Designer: Queek One-Eye / Armory: Northwind Armour Solutions

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  • Last Post 24 July 2017
Lasergunner posted this 24 July 2017

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Lasergunner posted this 24 July 2017

Northwind Armour Solutions

CEO: Sir Ciaphas Stryker Location: Northwind Founded: 9/11/2007 Data Updated: 10/4/2007  

Northwind Armour Solutions: Providing more bang for your buck
Northwind Armour Solutions is a company dedicated to providing custom mech designs to the discerning MechWarrior. Our team of expert engineers will take what you dream and make it real. Our specialty is the design of Omni mechs utilizing our unique NorthCell chassis variants, making otherwise single variant mechs (like the Marauder) into powerful Omni designs (such as our Maori line of mechs...take a look at the MA-0R1 line today!). We offer fair and flexible payment plans for all new mech purchases, and have a special discount for all affiliates of the Northwind Highlanders. We have offices on Outreach, Northwind, Terra, and affiliates within every Great House, so come and see what we can make for you!

Notable clients:
Northwind Highlanders, in particular the Republican Guards demi-company currently employed by ComStar 

User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/16/2007 9/18/2007

Thanks for all the people who have been giving me feedback on my Mech designs. It is much appreciated. Any and all advice is welcome. And on a feedback related note...the designer I use when counting total armour points does it based off of the tonnage of armour rather than the actual number of points assigned. I'm tired of people saying that the designs have too many armour points, because when you do total per location it turns out all right.

Lasergunner posted this 24 July 2017

BattleMech

BattleMech Name Tonnage Technology Level TRO Rvw

Felis Domesticus-CT-IIC 35 Clan 2 3067 1

Springsteen-NAS-50 25 Inner Sphere 2 3067 7

Felis Domesticus-CT-003 35 Inner Sphere 2 3067 5

Luther-LUT-H312 35 Inner Sphere 2 3067 3

Kingfisher-KNG-230 40 Inner Sphere 2 3067 3

Caiphas-CAI-930 50 Inner Sphere 2 3067 3

Maori OMNI-MA-0R1 50 Inner Sphere 2 3067 3

Mauldin-MAU-243 50 Inner Sphere 2 3067 3

Griffin "Grief"-GRF-SAW1 55 Inner Sphere 2 3067 5

Suka-ISU-152 65 Inner Sphere 2 3067 4

Vimes-VIM-X42 70 Inner Sphere 2 3067 4

Bond-NAS-007 90 Inner Sphere 2 3067 4

Bartheon-BAR-139 100 Inner Sphere 2 3067 4

Cornugon-AS-NAS1 100 Inner Sphere 2 3067 4



User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/16/2007 9/18/2007

Thanks for all the people who have been giving me feedback on my Mech designs. It is much appreciated. Any and all advice is welcome. And on a feedback related note...the designer I use when counting total armour points does it based off of the tonnage of armour rather than the actual number of points assigned. I'm tired of people saying that the designs have too many armour points, because when you do total per location it turns out all right.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9048
FRIDAY, SEPTEMBER 28, 2007
14 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9048]

Felis Domesticus CT-IIC

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 35 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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quad

scout

Clan

BATTLEROM IMAGE MAY 9, 3067

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

CT-IIC Felis Domesticus

Mass: 35 tons
Chassis: NAS-401ES
Power Plant: Clan 315 XL
Cruising Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: 6x Lexington Ltd. Lifters
Jump Capacity: 180 meters
Armor: SAW-C Fero Fiberous
Armament:
2x Jurgen LongshotMC
Manufacturer(s):
Northwind Armour Solutions
Strelkovy Armour Works
Communications System: GRPNTR Groundpainter 5
Targeting & Tracking System: Cat's Eyes 5



Overview:

Well freinds, Old Man Stryker wanted to have an updated 
design of the popular CT-003 Felis Domesticus and heard
that Strelkovy was looking to add a quad design for thier
Gvardeyskiy Strelkovy program for their customers that
live on mountainous worlds. This upgraded design
replaced the old Jurgen PulsarMs with the new Jurgen
LongshotMCs purchased by the Old Man himself from
Clan Diamond Shark, as well as giving the Felis
Domesticus clantech internal structure and armour
provided, made expertly by Strelkovy Armour Works, the
only other manufacturer of the IIC variant of the Felis
Domesticus. The tonnage freed up by these refinements
made it so that the IIC would have a better electronics
suite than the old CT-003 design. There was also tonnage
free for a design feature requested by some of the
purchasers of the CT-003 design: Jump Jets. These
upgrades make it so the CT-IIC design is fast and lethal,
so back off, Kitty's got some new claws. And the IIC
variant is only 300,000 c-bills more expensive than the
original so why don't we upgrade that old CT-003 you
have to a IIC and call it a deal.

-Kentaro Yabuki, Draconis Combine Office

Type: CT-IIC Felis Domesticus
Technology Base: Clan Custom
Tonnage: 35


           

Equipment   Mass

Internal Structure: ES     2.0

Engine: 315 XL     11.0

  Walking MP: 9

  Running MP: 14 [18]

  Jumping MP: 6

Heat Sinks: 10 [20]     0.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 115 FF     6.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 14

  Center Torso (Rear):   5

  R/L Torso: 8 11

  R/L Torso (Rear):   3

  R/L Arm: 8 13

  R/L Leg: 8 13


BV : 1253 Cost : 8089200

Weapons and Ammo   Location Critical Heat Mass

ER Medium Laser   LT 1 5 1.0

ER Medium Laser   RT 1 5 1.0

ECM Suite   RT 1 0 1.0

Active Probe   LT 1 0 1.0

Target Acquisition Gear   LT 1 0 1.0

3 Jump Jet(s)   LT 3 0 1.5

3 Jump Jet(s)   RT 3 0 1.5

MASC   RT 1 0 1.0

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/30/2007  

By the way this mech is posted in two armouries both of them mine so please do not waste any breath on saying that the person who posted it stole it from one armoury or the other. Other than that, feel free to say anything about the mech.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8977
MONDAY, SEPTEMBER 17, 2007
51 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8977]

Springsteen NAS-50

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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scout

raider

energy weapons

BATTLEROM IMAGE APRIL 6, 3067

* FOR MI2 USE ONLY *


BattleMech Technical Readout

NAS-50 Springsteen

Mass: 25 tons
Chassis: NAS-SP01
Power Plant: NAS-SP250 250 XL
Cruising Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Northshield Ferro-Fibrous
Armament:
2x Jurgen PulsarM
2x Jurgen LongshotM
Manufacturer(s):
Northwind Armour Solutions
Communications System: EST-084 w/ Intergrated C3
Targeting & Tracking System: NAS-SPHP w/ MMT TAG



Overview:

The NAS-50 Springsteen...now that is an odd design sure 
as sure. Does it's job rather well tho. It was the first truly 
pure Northwind design, using only parts manufactured on 
Northwind rather than imported from off-world. Old Man 
Stryker named the damn thing after one of his favorite 
artists from the 20th century, so the name doesn't convey 
the true genius of the design. You know how most scout 
mechs have no weapons...well the Springsteen is 
designed as a scout/raider. Now it doesn't have the 
armour for a good-old fashioned mech-grinder, but it does 
pack a surprising number of rather big guns for a mech of 
its size. It also can operate a good distance away from 
allied support as it is an energy based design. Ah...to be a 
mech jock again. Still, don't let an old man like me get off 
on a tangent. If I've sold you on the design, why don't you 
come back to my office and we'll talk price.
-Ed Mannion, Outreach Office

Type: NAS-50 Springsteen
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 25


           

Equipment   Mass

Internal Structure: ES     1.5

Engine: 250 XL     6.5

  Walking MP: 10

  Running MP: 15

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 54 FF     3.0

    Internal Armor

    Structure Value

  Head: 3 5

  Center Torso: 8 7

  Center Torso (Rear):   2

  R/L Torso: 6 6

  R/L Torso (Rear):   2

  R/L Arm: 4 5

  R/L Leg: 6 7


BV : 737 Cost : 4607084

Weapons and Ammo   Location Critical Heat Mass

Target Acquisition Gear   RT 1 0 1.0

Medium Pulse Laser   RA 1 4 2.0

Medium Pulse Laser   RA 1 4 2.0

ER Medium Laser   LA 1 5 1.0

ER Medium Laser   LA 1 5 1.0

C3 Slave   RT 1 0 1.0

 


User Reviews

User Rating Posted Updated

Cowboy 3 9/24/2007  

move the lasers to the torso.. and I'd buy it..

Ice Hellion 0 9/23/2007  

I do agree that Inner Sphere Medium Pulse Lasers are not that efficient and that you have to get close to your target to hit.
Your speed potential could help you a little to dodge some shots.
I would rather go for 4 Medium Lasers (or 3 ER Medium Lasers and one Medium Lasers), a Guardian ECM, the C3 Slave and a little more armor.

Interesting job.

Rogue 0 9/22/2007  

Queek, after reading your post bout the Koshi. to my recolection its a clan mech. theres a "big" diffrence in range between clan MPL's & their sphereorid counterparts. though the -2 may help ya still have to close to a dangerously close range to use them. its an ok design.

Ironraven 0 9/17/2007  

While they are able to put a lot of light up, the IS MPL is a very close ranged weapons system. With armour this light, you shouldn't get too close. Particularly with your XL engine. It isn't horrible, but overly expensive and somewhat fragile. I'd dropped with the TAG or the C3 for another ton of armour, at the very least. 

What you do have is good mobility even without jump jets, and if you can get close enough to use half of it, a good weapons fit. This does have promise, and your fluff is growing.

Queek One-Eye 0 9/17/2007 10/2/2007

Actually Pulse Lasers are pretty effective on fast light designs because of the -2 to hit bonus. I have a Koshi variant that is equipped with a similar weapons loadout (it replaces the C3 and TAG with ECM and Beagle Active Probe). In games I've played with that Koshi variant it usually ends up taking out around twice it's BV in enemy mechs before my opponent decides that that thing needs to be fragged for good. (By the way, the stuff I just said also works for the Springsteen. In a 2v2 fight the Springsteen ended up taking down two mechs and it only took one hit from an IS PPC because it moved so fast)

LostInSpace 0 9/17/2007  

PoD, it's a TAG, not a targeting computer. He's not overweight.

Queek, the fluff was entertaining, if short. I wouldn't buy it even at it's (amazingly cheap with XL, ES, and FF) price. Reason is that the weapons are all arm mounted, and I would never use the pulse lasers in this thing because I'd have to get too close. Armor is paper-thin, too.

My suggestion is to exchange both medium pulse lasers for er mediums and add armor or MASC. Or remove the C3 (it's not a brawler light...) and add armor. Regardless, good job!

Prince of Darkness 0 9/17/2007 9/22/2007

You are overweight by one ton- IS Targeting Computers weigh a ton and a full critical slot for every 4 tons of laser or Autocannon.

EDIT: Oh! It is?

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8955
SATURDAY, SEPTEMBER 15, 2007
41 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8955]

Felis Domesticus CT-003

Level: Custom Level 2 / 3067

Technology: Inner Sphere Quad

Tonnage: 35 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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scout

quad

BATTLEROM IMAGE JUNE 12, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

CT-003 Felis Domesticus

Mass: 35 tons
Chassis: NAS-401
Power Plant: GM 315 XL
Cruising Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Starshield Ferro-Fibrous
Armament:
2x Jurgen PulsarM
Manufacturer(s):
Northwind Armour Solutions
Communications System: CeresCom Recon Model 12k
Targeting & Tracking System: Cat's Eyes 5



Overview:

Ok...so I know what your all thinking, Old Man Stryker 
finally lost his mind when he designed the CT-103 Felis
Domesticus, but when you take a look at the recent field
trials of this mech conducted by the Northwind Higlander's
First Kearny you will see that this effective light scout
design more than lives up to its name. It has the speed of
a cat combined with the claws that allow it to defend itself.
Nothing will escape the notice of this effective predator
and when it relays this information to its larger brethren,
no enemy will survive. So why don't you come with me to
my office and we'll see about getting you one of these
mechs.
-Sales pitch by Kentaro Yabuki, Draconis Office of
Northwind Armour Solutions

Type: CT-003 Felis Domesticus
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 35


           

Equipment   Mass

Internal Structure:       3.5

Engine: 315 XL     11.0

  Walking MP: 9

  Running MP: 14 [18]

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 108 FF     6.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 14

  Center Torso (Rear):   5

  R/L Torso: 8 11

  R/L Torso (Rear):   3

  R/L Arm: 8 13

  R/L Leg: 8 13


BV : 660 Cost : 7726050

Weapons and Ammo   Location Critical Heat Mass

2 MASC   RT 2 0 2.0

Medium Pulse Laser   LT 1 4 2.0

Medium Pulse Laser   LT 1 4 2.0

Beagle Active Probe   RT 2 0 1.5

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/22/2007  

A fast light quad: a good thing for me (but then again I am an Ice Hellion).

I would not see this 'Mech as a city hunter (no jump jets) or a scout (no real electronic package).
However as a fast Elemental hunter assigned to the battalion headquarters, it could work (a bit like the Fireball).
I would also suggest to pair it with another Felis Domesticus with a Guardian ECM instead of the Beagle Active Probe. They should well in team (giving you something more to put in your ad).

Good job

Queek One-Eye 0 9/17/2007  

Wow...I'm suprised someone took the claws quip seriously. Dear lord, the fluff is in the style of a sales pitch and he is trying to pitch a Quad mech that has the same name as a COMMON HOUSE CAT. But as to the variant suggestion, it has been noted and will be used to make another config of this.

Doc 0 9/15/2007  

I think you might be taking things too seriously about the claws; claws could be taken as the twin MPLs. It doesn't have range, but then this is a LIGHT MECH, so they're arent generally nown for their standoff attack profiles. Sure, the MPLs are short ranged but then with this things speed it can get in close. I wouldn't want to use it in cities myself, no JJs. A nice variant would be to use ER MLs, and then a TAG/C3 combo. That would turn it into a nice scout, especially going hull down.

Ironraven 0 9/15/2007  

Fast, but no range. Decent hunter in cities, but that would be about it.

Prince of Darkness 0 9/15/2007  

Claws? Tha'd be nice on a quad, but there are none here. Other than that, it looks to be an effective spotter, but you do not have the TAG or/and C3 system for it. I suggest, removing the Medium Pulse Lasers for ER mediums (more range, and you won't want to get to close with this thing) and using the Two tons for (what else?) a TAG and C3 system.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8934
WEDNESDAY, SEPTEMBER 12, 2007
30 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8934]

Luther LUT-H312

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 35 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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scout

TSM

BATTLEROM IMAGE DECEMBER 28, 3067

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

LUT-H312 Luther

Mass: 35 tons
Chassis: Diplan Scout-A
Power Plant: Magna 245 XL
Cruising Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7x Odin's Own Model 34z
Jump Capacity: 210 meters
Armor: Longanecker Plastisteel
Armament:
Dawnbringer ERL
Grimgor Rotary Rifle
Manufacturer(s):
Northwind Armour Solutions
Communications System: GRPNTR Groundpainter 5
Targeting & Tracking System: Rander Crosshairs



Overview:

The Luther is one of the few scout designs from 
Northwind Armour Solutions, commissioned especially for
Lance Corporal Victoria Stryker of the Republican Guards
by her older brother, Commander Sir Coleman Stryker, as a
replacement for her older SDR-5V Spider. The Luther
lacks the speed of the older design but more than makes
up for it with the range of it's Dawnbringer ERL. The
Luther also has upgraded sensors and ECM compared to
the older 5V design. It also carries a Grimgor Rotary Rifle
system to deal with light infantry and soft-skinned vehicles.
The success of the LUT-H312 on the field with the
Republican Guards has lead to Northwind Armour works
keeping it on the books as one of its standard designs.

Type: LUT-H312 Luther
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 35


           

Equipment   Mass

Internal Structure:       3.5

Engine: 245 XL     6.0

  Walking MP: 7

  Running MP: 11

  Jumping MP: 7

Heat Sinks: 10     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 96     6.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 13

  Center Torso (Rear):   4

  R/L Torso: 8 10

  R/L Torso (Rear):   3

  R/L Arm: 6 9

  R/L Leg: 8 13


BV : 777 Cost : 6992686

Weapons and Ammo   Location Critical Heat Mass

Target Acquisition Gear   RT 1 0 1.0

Beagle Active Probe   RT 2 0 1.5

Guardian ECM Suite   RT 2 0 1.5

@Machine Gun (100)   RT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   CT 1 0 0.5

3x Myomer   LT 1 0 0.0

3x Myomer   LT 1 0 0.0

3x Myomer   LT 1 0 0.0

3x Myomer   LT 1 0 0.0

3x Myomer   LT 1 0 0.0

3x Myomer   CT 1 0 0.0

ER Large Laser   LA 2 12 5.0

Machine Gun   RA 1 0 0.5

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/16/2007  

It is true that you would manage to make the TSM work but keeping it working seems quite difficult (after you managed to get the 9 points of heat, you need to produce 0 heat in excess to keep the TSM active).

Apart from this (which is not a small point), it is a solid scout 'Mech with the capacity to get out of most troubles (a MASC would have been a good addition).

Queek One-Eye 0 9/13/2007 9/18/2007

Only problem is that TSM and MASC are incompatible (plus you only need 5 extra heat for TSM as it just modifies the regular movement scale)

Ironraven 0 9/12/2007  

Heat balance is still a problem for you unless you are always firing and jumping. TSM, just like anything else in a mech shouldn't be there becuase you think it is cool, but becuase it performs a mission. I see a big expensive engine that under thin back armour. The weapons fit feels like a long range mech, with the MG as a last ditch item- not a mech that would have TSM. Better fluff could support it. It has the potential be a good machine, it just needs to have life breathed into it. Tell us it's story. 

Oh, and post your files! Not too many people still use BMD, but I'd recognize that formating anywhere.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8940
THURSDAY, SEPTEMBER 13, 2007
37 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8940]

Kingfisher KNG-230

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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Sniper

assualter

BATTLEROM IMAGE MAY 11, 3067

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

KNG-230 Kingfisher

Mass: 40 tons
Chassis: NWA-001
Power Plant: Nissan 200 XL
Cruising Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Armorscale
Armament:
Churchill 6 pdr Rapid Fire Autocannon
2x Jurgen SniperM Lasers
Manufacturer(s):
Northwind Armour Solutions
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Comp. Type 29K



Overview:

The Kingfisher is the first (and currently only) mech 
designed by Northwind Armour Solutions with a chassis
built from scratch. The Kingfisher was designed as part of
a drive by Northwind Armour Solutions to attract the
attention of the Clan Elders on Northwind to become the
sole suplier of mechs to the Northwind Highlanders.
Unsuprisingly they failed to gain enough attention with
only one completely original mech in their catalog, but the
Kingfisher remains there in the hopes that some regiment
looking for a middle weight sniper/assault mech will
purchase the design, so that they may cover the R&D
costs entailed with a completely new design. If the
response to the Kingfisher is positive enough, Northwind
Armour Solutions will look into adding more in-home
chassis designs to their catalog. (n.b. the Griffin picture is filler)

Type: KNG-230 Kingfisher
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 40


           

Equipment   Mass

Internal Structure:       4.0

Engine: 200 XL     4.5

  Walking MP: 5

  Running MP: 8

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       2.0

Cockpit:       3.0

Armor Factor: 144     9.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 18

  Center Torso (Rear):   6

  R/L Torso: 10 15

  R/L Torso (Rear):   5

  R/L Arm: 6 12

  R/L Leg: 10 20


BV : 849 Cost : 5498828

Weapons and Ammo   Location Critical Heat Mass

@Ultra AC/5 (40)   LT 2 0 2.0

ER Medium Laser   RA 1 5 1.0

ER Medium Laser   RA 1 5 1.0

Streak SRM-4   LT 1 3 3.0

@Streak SRM-4 (25)   LT 1 0 1.0

Ultra AC/5   LA 5 1 9.0

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/18/2007 9/18/2007

Crap...it is? Proves I should do more research into names of mechs in existence. But than again, it is better than the original name I had for it, because my girlfriend explained that the name would have a double meaning in Spanish. (How was I supposed to know that Spanish for Greenman would have a double meaning, I'm a German student)

Ice Hellion 0 9/18/2007 9/18/2007

Good armor (although the maximum is 137 points), good harassing weapons (with the firepower to get close and finish its opponent).
Its only drawback is its lack of mobility and speed for the era (but this is the price to pay for having it nearly all).

PS: the Kingfisher is already the name of a Clan 'Mech.
A nice job.

Ironraven 0 9/14/2007  

Decent armour for the weight class, but slightly sub-par mobility due to lack of jumpjets combined with only average speed. Good weapons fit, decent amount of ammo. thumbs up It's a keeper. I just wish the fluff was more filled out.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8932
TUESDAY, SEPTEMBER 11, 2007
42 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8932]

Caiphas CAI-930

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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urban

Interceptor

BATTLEROM IMAGE MAY 10, 3067

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

CAI-930 Caiphas

Mass: 50 tons
Chassis: Earthwerks APL I
Power Plant: Vlar 300 XL
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6x 100AFVTA
Jump Capacity: 180 meters
Armor: Lexington Ltd. High Grade Ferro-Fibrous
Armament:
Northstar 5SG Semiguided LRM
Lightbringer ER PPC
Fletcher Streak 2 System
Jurgen PulsarM
2x AP Charges
Manufacturer(s):
Northwind Armour Solutions
Communications System: Sony MSF-21
Targeting & Tracking System: Dalban Urban



Overview:

The CAI-930 Caiphas is one of Northwind Armour 
Solutions few standardized mechs. It is mainly marketed to
mercs who specialize in urban combat, providing them
with the ability to (with the aid of a spotter) to rain down a
hail of fire from the other side of a building and adding a
heavy direct fire punch to any unit foolish enough to
engage it up close. The Caiphas also mounts twin AP
charges to discourage infantry attacks that are all to
common in an urban environment.

Type: CAI-930 Caiphas
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 50


           

Equipment   Mass

Internal Structure:       5.0

Engine: 300 XL     9.5

  Walking MP: 6

  Running MP: 9

  Jumping MP: 6

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 170 FF     9.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 24

  Center Torso (Rear):   8

  R/L Torso: 12 18

  R/L Torso (Rear):   6

  R/L Arm: 8 16

  R/L Leg: 12 24


BV : 1263 Cost : 11145000

Weapons and Ammo   Location Critical Heat Mass

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   RL 1 0 0.5

Jump Jet(s)   LL 1 0 0.5

Jump Jet(s)   CT 1 0 0.5

Jump Jet(s)   CT 1 0 0.5

ER PPC   RA 3 15 7.0

LRM-5   LT 1 2 2.0

@Semi-Guided LRM-5 (24)   LT 1 0 1.0

@Semi-Guided LRM-5 (24)   LT 1 0 1.0

Streak SRM-2   LA 1 2 1.5

@Streak SRM-2 (50)   LT 1 0 1.0

Medium Pulse Laser   RT 1 4 2.0

3x Myomer   RA 1 0 0.0

3x Myomer   RA 1 0 0.0

3x Myomer   RA 1 0 0.0

3x Myomer   RA 1 0 0.0

AP Pod   LL 1 0 0.5

AP Pod   RL 1 0 0.5

3x Myomer   LA 1 0 0.0

3x Myomer   LA 1 0 0.0

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/17/2007 9/18/2007

ER PPC...high damage no minimum range (good for urban combat)
LRM 5 with Semi-Guided LRMs...Indirect fire so buildings don't block LoS
Medium Pulse Laser...accurate at short ranges (much like a shotgun)
AP Pods...I explained that one in the fluff
Streak 2...Short ranged and ammo efficent.

Ice Hellion 0 9/15/2007  

You fluff is describing it as an urban fighter but its choice of weapon are strange. They do not fit with this role.
To me, this is more like a quick interceptor but one with only light weapons, decreasing its utility on the field.

Ironraven 0 9/11/2007  

TSM is wasted here, you're going to have a hard time staying in the sweetspot for your heat unless you are always jumping and always alpha striking. Save the money and the crits. I'm also not feeling the role of this mech- fluff would have helped.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8931
TUESDAY, SEPTEMBER 11, 2007
UPDATE: 9/11/2007
42 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8931]

Maori OMNI MA-0R1

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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Omni

BATTLEROM IMAGE MARCH 5, 3067

* FOR MI2 USE ONLY *


BattleMech Technical Readout

MA-0R1 Maori OMNI

Mass: 50 tons
Chassis: GM Marauder
Power Plant: Vlar 300 XL
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6x GM Jetstar
Jump Capacity: 180 meters
Armor: PanzerSlab Type 5
Armament:
Various
Manufacturer(s):
Northwind Armour Solutions
Communications System: GRPNTR Groundpainter 5
Targeting & Tracking System: Alexis Photon Target Acquisition System



Overview:

The Maori is a versitile mech built for speed and
unpresidented flexibility. The MA-0R1 is Northwind
Armament Solutions first entry into the field of Omni mech
design. The various loadouts are generally dedictated by
mission type. The primary config lives up to the Maori
name being a close in strike design. Alt Config A is a
sniper variant equiped with the latest ECM and Light
Gauss technologies. Alt Config B is a versitile assault
design packing two SRM 6 packs and a ER PPC. Alt
Config C is often refered to the Maori H as it is a design
built around an AC/20 (an LB-20X to be exact). Alt Config
D is a scout design with a bit of long ranged firepower. Alt
Config E is a strike design carying an Ultra AC/5 and a
quartet of lasers to provide close in punch. Alt Config F is
the rarest of all the Maori configurations as it has terrible
heat problems. The upshot is that the design just fits the
chassis so well.

Type: MA-0R1 Maori OMNI
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 50


           

Equipment   Mass

Internal Structure:       5.0

Engine: 300 XL     9.5

  Walking MP: 6

  Running MP: 9

  Jumping MP: 6

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 160     10.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 23

  Center Torso (Rear):   8

  R/L Torso: 12 16

  R/L Torso (Rear):   6

  R/L Arm: 8 15

  R/L Leg: 12 23


Fixed Configuration
BV : 605 Cost : 12465000

Weapons and Ammo   Location Critical Heat Mass

Jump Jet(s)   CT 1 0 0.5

Jump Jet(s)   CT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   RT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

Jump Jet(s)   LT 1 0 0.5

3 3x Myomer   RT 3 0 0.0

3 3x Myomer   LT 3 0 0.0


Primary Configuration
BV : 1091 Cost : 13390313

Weapons and Ammo   Location Critical Heat Mass

Hatchet   RA 4 0 4.0

ER PPC   LA 3 15 7.0

Small Pulse Laser   LA 1 2 1.0

SRM-4   RT 1 3 2.0

@SRM-4 (25)   RT 1 0 1.0

@SRM-4 (25)   RT 1 0 1.0

CASE   RT 1 0 0.5


Alternate Configuration A
BV : 1183 Cost : 13465313

Weapons and Ammo   Location Critical Heat Mass

Light Gauss Rifle   LA 5 1 12.0

@Light Gauss Rifle (16)   LT 1 0 1.0

Guardian ECM Suite   RT 2 0 1.5

ER Small Laser   RA 1 2 0.5

ER Small Laser   RA 1 2 0.5

ER Small Laser   RA 1 2 0.5

ER Small Laser   RA 1 2 0.5


Alternate Configuration B
BV : 1140 Cost : 13560938

Weapons and Ammo   Location Critical Heat Mass

SRM-6   RA 2 4 3.0

SRM-6   RA 2 4 3.0

@SRM-6 (15)   RT 1 0 1.0

@SRM-6 (15)   RT 1 0 1.0

@SRM-6 (15)   RT 1 0 1.0

ER PPC   LA 3 15 7.0

CASE   RT 1 0 0.5


Alternate Configuration C
BV : 1179 Cost : 13746563

Weapons and Ammo   Location Critical Heat Mass

LB 20-X AC   LA/T 10/1 6 14.0

@LB 20-X AC (5)   LT 1 0 1.0

@LB 20-X AC (5)   LT 1 0 1.0

CASE   LT 1 0 0.5


Alternate Configuration D
BV : 773 Cost : 13682345

Weapons and Ammo   Location Critical Heat Mass

Beagle Active Probe   RT 2 0 1.5

Guardian ECM Suite   LT 2 0 1.5

Target Acquisition Gear   H 1 0 1.0

Narc Beacon   RA 2 0 3.0

@Narc Beacon (6)   RT 1 0 1.0

@Narc Beacon (6)   RT 1 0 1.0

Autocannon/2   LT 1 1 6.0

@Autocannon/2 (45)   LT 1 0 1.0

Small Laser   LA 1 1 0.5


Alternate Configuration E
BV : 1133 Cost : 13222500

Weapons and Ammo   Location Critical Heat Mass

Ultra AC/5   LA 5 1 9.0

@Ultra AC/5 (20)   LT 1 0 1.0

@Ultra AC/5 (20)   LT 1 0 1.0

Medium Pulse Laser   RA 1 4 2.0

Medium Pulse Laser   RA 1 4 2.0

ER Small Laser   RA 1 2 0.5

ER Small Laser   RA 1 2 0.5

CASE   LT 1 0 0.5


Alternate Configuration F
BV : 1394 Cost : 14090625

Weapons and Ammo   Location Critical Heat Mass

ER PPC   LA 3 15 7.0

ER PPC   RA 3 15 7.0

Guardian ECM Suite   RT 2 0 1.5

ER Medium Laser   H 1 5 1.0

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 9/17/2007 9/18/2007

Ok...my logic is that some of the tonnage is lost due to the fact that they had to remove rather large portions of the mech to make room for the omni pods. How else do you figure that this thing suddenly has hands?

Ice Hellion 0 9/15/2007  

Most of these configurations seem rather light on the heat scale making it quite difficult to activate the TSM.
Also some of the configurations are rather strange or low on firepower (for example the D and E).
You might consider doing a pure long range missile boat.

Ironraven 0 9/11/2007  

The fluff could have been a little fuller though, and it has issues. First and foremost, the use of the GM Maruader chassis for a 50 ton, rather than 75 ton, design. Better fluff might have been able to deal with that. I'm not sure about the TSM, but I never am. Most of your stock configurations are going to have a hard time with keeping the heat where it needs to be for the TSM to be useful.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9086
WEDNESDAY, OCTOBER 03, 2007
43 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9086]

Mauldin MAU-243

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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BATTLEROM IMAGE SEPTEMBER 19, 3070

* FOR ISF USE ONLY *


BattleMech Technical Readout

MAU-243 Mauldin

Mass: 50 tons
Chassis: NAS-WJ02
Power Plant: Nissan 200
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4x Odin's Own Model 34z
Jump Capacity: 120 meters
Armor: NAS-EX Ferro-Fibrous
Armament:
Varies by Configuration
Manufacturer(s):
Northwind Armour Solutions
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Comp. Type 29K



Overview:

Ain't it summfin' Willie, th' Ol' Man thought ta honour us 
dogfaces wit' a mech named after someone who stood up
fer' us. Well, I wouldn want ta be on the wrong end of it
still, I mean I'd want ta live ta see ol' age Willie.
-Joe McMannus, Private, 2nd Foot Platoon, 1st Company
of the 1st Ghrukas (Northwind's own infantry regiment)

As the reader might of gathered from the opening
statement of this informational text, the Mauldin is indeed
named after Bill Mauldin, a famed military editorial
cartooninst during the Second World War on Terra. For
those not previously framiliar with Sir Ciaphas "Old Man"
Stryker's interest in ancient Terran history, this is not the
first mech he has named with a personality from the period
(cross reference: NAS-50 Springsteen, LUT-H312 Luther,
and NAS-007 Bond). The design is another of Northind
Armour Solutions Omni designs, carrying 4 fixed jump jets
and has 20 tons of pod space available. The Mauldin is
capable of speeds around 64 km/h and is equipped with
Northwind Armour Solutions first generation of Ferro-
Fibrous Armour, comparable to most other Inner Sphere
Ferro-Fibrous armour in bulk but NAS hopes to decrease
the bulk significantly within a generation or two once
they have full access to samples of Clanner origin. We
have documented 6 major configurations of the MAU-243
Mauldin and they are as follows:

Configuration Prime (Factory standard):
The factory standard variant of the MAU-243 Mauldin is a
typical gauss sniper build. It is equiped with a SC4R
GR with 3 tons of ammunition and a single Jurgen PulsarM
as back up for when it either runs out of ammo or the
enemy gets into close for the SC4R to be effective. This
variant is also the cheapest to field.

Configuration A (Origin: Unkown)
This configuration is one of the rarer variants as it carries 2
Staghorn Extended Range Particle Cannons and sufficent
heat sinks to fire both on the move while jumping. Some
critics fault this design as hyper cooled, but studies
indicate that the design actually will go up slightly when
using the jump jets on full burn while firing the PPCs.

Configuration B (Origin: the Old Man himself):
This configuration is more commonly referred to as the
"Stuka zu Fuss", a mocking nickname given to it by the
Old Man. The origin of the joke is beyond us but Old Man
Stryker seems to think it is rather amusing. Equipped with
twin NW-10IV packs, this design can rain down fire from
afar. It is capable of providing limited indirect fire support
when needed and also carries a pair of Jurgen
LongshotMs for when fast light mechs close on the long
ranged menace.

Configuration C (Origin: Solaris VII):
This variant was a custom set up piloted by Sgt. Johnson
of the Republican Guards while the group was on Solaris
recently. Johnson, a former infantryman, went with a close
in setup he calls "Two sticks and a rock" (he also has
been noted as saying "and we had to SHARE the rock"
leading us to believe that the rock is the single shot NARC
beacon on the design for when it is involved in team
combat). The design carries a rather large stick (O.C.C.
this rather large stick is best represented as a hatchet stat
wise), a pair BM-13 S2 packs, and a quartet of Jurgen
PulsarMs to provide the maximum close in punch. The
only really effective way to deal with this design is to stand
back and shoot, but on Solaris that is never an option so it
does do fairly well.

Configuration D (Origin: Unknown PDF):
This configuration comes from a purchase by an unknown
Homeguard unit with a rather large budget. Equiped with a
powerful 152mm AC-10S and ten (yes, ten) Grimgor
Rotary Rifles. Firing full auto this mech has enough
ammuniton for over 3 minutes of sustained fire, but by this
time the targets will be dead. This design is built to kill
infantry and light vehicles/mechs and it does a good job
at it too.

Configuration E (Origin: Black Watch)
When the Black Watch bought a full 2 lances of Mauldins
to replace recent losses, a couple of pilots thought that
the base design didn't have a large enough gun. So they
stripped out the normal equipment and put in a ZGMF 20S
and a pair of Jurgen LongshotMs. Needless to say the
design packs a rather large close range punch that can
blow though most lighter mechs with one shot.

Configuration F (Origin: Factory Standard (old))
This configuration was the old factory standard
configuration for the Mauldin, but the Old Man decided
that the design was too poorly equipped for the modern
battlefield. Equipped only with a T3H-4P4CK Streak
Launcher and a 152mm AC-10RF, the design is mostly a
close in brawler, a place the Old Man thought that
Mauldin would not approve of the mech bearing his name
to be in. This design was used on the first 20 Mauldins to
be built and shipped before NAS switched to the current
factory standard design.

--From Jane's Battlemechs, 3079 edition

Type: MAU-243 Mauldin
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 50


           

Equipment   Mass

Internal Structure:       5.0

Engine: 200     8.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 10 [20]     0.0

Gyro:       2.0

Cockpit:       3.0

Armor Factor: 170 FF     9.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 24

  Center Torso (Rear):   8

  R/L Torso: 12 18

  R/L Torso (Rear):   6

  R/L Arm: 8 16

  R/L Leg: 12 24


Fixed Configuration
BV : 615 Cost : 4133751

Weapons and Ammo   Location Critical Heat Mass

2 Jump Jet(s)   RT 2 0 1.0

2 Jump Jet(s)   LT 2 0 1.0


Primary Configuration
BV : 1373 Cost : 4909064

Weapons and Ammo   Location Critical Heat Mass

Gauss Rifle   RA 7 1 15.0

@Gauss Rifle (24)   RT 3 0 3.0

Medium Pulse Laser   LT 1 4 2.0


Alternate Configuration A
BV : 1328 Cost : 5301876

Weapons and Ammo   Location Critical Heat Mass

ER PPC   RA 3 15 7.0

ER PPC   LA 3 15 7.0

Dbl Heat Sink(s)   LT 3 0 1.0

Dbl Heat Sink(s)   RT 3 0 1.0

Dbl Heat Sink(s)   RA 3 0 1.0

Dbl Heat Sink(s)   RA 3 0 1.0

Dbl Heat Sink(s)   LA 3 0 1.0

Dbl Heat Sink(s)   LA 3 0 1.0


Alternate Configuration B
BV : 1187 Cost : 6252501

Weapons and Ammo   Location Critical Heat Mass

LRM-10   LA 2 4 5.0

LRM-10   RA 2 4 5.0

@LRM-10 (12)   LT 1 0 1.0

@LRM-10 (12)   RT 1 0 1.0

ER Medium Laser   RT 1 5 1.0

ER Medium Laser   LT 1 5 1.0

Artemis IV FCS   RA 1 0 1.0

Artemis IV FCS   LA 1 0 1.0

C3 Slave   H 1 0 1.0

ER Medium Laser   RA 1 5 1.0

ER Medium Laser   LA 1 5 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration C
BV : 1034 Cost : 4966251

Weapons and Ammo   Location Critical Heat Mass

Medium Pulse Laser   LA 1 4 2.0

Medium Pulse Laser   LA 1 4 2.0

Streak SRM-2   RT 1 2 1.5

Streak SRM-2   LT 1 2 1.5

@Streak SRM-2 (50)   RT 1 0 1.0

Hatchet   RA 4 0 4.0

Medium Pulse Laser   LA 1 4 2.0

Medium Pulse Laser   LA 1 4 2.0

Narc Beacon (OS)   LT 2 0 3.5

CASE   RT 1 0 0.5


Alternate Configuration D
BV : 1001 Cost : 5187501

Weapons and Ammo   Location Critical Heat Mass

LB 10-X AC   RA 6 2 11.0

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

Machine Gun   LA 1 0 0.5

@Machine Gun (200)   LT 1 0 1.0

@LB 10-X AC (20)   RT 2 0 2.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration E
BV : 1335 Cost : 5846564

Weapons and Ammo   Location Critical Heat Mass

LB 20-X AC   LA/T 10/1 6 14.0

@LB 20-X AC (5)   LT 1 0 1.0

ER Medium Laser   RA 1 5 1.0

ER Medium Laser   RA 1 5 1.0

@LB 20-X AC (10)   RT 2 0 2.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration F
BV : 1230 Cost : 5224064

Weapons and Ammo   Location Critical Heat Mass

Ultra AC/10   RA 7 4 13.0

@Ultra AC/10 (20)   RT 2 0 2.0

Streak SRM-4   LT 1 3 3.0

@Streak SRM-4 (25)   LT 1 0 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 10/5/2007  

Only problem is that to have MASC, it has to be on the fixed configuration and that would require me to rework all the other configurations.

Ice Hellion 0 10/4/2007  

Some nice configurations on what is a rather cheap OmniMech.
You have the little Warhammer, the close combat specialist (several of them), the middle range fighter and the long range support 'Mech.

Primary configuration is like an upgraded Hollander: simple and efficient.
Configuration A is a little Warhammer and a quite efficient one.
Configuration B is a decent fire support 'Mech.
Configuration C is the close combat specialist. I would drop the Narc Beacon OS for a MASC to allow it to get quicker into range (after all Narc Beacons are efficient only when playing in teams).
Configuration D looks rather strange for me. I do not really see how it could be used.
Configuration E is a close range monster but it might be overlapping with C.
Configuration F is a good front line 'Mech: just a bit too low on ammo for long operations.

Nice job.

Cowboy 4 10/4/2007  

Innersphere Omni.. Interesting... I think I like Alt E personally.. Something about a 50 ton mech with a big autocannon that I really enjoying seeing. 

Of them all I think they are all pretty decent configs, and the fluff ( what I could read, ya really gotta fix that font) is good 'nuff. I wouldn't mind piloting one of these, although I do warn you that Alt E, looks very similar to some HBK designs. If you just move the Autocannon around.

Good job!

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9102
FRIDAY, OCTOBER 05, 2007
37 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9102]

Griffin "Grief" GRF-SAW1

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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BATTLEROM IMAGE FEBRUARY 2, 3067

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

GRF-SAW1 Griffin "Greif"

Mass: 55 tons
Chassis: Earthwerks GRF
Power Plant: Defiance Motors 275 XL
Cruising Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Rawlings 55
Jump Capacity: 150 meters
Armor: Starshield A with CASE
Armament:
Staghorn ER PPC
2x Jurgen PulsarS
NW41 L15IV Pack
Manufacturer(s):
Northwind Armour Solutions
Communications System: Neil 6000
Targeting & Tracking System: RCA Instatrac Mark X



Overview:

A customized Griffin, the Greif replaces the LRM 20 with 
a LRM 15 with Artemis and adds in two small pulse lasers
to provide extra close ranged punch. The Greif redesign
was commissioned by Sgt. Peter Stryker of the Republican
Guards in an attempt to increase the effectiveness of his
beloved Griffin, which has survived pretty much every
major engagement the Guards have been in unscathed
while having destroyed over a company of mechs to
date.This redesign is also available to the general public
for only 10,323,208 c-bills so contact your nearest
Northwind Armour Solutions Salesperson today.

Type: GRF-SAW1 Griffin "Greif"
Technology Base: Inner Sphere Level 2 3050
Tonnage: 55


           

Equipment   Mass

Internal Structure:       5.5

Engine: 275 XL     8.0

  Walking MP: 5

  Running MP: 8

  Jumping MP: 5

Heat Sinks: 14 [28]     4.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 152     9.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 18 20

  Center Torso (Rear):   7

  R/L Torso: 13 20

  R/L Torso (Rear):   6

  R/L Arm: 9 14

  R/L Leg: 13 18


BV : 1391 Cost : 10323208

Weapons and Ammo   Location Critical Heat Mass

Jump Jet(s)   CT 1 0 0.5

LRM-15   RT 3 5 7.0

Artemis IV FCS   RT 1 0 1.0

@LRM-15 (16)   LT 2 0 2.0

2 Jump Jet(s)   LL 2 0 1.0

2 Jump Jet(s)   RL 2 0 1.0

Small Pulse Laser   LA 1 2 1.0

Small Pulse Laser   LA 1 2 1.0

ER PPC   RA 3 15 7.0

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Queek One-Eye 0 10/8/2007  

Yeah...I'm usually facing opponents who love fast little buggers, so the SPLs are a god send. I don't like using ER lasers or regular lasers for this because they don't get that all important -2 to hit mod.

Cowboy 3 10/8/2007  

Solid Design.. I think I would actually ( OMG DON'T QUOTE ME) Agree with POD on this one. I think the addition of M. Las ( not ER.. GOD NOT ER) would be something to shoot for here. 

The design is solid, but I just don't see a need for the SPL. Not on this particular design.. Then again.. there is always that one chance, something could get in close, what with movements like the smaller mechs must have, so I guess I can see it, I just would prefer to see the SPL replaced with MED Las.


Good, solid design. I like it.

Ice Hellion 0 10/6/2007  

A good change for the LRM but the introduction of Small Pulse Lasers in a fire support 'Mech is not really a good choice.
Ironraven is also right about the overheating and the save of some weight to increase your armor.

Ironraven 0 10/5/2007  

Like the switch to the LRM-15, with the ArtIV it gives you the same kind of perfomance with more ammunition and less heat. I do agree with PoD's assesment of the value of the SPL, but not with changing it- a mech can only beat it's equivalent BV in infantry by running away or killing all of them. 

My grumble is again over cooling- 2 SPLs are 4pts of heat with a max range of 3 hexes, the LRM-15 is 5 with an effective minimum range of 7 hexes. You will never bring both to the same target. I would have stripped out two DHS for something more useful, and you'd still be doing a long range alpha (20pts) and jumping (4pts) and be running frosty. The Griffens can usually use a little more armour, and this is no exception- what is there is good, but you've got wasted mass that could have been used to make your armour better.

Prince of Darkness 0 10/5/2007  

Personally, since I find the SPL's are only really effective for anti-infantry, I'd replace them with Medium Lasers, or ER Mediums.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8980
MONDAY, SEPTEMBER 17, 2007
33 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8980]

Suka ISU-152

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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hunter-killer

tank destroyer

Soviet inspired

BATTLEROM IMAGE DECEMBER 29, 3067

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

ISU-152 Suka

Mass: 65 tons
Chassis: NAS-034 Endo Steel
Power Plant: Magna 260
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Starshield Light
Armament:
4x Jurgen LongshotM
152mm AC-10S
BM-13 S4 Pack
NW41 L15 Pack
Manufacturer(s):
Northwind Armour Solutions
Communications System: ON-5
Targeting & Tracking System: Bk-309



Overview:

Ah...welcome friend. So I hear you come calling after 
Northwind Armour newest creation, da? Some call it the
Rhodina's Fury on Legs, but I personally call it what any
good son of Mother Russia would...the Suka. She is built
to destroy all lesser mech designs and she reigns as
queen of the battlefield. The thunder of her main gun...a
mighty 152mm autocannon that can be either loaded with
slug or shot ammunition, lights up the battlefield. No less
furious is her quartet of Extended Range lasers. And when
the enemy prays for death it will come streaking across the
battlefield from of the Suka's two missile packs. It can
achieve speeds of over 80 km/h and has several inches
of armour plate surrounding the incredibly robust internal
systems. She truly is a mighty hunter...so comrade, how
many do you need? ONLY ONE....well I suppose we
could work something out, da?
-Maksim Radoslav Negodiev, Chief Salesman for
Northwind Armour Solutions in the Cappelan
Confederation

Type: ISU-152 Suka
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 65


           

Equipment   Mass

Internal Structure: ES     3.5

Engine: 260     13.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 192     12.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 29

  Center Torso (Rear):   10

  R/L Torso: 15 20

  R/L Torso (Rear):   7

  R/L Arm: 10 18

  R/L Leg: 15 27


BV : 1268 Cost : 6733019

Weapons and Ammo   Location Critical Heat Mass

Streak SRM-4   LT 1 3 3.0

@Streak SRM-4 (25)   LT 1 0 1.0

LRM-15   RT 3 5 7.0

@LRM-15 (8)   RT 1 0 1.0

@LB 10-X AC (10)   RT 1 0 1.0

@LB 10-X AC (10)   RT 1 0 1.0

ER Medium Laser   H 1 5 1.0

LB 10-X AC   RA 6 2 11.0

ER Medium Laser   LA 1 5 1.0

ER Medium Laser   LA 1 5 1.0

ER Medium Laser   LA 1 5 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Cowboy 4 9/24/2007  

I'd change the weapons allotment around.. Other wise I like the design. Good job.. ( did you know there was an Aerospace fighter named the Suka?) either way.. Decent Design..

Keep up the good work!

Ice Hellion 0 9/23/2007  

A bit short on ammo and the location of your lasers in the left arm is a bit adventurous.
For a hunter killer, it is a bit too slow for the lighter designs and a bit light on weapons for the bigger design.
For a tank destroyer, it might lack some flamers (although the rules might have changed under Total Warfare).

Ironraven 0 9/17/2007  

Decent design. I'm not thrilled to see all the energy weapons in one location, though- too easy to cripple them, particularly if it is a drawn out battle you're almost out of ammunition. Not too much advanced technology, armour is decent. 

It is a keeper.

Queek One-Eye 0 9/17/2007 9/25/2007

Just to head off any WWII nuts...yes this mech is named after a Soviet Assault gun. And if you will also notice the LB 10-X is named after the main weapon of this design. And yes the salesman is speaking like a stereotypical Soviet...so sue. (on an unrelated note...do not work on your Flames of War army while designing mechs...you might end up with a mech like this). And Cowboy, the fighter is called the Stuka, after the German dive bomber during WWII.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8985
TUESDAY, SEPTEMBER 18, 2007
UPDATE: 9/18/2007
44 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8985]

Bond NAS-007

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 90 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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Tags

terrible joke

Omni

assualt

BATTLEROM IMAGE JUNE 12, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

NAS-007 Bond

Mass: 90 tons
Chassis: NAS-O07
Power Plant: Hermes 360 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: NAS Special
Armament:
Varies by configuration
Manufacturer(s):
Northwind Armour Solutions
Communications System: Q-Com 7
Targeting & Tracking System: Q-Trak M



Overview:

(note from the designer: I do realize the name is a terrible 
joke and I'll probably end up regretting it later, but I've
been reading Ian Flemming while designing and what I
said about Flames of War goes double for Ian Flemming
novels. Note ends)

Well lads and lasses, I think that our newest omni chassis
design may seem a little odd at first glance, but the Old
Man liked it. I believe he has been watching a few too
many 20th century spy films lately and the fact that the
chassis designation was O07 seemed to give him the
inspiration for the name...the NAS-007 Bond. Now the
mech's stock configurations assume that you will be
building an entire assault lance out of them so we will go
through the variants by the designation given to them by
Sir Stryker himself.

The first stock configuration is the M. It is a lance
command mech, armed to the teeth and carrying a variety
of high-tech gadgets. The C3 computer provides the
commander with up to date tactical information as well as
the means to transmit it efficiently to his lance mates. The
only real problem with the M is that it is an ammo hog. This
is partially offset by the ER PPC mounted on the left arm
but once the ammo is expended the M should sit back
and let its lance mates finish the dirty work.

The second stock configuration is the Tanaka, a powerful
close range fighter. The raw fury of the hatchet and LB
20-X make this mech a force to be reckoned once the
enemy gets in close. Unfortunately with top speeds of
around 64 km/h, it has a hard time keeping up with lighter
mechs, should they decide they don't want to play. It is
also equipped with a C3 slave unit to increase its efficiency
as well as providing a commander with more information
on enemy movements.

Thrid, we have the Drax. A missile specialist to the
extreme, the Drax has missiles as its primary long range
and short range armament. It also is the only Bond variant
equiped with jump jets. Unfortunately this mech has some
of the same problems as the M (i.e. ammo consumption).
Attempts have been made to bring this under control, but
they have been uncessful.

Finally we have the Scaramanga, the expert killer. It can
take out a target at a range and still be lethal if the enemy
is foolish enough to close with this mech. The
Scaramanga, for some strange reason, always has it's
Gauss Rifle painted gold the instant it leaves the line...

Ach but enough on this obviously crazy mech....is anyone
here interested in buying any?
-John Strangeways, salesman, Home Office, Northwind

Type: NAS-007 Bond
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 90


           

Equipment   Mass

Internal Structure:       9.0

Engine: 360 XL     16.5

  Walking MP: 4

  Running MP: 6

  Jumping MP: 0

Heat Sinks: 10 [20]     0.0

Gyro:       4.0

Cockpit:       3.0

Armor Factor: 280     17.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 29 44

  Center Torso (Rear):   14

  R/L Torso: 19 29

  R/L Torso (Rear):   9

  R/L Arm: 15 30

  R/L Leg: 19 38


Fixed Configuration
BV : 902 Cost : 25710325

Weapons and Ammo   Location Critical Heat Mass


Primary Configuration
BV : 1284 Cost : 31414125

Weapons and Ammo   Location Critical Heat Mass

ER PPC   LA 3 15 7.0

Ultra AC/5   RA 5 1 9.0

@Ultra AC/5 (60)   RT 3 0 3.0

MRM-30   LT 5 10 10.0

@MRM-30 (16)   LT 2 0 2.0

C3 Computer   RT 5 0 5.0

Medium Pulse Laser   H 1 4 2.0

AP Pod   RL 1 0 0.5

AP Pod   LL 1 0 0.5

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration A
BV : 1443 Cost : 29233163

Weapons and Ammo   Location Critical Heat Mass

Hatchet   RA 6 0 6.0

C3 Slave   H 1 0 1.0

LB 20-X AC   LA/T 10/1 6 14.0

@LB 20-X AC (20)   LT 4 0 4.0

MRM-40   RT 7 12 12.0

@MRM-40 (6)   RT 1 0 1.0

ER Medium Laser   RL 1 5 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration B
BV : 1653 Cost : 28847700

Weapons and Ammo   Location Critical Heat Mass

C3 Slave   H 1 0 1.0

LRM-20   RT 5 6 10.0

LRM-20   LT 5 6 10.0

Streak SRM-6   RA 2 4 4.5

Streak SRM-6   LA 2 4 4.5

@LRM-20 (6)   LT 1 0 1.0

@LRM-20 (6)   RT 1 0 1.0

@Streak SRM-6 (15)   RT 1 0 1.0

@MRM-20 (12)   LT 1 0 1.0

Jump Jet(s)   LL 1 0 2.0

Jump Jet(s)   RL 1 0 2.0

Medium Laser   CT 1 3 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5


Alternate Configuration C
BV : 1693 Cost : 28697008

Weapons and Ammo   Location Critical Heat Mass

Gauss Rifle   LA 7 1 15.0

@Gauss Rifle (32)   LT 4 0 4.0

Medium Pulse Laser   RA 1 4 2.0

Medium Pulse Laser   RA 1 4 2.0

C3 Slave   H 1 0 1.0

LRM-15   RT 3 5 7.0

@LRM-15 (32)   RT 4 0 4.0

Artemis IV FCS   RT 1 0 1.0

ER Small Laser   CT 1 2 0.5

Medium Pulse Laser   LT 1 4 2.0

AP Pod   RL 1 0 0.5

AP Pod   LL 1 0 0.5

CASE   RT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Cowboy 4 9/24/2007  

I like it.. The fluff made me laugh, and the designs themselves run well together.. I'd not really want to look across the field at a star of these things coming at me. 

Decent enough design. I like it. Even with the funny fluff. Good job.

Ice Hellion 0 9/23/2007  

Interesting configurations. They all fit into one peculiar scheme and with 4 of them you have a complete C3 Lance.
I do not understand well the way you are splitting your ammo. Some weapons seem to carry too much ammo and others not enough.
I would also drop the UAC/5 from the primary configuration (it is not that useful on such big 'Mechs).

Rogue 0 9/22/2007  

well the fluff is humerus to say the least. i got a chuckle or 2 out of it. im not gonna review the rest. but i liked the read. even if it wasn't what the others may be looking for. its more than some have put in.

Queek One-Eye 0 9/19/2007  

There is a minor oops on Alt config B (the Drax). It accidentally has a ton of MRM-20 ammo....that should be LRM-20 ammo

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8933
WEDNESDAY, SEPTEMBER 12, 2007
48 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8933]

Bartheon BAR-139

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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Tags

hunter-killer

BATTLEROM IMAGE NOVEMBER 25, 3067

* FOR LOKI USE ONLY *


BattleMech Technical Readout

BAR-139 Bartheon

Mass: 100 tons
Chassis: GM Marauder II
Power Plant: Vlar 300 XL
Cruising Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Leopard V
Armament:
Wazkull DFM-40 Pack
Thunderer Gauss Rifle
2x Staghorn Extended Range Particle Cannons
2x Jurgen PulsarM
Manufacturer(s):
Northwind Armour Solutions
Communications System: StarLink 955G
Targeting & Tracking System: Dwyerson Mark XII



Overview:

Northwind Armour Solution's premier assault mech design, 
the Bartheon is built as a flexible hunter killer. Its weapons
loadout gives it the ability to engage the enemy at almost
any range. The only disadvantage to this design is its
massive heat curve. A wise pilot would be cautioned not
to fire all of this mech's impressive arsenal at once as it will
likely cause you to over heat. But if you do, you will likely
take out your target with a single shot.
(Taken from a Northwind Armour Solutions Brochure)

Type: BAR-139 Bartheon
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 100


           

Equipment   Mass

Internal Structure:       10.0

Engine: 300 XL     9.5

  Walking MP: 3

  Running MP: 5

  Jumping MP: 0

Heat Sinks: 14 [28]     4.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 312     19.5

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 47

  Center Torso (Rear):   15

  R/L Torso: 21 32

  R/L Torso (Rear):   10

  R/L Arm: 17 34

  R/L Leg: 21 42


BV : 1700 Cost : 22898000

Weapons and Ammo   Location Critical Heat Mass

Gauss Rifle   RT 7 1 15.0

@Gauss Rifle (8)   RT 1 0 1.0

@Gauss Rifle (8)   RT 1 0 1.0

ER PPC   LA 3 15 7.0

Medium Pulse Laser   H 1 4 2.0

MRM-40   LT 7 12 12.0

@MRM-40 (6)   LT 1 0 1.0

@MRM-40 (6)   LT 1 0 1.0

Medium Pulse Laser   LA 1 4 2.0

ER PPC   RA 3 15 7.0

Medium Pulse Laser   RA 1 4 2.0

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/16/2007  

Maybe you should exchange the ER PPC for standard ones and the Medium Pulse Lasers for standard ones with Double Heat Sinks.
This is mostly because the problem number 1 of this 'Mech is heat, this makes it a difficult 'Mech to use in spite of its protection and heavy firepower.

Prince of Darkness 0 9/13/2007  

You added another 0.5 tons of armor that you cannot have- 100 tonners can only have 307 points total.
Use it for the much needed CASE to protect that MRM ammo. Personally, i'd downgrage one of the ER PPC's to either an ER Large Laser or Standard PPC for better heat control...probably the standard PPC.

Ironraven 0 9/12/2007  

I like it. A hard core bug stomper focusing on long range fire, it feels like one of mine. Not a fan of the MRMs, but someone has to be or they would have stayed L3. But I will comment on the fluff designation that this is a MADII chassis- is it modified? Or is it a custom frame?

Better fluff. This monster wants to say something to us- let us hear its words. Make it real, give it life and fire. Good machines are built on their stats; great machines are born from their tales.

Cypher Himura 0 9/12/2007  

Quite the potent design, although I might consider downgrading the 40 rack to a 30, just so you can add enough heat sinks for your ER PPCs and gauss to fire on the move. A C3s unit would also work wonderfully for this as well.

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8983
TUESDAY, SEPTEMBER 18, 2007
UPDATE: 9/18/2007
49 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=8983]

Cornugon AS-NAS1

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 100 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


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Tags

Atlas chassis

Destroyer

BATTLEROM IMAGE JULY 15, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

AS-NAS1 Cornugon

Mass: 100 tons
Chassis: Foundation Type 10X
Power Plant: Vlar 300 XL
Cruising Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3x Lexington Ltd. Lifters
Jump Capacity: 90 meters
Armor: Durallex Special Heavy
Armament:
ZGMF Rapid Fire 20
Jurgen PulsarL
2x Kneepopper AP Packs
Jurgen LongshotS
Jurgen LongshotL
MS-015 LRM Pack
T3H-4P4CK SRM System
Manufacturer(s):
Northwind Armour Solutions
Communications System: Army Comm. Class 10 (C3 unit installed)
Targeting & Tracking System: Army Comp. Type 29K



Overview:

Hey boyo, have ye heard o' the most recent mech 
produced by Northwind Armour Solutions? Nay....well
guess I'll tell ye about it then. See, Old Man Stryker
recently heard through the grapvine that his sons unit,
The Republican Guards, needed a new mech tae replace
the 2-i-C's (M'lady Johanna Halley) beloved Longbow. Ya
see the Longbow had been destroyed on campaign, and
her ladyship commandeered a rather experimental mech
from their armory. The mech needless ta say left an
impression on her ladyship's tactics. So when they got
back they discovered Old Man Stryker made a mech
specifically wi' her ladyship's new fighting style in mind.
The Old Man had taken an Atlas an' stripped out all the
weapons an' upgraded the comms to be fit for a command
mech. He also rebuilt the legs ta contain Jump Jets. He
stripped out some o' the armour out o' need 'cause he
needed ta install a wide variety of weapons on such a
heavy platform. He also installed a more advanced engine
to help make tonnage available for this designs primary
weapon, a mighty ZGMF Rapid Fire 20 AC. O' course I'm
disregarding some of the designs other and no less mighty
weapons, but when ye have a gun that big, ye tend to
forget abou' everythin' else. This design was needless ta
say well recieved by her ladyship. So what do ya say lad,
what's good enough for a lady is good enough for me?
Wha...wha dae ye mean ye don' want some bleedin'
ladies' design? Fine....then what abou' a nice Baratheon?
Good, then let's gae into me office and talk price.
-Jonathan Tweet, Salesman, Northwind Office

Type: AS-NAS1 Cornugon
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 100


           

Equipment   Mass

Internal Structure:       10.0

Engine: 300 XL     9.5

  Walking MP: 3

  Running MP: 5

  Jumping MP: 3

Heat Sinks: 14 [28]     4.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 256     16.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 31 38

  Center Torso (Rear):   13

  R/L Torso: 21 26

  R/L Torso (Rear):   9

  R/L Arm: 17 28

  R/L Leg: 21 35


BV : 1527 Cost : 25896500

Weapons and Ammo   Location Critical Heat Mass

Jump Jet(s)   CT 1 0 2.0

Ultra AC/20   RA 10 8 15.0

@Ultra AC/20 (10)   RT 2 0 2.0

Jump Jet(s)   RL 1 0 2.0

Jump Jet(s)   LL 1 0 2.0

AP Pod   RL 1 0 0.5

AP Pod   LL 1 0 0.5

ER Small Laser   CT 1 2 0.5

C3 Computer   LT 5 0 5.0

LRM-15   LA 3 5 7.0

@LRM-15 (8)   LT 1 0 1.0

@LRM-15 (8)   LT 1 0 1.0

Large Pulse Laser   LA 2 10 7.0

ER Large Laser   LA 2 12 5.0

SRM-4   LA 1 3 2.0

@SRM-4 (25)   LT 1 0 1.0

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/23/2007  

A good firepower at close range but not enough armor to keep it out of trouble. I have nothing about the leading from the front attitude, you just have to boost enough armor to do so.
You could drop the ER Small Laser and put a little more armor.
I also do have a problem with the way your weapons are put. On the modern battlefield with targeting computers and pulse weapons, putting everything in the arms is dangerous. You should split your weapons bringing more to the torsos (this can be done with a little patience and twist).

Ironraven 0 9/18/2007  

Nice alternative to the Atlas, although I'm not sure I like the C3M being in an assault mech. I'd rather see more armour on it, and keep the C3M in mech that is less likely to draw excess attention (everyone pounds on the hundred tonner) or has heavier long range firepower than this. Or trim the weight- you can probably get all of this into a 90 or 95-ton chassis.

Queek One-Eye 0 9/18/2007  

Ack....did I accidentally mark this as level 1. My bad...and thanks for the feedback.

Prince of Darkness 3 9/18/2007  

Problem- this is not level 1. The XL engine, Puls Lasers, ER lasers, Ultra AC, C3 Computer, AP pods...hell, only the SRM 4, LRM 15's, the IS and Armor aren't Level 2.

Otherwise, it is a command 'mech with a short-ranged bite, but I fear it doesn't have a good long one (It has lower armor and only a LRM 15 & ER Large for long-ranged power). I would replace the Ultra with a Gauss Rifle- the AP pods, LPL, and SRM will be enough in short ranged-fight. The jets also would really do well for the GR.

Remember- XL's and C3 masters should NEVER get in close.

-PoD

Lasergunner posted this 24 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #9111
SATURDAY, OCTOBER 06, 2007
31 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=9111]

Vimes VIM-X42

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Queek One-Eye

Armory: Northwind Armour Solutions

 


Faction Availability

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Tags

melee specialist

BATTLEROM IMAGE FEBRUARY 2, 3067

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

VIM-X42 Vimes

Mass: 70 tons
Chassis: NAS-V1M
Power Plant: VOX 280
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4x Swingline X-1000
Jump Capacity: 120 meters
Armor: NAS-EX Ferro-Fibrous
Armament:
DW412-F Hatchet
ARBI-7312 Sword
2x T3H-6P4CK Streak Launchers
2x Jurgen PulsarM
Jurgen LongshotS
Manufacturer(s):
Northwind Armour Solutions
Communications System: COP P3R Comm Unit
Targeting & Tracking System: COP R2D T&T



Overview:

The Vimes...one of the premier melee 'mechs ever to enter 
the heavy circuit. Armed with both a sword and a hatchet, 
the Vimes could switch between accurate sword strikes or 
brutal hatchet ones. The design also carries two Streak 
missile launchers and a pair of Jurgen PulsarMs for when 
its opponents kindly sit just outside of the reach of his twin 
blades. The design features Jump Jets and is able to out 
maneuver other heavy designs. The design is credited to 
the Old Man himself, who, according to stories heard 
trickling back to us from the Northwind Armour Solutions 
Offices, named it after a character from 20th century 
Terran literature, once again proving the Old man's love 
of everything from the period.

Type: VIM-X42 Vimes
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 70


           

Equipment   Mass

Internal Structure:       7.0

Engine: 280     16.0

  Walking MP: 4

  Running MP: 6

  Jumping MP: 4

Heat Sinks: 10     0.0

Gyro:       3.0

Cockpit:       3.0

Armor Factor: 215 FF     12.0

    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 33

  Center Torso (Rear):   11

  R/L Torso: 15 20

  R/L Torso (Rear):   9

  R/L Arm: 11 22

  R/L Leg: 15 30


BV : 1186 Cost : 6713499

Weapons and Ammo   Location Critical Heat Mass

Hatchet   RA 5 0 5.0

2 Jump Jet(s)   LT 2 0 2.0

2 Jump Jet(s)   RT 2 0 2.0

Sword   LA 5 0 3.5

Streak SRM-6   RT 2 4 4.5

Streak SRM-6   LT 2 4 4.5

@Streak SRM-6 (15)   LT 1 0 1.0

@Streak SRM-6 (15)   RT 1 0 1.0

Medium Pulse Laser   RT 1 4 2.0

Medium Pulse Laser   LT 1 4 2.0

ER Small Laser   H 1 2 0.5

CASE   RT 1 0 0.5

CASE   LT 1 0 0.5

 


User Reviews

User Rating Posted Updated

Ironraven 0 10/9/2007  

Depending on your point of view, three and a half or five tons are wasted on this. If you get your your hatchet shot up, just don't dance close- I don't really see the point of needing a back up, becuase if you are too surrounded to get out you're going down any way. Options are good, but for the weight I'd rather have an ERML or two in this era.

Cowboy 4 10/8/2007  

I like it.. as an Arena fighter, I REALLY like it.

Good job.

I'm a decent supporter of the dual melee weapons as in the case you said it needs to switch accuracy for damage or vice versa, or in the case of simply one of them gets blown off. 


Good job! Interesting design.

Queek One-Eye 0 10/7/2007  

As it says in the fluff...options. Because sometimes you need to sacrifice damage for accuracy or accuracy for damage. And I could have sworn I upgraded the heat sinks to doubles....oh well.

Ice Hellion 0 10/6/2007  

I do not really see the use of having two close combat weapons as you can use only one at a time.
I would rather use the weight saved by dropping one to add a MASC to allow this 'Mech to get in the right range quicker.

The heat management is okay: if you can fire one of your Streak by round and you walk, you should gain only 3 points of heat. However, if you are planning on jumping and firing at will, I would upgrade the Heat Sinks to Double ones.

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