/R 2(20) 2(20) 2(20) 2(20) 48 16.00

2 Streak SRM 6(90 rounds) AL/R 2(24)

2(24)

-- 16 24.00

3 Medium Pulse Laser AL/R 2(21)

2(21)

-- 24 12.00

2 AMS(72 rounds)

AL/R

--

-- 4 8.00

2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00

2 Streak SRM 6(75 rounds) Aft 2(24)

2(24)

-- 8 11.00

4 Medium Pulse Laser Aft 3(28)

3(28)

-- 16 8.00

2 AMS(72 rounds)

Aft

--

-- 2 4.00

1 Lot Spare Parts (1.00%)             70.00

TOTALS:           379 7,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 537,896,800 C-Bills

Battle Value: 13,788

Cost per BV: 39,011.95

Weapon Value: 14,788 (Ratio = 1.07)

Damage Factors:    SRDmg = 592; MRDmg = 421; LRDmg = 46; ERDmg = 0

Maintenance Point Value:    MPV = 68,073 (30,949 Structure, 28,650 Life Support, 8,474 Weapons)

Support Points: SP = 40,950 (60% of MPV)

BattleForce2: MP: 5N,   Armor/Structure: 24 / 23

    Damage PB/M/L: 17/17/5,   Overheat: 0

    Class: DL,   Point Value: 138

    Specials:sph

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #404
THURSDAY, APRIL 13, 2006
747 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=404]
Ammon_3067.JPG

Ammon [3067]

Standard Level 2 / 3067 Clan  Aerospace 65 Tons
MajorTom TRO 3067
Ammon HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Ammon

Tech: Clan / 3064

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 65 tons

Frame: Ripscale Type 3

Power Plant: Standard 260 Fusion

Safe Thrust: 6

Maximum Thrust: 9

Armor Type: Formula Z5D Standard

Armament:3 Series 7K ER Large Laser2 Type VI Streak SRM 61 Series 1g ER Small LaserManufacturer:    VariousCommunications System:    S9G Gamma Series CommunicationsTargeting & Tracking System: Dexter 3 Sensor Suite

Overview:

After recently solidifying their hold on much of the world of Barcella, Clan Diamond Shark began immediate assembly of manufacturing plants to make use of the world’s resources. Once construction of the simply named Barcella First Factory was completed, the Clan began production of several BattleMech types, units to be used on-planet against the Ice Hellions and Jade Falcons. The only new item produced there was a second-line aerospace fighter - the first new second-line fighter built in over a century - the Ammon.

The Ammon entered service in 3064 and has been instrumental in the complete removal of the Ice Hellions from Barcella, backing up the assaults of Beta Galaxy. The Diamond Sharks are more than willing to use aerospace assets against hardened targets, and the Ammon has been used extensively on Barcella to do just that. Many of the Ice Hellions’ strongest and most fortified bases were hit first by bombs and strafing runs, then leveled by an assault of ground forces. The Ice Hellions were unprepared for this, and so were forced off world.

With them gone, the Diamond Sharks need worry only about the Jade Falcons. They have continued producing fighters in the same numbers as before, however, selling the surplus to Clans Ghost Bear and Coyote, both of whom were impressed by its initial effectiveness.

Capabilities:

The main weapons of the Ammon are its three nose-mounted ER large lasers. These are dangerous both in dogfights and during strafing runs, as they can strike targets at much longer ranges than most targets are capable of striking back. Equipped with enough heat sinks to fire all three lasers at a near continuous pace without adverse effects, Ammons in combat often seem to have a singular powerful headlight.

Backing up the lasers are two Streak SRM-6 racks, one on each wing, which unleash a veritable cloud of missiles when fired simultaneously. The smoke left behind by such a launch seems to wreath the fighter in a torus shape, making an Ammon that has just fired both its lasers and its missiles an odd sight indeed.

Almost as an afterthought, an aft-firing ER small laser was included in the design. Rarely used, it seems to be there more to provide peace of mind to the pilot than because of any real combat effectiveness. Though weak, pilots seem to be glad to know that they have at least something to fire if an enemy gets on their tail.

Deployment

Clan Diamond Shark has only deployed the Ammon in Omega Galaxy’s Fifty-seventh Combined Assault Cluster and Seventeenth Air Assault Cluster, which are based on Barcella. This makes supplying the fighters quick and easy.

Never one to pass up the opportunity for profit, the Sharks have sold the design to several Clans, and have gone so far as to sell the specifications to the Ghost Bears and the Coyotes. Both Clans were impressed enough with the design to immediately begin pre-production of the Ammons.


Class/Model/Name: Ammon

Mass: 65 tons

Equipment:             Mass

Power Plant: 260 Fusion 13.50

Engine Shielding:   .00

Structural Integrity: 6 .00

Safe Thrust: 6  

Maximum Thrust: 9  

Heat Sinks: 20 Double 10.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 224 Standard 14.00


      Armor Value

      (Standard Scale)        

  Nose:   70        

  Left / Right Wings:   60 / 60        

  Aft:   34        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

3 ER Large Laser Nose 10 10 10 10 36 12.00

1 Streak SRM 6 LW 12

12

-- 4 3.00

1 Streak SRM 6 RW 12

12

-- 4 3.00

  Ammo (Streak 6) 15

          1.00

1 ER Small Laser Aft

5

--

2 0.50

C.A.S.E. System Body           .00

TOTALS:           46 65.00

Tons Left:             .00


Calculated Factors:

Total Cost: 4,110,901 C-Bills

Battle Value: 2,138

Cost per BV: 1,922.78

Weapon Value: 2,749 (Ratio = 1.29)

Damage Factors:    SRDmg = 47; MRDmg = 34; LRDmg = 7; ERDmg = 0

BattleForce2: MP: 6N,   Armor/Structure: 6 / 0

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

    Class: FM,   Point Value: 21

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #400
THURSDAY, APRIL 13, 2006
1004 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=400]
Chaeronea_3067.JPG

Chaeronea [3067]

Standard Level 2 / 3067 Clan  Aerospace 25 Tons
MajorTom TRO 3067
Chaeronea HMA (Heavy Metal Aero) File

Faction Availability

Clan Mongoose

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Chaeronea

Tech: Clan / 2883

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 25 tons

Frame: Pattern IIA

Power Plant: Standard 225 Fusion

Safe Thrust: 11

Maximum Thrust: 17

Armor Type: Comp A Standard

Armament:1 Series 1B ER PPCManufacturer:    Various   Location:    VariousCommunications System:    Comm IVTargeting & Tracking System: T&T Type 3X

Overview:

Along with such Clans as the Snow Ravens and Cloud Cobras, Clan Mongoose quickly established itself as a Clan with a preference for aerospace forces. After the premier of the Stooping Raven in the first part of the Golden Century, Clan Mongoose attempted to obtain one through a Trial of Possession. Following their failure, Khan Jes Greenhalgh used an incident that occurred during Operation Klondike when the Mongoose and Snow Raven Clans were conquering Circe as a way to leverage a new Trial of Possession, which they subsequently won.

After studying the craft, Khan Greenhalgh felt that the expertise learned could be used to make a lighter, faster craft, more in line with the Mongoose style of combat. Four years later, the Striking Mongoose began filling out the Clan's aerospace assets. The political maneuvering that began with this incident, however, only escalated until Clan Smoke Jaguar absorbed Clan Mongoose in 2868.

Along with the Mongoose Bloodnames, Clan Smoke Jaguar originally wanted nothing to do with the Striking Mongoose, feeling that any craft bearing the absorbed Clan's name was unworthy of the Jaguars. When ilKhan Victoria Ward enacted the Uniform Designation Protocols a decade and half later, the resource-poor Jaguars jumped at an excuse to 'cleanse' the craft of its taint. Subsequently the craft was renamed the Chaeronea, whereupon the Jaguars began to produce it in earnest. It did not take long for the Chaeronea to make it to the Toumans of other Clans.

Capabilities:

The Chaeronea combines one of the quickest aerospace fighters ever designed, with an offensive punch exceeding what some craft twice its weight can mount. The unique combination of speed and the extended range particle projector cannon give the twenty-five ton craft the ability to range far and wide on reconnaissance and yet hold its own, if briefly, against much larger craft.

Variants:

There are two known variants of the Chaeronea. The first attempts to redress the lack of armor, adding two additional tons and replacing the extended range particle projector cannon in the nose with four extended range medium lasers, two in each wing. The second, fielded only by Clan Snow Raven, upgrades the engine to an extra-light and replaces the ER PPC with an extended range large laser in each wing, along with three double heat sinks.

Deployment

Though outdated with the introduction of the Bashkir OmniFighter, the Chaeronea is still an impressive craft-and as such is found in every Clan's Touman. Because of its simple construction, however, which utilizes relatively low-tech components as well as its reliance on only energy weapons, the majority of these craft are fielded by predominantly resource-poor Clans.


Class/Model/Name: Chaeronea

Mass: 25 tons

Equipment:             Mass

Power Plant: 225 Fusion 10.00

Engine Shielding:   .00

Structural Integrity: 11 .00

Safe Thrust: 11  

Maximum Thrust: 17  

Heat Sinks: 10 Double .00

Fuel:   3.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 48 Standard 3.00


      Armor Value

      (Standard Scale)        

  Nose:   14        

  Left / Right Wings:   12 / 12        

  Aft:   10        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 ER PPC Nose 15 15

15

15 6.00

TOTALS:           15 25.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,845,956 C-Bills

Battle Value: 1,266

Cost per BV: 1,458.1

Weapon Value: 890 (Ratio = .70)

Damage Factors:    SRDmg = 14; MRDmg = 11; LRDmg = 4; ERDmg = 0

BattleForce2: MP: 11N,   Armor/Structure: 1 / 0

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

    Class: FL,   Point Value: 13

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #406
THURSDAY, APRIL 13, 2006
1189 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=406]
Hydaspes_3067.JPG

Hydaspes [3067]

Standard Level 2 / 3067 Clan  Aerospace 95 Tons
MajorTom TRO 3067
Hydaspes HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Hydaspes

Tech: Clan / 2840

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 95 tons

Frame: Type 992-35E

Power Plant: Aerofusion 285 XL Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Forging II Ferro-aluminum

Armament:3 Series XIV ER Large Laser6 Series PPS-XIX Medium Pulse Laser2 Type XV "Long Bow" LRM 15+Artemis IV2 CCWP-37 Mk. 2 Streak SRM 6Manufacturer:    Various   Location:    VariousCommunications System:    CCC T-55Targeting & Tracking System: CCC D5.2J

Overview:

With the mass military campaigns of Operation Klondike and its aftermath behind them, the Clans needed not only to make up for the losses they experienced, but also to expand their burgeoning Toumans. While they could turn to the Brian Caches in the short term, newer technologies were rapidly making even Star League equipment obsolete.

Recognizing that fact, Clan Cloud Cobra embarked on a bold course in 2835, following the brutality witnessed during Clan Wolf’s Absorption of Clan Widowmaker. The Clan’s Scientist Caste simultaneously perfected the advances they had recently made in laser technologies while designing the new aerospace fighter. Five years later, the first Hydaspes was flying in the skies over Kerensky’s Cluster. The craft has been upgraded several times since then, as new technologies have become available.

Capabilities:

Designed around a range paradigm, the Hydaspes can engage targets well outside of the standard dogfighting envelope. It is aided in doing so by a targeting and tracking system derived from the incredibly capable Star-League era Garret D2j. Enemies that survive the initial ranged barrage will find themselves confronted with three pairs of highly-accurate pulse lasers. At typical ranges, the Hydaspes is nothing short of devastating, capable of picking apart even assault ships with relative ease.

The fighter’s incredible offensive capabilities have been proven time and again, starting with Clan Snow Raven’s abortive attempt to capture the very first Hydaspes plant in 2841. This trend continues on to even today, with Clan Star Adder’s continued raids on York. Adder Beta Galaxy fighter Stars flying the Hydaspes have accounted for dozens of Blood Spirit aerial defeats, including the loss of four DropShips and the staggering destruction of the Spirits’ Blood Fury. The Adders managed to cripple the ship, though the Spirit captain chose to destroy his vessel rather than let it be captured.

Because of its extensive use of high-end technologies - most notably the AeroFusion XL power plant - resource poor Clans have generally been unable to field the design regardless of its potency.

Variants:

Surprisingly, only a single significant variant of this fighter exists, one that debuted just a few years ago. It mounts two ATM-9 launchers and a heavy large laser in each wing, in addition to a pair of heavy medium lasers in the nose and an advanced targeting computer for the lasers. Its only weakness is that its 25 double heat sinks are unable to dissipate all of the waste heat generated by its weapons, an attribute also shared by its predecessor.

Deployment

As the fighter has been in service for over two centuries, every Clan fields at least a few models of this design. The Hydaspes has undergone minor modifications throughout the years to keep its systems up to date and prevent it from falling into obsolescence. Clans Cloud Cobra, Snow Raven and Star Adder, who field the greatest number of these powerful fighters, still produce a number of Hydaspes every year.


Class/Model/Name: Hydaspes

Mass: 95 tons

Equipment:             Mass

Power Plant: 285 XL Fusion 8.50

Engine Shielding:   .00

Structural Integrity: 9 .00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 23 Double 13.00

Fuel:   4.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 432 Ferro-aluminum 22.50


      Armor Value

      (Standard Scale)        

  Nose:   138        

  Left / Right Wings:   106 / 106        

  Aft:   82        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 ER Large Laser Nose 10 10 10 10 12 4.00

2 Medium Pulse Laser Nose 7

7

-- 8 4.00

1 ER Large Laser LW 10 10 10 10 12 4.00

1 ER Large Laser RW 10 10 10 10 12 4.00

1 LRM 15+Artemis IV LW 12 12

12

5 4.50

1 LRM 15+Artemis IV RW 12 12

12

5 4.50

  Ammo (LRM 15) 32

          4.00

2 Medium Pulse Laser LW 7

7

-- 8 4.00

2 Medium Pulse Laser RW 7

7

-- 8 4.00

2 Streak SRM 6 Aft 12

12

-- 8 6.00

  Ammo (Streak 6) 15

          1.00

C.A.S.E. System Body           .00

TOTALS:           78 95.00

Tons Left:             .00


Calculated Factors:

Total Cost: 16,311,656 C-Bills

Battle Value: 3,341

Cost per BV: 4,882.27

Weapon Value: 4,432 (Ratio = 1.33)

Damage Factors:    SRDmg = 67; MRDmg = 56; LRDmg = 9; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 11 / 0

    Damage PB/M/L: 7/7/4,   Overheat: 3

    Class: FH,   Point Value: 33

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #403
THURSDAY, APRIL 13, 2006
769 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=403]
Tyre_3067.JPG

Tyre [3067]

Standard Level 2 / 3067 Clan  Aerospace 55 Tons
MajorTom TRO 3067
Tyre HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Tyre

Tech: Clan / 2907

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 55 tons

Frame: Model LV-3

Power Plant: Standard 165 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Formula TSF Standard

Armament:1 Type 9a Ultra AC/107 Series AP7 Medium Pulse Laser1 Series AE1 ER Small LaserManufacturer:    New Kent Orbiter D7   Location:    New KentCommunications System:    Masters 400Targeting & Tracking System: DST Model 316/4

Overview:

The Steel Viper Clan first began producing the Tyre medium all-aspect fighter in 2907, intending it as an upgrade and replacement for the popular Corsair class fighter. The Corsair, which was designed to supplement Star League forces depleted after the overthrow of Amaris the Usurper, was barely in full production at the time of Kerensky's Exodus. Because of this, few of these effective aerospace supremacy craft remained active in the Clans by this time. Numerous design enhancements proposed along the way altered the basic form and capabilities, but eventually, Viper designers declared success with the Tyre.

The Tyre became a staple of the Vipers' aerospace fleet, serving most commonly as the Clan's premiere escort fighter for DropShips in transit. Through trade and losses in Trials, the Tyre spread among the other Clans and throughout the home worlds. It remained in service until they were phased into the ranks of second-line forces to make way for the newer OmniFighters.

Capabilities:

Built for resiliency, economy, and firepower rather than speed, the Tyre uses a standard fusion plant for a top acceleration rate of four Gs-average thrust for heavier craft, by modern standards. This relatively slow speed, an asset rather than a liability, makes the Tyre an ideal DropShip escort, able to keep pace with its parent task force during transit, but too slow to be easily led astray by a diversionary force.

With seven and a half tons of standard armor protecting it-particularly in the nose and forward fuselage-the Tyre can weather heavy weapons fire and still give as good as it gets. With seven medium pulse lasers backing up a Type 9-A Ultra autocannon, the Tyre lacks reach but makes up for it in concentrated firepower, all of which may be fired together without fear of overtaxing the Tyre's heat sinks. This weapons mix also makes the Tyre a devastating ground support unit, able to saturate 'Mechs and armored vehicles with nearly unlimited, highly accurate strafing runs.

Variants:

The most common variant of the Tyre swaps the paired wing-mounted medium pulse lasers for a single ER large laser on each side. This modification overcomes the Tyre's notorious lack of reach, but makes it difficult to avoid overheating in combat.

Deployment

Briefly produced by several factories across Clan space, the Tyre is now only produced in the Steel Vipers' New Kent orbital facility. The Vipers understandably maintain the majority of these fighters as a result, but all Clans possess Tyres to some extent in their second-line aerospace forces. In Clans historically low on resources for OmniFighters (such as the Blood Spirits), Tyres have been observed filling out the ranks of front-line aerospace forces.


Class/Model/Name: Tyre

Mass: 55 tons

Equipment:             Mass

Power Plant: 165 Fusion 6.00

Engine Shielding:   .00

Structural Integrity: 5 .00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 16 Double 6.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 120 Standard 7.50


      Armor Value

      (Standard Scale)        

  Nose:   35        

  Left / Right Wings:   30 / 30        

  Aft:   25        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Ultra AC/10 Nose 15

15

-- 6 10.00

  Ammo (Ult AC/10) 30

          3.00

3 Medium Pulse Laser Nose 7

7

-- 12 6.00

2 Medium Pulse Laser LW 7

7

-- 8 4.00

2 Medium Pulse Laser RW 7

7

-- 8 4.00

1 ER Small Laser Aft

5

--

2 0.50

C.A.S.E. System Body           .00

TOTALS:           36 55.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,868,495 C-Bills

Battle Value: 1,738

Cost per BV: 1,650.46

Weapon Value: 1,961 (Ratio = 1.13)

Damage Factors:    SRDmg = 60; MRDmg = 50; LRDmg = 0; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 3 / 0

    Damage PB/M/L: 7/7/-,   Overheat: 0

    Class: FM,   Point Value: 17

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #405
THURSDAY, APRIL 13, 2006
943 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=405]
Xerxes_3067.gif

Xerxes [3067]

Standard Level 2 / 3067 Clan  Aerospace 85 Tons
MajorTom TRO 3067
Xerxes HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Xerxes

Tech: Clan / 3067

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 85 tons

Frame: Type 42-5 Aero

Power Plant: Standard 340 Fusion

Safe Thrust: 6

Maximum Thrust: 9

Armor Type: Compound XAS Ferro-aluminum

Armament:2 Series S6a ER Large Laser2 Aero-Model 4 Ultra AC/20Manufacturer:    Kirin Orbital Works SJ-3   Location:    KirinCommunications System:    KOW-Comm Type 9Targeting & Tracking System: ASG Mark VII

Overview:

Until 3060, Clan Hell’s Horses shared the Kerensky Cluster world of Kirin with the Smoke Jaguars, brutally aggressive neighbors for whom the Horses held little love. Trials between the Clans, both small and large, filled the decades of this co-habitation. Few of the Horses were upset when the SLDF arrived to annihilate the Jaguar Clan on Huntress.

With the Jaguar forces hastily called home to assist their Touman in fighting at the Clan’s capitol world, the Horses seized an opportunity to secure Kirin completely. Even before the outcome of the SLDF invasion of Huntress was known, Hell’s Horses troops had moved to claim several Jaguar facilities. All of them, including the orbital armor and aerospace factories, fell to the Horses without a shot fired. The SJ-3 orbital works proved to be among the most valuable of the prizes as the remaining manufacturing center for the second-line Xerxes heavy strike fighter.

Capabilities:

The heavily armed and armored Xerxes is intended to bring enemy aerospace down hard and fast, with a respectable safe acceleration rate of 3 Gs. It can provide crippling air-to-ground support fire capable of flattening a ’Mech if need be. Derisively known among Clansmen as the - Hunchback IIC of the skies, - the Xerxes is a straight air supremacy craft in keeping with the Jaguars’ brutal approach to warfare.

Its armament centers on a pair of heavy Ultra autocannons, one mounted in each wing, which can blast a tremendous amount of armor and structure off an opposing fighter or ground vehicle in a single pass. Backed up by a pair of nose-mounted extended range large lasers, the Xerxes can practically guarantee victory in a second pass if its target has not already fallen, making this fighter a vicious contender in the skies.

The lasers, intended as a back-up weapon and for ground strafing runs, can rarely fire in conjunction with the autocannons. If the pilot does so, he risks an early combat shutdown and a complete loss of control. Competent fighter pilots quickly learn to stagger their weapons fire, keeping heat levels down and using the cannons sparingly to make the ammo last.

Variants:

Now that SJ-3 is firmly under Hell’s Horses’ control, Clan engineers are considering a redesign of the old Xerxes that trades the heavy autocannons for Gauss rifles.

Deployment

In its heyday the Xerxes could be found in service within every Clan’s Touman, where they often acted as anti-’Mech ground-attack craft or straight air supremacy fighters. Acting in Points of two, these fighters even occasionally challenged inbound DropShips, tearing armor open in fast passes so that supporting fighters could take advantage of the weakened protection.

After the dawn of the OmniFighter, these craft quickly became relegated to second-line status, acting as DropShip and WarShip escorts instead. Today, Xerxeses may still be found in every Clan, but the highest concentrations by far are those of the Hell’s Horses, Fire Mandrills, and Snow Ravens, all of whom still employ the Xerxes as an aerospace superiority and ground support fighter.


Class/Model/Name: Xerxes

Mass: 85 tons

Equipment:             Mass

Power Plant: 340 Fusion 27.00

Engine Shielding:   .00

Structural Integrity: 8 .00

Safe Thrust: 6  

Maximum Thrust: 9  

Heat Sinks: 12 Double 2.00

Fuel:   8.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 173 Ferro-aluminum 9.00


      Armor Value

      (Standard Scale)        

  Nose:   45        

  Left / Right Wings:   43 / 43        

  Aft:   42        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 ER Large Laser Nose 10 10 10 10 24 8.00

1 Ultra AC/20 LW 30

30

-- 14 12.00

1 Ultra AC/20 RW 30

30

-- 14 12.00

  Ammo (Ult AC/20) 20

          4.00

C.A.S.E. System Body           .00

TOTALS:           52 85.00

Tons Left:             .00


Calculated Factors:

Total Cost: 6,549,466 C-Bills

Battle Value: 1,789

Cost per BV: 3,660.96

Weapon Value: 2,199 (Ratio = 1.23)

Damage Factors:    SRDmg = 34; MRDmg = 27; LRDmg = 3; ERDmg = 0

BattleForce2: MP: 6N,   Armor/Structure: 4 / 0

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

    Class: FH,   Point Value: 18

 

Lasergunner posted this 16 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #402
THURSDAY, APRIL 13, 2006
770 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=402]
Issus_3067.JPG

Issus [3067]

Standard Level 2 / 3067 Clan  Aerospace 40 Tons
MajorTom TRO 3067
Issus HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Issus

Tech: Clan / 2842

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 40 tons

Frame: Pattern I4

Power Plant: Standard 240 Fusion

Safe Thrust: 8

Maximum Thrust: 12

Armor Type: Raven Comp B Ferro-aluminum

Armament:1 Pattern J7 Streak SRM 61 Series 1b ER Small Laser2 SEP-Class ER Medium Laser2 Series 6b ER Large LaserManufacturer:    Various   Location:    VariousCommunications System:    SR Com 7Targeting & Tracking System: Type 11d

Overview:

The Issus entered service in the early years of the Golden Century. It has undergone numerous upgrades and redesigns since that time. Originally designed by Clan Snow Raven and called the Stooping Raven, it was renamed as part of ilKhan Victoria Ward's Uniform Designation Protocols.

Capabilities:

The Issus is both fast and agile, although it lacks the performance of the equally massed Batu. Unlike that front-line fighter, the Issus uses a conventional fusion power plant. It thus sacrifices more than a quarter of its mass to the engine, with a commensurate reduction in armor and armaments.

Nonetheless, the Issus's weapon loadout remains impressive. Wing-mounted ER large lasers provide long-range punch, while the smaller SEP-class lasers boost short- and medium-range capabilities. The J7 SRM launcher likewise bolsters close-in firepower and is fitted with sophisticated ammo-conservation systems. A small Series 1b laser completes the armament, but is very limited in range.

The emphasis on energy weapons, though allowing the Issus to operate with minimum logistical support, can be a major problem in the field. The aircraft's heat dissipation systems were built around a less-demanding heat regime, forcing the Issus to struggle with the modern configuration. Inexperienced pilots can easily overheat the aircraft, a fact confirmed by the number of losses in solahma and training units throughout the years to pilot error.

Variants:

A number of Issus variants have appeared over the years. Most do little more than tweak the configuration, repositioning weapons, swapping Pulse for ER lasers or otherwise seeking to correct design flaws. The most notable variant is one that has recently emerged within Clan Snow Raven, the original builders. This variant removes the large lasers and SRM launcher, and instead adds in a large heavy laser, an ATM-9 and an additional ER medium laser.

Deployment

The Issus design originated with Clan Snow Raven, but it has spread throughout the Clans since 2889. It remains most common in Clan Snow Raven, though the Cloud Cobras and Ghost Bears also field a substantial number of the design. A few have fallen into the hands of the Dark Caste or other Periphery raiders and been used against the Clans. The First Air Wing of the Outworlds Alliance is known to have a solitary Issus, though how they came by the fighter is unknown.


Class/Model/Name: Issus

Mass: 40 tons

Equipment:             Mass

Power Plant: 240 Fusion 11.50

Engine Shielding:   .00

Structural Integrity: 8 .00

Safe Thrust: 8  

Maximum Thrust: 12  

Heat Sinks: 12 Double 2.00

Fuel:   4.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 94 Ferro-aluminum 5.00


      Armor Value

      (Standard Scale)        

  Nose:   28        

  Left / Right Wings:   23 / 23        

  Aft:   20        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Streak SRM 6 Nose 12

12

-- 4 3.00

  Ammo (Streak 6) 15

          1.00

1 ER Small Laser Nose

5

--

2 0.50

1 ER Medium Laser LW 7

7

-- 5 1.00

1 ER Medium Laser RW 7

7

-- 5 1.00

1 ER Large Laser LW 10 10 10 10 12 4.00

1 ER Large Laser RW 10 10 10 10 12 4.00

C.A.S.E. System Body           .00

TOTALS:           40 40.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,836,140 C-Bills

Battle Value: 1,580

Cost per BV: 1,795.03

Weapon Value: 1,561 (Ratio = .99)

Damage Factors:    SRDmg = 28; MRDmg = 20; LRDmg = 3; ERDmg = 0

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

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

    Class: FL,   Point Value: 16

 

Lasergunner posted this 16 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #625
MONDAY, NOVEMBER 14, 2005
1477 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=625]
Carrack_3067.JPG

Carrack (Transport) [3067]

Standard Level 2 / 3067 Clan  Warship 300,000 Tons
MajorTom TRO 3067

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Carrack (Transport)

Tech: Clan / 2950

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 300,000 tons

Length: 830 meters

Sail Diameter: 880 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Standard

Armament:16 ER Large Laser40 AMS32 Large Pulse Laser16 NL353 NAC/206 NAC/10

Overview:

Based on the Star League-era transport ship of the same name, the modern Clan Carrack military transport first entered service a little more than 100 years ago. ComStar analysts have been unable to determine how many of the Carracks currently in service are upgraded Star League vessels, and how many are new Clan-built ships.

Carracks serve with all the Clans, but the merchant castes of Clans Diamond Shark and Nova Cat seem to possess the largest numbers of these vessels. These two Clans commonly use Carracks in their Deep Periphery and Occupation Zone trading operations, particularly in potentially troublesome areas such as the Hanseatic League. Clan Ghost Bear's recent fleet movements also included that Clan's small fleet of Carracks, implying the convoy was transporting cargo of considerable value. ComStar intelligence agents have since determined that the Clan was, in fact, in the process of transporting its entire civilian population to the Occupation Zone.

Unlike most Clan re-designed and upgraded jump vessels, the Carrack is not equipped with a lithium-fusion battery or advanced armor. The Clan Carrack does, however, feature hull-sealant technology. The cargo hold surrounds the vessel’s compact K-F drive core and is flanked, in turn, by two small-craft bays. Most frequently, these bays house a pair of aerospace fighters and a pair of shuttlecraft, but the exact composition of the small-craft complement appears to depend on each individual vessel’s captain.

Notable Vessels & Crews:

Cloud Cobra - Blind Faith
Coyote - Solar Blaze
Diamond Sharks - Star Swimmer, Devourer, Bloodletter
Fire Mandrill - Howler
Ghost Bears - Den Mother, Yggdrasil
Goliath Scorpion - Collrane
Hell's Horses - Golden Clydesdale
Ice Hellion - Maker
Jade Falcons - Ironhold Provider
Nova Cats - True Path, Perilous Vision, Void
Snow Ravens - Nestling, Venture Star
Star Adders - Black Adder
Steel Vipers - Pride of New Kent
Wolf - Night Warrior


Class/Model/Name: Carrack (Transport)

Mass: 300,000 tons

Equipment:             Mass

Power Plant: Standard 54,000.00

K-F Hyperdrive: Compact (Integrity = 7) 135,750.00

Jump Sail: (Integrity = 3) 45.00

Structural Integrity: 15 4,500.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 747 Double 374.00

Fuel & Fuel Pumps:   2,000.00

Bridge & Controls:   750.00

Food & Water: (180 days supply) 148.50

Armor Factor: 47 Standard 69.50


      Armor Value

      (Capital Scale)        

  Fore:   10        

  Fore Left / Right:   8 / 8        

  Aft Left / Right:   6 / 6        

  Aft:   9        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (2) with 2 doors 400.00

   Bay 2: Cargo (1) with 10 doors 63,446.00

   Bay 3: Small Craft (2) with 2 doors 400.00

     

DropShip Capacity: 2 Docking Hardpoints 2,000

Grav Decks:    

   Grav Deck #1: (98-meter diameter) 50

Life Boats: 4 (7 tons each) 28

Escape Pods: 4 (7 tons each) 28

Crew and Passengers:    

   26 Officers (25 minimum)   0.00

   79 Crew (79 minimum)   0.00

   40 Gunners (40 minimum)   0.00

   20 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 ER Large Laser Nose 2(20) 2(20) 2(20) 2(20) 24 8.00

4 AMS(1488 rounds)

Nose

--

-- 4 64.00

4 Large Pulse Laser Nose 4(40) 4(40)

4(40)

40 24.00

2 NL35 Nose 7 7

7

104 1,400.00

1 NAC/20(166 rounds) Nose 20 20

20

60 2,567.00

2 ER Large Laser FL/R 2(20) 2(20) 2(20) 2(20) 48 16.00

8 AMS(1548 rounds)

FL/R

--

-- 16 138.00

4 Large Pulse Laser FL/R 4(40) 4(40)

4(40)

80 48.00

2 NL35 FL/R 7 7

7

208 2,800.00

1 NAC/10(200 rounds) FL/R 10 10

10

60 4,080.00

2 ER Large Laser L/RBS 2(20) 2(20) 2(20) 2(20) 48 16.00

4 AMS(1488 rounds)

L/RBS

--

-- 8 128.00

4 Large Pulse Laser L/RBS 4(40) 4(40)

4(40)

80 48.00

2 NL35 L/RBS 7 7

7

208 2,800.00

1 NAC/20(167 rounds) L/RBS 20 20

20

120 5,134.00

2 ER Large Laser AL/R 2(20) 2(20) 2(20) 2(20) 48 16.00

4 AMS(1488 rounds)

AL/R

--

-- 8 128.00

4 Large Pulse Laser AL/R 4(40) 4(40)

4(40)

80 48.00

2 NL35 AL/R 7 7

7

208 2,800.00

1 NAC/10(200 rounds) AL/R 10 10

10

60 4,080.00

2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00

4 AMS(1488 rounds)

Aft

--

-- 4 64.00

4 Large Pulse Laser Aft 4(40) 4(40)

4(40)

40 24.00

2 NL35 Aft 7 7

7

104 1,400.00

2 NAC/10(200 rounds) Aft 20 20

20

60 4,040.00

1 Lot Spare Parts (1.00%)             3,000.00

TOTALS:           1,744 300,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 3,269,464,000 C-Bills

Battle Value: 53,111

Cost per BV: 61,559.07

Weapon Value: 13,765 (Ratio = .26)

Damage Factors:    SRDmg = 1,939; MRDmg = 1,732; LRDmg = 1,260; ERDmg = 419

Maintenance Point Value:    MPV = 206,387 (21,404 Structure, 129,825 Life Support, 55,158 Weapons)

Support Points: SP = 322,875 (156% of MPV)

BattleForce2: (Not applicable)

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #7442
FRIDAY, NOVEMBER 03, 2006
2108 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=7442]
Hyena_Industrial.jpg

Hyena HYN-4A

Standard Level 3 / 3067 Inner Sphere  Biped 55 Tons
MajorTom TRO 3067

Faction Availability

 

BattleMech Technical Readout

Type/Model: Hyena HYN-4A

Tech: Inner Sphere / 3067

Config: Biped BattleMech

Rules: Level 3, Standard design

   

Mass: 55 tons

Chassis: Technicron-1a Utility 'Mech

Power Plant: 275 Core Tek Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Corning 84 (Industrial)

Armament:1 Defiance B3S Small LaserManufacturer:    Vining Engineering and Salvage Teams (VEST)   Location:    Solaris VIICommunications System:    Sipher WideComTargeting & Tracking System: Hartford T1000M


Editor's Note: This 'mech is from Mercenaries Supplemental Update, FanPro #35028 and is considered canon.

Overview:

When Vining Engineering and Salvage Team started testing its designs in the arenas of Solaris VII, they needed a recovery vehicle that could get into any of the terrains offered not only in the big arenas but the smaller arenas with more hostile environments. Rather than design a couple, the group saved money by refitting an old ’Mech to recover all their designs. Opting for a stable design with a broad back for carrying cargo, a de-armed Kintaro served as the baseline for their homegrown SalvageMech design. A few years later, VEST began assembling more IndustrialMechs based on the same general design, finally offering the machine - dubbed the Hyena - for general sale in the fall of 3066.

Capabilities:

The biggest asset the Hyena has over other recovery vehicles is its ability to go just about anywhere. As a fusion-powered IndustrialMech with full enviro-sealing, there is no place a BattleMech or ground vehicle can go that the Hyena can’t, be it underwater, vacuum, or even molten lava (at least for short periods). This flexibility is one of the design’s biggest selling points with smaller customers, justifying its added expense over other IndustrialMechs. The ’Mech’s carrying capacity is also a major asset, with two lift hoists and industrial triple-strength myomers that enable the 55-ton Hyena to lift and carry loads up to twice its own mass. This ability allows the Hyena to recover virtually any BattleMech and combat vehicle lost on today’s battlefield. In addition, the ’Mech’s right salvage arm is an invaluable tool for the safe recovery of both units and parts in the field.

The Hyena’s land speed is its third greatest asset as a battlefield recovery unit. With a maximum speed of 84 kilometers per hour, it is capable of keeping up with most heavy ’Mechs and is faster than other recovery vehicles. Even fully loaded, the Hyena can still move at speeds approaching sixty kilometers per hour. An Annihilator pilot who rode back on a Hyena quipped that his ’Mech was far more mobile as cargo than it had ever been on its own.

Of course, as a battlefield recovery unit, the Hyena includes a modest amount of armor as well as a small laser for point defense (or quick cutting jobs in the field), which offer this ’Mech at least a modicum of self defense when operating in a live battlefield - deterrent enough to small groups of bandits or infantry who may attempt to waylay a Hyena and its cargo at an inopportune moment.

Variants:

VEST was in the process of developing a low-cost ICE version of the Hyena at the time of the Word’s assault and the eventual destruction of Vining’s Xolara facilities. Though that version would run twenty percent slower and also removes the environmental sealing to boot, these changes would offer a thirty percent savings over the fusion-powered version. In addition, two of VEST’s original Hyenas are believed to still exist on Solaris in the service of the Solaris Home Defense League. Closer in design to the original Kintaro chassis, these prototypes retain the Kintaro’s original armor configuration and mount a medium laser instead of the small laser sported by the production model. These Hyena prototypes also feature an internal eight-ton storage bay that was deleted from the industrial design.

Deployment

A few pre-production Hyenas still exist on Solaris, but most of the first production run was quickly sold to mercenary units in the year before Solaris fell under Blakist assault. VEST even sold one Hyena (at a reduced cost) to Skibinski’s Salvage to showcase the ’Mech with one of the Inner Sphere’s premier recovery units. A few Hyenas were sold to the Great Houses, and one was even reportedly sold to the Rim Collection. Collection officials claim that their Hyena will save them at least a lance of ’Mechs a year, helping to preserve a resource they can hardly afford to squander. Pre-sales for the second run went primarily to mercenary units, but any possible shipments were hopelessly disrupted by the Blakist assault on Solaris.


Type/Model: Hyena HYN-4A

Mass: 55 tons

Equipment:   Crits Mass

Internal Structure: 91 pts Utility 'Mech 0 11.00

Engine: 275 6 15.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors:    Industrial 5 3.00

Industrial TSM:   12 .00

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

Armor Factor: 80 pts Industrial 0 7.50


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 18 11

  Center Torso (Rear):   5

  L/R Side Torso: 13 8/8

  L/R Side Torso (Rear):   4/4

  L/R Arm: 9 7/7

  L/R Leg: 13 9/9


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Salvage Arm RA 0   2 3.00

1 Lift Hoist RT(R) 0   3 3.00

1 Lift Hoist LT(R) 0   3 3.00

1 Environmental Sealing  - 0   8 5.50

1 Small Laser CT 1   1 .50

TOTALS:   1   60 52.50

Crits & Tons Left:       18 0.00


Calculated Factors:

Total Cost: 4,738,071 C-Bills

Battle Value: 425

Cost per BV: 11,148.40

   

   

   

     

     


Created with HeavyMetal Pro (and then some)

User Reviews

6/19/2008  Grimnahr
All the rules for he equipment in question are in the new total warfare book

5/20/2008  Captain Brandt
I think I know about Environmental Sealing. IndustrialMechs are seemingly built with an open construction, unlike BattleMechs. From what I've read in TRO: Vehicle Annex, Environmental Sealing is just a weighty piece of equipment that allows you to take an Industrial 'Mech where you can take a BattleMech.

7/30/2007  DeepEcho
Wow! This is a treat, especially since I'd never thought to look in any Mercenary Supplimentals for original mech designs. Great addition!

4/29/2007  Prince of Darkness
All I know-
Industrial TSM
+2 to all physical attacks
no extra speed
Allways on
not affected by heat.

11/4/2006  Ice Hellion
I have some clues about parts of the equipment.
It looks promising but why am I always running behind what has been released?

11/3/2006  MajorTom
A treat for everyone, this industrial mech appears in Mercenaries Supplemental Update and was so unique not only in configuration but artwork that I decided to go ahead and post it within TRO 3067.

Before you ask, I haven't the faintest idea of the rules behind the Industrial armor, Industrial TSM, Slavage Arm, nor Environmental Sealing. I beleive most can be found in Combat Equipment, FanPro #35017.

Anyway, enjoy!!

 

Lasergunner posted this 20 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3748
WEDNESDAY, MAY 11, 2005
1562 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3748]
Bowman

Bowman 2nd Line

Standard Level 2 / 3067 Clan  Biped 70 Tons
MajorTom TRO 3067
Bowman HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Bowman

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Type BMH-7 Endo Steel Endo Steel

Power Plant: 350 Fusion 350 Extralight XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Forged Type HH34 Standard with CASE Standard

Armament:1 Class 16 Arrow IV System3 Series 7Ja ER Medium Lasers1 Type XX "Great Bow" LRM 201 ECM Suite4 Anti-Personnel PodsManufacturer:    Niles Industriplex Epsilon   Location:    (Unknown)Communications System:    CH4M with Pattern Iota ECM SuiteTargeting & Tracking System: Version Omega-IX TTS

Overview:

The century-old Bowman support BattleMech is a rare sight among the Clans-even in the ranks of the second-line and solahma forces each Clan fields. Only Clan Hell's Horses appears to have a significant supply of these 'Mechs, considering them a useful asset to their combined-arms principles. In actuality, however, the Bowman is a vestige of a dead art in Clan-style warfare.

Designed and manufactured by the Hell's Horses Clan in the mid-2900s just after the fall of the Tokasha MechWorks, the Bowman was the centerpiece for a crash 'Mech-building program aimed at augmenting the Clan's defensive units. Then featuring twin Arrow IV launchers, the stay-back-and-shoot nature of the design so offended Clan MechWarriors lusting for direct contact with the enemy that Khan Darwin Lassenerra ordered a retrofit geared for more direct battlefield involvement.

Capabilities:

Weighing in at seventy tons with endo-steel construction and an extra-light engine, the Bowman maintains a respectable overland speed while leaving ample space for its primary weaponry. Originally centered around a pair of Arrow IV batteries mounted in the arms and flanks, an LRM 20-rack replaced the left battery as a concession to Clan battle preference, with excess tonnage from the change devoted to anti-infantry defense on the Bowman's legs.

These changes, however, paid only superficial service to the egos of Clan MechWarriors as the Bowman's arsenal remained stacked against the Warrior out for personal glory. Four tons of interchangeable ammunition bins for the Arrow give the flexibility of multiple munitions types. On the other hand, with only a quarter of the size of the Arrow IV's ammunition supply, the Bowman's LRM must be fired sparingly. This feature that encourages the use of the main battery instead, preferably at ranges where counter-fire would be difficult at best.

A trio of ER medium lasers on the right arm provides the only backup to the missile systems. They are enough to deter light 'Mechs, armor and possibly infantry, but hardly enough to do much good to a MechWarrior in a pitched battle.

Variants:

As it is such an unpopular design, variants of the basic chassis are common. The most well known variant removes the Arrow IV System and replaces it with an additional LRM 20 and three tons of ammunition, as well as an ER Large Laser and four more double heat sinks.

Deployment

Only a handful of Bowmans are manufactured by the Horses each year, usually to replace combat losses or phase out older Star League designs no longer fit for service. Though typically assigned to defensive Stars in second-line Galaxies, on rare occasions one or two have been "borrowed" by front-line commanders in need of rapid artillery support. Curiously enough, the Bowman also sees use as a training 'Mech for aspiring MechWarriors, where it is used to evaluate artillery aptitudes in "colts" that could prove useful whether or not they pass muster in the sibkos. Among other Clans, Bowmans are exceedingly rare, more often than not appearing as kit-bashed field-variants in solahma units.


Type/Model: Bowman

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Endo Steel 7 3.50

   (Endo Steel Loc: 3 LT, 3 RT, 1 CT)

Engine: 350 XL 10 15.00

   Walking MP: 5    

   Running MP: 8    

   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 14 .00

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 29

  Center Torso (Rear):   10

  L/R Side Torso: 15 20/20

  L/R Side Torso (Rear):   8/8

  L/R Arm: 11 20/20

  L/R Leg: 15 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Arrow IV System RA 10 20 16 16.00

   (Ammo Loc: 4 RT)

3 ER Medium Lasers LA 15   3 3.00

1 LRM 20 LT 6 6 5 6.00

   (Ammo Loc: 1 LT)

1 ECM Suite HD 0   1 1.00

2 Anti-Personnel Pods LL 0   2 1.00

2 Anti-Personnel Pods RL 0   2 1.00

TOTALS:   31   69 70.00

Crits & Tons Left:       9 .00


Calculated Factors:

Total Cost: 16,953,136 C-Bills

Battle Value: 1,815

Cost per BV: 9,340.57

Weapon Value: 2,910 / 2,910 (Ratio = 1.60 / 1.60)

Damage Factors:    SRDmg = 38; MRDmg = 29; LRDmg = 18

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

    Damage PB/M/L: 8/4/3,   Overheat: 0

    Class: MH,   Point Value: 18

    Specials: ecm, artA

 

Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #720
SUNDAY, MARCH 19, 2006
1472 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=720]
union-x

Union-X [3067]

Standard Level 2 / 3067 Inner Sphere  Spheroid Dropship 3,700 Tons
MajorTom TRO 3067
Union-X HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Union-X

Tech: Inner Sphere / 3065

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

   

Mass: 3,700 tons

Length: 85 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Ferro-aluminum

Armament:2 Gauss Rifle6 LRM 20+Artemis IV6 ER PPC10 ER Large Laser14 ER Medium Laser4 Ultra AC/5Manufacturer:    Shipil Company   Location:    Skye

Capabilities:

Until recently, the only dropships produced at the Shipil Company of Skye were of the massive Overlord class. The corporate board had long considered diversification of their dropship arm, so the announcement in 3062 that Shipil would be building a variant of the venerable Union came as little surprise. What was unusual about Shipil's plans was that they intended building an "Extended" Union (abbreviated to Union-X) that would remove the cubicles for a lance of Mechs in favor of an additional aerospace lance and berths for five squads of battle armor troops.

The FedCom Civil War disrupted production of the Union-X, but the first vessel was certified spaceworthy in December 3065 and assigned to the Skye Jaegers' transport wing. At Duke Robert's request, subsequent ships have likewise been assigned to Skye units - notably the Tamar Cavaliers - though recent calming of the military and political situation in the Alliance may soon bring a challenge to the Duke's control of the new dropships. Whether Skye will surrender the vessels or not will be a test of the relative powers of the Duke and the Archon, a confrontation that will likely determine the region's future.


Class/Model/Name: Union-X

Mass: 3,700 tons

Equipment:             Mass

Power Plant: Standard 721.50

Structural Integrity: 12 89.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 120 Double 50.00

Fuel & Fuel Pumps:   200.00

Bridge & Controls:   28.00

Armor Factor: 729 Ferro-aluminum 38.00


      Armor Value

      (Standard Scale)        

  Fore:   190        

  Left / Right Sides:   180 / 180        

  Aft:   179        


Equipment & Options:              

Cargo:    

   Bay 1: Battle Armor Points/Squads (5) with 1 door 50.00

   Bay 2: BattleMechs (8) with 4 doors 1,200.00

   Bay 3: Fighters (4) 600.00

   Bay 4: Cargo (1) with 1 door 272.50

     

Escape Pods: 5 (7 tons each) 35

Crew and Passengers:    

   3 Officers (2 minimum)   0.00

   5 Crew (2 minimum)   0.00

   7 Gunners (7 minimum)   0.00

   54 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 Gauss Rifle(80 rounds) Nose 3(30) 3(30)

3(30)

2 40.00

2 LRM 20+Artemis IV(60 rounds) Nose 3(32) 3(32)

3(32)

12 32.00

2 ER PPC Nose 2(20) 2(20)

2(20)

30 14.00

2 ER Large Laser Nose 4(36) 4(36)

2(16)

24 10.00

   4 ER Medium Laser           20 4.00

2 Ultra AC/5(200 rounds) FL/R 1(14) 1(14)

1(14)

8 56.00

2 LRM 20+Artemis IV(60 rounds) FL/R 3(32) 3(32)

3(32)

24 64.00

2 ER PPC FL/R 2(20) 2(20)

2(20)

60 28.00

1 ER Large Laser FL/R 2(18) 2(18)

1(8)

24 10.00

   2 ER Medium Laser           20 4.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

TOTALS:           326 3,700.00

Tons Left:             .00


Calculated Factors:

Total Cost: 432,986,400 C-Bills

Battle Value: 6,106

Cost per BV: 70,911.63

Weapon Value: 8,087 (Ratio = 1.32)

Damage Factors:    SRDmg = 246; MRDmg = 194; LRDmg = 60; ERDmg = 0

Maintenance Point Value:    MPV = 27,090 (11,021 Structure, 10,665 Life Support, 5,404 Weapons)

Support Points: SP = 18,231 (67% of MPV)

BattleForce2: MP: 3N,   Armor/Structure: 12 / 12

    Damage PB/M/L: 11/11/9,   Overheat: 0

    Class: DM,   Point Value: 61

    Specials:sph

 

Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #724
SUNDAY, MARCH 19, 2006
1511 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=724]
conquistador

Conquistador [3067]

Standard Level 2 / 3067 Inner Sphere  Aerodyne Dropship 17,400 Tons
MajorTom TRO 3067
Conquistador HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Conquistador

Tech: Inner Sphere / 3063

Vessel Type: Aerodyne DropShip

Rules: Level 3, Standard design

   

Mass: 17,400 tons

Length: 182 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Ferro-aluminum

Armament:16 Gauss Rifle4 Rotary AC/56 LB 10-X AC7 ER PPC12 Large Pulse Laser27 Medium Pulse Laser4 LRM-20*+Artemis IV28 AMS2 LB 20-X ACManufacturer:    Federated-Boeing Interstellar   Location:    Galax

Overview:

For many years, the AFFC had been looking for a new, more capable class of command dropship to assign to their key RCTs. While ships like the Fortress or the Command Overlord served admirably in the roles of command ship in the past, they had recently become outmoded. The AFFC naturally looked no further then Federated Boeing, a company that had been supplying it with dropships for literally centuries.

The Conquistador can carry an RCT command group into battle, consisting of a mixed Mech and vehicle battalion, a special operations infantry battalion, a full battle armor company as well as an entire aerospace fighter wing.

The Conquistador's job is not done, however, after delivering its primary cargo. Two entire decks forwards of the cargo bays are taken up with computer consoles, communications equipmet and holo projectors meant to give a task force commander everything he needs to direct a planet-wide assault. After unloading, the cargo bays and infantry quarters are commonly transformed into a full-service combat hospital.

The ship is highly automated and run only by a skeleton crew. It is divided into three major sections; the forward section is devoted to crew quarters and command, while the mid and aft sections are the cargo and vehicle bays. The dropship also sports some of the most advanced technologies available, including a new combination drive that actually vectors its thrust based on whether the ship is maneuvering or in interplanetary transit.


Class/Model/Name: Conquistador

Mass: 17,400 tons

Equipment:             Mass

Power Plant: Standard 3,393.00

Structural Integrity: 30 2,610.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 259 Double 90.00

Fuel & Fuel Pumps:   500.00

Bridge & Controls:   131.00

Fire Control Computers:   84.00

Armor Factor: 1,632 Ferro-aluminum 135.00


      Armor Value

      (Standard Scale)        

  Fore:   462        

  Left / Right Sides:   410 / 410        

  Aft:   350        


Equipment & Options:              

Cargo:    

   Bay 1: BattleMechs (24) with 4 doors 3,600.00

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

   Bay 3: Heavy Vehicles (51-100T) (12) with 1 door 1,200.00

  Infantry (foot) Platoons (16) 80.00

  Battle Armor Points/Squads (20) 200.00

   Bay 4: Cargo (1) with 1 door 586.00

     

Life Boats: 12 (7 tons each) 84

Escape Pods: 12 (7 tons each) 84

Crew and Passengers:    

   5 Officers (5 minimum)   0.00

   2 Crew (2 minimum)   0.00

   20 Gunners (20 minimum)   0.00

   40 Steerage Passengers   0.00

   748 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

4 Gauss Rifle(160 rounds) Nose 12(120) 12(120)

6(60)

4 80.00

   4 Rotary AC/5*           16 76.00

4 LB 10-X AC(160 rounds) Nose 2(24)

2(24)

-- 8 60.00

2 ER PPC* Nose 2(20) 2(20)

2(20)

24 14.00

2 Large Pulse Laser Nose 5(54)

2(18)

-- 20 14.00

   6 Medium Pulse Laser           24 12.00

4 LRM-20*+Artemis IV(144 rounds) Nose 6(64) 6(64)

6(64)

24 60.00

6 AMS(504 rounds)

Nose

--

-- 6 45.00

4 Gauss Rifle(160 rounds) L/RW 9(90) 9(90)

6(60)

8 160.00

   2 Rotary AC/5*           16 76.00

1 LB 20-X AC(40 rounds) L/RW 1(12)

1(12)

-- 12 44.00

2 ER PPC* L/RW 2(20) 2(20)

2(20)

48 28.00

2 Large Pulse Laser L/RW 4(42)

2(18)

-- 40 28.00

   4 Medium Pulse Laser           32 16.00

2 LRM-20*+Artemis IV(72 rounds) L/RW 3(32) 3(32)

3(32)

24 60.00

4 AMS(336 rounds)

L/RW

--

-- 8 60.00

1 Gauss Rifle(40 rounds) L/RW(A) 3(30) 3(30)

2(15)

2 40.00

   1 Rotary AC/5*           8 38.00

1 LB 10-X AC(40 rounds) L/RW(A) 1(6)

1(6)

-- 4 30.00

2 Large Pulse Laser L/RW(A) 4(42)

2(18)

-- 40 28.00

   4 Medium Pulse Laser           32 16.00

6 AMS(504 rounds)

L/RW(A)

--

-- 12 90.00

2 Gauss Rifle(80 rounds) Aft 3(30) 3(30)

3(30)

2 40.00

1 ER PPC* Aft 1(10) 1(10)

1(10)

12 7.00

2 Large Pulse Laser Aft 5(48)

2(18)

-- 20 14.00

   5 Medium Pulse Laser           20 10.00

2 AMS(168 rounds)

Aft

--

-- 2 15.00

1 Lot Spare Parts (2.00%)             348.00

TOTALS:           468 17,400.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,680,732,000 C-Bills

Battle Value: 22,379

Cost per BV: 75,103.09

Weapon Value: 16,853 (Ratio = .75)

Damage Factors:    SRDmg = 941; MRDmg = 567; LRDmg = 122; ERDmg = 0

Maintenance Point Value:    MPV = 337,888 (269,951 Structure, 57,715 Life Support, 10,222 Weapons)

Support Points: SP = 31,961 (9% of MPV)

BattleForce2: MP: 3N,   Armor/Structure: 27 / 27

    Damage PB/M/L: 69/60/37,   Overheat: 0

    Class: DL,   Point Value: 224

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #959
WEDNESDAY, MARCH 15, 2006
844 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=959]
Tyr Infantry Support Tank

Tyr Infantry Support Tank [3067]

Standard Level 2 / 3067 Clan  Hover 45 Tons
MajorTom TRO 3067
Tyr Infantry Support Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Tyr Infantry Support Tank

Tech: Clan / 3063

Config: Hovercraft

Rules: Level 2, Standard design

   

Mass: 45 tons

Power Plant: 170 Type Fusion

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Forging MHC07 Standard

Armament:1 Type 22g ER Large Laser2 Pattern J4 Streak SRM 4sManufacturer:    Joint Equipment System   Location:    AlshainCommunications System:    Neil 500Targeting & Tracking System: RCA Econotrac

Overview:

Since moving into the Inner Sphere, the Ghost Bears have focused a great deal of effort into normalizing relations with the dominant Rasalhagian population whose worlds they now share. Limited self-governance by the Rasalhagian citizenry, considered a major step in the right direction, has surprisingly fostered a population that continues to resent Clan occupation to a significant extent. After having spent centuries under Combine rule only to know freedom for an all-too-brief period, many Rasalhagians continue to resist what they see as a new oppressor, no matter how benign.

As part of the ongoing effort to combat this - and to increase the productivity of the Clan's lower castes - Khan Bjorn Jorgensson directed much of his Ghost Bears' considerable resources toward the restoration and upgrading of Rasalhagian industries, rather than merely focusing on relocated Clan facilities. Companies like Joint Weapons Systems, ill regarded by even the Inner Sphere for the poor quality of their conventional vehicle products, found a new lease on life in the Ghost Bear plan. In 3063, the Tyr became Joint Equipment Systems' "comeback" vehicle, and one of the first Clan/Inner Sphere co-ventures of the new Ghost Bear Dominion.

Capabilities:

The Tyr is not simply an olive branch to the Rasalhagian spirit, but an effective military craft. Designed as a conventional infantry transport and support vehicle, the Tyr outperforms similar craft, including the Inner Sphere Goblin and even the new Hell's Horses' Hephaestus. Lessons from a decade among Spheroids - and the ancient feud with the Hell's Horses Clan - taught the Bears that infantry forces can prove a decisive factor in many battles, but only if the infantry can reach the field quickly and in relative safety.

The Tyr assured they would do both and still benefit from powerful support fire over extended range. With a top speed of over 150 kilometers per hour, enough armor to withstand a direct hit from a Gauss rifle and cargo space for a full Point of battle-armored infantry, the Tyr is swift and sturdy for its size. The use of Clan-made weaponry (particularly the far-reaching ER large laser and two compact Streak 4-racks, all mounted in the Tyr's turret) give this vehicle a powerful enough punch to keep hostile armor, infantry and even BattleMechs at bay long enough to deploy the Tyr's vital cargo in the field.

Deployment

The majority of Tyrs produced to date have been assigned to the Claws of the Ghost Galaxy, where they are seeing extensive use in their intended roles of infantry transport and support; the rest have been assigned to PGCs.

A Tyr has recently been seen in use by the Second Kavalleri Infantry, with whom the Com Guards gifted a Level I of Purifier battle armor to in '65 as a part of ComStar’s continuing effort to appease the Rasalhagian population and military in the Republic - a move ironically similar to Ghost Bear designs. Whether this vehicle was taken in a raid or not has not yet been determined.


Type/Model: Tyr Infantry Support Tank

Mass: 45 tons

Equipment:   Items Mass

Internal Structure: 25 pts Standard 0 4.50

Engine: 170 Fusion 0 6.00

Shielding & Trans Equip:   0 3.00

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 12 Single 0 2.00

Cockpit & Controls: 0 2.50

Crew: 3 Members 0 .00

Lift Equipment:   0 4.50

Turret Equipment:   0 1.00

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Front: 5 21

  Left / Right Sides: 5 21/21

  Rear: 5 21

  Turret: 5 20


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 Streak SRM 4 Turret 0 25 2 3.00

1 Streak SRM 4 Turret 0 25 1 3.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 5.00

TOTALS:   12   5 45.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 2,435,800 C-Bills

Battle Value: 1,020

Cost per BV: 2,388.04

Weapon Value: 687 / 576 (Ratio = .67 / .56)

Damage Factors:    SRDmg = 22; MRDmg = 13; LRDmg = 5

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

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

    Class: GM,   Point Value: 10

    Specials: tran5


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #962
WEDNESDAY, MARCH 15, 2006
857 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=962]
Morrigu Fire Support Vehicle

Morrígú Fire Support Vehicle [3067]

Standard Level 2 / 3067 Clan  Tracked 80 Tons
MajorTom TRO 3067
Morrígú Fire Support Vehicle HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Morrígú Fire Support Vehicle

Tech: Clan / 3064

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 80 tons

Power Plant: 240 Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: JX4 Standard

Armament:2 Series 1 ER Large Lasers2 Type XV LRM 15s1 ECM Suite2 Pattern J1 SRM 2sManufacturer:    York Vehicle Y2 Facility   Location:    YorkCommunications System:    Consolidated Type 2M w/ ECM SuiteTargeting & Tracking System: Consolidated Type V TTS

Overview:

Khan Schmitt commissioned a new vehicle as a way of demonstrating that the Blood Spirits may have been knocked down by the disastrous Absorption War, but are not out. Along with the debut of the Crimson Langur and the continued development of their ProtoMech program, this was a firm step towards showing a strong, unified front to the rest of the Clans.

The name for the new vehicle was chosen by Khan Karianna Schmitt herself. Drawing upon the Welsh ancestry that flowed so strongly in her veins - an ancestry revered as almost holy among Clan Blood Spirit, as it flowed directly from Colleen Schmitt, the first Spirit Khan, and to her from her mother Colonel Hanni Schmitt, the last commander of the Royal Black Watch Regiment of the Star League - she christened it Morrígú. Named after the ancient Celtic war goddess, who was said to be wherever there was war, Khan Schmitt felt it a perfect name to demonstrate the Spirits' resolve to destroy any who would make war on them.

Capabilities:

With the dual design requirements of delivery of maximum damage at maximum range, the Morrígú Fire Support Vehicle mounts an impressive two extended range large lasers and two long-range missile fifteen packs, the two weapons systems most available to Clan Blood Spirit, in a turret. Though slow and lightly armored for a vehicle its size, its range and firepower more than makes up for any lack of speed.

For close range defense, a single short-range missile two pack is mounted in each flank, along with an ECM suite for added protection.

Variants:

Due to the successful debut of the Morrígú in several battles, as well as the sheer quantities in which it is being produced, a new variant has already seen combat against raiding elements of the Star Adders. This variant sacrifices all of the missile weapons, the ECM and two tons of armor to mount an additional extended range large laser in the turret, making it the most energy weapon-dependent vehicle among the Clans.

Deployment

The Morrígú is being produced as fast as the York Vehicle Y2 Facility can run. It has been deployed into every Galaxy in the Blood Spirit Touman, including the newly created Iota Galaxy: Retribution. Additionally, an entire Star of Morrígú has appeared in the Twenty-second Combat Force, a newly formed Trinary of Kindraa Mick-Kreese. Though normally known for their devotion to aerospace assets, this further demonstrates the growing ties between the Blood Spirits and at least one Kindraa of Clan Fire Mandrill. That it would be the staunchest of Crusaders is only appropriate, considering the Spirits’ fanatical Crusader leanings.


Type/Model: Morrígú Fire Support Vehicle

Mass: 80 tons

Equipment:   Items Mass

Internal Structure: 40 pts Standard 0 8.00

Engine: 240 Fusion 0 11.50

Shielding & Trans Equip:   0 6.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 24 Single 0 14.00

Cockpit & Controls: 0 4.00

Crew: 6 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 208 pts Standard 0 13.00


    Internal Armor

    Structure Value

  Front: 8 63

  Left / Right Sides: 8 41/41

  Rear: 8 28

  Turret: 8 35


Weapons & Equipment: Loc Heat Ammo Items Mass

1 ER Large Laser Turret 12   1 4.00

1 ER Large Laser Turret 12   1 4.00

1 LRM 15 Turret 0 8 2 4.50

1 ECM Suite Body 0   1 1.00

1 SRM 2 Left 0 50 2 1.50

1 SRM 2 Right 0   1 .50

1 LRM 15 Turret 0 24 1 6.50

CASE Equipment: Body     0 .00

TOTALS:   24   9 80.00

Items & Tons Left:       12 .00


Calculated Factors:

Total Cost: 4,918,500 C-Bills

Battle Value: 1,232

Cost per BV: 3,992.29

Weapon Value: 1,785 / 1,785 (Ratio = 1.45 / 1.45)

Damage Factors:    SRDmg = 40; MRDmg = 29; LRDmg = 17

BattleForce2: MP: 3T,   Armor/Structure: 0 / 8

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

    Class: GA,   Point Value: 12

    Specials: ecm


Created with HeavyMetal Vee

 

Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #958
WEDNESDAY, MARCH 15, 2006
929 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=958]
Hephaestus Scout Tank

Hephaestus Scout Tank [3067]

Standard Level 2 / 3067 Clan  Hover 30 Tons
MajorTom TRO 3067

Faction Availability


Type/Model: Hephaestus Scout Tank Prime

Tech: Clan / 3062

Config: Hovercraft Omni

Rules: Level 2, Standard design

   

Mass: 30 tons

Power Plant: 110 Fusion

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Compound VM22 Ferro-Fibrous

Armament:6 tons pod space available (max 5 tons in turret)Manufacturer:    Niles Industriplex Beta   Location:    NilesCommunications System:    Build 1700/5 TacticomTargeting & Tracking System: Series XL FWS w/ TRTTS Mk III Active Probe

Overview:

Khan Malavai Fletcher commissioned work on a new light hovertank in 3062. He reasoned that a more unusual array of vehicles employing unexpected equipment would tip many a battle in the Horses’ favor. Almost immediately, the scientist caste considered the Star League-era Kanga - a hovertank with the unusual ability to jump over difficult terrain. With this in mind, the engineers went to work designing an OmniVehicle chassis that could imitate the Kanga’s jumping ability.

Unfortunately, it was astonishingly difficult to reproduce the so-called Artificial Intelligence system of the AL2200 used by the Star League-era Kanga to maintain control, balance, and targeting of the vehicle through its jumps. The task grew even more difficult when meshing the same system with the multi-role control systems required for OmniVehicles like the Epona. While certainly within the realm of possibility for the Clan engineers, the design of the system proved prohibitively expensive. Khan Fletcher ordered the Hephaestus project shelved in late 3063, where it likely would have stayed had his successor, James Cobb, not given the scout tank another chance.

Capabilities:

Before production began, engineers debated the use of the weight and space freed up by the removal of the jumping thrusters. Khan Cobb settled the debate by noting that the Clan could use a more flexible field infantry transport unit. Thus, four tons of the Hephaestus’ internal space is given over to an infantry bay that can accommodate a full Point of non-battle armored infantry with room to spare for any special cargo.

In the primary configuration, the Hephaestus is almost a purely electronic warfare system, with TAG and an ECM suite enhancing its abilities as a scout and allowing it to call in artillery strikes. Two turret-mounted medium lasers also give it a modest medium range punch. The Alpha and Charlie configurations are missile support platforms, with the former using a single Artemis-enhanced LRM launcher system and the latter employing the more flexible Advance Tactical Missile System. The Beta configuration, a short to mid-range brawler, mounts twin medium lasers backed up by an ammo-efficient Streak SRM-6 pack.

Deployment

The Horses began a modest production of Hephaestus scouts in late 3064 as part of Khan James Cobb’s effort to rebuild the Horses’ battered Touman. The majority of these tanks have been used to replace losses in the Twenty-First Mechanized Assault Cluster and the Alpha Keshik, both of which suffered heavy losses in Khan Fletcher’s ill-fated "war" with the Ghost Bears.


Type/Model: Hephaestus Scout Tank Prime

Mass: 30 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 110 Fusion 0 4.00

Shielding & Trans Equip:   0 2.00

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Lift Equipment:   0 3.00

Turret Equipment (Locked):   0 .50

Armor Factor: 96 pts Ferro-Fibrous 1 5.00


    Internal Armor

    Structure Value

  Front: 3 20

  Left / Right Sides: 3 20/20

  Rear: 3 18

  Turret: 3 18


PRIME

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 Medium Pulse Laser Turret 4   1 2.00

1 Medium Pulse Laser Turret 4   1 2.00

1 TAG Turret 0   1 1.00

1 ECM Suite Body 0   1 1.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   8   7 30.00

Items & Tons Left:       4 .00


CONFIG A

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

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

1 ER Small Laser Turret 2   1 .50

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   2   6 30.00

Items & Tons Left:       5 .00


CONFIG B

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 ER Medium Laser Turret 5   1 1.00

1 ER Medium Laser Turret 5   1 1.00

1 Streak SRM 6 Turret 0 15 2 4.00

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   10   7 30.00

Items & Tons Left:       4 .00


CONFIG C

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Active Probe Body 0   1 1.00

1 Adv. Tact. Msl. 3 Turret 0 60 2 4.50

1 Adv. Tact. Msl. 3 Turret 0   1 1.50

CASE Equipment: Body     0 .00

Infantry Bay Body 0   1 4.00

TOTALS:   0   6 30.00

Items & Tons Left:       5 .00


Calculated Factors:

Total Cost: 2,095,000 C-Bills

Battle Value: 580

Cost per BV: 3,612.07

Weapon Value: 337 / 337 (Ratio = .58 / .58)

Damage Factors:    SRDmg = 14; MRDmg = 8; LRDmg = 0

BattleForce2: MP: 8H,   Armor/Structure: 0 / 4

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

    Class: GL,   Point Value: 6

    Specials: omni, tran4, ecm, tag, prb


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Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #960
WEDNESDAY, MARCH 15, 2006
836 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=960]
Enyo Strike Tank

Enyo Strike Tank [3067]

Standard Level 2 / 3067 Clan  Tracked 55 Tons
MajorTom TRO 3067
Enyo Strike Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Enyo Strike Tank

Tech: Clan / 3063

Config: Tracked Vehicle

Rules: Level 2, Standard design

   

Mass: 55 tons

Power Plant: 330 Type XL Fusion

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Compound VM20 Ferro-Fibrous

Armament:1 Series 44h Large Pulse Laser3 Type VI-Bravo Streak SRM 6s2 Series IX Machine GunsManufacturer:    Kirin Armory Plant 4   Location:    KirinCommunications System:    Build 1750/4 TacticomTargeting & Tracking System: Series XLII TLS

Overview:

The Enyo is a production-model strike tank based on a lightweight XL engine-another Hell's Horses experiment urged by Khan Malavai Fletcher and furthered by Khan James Cobb. Intended to take advantage of extralight engine technology the way many Clan BattleMechs and aerospace fighters do, the Enyo is a lackluster concept tank. Fletcher ordered the Enyo's design after the successful field trials of several XL-refit Mars assault vehicles, which gained mobility and thus survivability while sacrificing little in the way of armor and armament.

Declaring that the use of extralights would best be served by lighter strike tanks for use in Cavalry and Strike Clusters, Fletcher tasked the engineers with developing a production-line main battle tank in the medium weight class. The design, Fletcher decreed, must be capable of outmaneuvering the majority of Clan-built armor units and must keep pace with the BattleMech forces it should be supporting.

The prototype Enyos were just undergoing trials, overseen by then-Star Colonel James Cobb, when Fletcher's disastrous "war" against the Ghost Bears led to the ejection of the Horses from the Inner Sphere and the mad Khan's subsequent removal by Cobb. Though such circumstances could have meant the death of the Enyo project, Cobb allowed it to resume, conceding to at least some logic in Fletcher's designs.

Capabilities:

Powered by a 330-rated extra-light engine, the Enyo can attain the speed and mobility of most medium-weight BattleMechs. It also packs heavy firepower and armor that cannot be matched at such a performance curve. Comparatively speaking, the engine would provide better performance in a hovercraft or wheeled combat vehicle; the Enyo uses tracks, however, allowing it to traverse almost any terrain.

Unwilling to waste any of the precious tonnage saved in using the lighter engine, engineers fitted the Enyo with a single large pulse laser for its primary weapon system, maximizing punch and economy of mass. Three ammo-efficient Streak SRM 6-packs back up this primary weapon, with two fixed forward and the third mounted on the turret with the laser. Protected by more than seven tons of ferro-fibrous armor and CASE, the Enyo is tough to kill, able to weather even a Gauss slug or two before it has to make a hasty withdrawal from battle.

Deployment

Full production of the Enyo began in 3063 at the Horses’ main armored vehicle facility on Kirin. The majority of these new tanks have appeared in the ranks of the depleted Gamma Galaxy and the Twenty-first Mechanized Assault Cluster, units which suffered losses in the recent fighting against the Ghost Bears. Several other front-line Cavalry and Strike Clusters have also received Enyos, where they replace older designs of Star League vintage.


Type/Model: Enyo Strike Tank

Mass: 55 tons

Equipment:   Items Mass

Internal Structure: 30 pts Standard 0 5.50

Engine: 330 XL Fusion 1 12.50

Shielding & Trans Equip:   0 6.50

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.00

Crew: 4 Members 0 .00

Turret Equipment:   0 1.00

Armor Factor: 144 pts Ferro-Fibrous 1 7.50


    Internal Armor

    Structure Value

  Front: 6 30

  Left / Right Sides: 6 29/29

  Rear: 6 29

  Turret: 6 27


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Large Pulse Laser Turret 10   1 6.00

1 Streak SRM 6 Turret 0 15 2 4.00

1 Streak SRM 6 Front 0 15 1 4.00

1 Streak SRM 6 Front 0 15 1 4.00

1 Machine Gun Left 0 100 2 .75

1 Machine Gun Right 0   1 .25

CASE Equipment: Body     0 .00

TOTALS:   10   10 55.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 9,048,125 C-Bills

Battle Value: 1,182

Cost per BV: 7,654.93

Weapon Value: 1,402 / 1,095 (Ratio = 1.19 / .93)

Damage Factors:    SRDmg = 41; MRDmg = 21; LRDmg = 6

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

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

    Class: GM,   Point Value: 12


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Lasergunner posted this 24 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #963
WEDNESDAY, MARCH 15, 2006
1230 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=963]
Heimdall Ground Monitor Tank

Heimdall Ground Monitor Tank [3067]

Standard Level 2 / 3067 Clan  Tracked 95 Tons
MajorTom TRO 3067
Heimdall Ground Monitor Tank HMV (Heavy Metal Vee) File

Faction Availability


Type/Model: Heimdall Ground Monitor Tank

Tech: Clan / 3063

Config: Tracked Omni Vehicle

Rules: Level 2, Standard design

   

Mass: 95 tons

Power Plant: 285 Second Grade XL Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Royal-7 Standard

Armament:2 LB 10-X ACs21 tons of pod space available (max 15 tons in turret)Manufacturer:    WC Site 4   Location:    Arc-RoyalCommunications System:    K9 Communications SystemTargeting & Tracking System: Hunter (2) Dedicated TTS

Overview:

Clan Wolf created this monster of a tank as a line-holder, not for long operations without constant resupply. Originally designed with a standard fusion engine, it was upgraded with an XL after Khan Phelan Kell's Wolves captured design specs on the new ATM system and decided to incorporate them in their first variant (a possible explanation why Configuration A is more popular within the Wolf military).

Although designed as an OmniVehicle, the exiled Wolves made a controversial decision to permanently mount two massive weapons. Some critics believe that this is due to their still-limited facilities on Arc-Royal. Others maintain that the Heimdall was not originally meant to be an OmniVehicle at all. By the time Clan scientists saw the potential of the Advanced Tactical Missile System, it was too late to change this feature.

Capabilities:

The Heimdall boasts an XL fusion engine, traditionally uncommon for any vehicle and exceptionally so for a Clan design. This powerplant is what allows for such a heavy weapons load-out and an impressive twenty-two tons of Royal-7 armor. Two massive LB-X autocannons are permanently mounted in the front, feeding out of a large munitions bin protected within the vehicle's body. Twenty-one tons of additional pod space, fifteen of that in its massive turret, allows the Heimdall to threaten BattleMechs as well as other assault tanks.

The Heimdall's primary configuration mounts a heavy large laser and three Streak-4 SRMs in the turret. The SRM ammunition and additional heat sinks are buried within the belly of the beast, well protected.

The A configuration downgrades the heavy laser to a medium. It also places two ATM-12 racks in the turret in exchange for the short-range missiles of the primary variant. Six tons of ammo for the Advanced Tactical Missile System provide barely adequate stores, however.

Deployment

Clan Wolf (in-Exile) is the only Clan to currently field the Heimdall, although a few were captured by Clan Jade Falcon on Melissia during the Falcon offensive of 3064. Two more of this design were also seen deployed with the Kell Hounds First Regiment, though all indications are that Clan warriors were still in possession of the tank and were simply training alongside the mercenaries. Likewise, rumors abound that the Steel Vipers are testing a version of this tank on Vinton, but to date no one has received confirmation of these reports.


Type/Model: Heimdall Ground Monitor Tank

Mass: 95 tons

Equipment:   Items Mass

Internal Structure: 50 pts Standard 0 9.50

Engine: 285 XL Fusion 1 8.50

Shielding & Trans Equip:   0 4.50

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 18 Single 0 8.00

Cockpit & Controls: 0 5.00

Crew: 7 Members 0 .00

Turret Equipment (Locked):   0 1.50

Armor Factor: 352 pts Standard 0 22.00


    Internal Armor

    Structure Value

  Front: 10 106

  Left / Right Sides: 10 70/70

  Rear: 10 47

  Turret: 10 59


PRIME

Weapons & Equipment: Loc Heat Ammo Items Mass

1 LB 10-X AC Front 0 30 2 13.00

1 LB 10-X AC Front 0   1 10.00

1 Heavy Large Laser Turret 18   1 4.00

1 Streak SRM 4 Turret 0 25 2 3.00

1 Streak SRM 4 Turret 0 25 1 3.00

1 Streak SRM 4 Turret 0 25 1 3.00

CASE Equipment: Body     0 .00

TOTALS:   18   9 95.00

Items & Tons Left:       15 .00


CONFIG A

Weapons & Equipment: Loc Heat Ammo Items Mass

1 LB 10-X AC Front 0 30 2 13.00

1 LB 10-X AC Front 0   1 10.00

1 Adv. Tact. Msl. 12 Turret 0 15 2 10.00

1 Adv. Tact. Msl. 12 Turret 0 15 1 10.00

1 Heavy Medium Laser Turret 7   1 1.00

CASE Equipment: Body     0 .00

TOTALS:   7   8 95.00

Items & Tons Left:       16 .00


Calculated Factors:

Total Cost: 22,367,719 C-Bills

Battle Value: 1,225

Cost per BV: 18,259.36

Weapon Value: 2,691 / 2,355 (Ratio = 2.20 / 1.92)

Damage Factors:    SRDmg = 50; MRDmg = 27; LRDmg = 5

BattleForce2: MP: 3T,   Armor/Structure: 0 / 13

    Damage PB/M/L: 6/6/2,   Overheat: 0

    Class: GA,   Point Value: 12

    Specials: omni


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Lasergunner posted this 25 July 2017

OLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3741
WEDNESDAY, MAY 11, 2005
840 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3741]

Spirit 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 35 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Jade Falcon Clan

Tags

No Tags posted

BATTLEROM IMAGE NOVEMBER 26, 3064

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Spirit

Tech: Clan / 3063

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 35 tons

Chassis: Olivetti S1 Endo Steel

Power Plant: 245 Magna XL XL Fusion

Walking Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Compound Alpha Ferro-Fibrous

Armament:
1 Pattern JX Streak SRM 4
1 Series 6b ER Large Laser
1 Mk. 46 Type II LRM 10 w/ Artemis IV
1 General Systems Heavy Medium Laser
1 General Systems Heavy Small Laser
1 ECM Suite
Manufacturer:    Olivetti Weapons
   Location:    Sudeten
Communications System:    Angst 2400 w/ ECM Suite
Targeting & Tracking System: Omicron XX w/ Artemis IV


Overview:

A 10-year upgrade and revitalization program came to fruition in 3063, at the reopening of the Olivetti Weapons facility on Sudeten. Khan Pryde of the Jade Falcons attended the rededication ceremony and served as Oathmaster in the Trial of Possession for the factory’s first Clan-tech ’Mech, the prototype light ’Mech Spirit.

A fusion of Clan Technology and Inner Sphere methods, the Olivetti facility and the Spirit ’Mech demonstrate the Falcon’s commitment to the Inner Sphere and their ongoing efforts to integrate their Clan and Spheroid populations. Khan Pryde’s new strategy earned the Falcons a respite from the wars of the 3050s and gave them opportunity to rebuild and train their Touman. The Spirit proved to be a cornerstone in their efforts: an easy to produce multi-role design that was capable as both a scout and trainer.

Capabilities:

The heart of the Spirit is a 240-rated XL fusion power plant, based on a Clan design but manufactured locally thanks to imported technologies. This light but powerful engine allows the Spirit to reach almost 120 kph and still carry an impressive weapon load-out, though its maintenance requirements are considered excessive by some technicians.

The Spirit’s emphasis on energy weapons allows it to operate for protracted periods of time away from base. Ordinarily this sort of configuration would cause heat to be a significant concern, but thanks to the installation of double-strength heat sinks, even a drawn out reconnaissance mission does not strain the ’Mech’s heat dissipation capabilities. 

A Series 6b ER large laser in the left arm is the core of the Spirit’s weapon systems, with a pair of torso-mounted heavy lasers, one medium and one small, providing additional close-in punch. The inclusion of a Mk 46 LRM launcher was controversial, seen as a betrayal of the independent operation philosophy that drove the design. Nonetheless, many pilots appreciate the additional long-range firepower provided by the system, even if the ammunition is depleted after only two minutes. The Pattern JX SRM launcher is more in keeping with the design philosophy, using advanced targeting systems to conserve ammunition.

Six tons of advanced armor form the ’Mech’s main defense. This may not seem like a lot, but an advanced electronics suite makes it harder to track the Spirit and use advanced weapons against it, earning the design its name.

Deployment

The first Spirits went to the Sudeten-based Falcon Guard for field evaluation. They are most common, however, in second-line and training units. Dozens saw action in the incursions into the Lyran Alliance, facing both Inner Sphere troops and the defectors of Clan Wolf (in-Exile). The design performed well on Melissia and Hot Springs but the debacle on Twycross has tainted the design’s image. No front-line force currently deploys the Spirit, though the six Freebirth and second-line clusters that Khan Pryde raised prior to the incursion all field a number of these new BattleMechs. Likewise, a significant number are in service within Falcon training units both in the OZ and in Clan Space.


Type/Model: Spirit

Mass: 35 tons

Equipment:   Crits Mass

Internal Structure: 58 pts Endo Steel 7 2.00

   (Endo Steel Loc: 5 RT, 2 RL)

Engine: 245 XL 10 6.00

   Walking MP: 7    

   Running MP: 11    

   Jumping MP: 0    

Heat Sinks: 11 Double [22] 4 1.00

   (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+H 15 .00

Armor Factor: 115 pts Ferro-Fibrous 7 6.00

   (Armor Crit Loc: 5 LT, 2 LL)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 12

  Center Torso (Rear):   8

  L/R Side Torso: 8 11/11

  L/R Side Torso (Rear):   5/5

  L/R Arm: 6 11/11

  L/R Leg: 8 16/16


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Streak SRM 4 RA 3 25 2 3.00

   (Ammo Loc: 1 RA)

1 ER Large Laser LA 12   1 4.00

1 LRM 10 w/ Artemis IV LA 4 12 3 4.50

   (Ammo Loc: 1 LA)

1 Heavy Medium Laser LT 7   2 1.00

1 Heavy Small Laser LT 3   1 .50

1 ECM Suite HD 0   1 1.00

TOTALS:   29   62 35.00

Crits & Tons Left:       16 .00


Calculated Factors:

Total Cost: 6,588,630 C-Bills

Battle Value: 1,377

Cost per BV: 4,784.77

Weapon Value: 1,138 / 1,022 (Ratio = .83 / .74)

Damage Factors:    SRDmg = 26; MRDmg = 16; LRDmg = 8

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

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

    Class: ML,   Point Value: 14

    Specials: ecm

 

 

Lasergunner posted this 25 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3749
WEDNESDAY, MAY 11, 2005
1029 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3749]

Burrock 2nd Line

Level: Standard Level 2 / 3067

Technology: Clan Biped

Tonnage: 75 Tons

Designer: MajorTom

Armory: TRO 3067

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE JUNE 12, 3067

* FOR ISF USE ONLY *


BattleMech Technical Readout

Type/Model: Burrock

Tech: Clan / 3066

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 75 tons

Chassis: Type BIES-75 Light Endo Steel

Power Plant: 375 Modified 375 Fusion XL XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Forging XK9 Ceramic Standard Standard

Armament:
1 Model SH Ultra AC/20
6 Series 22a Heavy Medium Lasers
Manufacturer:    Albion Armor Works Gamma
   Location:    (Unknown)
Communications System:    Series B12 CBS MultiFreq
Targeting & Tracking System: Integrated Bravo-7


Overview:

In 3059, revelations about underhanded dealing between the Burrock Clan and the so-called Bandit Caste inhabiting the periphery of Clan space led to the absorption of Clan Burrock by the Star Adders. Many Burrocks, shamed by the discovery of dishonor in their own Clan, offered only token resistance to the Adders when they came. Others actively fought beside the Adders when warriors from Clan Blood Spirit, the Burrocks' ancient enemies, attempted to interfere with the Absorption. 

These actions by the Burrocks suggested a nobility of character and a sense of honor that the Star Adders found refreshing. The Burrocks, for all intents and purposes, seemed more than willing to accept the Adders' leadership. In fact, they seemed positively eager. Flushed with the sense of victory and justice in their cause, the Adders never questioned this attitude, never looked deeply enough to wonder why the Burrocks embraced their Absorption as they did. Therefore, it came as a great surprise that the absorbed warriors of the fallen Clan refused to let go of their sense of identity as Burrocks.

Adder Keeper Stanislov identified the cause of the paradox for all to see in a 3061 report to his Khan: the Burrocks did not embrace the Adder way; they embraced the removal of their dishonor by being absorbed into a stronger Clan. This sense of identity, Stanislov suggested, could not be so easily broken. Attempting to do so would only hurt the Adders in the end. With this concern in mind, Stanislov recommended instead appealing to the former Burrocks by allowing them their identity. In an effort to do just that, Khan Cassius N'Buta authorized the development of a new 'Mech.

Capabilities:

Though named as a concession to warriors of a fallen Clan-and possibly an insult to the Blood Spirits-the Burrock is aptly named. Like the Eden burrock, a large invertebrate native to the Clan home worlds that could move through solid rock thanks to its powerful acidic excretions, the Burrock BattleMech has the ability to burrow through enemy 'Mechs with its intense firepower. 

At 75 tons, the Burrock tops the heavy weight class and moves fast enough to keep up with most Clan 'Mechs. A full sixth of its mass is devoted to armor, ensuring that the Burrock is well protected. In the design of this 'Mech, however, protection came secondary to offensive capabilities. Six heavy medium lasers and a lethal, Class-20 Ultra autocannon make up the Burrock's weaponry. Twenty double-strength heat sinks do their best to keep temperatures manageable in the Burrock, but such a formidable weapons array can overpower them with little difficulty.

Deployment

Well received by many former warriors of Clan Burrock, the Burrock has already begun to appear in the ranks of Star Adder units with a high number of Burrock abtakha, particularly the Sixty-ninth Dragoon Cluster, the 206th Hussar Cluster, and 1001st Adder Sentinels. Likewise, newly promoted Galaxy Commander Stanislov N'Buta requested a number of these new 'Mechs for his reconstituted Beta Galaxy and its complement of former Burrock warriors.


Type/Model: Burrock

Mass: 75 tons

Equipment:   Crits Mass

Internal Structure: 114 pts Endo Steel 7 4.00

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

Engine: 375 XL 10 19.50

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 20 Double [40] 10 10.00

   (Heat Sink Loc: 1 LA, 2 LT, 2 RT)

Gyro:   4 4.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 200 pts Standard 0 12.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 23 28

  Center Torso (Rear):   9

  L/R Side Torso: 16 21/21

  L/R Side Torso (Rear):   7/7

  L/R Arm: 12 21/21

  L/R Leg: 16 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/20 RA 7 20 12 16.00

   (Ammo Loc: 4 RT)

2 Heavy Medium Lasers LA 14   4 2.00

1 Heavy Medium Laser RT 7   2 1.00

3 Heavy Medium Lasers LT 21   6 3.00

TOTALS:   56   74 75.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 19,075,000 C-Bills

Battle Value: 1,747

Cost per BV: 10,918.72

Weapon Value: 2,142 / 2,142 (Ratio = 1.23 / 1.23)

Damage Factors:    SRDmg = 48; MRDmg = 12; LRDmg = 0

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

    Damage PB/M/L: 8/7/-,   Overheat: 3

    Class: MH,   Point Value: 17

 

 

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