Designer: Stolen Thunder / Armory: Carthage Mechworks

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Lasergunner posted this 26 June 2017

Umbraco!  I think I speak for many when I say this armory has been missed. 

 

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Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6811
SATURDAY, AUGUST 12, 2006
UPDATE: 8/12/2006
67 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6811]

Warhammer WHM-6X

Level: Custom Level 2 / 3050

Technology: Inner Sphere Biped

Tonnage: 70 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

ComStar Inner Sphere

Taurian Concordat Periphery

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BATTLEROM IMAGE JANUARY 30, 3051

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Warhammer WHM-6X

Tech: Inner Sphere / 3050

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: StarCorp 100 Standard

Power Plant: 280 VOX Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Leviathan Lifters Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Leviathon Plus Standard

Armament:
2 RAMTech 1200X ER Large Lasers
3 Hovertec Streak Streak SRM 2s
2 RAMTech 800P Medium Pulse Lasers
2 Diverse Optics Type 10 Small Lasers
Manufacturer:    StarCorps Industries
   Location:    Loburg
Communications System:    O/P 3000 COMSET
Targeting & Tracking System: O/P 1500 ARB


Have you ever seen a Warhammer fly?

I have. To say that the sight is unsettling is one of the biggest understatements I have heard during my career. Imagine seventy tons of steel and titanium, hell bent on destroying everything in its sight. Now, imagine that very same seventy ton machine take flight; then try to tell me the thought of it doesn't bother you, at least a little bit.

When my assault company encountered this particular variant, it was during the battle for Graham IV. The fighting was intense, but we were slowly beating back the Star League forces. As we attempted to wrestle control of the planet from their hands, an all-Warhammer lance managed to break through our lines, and proceeded to destroy everything with the Rim Worlds' banner attached to it. The sight was horrific, four Warhammers in our rear areas, while the rest of the battalion was at our front. Even the assault lance we re-deployed to the command post was no match for these machines. Our mechwarriors were unable to bring the interlopers down, meanwhile the four machines simply ignored the weapons fire, by either dodging our own fire, or simply allowing their armor to absorb the terrible energies being unleashed onto them.

These new Warhammer models are most certainly a sign of things to come, as even our own technicians are incapable of making our new battlemech models combat-viable, while the state-less Star League Defense Forces are receiving brand-new, fully functional machines while in the field. For this reason alone, Sire, I tender my resignation from the Rim Worlds Republican Guard, and leave your service, for I fear the time of the Amaris House is at an end, and I do not wish to see the end of this glorious era.

-Colonel Mark Bridges

*Final communication to be received from Colonel Bridges, of the 832nd Amaris Dragoons*

 

Overview:

The WHM-6R Warhammer has been in use for centuries, and has been hailed as one of the premiere heavy combat 'mechs available to the Inner Sphere. Introduced by StarCorp in 2515, the original Warhammer model has seen extensive use in every military outfit in existence, and several battlemech production companies have recently begun producing field upgrade packages for the venerable machine. ComStar has recently requisitioned their own variant, with the technical specifications being based on a recently re-discovered Star League-era variant model. This model was so limited in its production numbers that no surviving copies survived the First Succession War, even in ComStar equipment caches. No combat records of this particular Warhammer model exist in any official records, either, in fact the only mention of the WHM-6X is in communication records from the Amaris troops to their commanders, during the Civil War. It is from these records that ComStar has managed to put together the combat record of this relatively unknown machine.

The Warhammer is currently in production at the Carthage Mechworks plant in the Taurian Concordat, and it is rumored that ComStar has allowed CMW to market this newer, more effective model to the Taurian Defense Forces. The only stipulation in this contract is that ComStar's production orders are filled first, and this leaves the TDF waiting for the production facilities to be retooled to produce WHM-6X's almost exclusively.

Capabilities:

Based on the original WHM-6R Warhammer, the -6X model is nearly identical to the original production prototype. Utilizing the same VOX 280 power plant as the original, the land speed remains the same, although the addition of four Leviathon Lifter Jump Jets adds considerably to the maneuverability profile of the heavy 'mech.

The original Warhammer was known as a heat hog, often overheating in extensive battles, and it is presumed that this reputation is what prompted the upgrade to the coolant systems. By utilizing double-strength heat sinks, the total weight of the coolant system was actually allowed to decrease, from a hefty eighteen tons, to the current fourteen. The current weapons array is still capable of quickly overwhelming the new heat exchange system, although the problem is not a severe as it was in previous models. the reduction in the weight of the coolant system allowed the Star League engineers to layer on even more armor than the original Warhammer carried, raising the level of protection level substantially. With an extra two tons of Leviathon Plus armor plating covering the WHM-6X, the already impressive armor coverage of the Warhammer was increased to nearly the same level as some assault-class 'mechs.

The main armament of the WHM-6X is still arm-mounted, the same as the WHM-6R, but the resemblance ends there. Each arm houses a single RAMTech 1200X Extended-Range Large Laser, which provide nearly the same amount of firepower as the old Donal Particle Cannons, with an even longer reach, at the cost of slightly increased heat output. The close-range weapons have been completely revamped, with the inclusion of newer technologies. Replacing the old Holly Short Range Missile Pack, are three Hovertec Streak SRM-2's, the addition of Streak technology ensures that when the Warhammer fires its missile battery, it hits what it aims at. The WHM-6R's Small Laser systems were retained, although, since   the make and model of the older lasers are difficult to obtain, the new Warhammer carries the readily available Diverse Optics Type 10 Small Lasers. The main modification done to the short-range weaponry was the removal of the Sperry/Browning Machine Guns, to make room for the new RAMTech 800P Medium Pulse Lasers, which take the place of the outdated Martell Medium Lasers of the -6R.

With the increased effectiveness of the WHM-6X's weaponry, mobility, and protection, many   military analysts believe that the Warhammer will reclaim its title as the best heavy 'mech in production. This may be a little premature, however, as many of the recent advances in technology render some of the advanced technology on the -6X outdated already.

Battle History:

"This is Hammer One, engaging enemy heavy lance inside the command compound, requesting backup."

"Hammer, this is Bulldog, say again...requesting reinforcement?"

"Affirmative, Bulldog. Enemy battlemechs are systematically destroying the command compound, and ignoring our fire, sir."

"Hammer, concentrate fire, and hold. Sending Dagger lance to your position."

"Acknowledged, Bulldog. Continuing concentrated barrages on enemy heavies, awaiting reinforcement by Dagger lance."

A pause, roughly three minutes long, in the communications recording. This is due to the censoring of non-related battle-chatter, which has been filtered out by ROM scribes.

"Bulldog, Dagger. Hammer lance is effectively destroyed, sir. Enemy battlemechs have moved to the southern areas of the compound, and are currently razing the staff buildings. Instructions?"

"Dagger, elaborate; Hammer lance is effectively destroyed?"

"Affirmative, Bulldog. Hammer one is destroyed, sir. His Devastator ends at the chest. Nothing higher than that, sir. Two is currently shutdown, power plant safeties are engaged, it looks like her engine shielding was burnt through. Three and four are smoking ruins. No identifiable remains."

"Dagger, assessment? Orbital bombardment?"

"Three and four, definitely, sir. One and two were taken out by enemy ground fire and physical combat."

"Dagger, retrieve battleroms from downed friendlies, and retreat. Repeat: Retreat. Do not engage enemy heavies."

"Sir, too late, they've spotted us. They're Warhammers, sir. Nothing more.....what the...."

Approximately 45 seconds of static pass, indicating that the communications line was left open.

(Frantically)"Bulldog, these things are not standard Warhammers. One of them just jump-kicked Jimmy's Hunchback. Jesus, his mech's trashed. Sir, we're not going to get out of here, these things are keeping pace with us...."

Another 30-second pause, although heavy breathing can be heard in the recording, along with heavy weapons-fire, presumably rapid-fire Autocannon, and missile launchers of various sizes.

"Bulldog, Dagger. I've signaled our surrender, but I don't think these guys are going to accept....."

In the following seconds of static, a single gunshot can be heard. The recording ends here, with the commander, later to be discovered as Colonel Bridges, frantically trying to raise the members of Dagger and Hammer lances, with no success.

Deployment

Only a handful of WHM-6X Warhammers have been built to date, and these are being deployed   to ComGuard units that are registered as understrength. The highest concentration of new Warhammers has been deployed with the 366th Division, currently stationed on Terra Firma. With the deployment of such a new machine to a relatively green unit, the the intentions of the ComGuard command is clear; this new Warhammer model is to be mass produced, and issued to every unit, possibly with at least one going to each Level II unit in the field.


Type/Model: Warhammer WHM-6X

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Standard 0 7.00

Engine: 280 6 16.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 14 Double [28] 9 4.00

   (Heat Sink Loc: 2 RA, 1 LT)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 192 pts Standard 0 12.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 30

  Center Torso (Rear):   7

  L/R Side Torso: 15 22/22

  L/R Side Torso (Rear):   5/5

  L/R Arm: 11 19/19

  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

3 Streak SRM 2s RT 6 50 4 5.50

   (Ammo Loc: 1 RT)

1 Medium Pulse Laser RT 4   1 2.00

1 Small Laser RT 1   1 .50

1 Medium Pulse Laser LT 4   1 2.00

1 Small Laser LT 1   1 .50

CASE Equipment: RT     1 .50

4 Standard Jump Jets:       4 4.00

   (Jump Jet Loc: 2 LT, 2 RT)

TOTALS:   40   55 70.00

Crits & Tons Left:       23 .00


Calculated Factors:

Total Cost: 6,722,084 C-Bills

Battle Value: 1,392

Cost per BV: 4,829.08

Weapon Value: 1,439 / 1,366 (Ratio = 1.03 / .98)

Damage Factors:    SRDmg = 27; MRDmg = 13; LRDmg = 5

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

    Damage PB/M/L: 4/3/1,   Overheat: 2

    Class: MH,   Point Value: 14


 


 


User Reviews

User Rating Posted Updated

Ice Hellion 0 8/21/2006  

I have to agree with Doc. It is no more a Warhammer (it misses the PPC). It might be a spin off from it (and I think it should be) but it could difficulty be labelled a Warhammer.
Apart from that, it is great: mobility, firepower and armor. Really great.
I just have one fluff issue: in 3050, would ComStar give the Taurian Concordat an advantage like that (even if they are in last position to receive such a 'Mech)? They would rather make it on Earth.

Doc 3 8/15/2006  

I suppose it is a good 'Mech. Good fluff. Good pictures. It just doesn't strike me as a Warhammer though. I know we've seen radical variants, but I probably would have gone the route of a new design based off of the Warhammer, instead of making it a variant. Nothing really just stands out about this design to me.

Samak 5 8/13/2006  

OK Stolen Thunder, I tried to force myself to hate this mech. You took my all time favorite Canon mech, and took away what I liked the most, the twin PPCs. Yes, the art work was fantastic, yes, the fluff is awsome. But you removed the PPCs.

Then I stepped back and looked at it as a "New" mech, and decided that its a great design. Great range and weapons layered. The heat and armour problems of the 6R have mostly been solved. Great job, although you still removed the PPCs

Warhawk 5 8/12/2006  

Nice bit of fluff and some really good images. Heavier firepower and much more maneuverability makes for a deadlier 'Hammer model.
Nice job.

Ironraven 0 8/12/2006  

Nice upgrade, particularly the jump jets. Good art, great fluff. These should scare the snot out of people the first time they run into them. 

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6551
TUESDAY, JULY 04, 2006
85 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6551]

Flashpoint FPNT-1X

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Circinus Federation Periphery

Magistracy of Canopus Periphery

Marian Hegemony Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

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BATTLEROM IMAGE NOVEMBER 25, 3012

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Flashpoint FPNT-1X

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 25 tons

Chassis: Carthage Light Standard

Power Plant: 125 Core Tek Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
1 Donal PPC
Manufacturer:    Carthage Mechworks
   Location:    Carthage
Communications System:    O/P 3000 COMSET
Targeting & Tracking System: O/P 911

Overview:

Designed and built to provide Periphery forces with a hard-hitting, yet cost effective battlemech, the Flashpoint has been in service with several Periphery States for over a dozen years.

 Initially designed and built in 3012, the original FPNT-1X prototype is the same model being produced in mass quantities by Carthage Mechworks in the Taurian Concordat today. The simple, one-weapon design, coupled with the heavy armor protection, provides for a light battlemech that can perform in a variety of heavy-combat roles, most notably, the role of scout hunter. In this role, the Flashpoint excels, mainly because of the long reach of its main armament.

Capabilities:

Beginning with a revamped Mongoose frame left over from the beginning of the Succession-war era, the Flashpoint design team gave the prototype a stable platform to mount all the necessary equipment for the light trooper 'mech. By wrapping the frame in five-and-a-half tons of diamond-weave armor plating, Carthage engineers provided the FPNT-1X with more protection than is normally afforded to light 'mechs, ensuring the small 'mech would be able to survive in even the most dangerous conditions.

Using a slightly upgraded Core Tek model 120 engine from the Stinger, the Flashpoint is capable of reaching land speeds of nearly ninety kilometers an hour. While this is not the fastest, nor the most agile, of light 'mechs, the Flashpoint is certainly able to keep pace with most of the other Combat-oriented light 'mechs currently in production.

 Mounting only a single weapon, the Flashpoint is not nearly as flexible as many other battlemechs in combat situations, although when it is used in the specific situations it was designed for, the FPNT-1X is capable of out-performing many of the more common battlemechs that currently fill its particular battlefield niche. The single main gun comes in the form of the Donal Particle Projector Cannon, imported from the Warhammer production facilities on Sterope. While the shipping costs are steep, the designers, along with the Taurian Defense Force, wanted the only weapon system on the Flashpoint to be as reliable as possible. To help compensate for the heat build-up of firing the massive Donal PPC, an extra heat sink was installed on the Flashpoint, ensuring that the 'mech could keep up a prodigious firing rate, and not suffer from crippling heat build-up.

Variants:

The only variant in production, along with the prototype, is the FPNT-1X-2, which is almost an entirely new machine. By removing the Donal PPC, and replacing it with a Sunglow Type 2 Large Laser, the designers were able to upgrade the power plant to an even more powerful Core Tek model 245, increasing the Flashpoint's land speed to nearly 120/kph. The slight reduction in heat build-up also facilitates the removal of the extra heat sink, allowing the -1X-2 to retain the same armor arrangement as the prototype model. While this improvement in speed would come at only a slight decrease in offensive firepower, the designers still see the -1X-2 model as a less powerful, and less useful, model than the -1X model. The FPNT-1X-2 is still produced in small numbers, however, about one of every six Flashpoints produced at the Carthage plant are of the -1X-2 model.


Type/Model: Flashpoint FPNT-1X

Mass: 25 tons

Equipment:   Crits Mass

Internal Structure: 43 pts Standard 0 2.50

Engine: 125 6 4.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 11 Single 6 1.00

   (Heat Sink Loc: 1 HD, 3 LT, 2 CT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 88 pts Standard 0 5.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 8 12

  Center Torso (Rear):   3

  L/R Side Torso: 6 10/10

  L/R Side Torso (Rear):   2/2

  L/R Arm: 4 8/8

  L/R Leg: 6 12/12


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 PPC RT 10   3 7.00

TOTALS:   10   40 25.00

Crits & Tons Left:       38 .00


Calculated Factors:

Total Cost: 1,817,916 C-Bills

Battle Value: 570

Cost per BV: 3,189.33

Weapon Value: 287 / 287 (Ratio = .50 / .50)

Damage Factors:    SRDmg = 6; MRDmg = 6; LRDmg = 2

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

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

    Class: ML,   Point Value: 6


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 7/26/2006  

The modern Hussar. The 2X is fast, mean and has quite a punch.
The 1X is not so fast but who would expect such a punch from a light 'Mech.
Really nice job from the Periphery.

Tigershark 5 7/16/2006  

Hollander clone if i'm not mistaken.

Gauntlet 0 7/5/2006  

hehe...nice. Mean little bugger!

Warhawk 0 7/5/2006  

This thing is killer on a 3025 battlefield. I would be a deadly anti-scout 'Mech and a good companion for heavy 'Mechs as extra support.
I do like the X2 model and think that it would even more useful, especially with its greater speed and no minimum range.
Great work and a nice design.

Mr. Ghost Bear 0 7/4/2006  

Not bad, but as a slow light mech with some bite, it will be a 

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6694
MONDAY, JULY 31, 2006
UPDATE: 7/31/2006
69 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6694]

"Guardian" XX-2X

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

 


Faction Availability

All Factions

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BATTLEROM IMAGE JUNE 11, 3025

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: ¨Guardian¨ XX-2X

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 30 tons

Chassis: Standard

Power Plant: 120 GM Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Standard

Armament:
4 Machine Guns
4 SRM 2s
2 Small Lasers
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

As with the "Rebel" battlemech, the true origins of the newer "Guardian" are shrouded in mystery. Obviously built in the same haphazard fashion as the "Rebel", the "Guardian" incorporates a few surprising innovations into its basic design. The addition of these inventive design elements leads some researchers to believe that the Bandit Kings are becoming increasingly aware of the shortcomings in their battlemech forces. With the "Guardian", the Bandit Kingdoms are showing an alarmingly high ability to arm themselves.

Shown by the methods used to build the "Guardian", the Bandits are also demonstrating their amazing aptitude for utilizing scrapped and salvaged equipment. While the "Guardian" poses no serious threat to the security of Inner Sphere planet holds, the fact that the new model of battlemech even exists poses a new danger to all outlying planets; the Bandits are becoming increasingly more well-armed, and the origin of these new battlemech plans is completely unknown to the intelligence agencies of the Inner Sphere.

Capabilities:

Built entirely out of scrapped and salvaged parts, the "Guardian" has become an increasingly common sight in Bandit raids. The low, squat torso, with the short, almost stumpy legs, lends the battlemech a profile that is nearly indistinguishable from more common designs, such as the Urbanmech, or even the larger Jagermech. The internal frame used in the "Guardian" is most likely salvaged from other disabled 'mechs, and re-assembled in a tech-shed, with the only intentional modifications being the re-sculpting of the torso. Even though the re-sculpted torso resembles that of more common Inner Sphere 'mechs, researchers believe this to be more by accident, than by design. The new torso assembly is extremely spacious on the interior, making field repairs relatively simple, and quick. The low overall profile of the 'mech seems to be more for function, than any intentional "copycat" design element, as the lower stature of the 'mech naturally makes for a smaller target.

Utilizing he extremely common 120-rated fusion engine, the top speed of the "Guardian" is low, although the addition of four leg-mounted jump thrusters gives the design a little extra mobility. Six tons of diamond-weave armor plating cover the mech in a thick layer of protection, further enhancing the little 'mechs defensive abilities.

The weapons suite currently installed in the "Guardian" is seen as the best compromise that the Bandits could make, utilizing several smaller systems to provide the main firepower of the 'mech. Installed into the center torso of the 'mech are two Small Lasers, which provide for decent, if short-ranged, firepower. In each arm is a pair of Machine Cannons, with each arm housing a half ton allotment of ammunition. These weapons exist solely to provide short-range punch, and in most cases, they provide a heavy-hitting anti-infantry array. The main firepower of the "Guardian" comes in the form of four Twin-Tube Short-Range Missile Launchers, two in each side torso, and each pair is allotted a full ton of ammunition. These weapons are presumably used since the availability of the SRM-4 is somewhat less than that of the SRM-2, and having several smaller missile racks ensures the 'mech will not have its firepower seriously reduced by a single lucky hit.

Battle History:

The "Guardian" has seen its share of combat, almost always being deployed in a support-type role. It would seem that the main function of the 'Mech is to serve as a heavy-hitting close-range combatant, although none of these mechs have been captured intact to provide a means of testing their true abilities.

In one instance on Steelton, in the Lyran Commonwealth, the three "Guardian" class battlemechs deployed on-planet were responsible for not only delaying the reinforcements bound for Lear Mountain, but also for badly mauling the light tank company. For this one particular engagement, researchers believe that a secondary mission for the "Guardian" may be that of anti-vehicular warfare, but this theory has yet to be soundly proven.

Deployment

Used by several Bandit Kings, the "Guardian" battlemech has begun to raise suspicion as to whether the Bandits are beginning to cooperate on a heightened level, or if they are simply copying each others' successes. The implications of the former are grave, indeed, since a concerted effort on the Bandits' part may point to further invasions, and possibly a larger, more organized, terror war on the edges of known space.


Type/Model: ¨Guardian¨ XX-2X

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Standard 0 3.00

Engine: 120 6 4.00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 10 Single 6 .00

   (Heat Sink Loc: 1 HD, 1 LT, 1 RT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 96 pts Standard 0 6.00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 10 14

  Center Torso (Rear):   3

  L/R Side Torso: 7 10/10

  L/R Side Torso (Rear):   3/3

  L/R Arm: 5 9/9

  L/R Leg: 7 13/13


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 Machine Guns RA 0 200 3 2.00

   (Ammo Loc: 1 LA, 1 RA)

2 Machine Guns LA 0   2 1.00

2 SRM 2s RT 4 100 4 4.00

   (Ammo Loc: 1 LT, 1 RT)

2 SRM 2s LT 4   2 2.00

2 Small Lasers CT 2   2 1.00

4 Standard Jump Jets:       4 2.00

   (Jump Jet Loc: 2 LL, 2 RL)

TOTALS:   10   50 30.00

Crits & Tons Left:       28 .00


Calculated Factors:

Total Cost: 2,005,250 C-Bills

Battle Value: 442

Cost per BV: 4,536.76

Weapon Value: 185 / 185 (Ratio = .42 / .42)

Damage Factors:    SRDmg = 13; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 4J,   Armor/Structure: 2/3

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

    Class: ML,   Point Value: 4


*Editor's Note: This battlemech is currently not in production in any normal sense of the word. The Images being displayed are only the most accurate representations of the common "Guardian" battlemech. While all of the "Guardian's" in use will most likely have the same weapons and performance profile, they all will not, most certainly, share the exact same outward appearance.*

 


User Reviews

User Rating Posted Updated

Ice Hellion 5 8/15/2006  

Nice. I think this is a good guardian or a good support 'Mech for infantry (something akin to the first tanks).
The fluff is nice, the pics are great and the concept is brilliant.
Great job.

Samak 5 8/3/2006  

Good God Stolen Thunder, you took the Urbie and made it even more useless! I like the thoughts behind this mech, and I think it would be really good for pirate vs pirate, lots of grunts and armour to blow up, and few mechs. I could even picture some of the Periphery relms using this thing. Great job on a purposly bad mech.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6099
SATURDAY, MAY 06, 2006
UPDATE: 5/7/2006
88 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6099]

Fire Viper 2nd Line

Level: Custom Level 2 / 3058

Technology: Clan Biped

Tonnage: 50 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

  All Clan Factions Clan

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BATTLEROM IMAGE MAY 9, 3057

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Fire Viper

Tech: Clan / 3058

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 50 tons

Chassis: Standard

Power Plant: 200 Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: 4 Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: Standard

Armament:
1 Ultra AC/20
1 Medium Pulse Laser
1 ECM Suite
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

The original HBK-2 Hunchback was a simple, yet effective, close assault machine. It was this machine that inspired the introduction of the Clan-built Hunchback IIC. The main differences between the original and the Clan models are also the main flaws with the new Clan incarnation of this venerable design. The Hunchback IIC carries roughly twice the amount of firepower to the battlefield, but with only half the amount of ammunition, and even less armor coverage than the inner Sphere version.

The Fire Viper was built to more closely resemble the Inner Sphere Hunchback, which creates a much more effective close-range fighter. Swiftly becoming known as an inner-city stalker and woodland hunter, the Fire Viper's lack of extensive technological upgrades also helps to create a low-budget defensive chassis, not unlike the vaunted Urbanmech IIC.

Capabilities:

Beginning with an entirely revamped and lightened Mad Dog (Vulture) frame, the Fire Viper closely resembles many of the familiar front-line Omnimechs being fielded by the Clans, while dispensing with the bulky endo-steel internal structure. Ten-and-a-half tons of standard armor protect the vital internals, providing a layer of protection that is nearly unsurpassed in the fifty-ton weight range.

Utilizing a standard 200-rated fusion engine, the cost of the battlemech is kept to a minimum, while the compact nature of the standard engine lends a certain amount of survivability to the design. Although the weight of the standard engine keeps the top speed of the Fire Viper to 65 kph, the addition of four jump thrusters gives the battlemech enough mobility to remain dangerous in its chosen battleground.

Secondary to the battlemech's defensive systems is a Clan-built electronic counter-measure suite, further protecting the Fire Viper from enemy fire and detection in built-up areas. The ability to jump to a hidden area, and the ECM's ability to hide the battlemech from enemy sensors, have combined to create a deadly stalker, and an excellent "back-alley mugger" a title once held in reserve for the Star League-era Hunchback.

The weapons suite of the Fire Viper is well suited for the task of in-fighting, carrying much more punch into close-range combat than many other 'mechs in the same weight class. Mounting an Ultra model of the truly powerful 20-class Autocannon, the Fire Viper has the ability to reduce almost any opponent to a smoking ruin in just a few short salvos. Carrying enough ammunition for nearly two minutes of firing in ultra mode, the UAC/20 is by far the most devastating weapon employed in the Fire Viper's arsenal. Backing up the UAC/20 is a single Medium Pulse Laser, which has recently been upgraded by the Star Adders to one of their new Gatling Pulse Lasers. The placement of these weapons has been the subject of debate since the introduction of the Fire Viper, however. By placing the weapons in the torsos, the scientists reasoned, the weapons would be better protected than the arm-mounted weapons of so-called "traditional" battlemechs. The restricted field of fire, however, has left many an unwary pilot open to attacks to his rear quarters. The arms, however diminutive, do serve their own purposes, mainly to help stabilize the ungainly battlemech while in flight. By using small variable-angle "fins" built into the arms, the Fire Viper   pilot is able to control not only the facing of his battlemech while jumping, but he can also control his rate and angle of descent, making the normally rough landing of a fifty-ton machine into a much smoother and controlled affair.

Variants:

The only variant produced to date is a fire-support variant with limited use in mobile campaigns. By replacing the UAC/20 with twin LRM-20s, the same amount of firepower is kept, with a huge increase in the reach of the weapons systems. A second Medium Pulse Laser accompanies the first in the left torso, providing for a little extra close-in firepower.

Deployment

Nearly every Clan makes use of the Fire Viper, although the highest concentration is in the Star Adder touman, who utilize the Fire Viper instead of the Hunchback IIC's that are so common in every other Clan.


Type/Model: Fire Viper

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Standard 0 5.00

Engine: 200 6 8.50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 10 Double [20] 4 .00

   (Heat Sink Loc: 2 LT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 168 pts Standard 0 10.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 25

  Center Torso (Rear):   6

  L/R Side Torso: 12 19/19

  L/R Side Torso (Rear):   5/5

  L/R Arm: 8 16/16

  L/R Leg: 12 24/24


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Ultra AC/20 RT 7 20 12 16.00

   (Ammo Loc: 4 RT)

1 Medium Pulse Laser LT 4   1 2.00

1 ECM Suite HD 0   1 1.00

4 Standard Jump Jets:       4 2.00

   (Jump Jet Loc: 2 CT, 1 LL, 1 RL)

TOTALS:   18   49 50.00

Crits & Tons Left:       29 .00


Calculated Factors:

Total Cost: 4,465,000 C-Bills

Battle Value: 1,589

Cost per BV: 2,809.94

Weapon Value: 1,131 / 1,131 (Ratio = .71 / .71)

Damage Factors:    SRDmg = 31; MRDmg = 13; LRDmg = 0

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

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

    Class: MM,   Point Value: 16

    Specials: ecm


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User Reviews

User Rating Posted Updated

Ice Hellion 0 5/13/2006  

Really nice job. You managed to make a new Hunchback while using your famous Gatling Pulse Lasers.
Impressive.

Gauntlet 5 5/8/2006  

There ya go ST! Simple yet effective, both mech AND fluff! Dangerous machine, with well documented flaws and the reasons behind them! Nice work! Excellent pics, as always! Bravo!

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6168
WEDNESDAY, MAY 17, 2006
74 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6168]

Scion 2nd Line

Level: Custom Level 2 / 3058

Technology: Clan Biped

Tonnage: 20 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

  All Clan Factions Clan

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BATTLEROM IMAGE MARCH 4, 2832

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Scion

Tech: Clan / 3055

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 20 tons

Chassis: Endo Steel

Power Plant: 180 Fusion

Walking Speed: 97.2 km/h

Maximum Speed: 151.2 [194.4] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:
2 ER Medium Lasers
1 ECM Suite
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

First concieved in 2832, the Scion Battlemech was intended as the next logical upgrade of the venerable Mongoose, which had, until that point , served with distinction in scout command roles. As the new upgrades were applied to the battlemech, however, it quickly became evident that a completely different battlefield role would be filled by the new machine. Utilizing the latest in electronic equipment, the new Scion would become one of the most sought after light batlemechs in Clan space, at least, until the advent of the Omnimech.

 For the next twenty years, the Scion battlemech would fill multiple roles on the battlfield, although it was it's most frequent mission of providing quick assistance to embattled infantry that would eventually lead to the quick decline in the design's use. After the Wolves introduced the Elemental Battlesuit, the need for a battlemech to support infantry quickly dissapated. It was then, that the Scion was phased out of production in favor of more versatile Omnimechs, and many of the remaining Scions were mothballed into the various Clan Brian Caches. Throughout the remainder of the Golden Century, the Scion Battlemech would only see sporadic use in the various Clan Toumans, although the Ice Hellions would make use of the battlemech in several notable engagements.

Capabilities:

Based on a totally revamped and lightened internal frame, the Scion has lost any connection with it's parent design, and even the weapons array bears no real significant resemblance to Mongoose battlemech.

Starting with an Endo-Steel chassis, the Scion's total weight was dropped from the Mongoose's original twenty-five tons, to it's current twenty. The overall weight loss allowed the designers to increase the 'mech's land speed without making extensive modifications to the original power plant, further increasing the Scion's abilities on the battlefield for very little in the way of necessary adjustments. The addition of the relatively new Myomer Acceleration Signal Circuitry also allowed the Scion short bursts of nearly two-hundred kilometers per hour, greatly enhancing the light 'mech's usefullness in the cavalry roles it was later relagated to.

In order protect the battlemech's vital internal systems, three tons of ferro-fibrous armor were layered onto the framework, providing for better protection than many other twenty-ton battlemechs are afforded. To help to further protect the machine, two individual defensive systems were considered. The first to be considered was the Anti-Missile System, although this system was quickly removed for it's rabid consumption of ammunition, and the limited space in the Scion's internal areas for the required amounts of ammunition neccessary for extended missions. The second system, however, was retained, and to this day remains standard equipment on all functional Scions; the clan-built Electronic Counter-Measure Suite. Providing a defensive "net" around the Scion and any nearby friendly units, the ECM not only hides the Scion's Starmates from enemy sensors, but also foils any electronic aids the enemy may wish to deploy against them. Without the help of an advanced targeting system, the Scion's enemies will have an even more difficult time landing solid hits against the small 'mech.

By first replacing the Mongoose's original laser battery with newer Extended-Range models, the scientists began experiencing problems with the battlemech's coolant system. The newer lasers produced much more heat than the original, centuries-old models, and had a tendancy to completely overwhelm the existing coolant system. The decision was made to begin by replacing the original ten standard heat sinks with ten double-strength "freezers" in order to dissapate the large amounts of waste heat produced by the four lasers. The second alteration made to the weapons suite was the removal of the Mongoose's chest-mounted Medium Laser, and placing the Electronic Counter-Measure suite in the stead of the head-mounted Small Laser, and removing that weapon completely. The remaining arm-mounted Extended-Range Medium Lasers provide for decent medium-to-short range firepower, and with the increasing deadliness of the Clan lasers, these two weapons would compensate for the lack of the original model's four-laser arrangement.

Battle History:

fluff here
Variants:

The only variant of the Scion Battlemech to see action was the failed short-range barrage vehicle deployed by Clan Hell's Horses. Designed initially to support their vehicle forces in combat, the Scion B removed the twin Extended-Range Lasers in favor of four double-tube Short-Range Missile Launchers,. This variant also sacrificed a full ton of armor to facilitate the added weight of the ammunition bins, creating a battlemech much too thin-skinned to survive any real combat damage. Known as the Horse's worst invention, all of the surviving Scion B's were recalled, and re-modified to their original, Scion A configurations. 

Deployment

The Scion has been noted in every Clan Touman throughout the years, and almost every Clan can claim to field at least a binary's worth of these battlemechs. The most frequently deployed Scions, however, are those of Clan Ice Hellion, whom still make use of this ancient design to this day.


Type/Model: Scion

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Endo Steel 7 1.00

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

Engine: 180 6 7.00

   Walking MP: 9    

   Running MP: 14 [18]    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 6 .00

   (Heat Sink Loc: 1 LA, 1 RA, 1 RT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   1 1.00

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

Armor Factor: 58 pts Ferro-Fibrous 7 3.00

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


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 6 7

  Center Torso (Rear):   2

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 5/5

  L/R Leg: 4 7/7


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Medium Laser RA 5   1 1.00

1 ER Medium Laser LA 5   1 1.00

1 ECM Suite CT 0   1 1.00

TOTALS:   10   51 20.00

Crits & Tons Left:       27 .00


Calculated Factors:

Total Cost: 2,256,000 C-Bills

Battle Value: 842

Cost per BV: 2,679.33

Weapon Value: 343 / 343 (Ratio = .41 / .41)

Damage Factors:    SRDmg = 12; MRDmg = 8; LRDmg = 1

BattleForce2: MP: 9,   Armor/Structure: 1/2

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

    Class: ML,   Point Value: 8

    Specials: ecm


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User Reviews

User Rating Posted Updated

Ice Hellion 0 5/20/2006  

Nice job you have done there. It is fast, well protected, has some decent armor for a light unit and is both reliable and cheap thanks to the non use of a XL engine.
As you said it, I think it would work well as the newest Mongoose.
I cannot wait to see the battle history and I hope the Hellions might have their part in it.

PS: Keep me informed of the battle history or if you need any help. I will put a grade then.

Show Time 0 5/19/2006  

awesome images. very impressive

Gauntlet 4 5/17/2006  

Well, bloody hell, I like it! A very fast little sucker, this guy could handle scout roles very well. It's even got enough armor on it to take a hit from a medium laser! Good job, and excellent history. Can't wait 

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5909
SATURDAY, MARCH 18, 2006
UPDATE: 3/19/2006
77 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5909]

Mist Demon 2nd Line

Level: Custom Level 2 / 3058

Technology: Clan Biped

Tonnage: 25 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

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Battlemech

BATTLEROM IMAGE JULY 15, 3057

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Mist Demon

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 25 tons

Chassis: Endo Steel

Power Plant: 250 XL Fusion

Walking Speed: 108.0 km/h

Maximum Speed: 162.0 [216.0] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:
4 SRM 4s
1 ER Small Laser
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

The Mist Demon is known as the Star Adder's greatest disappointment. Built to provide a close-range barrage vehicle for second-line units, the Mist Demon proved to be more costly than any of it's designers could ever imagine. The rising project costs were not the only concern, either. Almost every test pilot suffered from one fatal equipment failure or another in the course of testing the various prototypes, causing the entire project to be scrapped after only six months of prototype testing.

The Mist Demon project was instated in 3057, when Clan leaders saw their slow battlemech forces outmaneuvered time and again by swift Ice Hellion 'mechs. The scientists were instructed to build a battlemech capable of not only keeping pace with the faster machines, but one capable of outrunning the notoriously quick machines fielded by the Hellions.

Capabilities:

At twenty-five tons, the Mist Demon is one of the lightest machines actually conceived by the Star Adder scientists. The first models mounted an experimental 300-rating extra-light engine, which was capable of powering the light machine to speeds in excess of 200kph. The only problem with the initial prototypes was that the internal structure in the legs was not capable of handling the stresses being placed on them by the myomer bundles, and thus the leg support structures were prone to shearing away from each other, causing catastrophic falls. After the installation of the more durable Endo-Steel internal supports, the leg structures could handle the abuse the myomer muscles placing on them, although this led to another problem. The bulky Endo-Steel internal structure placed in the hip areas had a tendency to warp slightly, as was the intention, although the moving support beams were placed near the extremely fragile engine housing. The moving parts had a tendency to pierce the engine housing, causing several prototypes to lose containment on their fusion bottles, causing the deaths of several test pilots.

Before the scientists had learned what the source of these engine failures was, the experimental extra-light engines were deemed too dangerous for general use in other models, and these were pulled from the Mist Demon project, as well. By using the smaller 250 extra-light engine, the Mist Demon's top speed was reduced to 160kph, although the use of the myomer Accelerator Signal Circuitry allowed for short bursts of over 200kph. Without the benefits of the much smaller experimental extra-light engines (dubbed the extra-extra-light), the Mist Demon's armor coverage was simply not adequate for any serious combat duty. With only three-and-a-half tons of armor coverage, the scientists opted for Ferro-Fibrous armor, even if it only marginally affected the amount of protection.

As a short-range barrage vehicle, the Mist Demon's primary armament is several Short-Range Missile launchers, each capable of firing four missiles every ten seconds. These weapons are spread throughout the upper body, one in each arm, and the other two in the upper shoulder areas. The missile launchers are fed from two torso-mounted ammunition bins,  each holding one hundred Short-Range Missiles. These bins are linked to their prospective sides, with long feed belts going to the arm launchers. These belts also caused severe problems of their own, as each arm has the capability to rotate completely around the shoulder, doing this has caused the feed belts to twist, jamming the missiles into the twisted portion of the feed has led to many prematurely detonated missiles. Normally a single missile detonating within the confines of the loading mechanism would only cause the receiving launcher to go out of commission, but with the feed belts on the Mist Demon, the exploding missiles always set off a chain reaction, leading the detonation of the entire ammunition bin, causing the loss of almost half the 'mech. The only way to solve the problem was to install a feed-interrupt circuit, so that when the arm is turned past the 45-degree point, either up or down, the feed system shuts down, preventing the missiles from even moving towards the launcher. Installing this circuit fixed the problem, but created another, more dangerous problem on it's own. When the mechwarrior piloting the Mist Demon finds himself under constant attack in his rear quarters, he must return the 'mech's arms to the forward firing position in order to reload the missile launchers. In many of the tests, this cost the testing pilot many precious seconds, and on more than one occasion, his life.

The only secondary weaponry ever placed on the Mist Demon was a centrally-located Extended-Range Small Laser. This weapon only provides a little extra firepower at close range, and no real solace to the mechwarrior that finds his ammunition gauges reading at empty.

 

Battle History:

The Mist Demon was never deployed into the Star Adder touman, and has such, has never seen any significant action. There are accounts however, of older warriors requesting the opportunity to pilot this machine, ostensibly to further their chances for winning their last chance at glory and honor.

Deployment

The few Mist Demons that were actually produced are currently in storage, although the number of warriors requesting to pilot these machines may bring a few into combat deployment.


Type/Model: Mist Demon

Mass: 25 tons

Equipment:   Crits Mass

Internal Structure: 43 pts Endo Steel 7 1.50

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

Engine: 250 XL 10 6.50

   Walking MP: 10    

   Running MP: 15 [20]    

   Jumping MP: 0    

Heat Sinks: 10 Double [20] 0 .00

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   1 1.00

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

Armor Factor: 67 pts Ferro-Fibrous 7 3.50

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


    Internal Armor

    Structure Value

  Head: 3 8

  Center Torso: 8 8

  Center Torso (Rear):   3

  L/R Side Torso: 6 7/7

  L/R Side Torso (Rear):   2/2

  L/R Arm: 4 6/6

  L/R Leg: 6 9/9


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 SRM 4 RA 3 50 3 3.00

   (Ammo Loc: 1 LT, 1 RT)

1 SRM 4 LA 3   1 1.00

1 SRM 4 RT 3   1 1.00

1 SRM 4 LT 3   1 1.00

1 ER Small Laser CT 2   1 .50

TOTALS:   14   53 25.00

Crits & Tons Left:       25 .00


Calculated Factors:

Total Cost: 4,705,521 C-Bills

Battle Value: 771

Cost per BV: 6,103.14

Weapon Value: 382 / 382 (Ratio = .50 / .50)

Damage Factors:    SRDmg = 19; MRDmg = 3; LRDmg = 0

BattleForce2: MP: 10,   Armor/Structure: 2/2

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

    Class: ML,   Point Value: 8


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User Reviews

User Rating Posted Updated

Ice Hellion 0 3/22/2006  

Let me see: small, fast, with a nice punch but rather low armor. This is a 'Mech suited for the Hellions.
I am sure some bondsmen from our Clan made it.
Good job for the quality of the fluff and for the 'Mech.
Be sure that we will issue Trials of Possession for it.

Gauntlet 5 3/21/2006  

I really like the fluff here ST! A mech with problems is always nice to see! Good job. Fast, moderately powerful, not bad. As always, my only complaint is the lack of Jump Jets, but, as usual, it's a clan machine so it's nothing major.

Warhawk 5 3/19/2006  

This is a nice bit of fluff with some "realistic" problems. The design as a whole is a deadly short ranged 'Mech and it does have a good bit of speed necessary to run down those troublesome Ice Hellions.
Nicely done and fluffed.

Blue Lord 4 3/18/2006  

Awesome pics!! and a very nice light mech if not for it's technical difficulties. Only recomendation would be to move the small laser to face the rear. As the mech should be running away if it's out of ammo and it gives it a weapon while the pilot is reloading his arms.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5083
FRIDAY, DECEMBER 30, 2005
UPDATE: 3/2/2006
175 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5083]

Horned Adder 2nd Line

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 50 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

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BATTLEROM IMAGE JULY 14, 3067

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Horned Adder 2nd Line

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 50 tons

Chassis: Standard

Power Plant: 300 XL Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 [129.6] km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
2 Medium Pulse Lasers
1 Streak SRM 4
1 ER PPC
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

With the warrior caste's acception of the Sand Adder, Clan Star Adder scientists set about designing that model's larger, deadlier, offspring. The first of these designs to be tested was the 50-ton Horned Adder. Deriving it's name from the horn-like sensor towers projecting over the cockpit area, this battlemech also shares a bit of it's deadliness with that particular ancient terran viper. The Horned Adder is seen as the best blend of speed, protection, and firepower that any Clan has produced to date.

Capabilities:

Keeping with the idea that faster battlemechs would allow the new ex-Burrock warriors to come to their full potential, the Horned Adder utilizes technology rarely seen on a 'mech of it's size. Mounting a massive 300-rated extra-light engine, this chassis' normal land speed is just over ninety kilometers an hour. This is not the Horned Adder's maximum speed, however, as the Myomer Accelerator Signal Circutry enables the 'mech to reach an astonishing 120kph in short bursts.

Carrying ten-and-a-half tons of standard armor, the Horned Adder is protected well enough to engage any opponent in it's own weight class, and even stand up to larger models for short periods of time. This level of protection was seen to possibly be a psychological boon to the warrior, as the heavy layer of armor would give pilots a sense of toughness that mechwarriors piloting medium-weight battlemechs rarely possess.

Carrying roughly half of the firepower of the Timber Wolf A in such a light frame, the Horned Adder has proven itself to be deadly to most other medium-weight 'mechs. Arm-mounted Medium Pulse Lasers provide accurate medium-range firepower, and along with the torso-mounted Streak SRM-4, the close-range devastation this chassis can inflict is incredible. Initially only added to provide formidable long-range fire, the Extended-Range Particle Cannon has become the mainstay weapon for Horned Adder pilots. The ER PPC's mounting is heavily armored, ensuring that the weapon will remain functional long after the other weapons have either been rendered inoperable, or run out of ammunition.

Battle History:

With Delta Galaxy's recent action on Hoard, it was inevitable that the new Horned Adder would see action. The two Horned Adders and their mechwarriors assigned to Delta Galaxy performed admirably in their heavy recon and strike stars, surprising their Fire Mandrill opponents at almost every turn with their show of speed and firepower.

Variants:

Only a single variant of the Horned Adder has surfaced with any regualrity. Wishing for increased short-range firepower, several mechwarriors have replaced the arm-mounted Medium Pulse Lasers with a pair of Heavy Medium Lasers and two more heat sinks. The added damage is often helpful in close combat, although the difficulty in successfully hitting the target degrades this variant's usefullness in most engagements.

Deployment

Destined to be relagated to second-line units, the Horned Adder has nonetheless become a favored battlemech of many of the Burrock abtakha warriors. The most surprising of the deployment has been the addition of two of these battlemechs to the Star Adder Delta Galaxy, although these were only assigned at the individual warriors' request.


Type/Model: Horned Adder 2nd Line

Mass: 50 tons

Equipment:   Crits Mass

Internal Structure: 83 pts Standard 0 5.00

Engine: 300 XL 10 9.50

   Walking MP: 6    

   Running MP: 9 [12]    

   Jumping MP: 0    

Heat Sinks: 14 Double [28] 4 4.00

   (Heat Sink Loc: 1 LA, 1 RA)

Gyro:   4 3.00

Cockpit, Life Support, Sensors: 5 3.00

MASC:   2 2.00

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

Armor Factor: 168 pts Standard 0 10.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 16 24

  Center Torso (Rear):   7

  L/R Side Torso: 12 18/18

  L/R Side Torso (Rear):   6/6

  L/R Arm: 8 16/16

  L/R Leg: 12 24/24


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Pulse Laser RA 4   1 2.00

1 Medium Pulse Laser LA 4   1 2.00

1 Streak SRM 4 RT 3 25 2 3.00

   (Ammo Loc: 1 RT)

1 ER PPC CT 15   2 6.00

TOTALS:   26   45 50.00

Crits & Tons Left:       33 .00


Calculated Factors:

Total Cost: 10,234,500 C-Bills

Battle Value: 1,850

Cost per BV: 5,532.16

Weapon Value: 2,476 / 2,342 (Ratio = 1.34 / 1.27)

Damage Factors:    SRDmg = 34; MRDmg = 21; LRDmg = 6

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

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

    Class: MM,   Point Value: 19


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Prometheus Fire 5 1/25/2006  

Quick and Punchy this one. The speed and hard hitting PPC give a good set up for a short range followup. This one's going to do well!

Warhawk 0 1/12/2006  

Interesting design and a nice follow-up to the Sand Adder. This is going to be tough to take on.

Ice Hellion 0 12/31/2005  

Firepower that can be used all the time, protection and mobility (what more can you ask of a 'Medium 'Mech).
This shows that the Star Adders will soon become frightening also in tactical situations.
Nice job.

Stolen_Thunder 0 12/30/2005  

another nuts and bolts entry. fluff aint done yet.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5775
SUNDAY, FEBRUARY 26, 2006
UPDATE: 3/19/2006
197 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5775]

Hydra 2nd Line

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 100 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE APRIL 6, 3071

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Hydra 2nd Line

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 100 tons

Chassis: Endo Steel

Power Plant: 300 XL Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
2 Gauss Rifles
2 Medium Pulse Lasers
2 Large Pulse Lasers
2 Streak SRM 4s
1 ECM Suite
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

After the apparent lightening of the previously "top-heavy" Star Adder touman, Star Adder scientists quickly realized that the Clan's military might was being quickly watered down by the lighter designs. Even though the Sand Adder was more than a match for any of its contemporaries, it still lacked the firepower or endurance to handle larger opponents, or even multiple similar-sized enemies. The Horned Adder was very much alike, with adequate ability to engage opponents in its own weight class, yet being either completely outclassed by heavier designs, or humiliatingly outmaneuvered by lighter battlemechs. The introduction of the Sidewinder 'Quad led to strengthen the heavier combat clusters, although the limitations imposed by the chassis itself ensured that this particular design would see limited deployment. In oder to bolster the Star Adder forces, the scientist caste set about to bring new life into the Clan's heavy and assault clusters. By first improving on the ancient Black Mamba design, and then, furthering these advancements, the design team created something completely different; the massive, heavily armored, Hydra Assault Battlemech.

Built shortly after the upgraded Black Mamba was completed, the Hydra Assault Battlemech is nothing short of being a true assault 'mech. Standing nearly thirteen meters tall, the Hydra is easily the largest battlemech to ever be produced in any of the Star Adder production facilities. Intended to perform the most dangerous of combat assignments, the Hydra is outfitted to handle the toughest of opposition. Another key element in the Hydra's design is battlefield longevity, all the ammunition-dependent weapons mounted on the 'mech are supplied with ample reloads for protracted engagements, and the durability of the chassis itself is second to none. In keeping with this intention, Hydras are most often sent to engage the largest of the enemy battlemechs, a mission most Hydra pilots revel in.

Capabilities:

The extensive upgrades performed on the aging Black Mamba's allowed Star Adder scientists to experiment with differing upgrade packages, one of which led to the production of the Hydra. By retaining the Endo-Steel internal support structure, the weapons load was completely revamped, while the addition of an Extra-Light engine allowed for even more armaments than previously thought. The Extra-Light engine is of the 300 variety, allowing the Hydra to maintain land speeds of just over fifty kilometers an hour, enabling the Hydra to keep pace with most conventional assault 'mechs.

The bulky Endo-Steel frame is apparent from the first glance at these machines, as most of the battlemech's frame is so massive in relation to it's stature. Although the prototype designs used the faulty internal structure from the Black Mamba, the internal supports were upgraded for the production model, allowing the scientists to mount much heavier equipment in the upper torsos than the Black Mamba was able to carry.

Armor protection for the vital internals comes in the form of nineteen-and-a-half tons of standard diamond weave armor plating, the theoretical maximum for a chassis of this size. With this level of coverage, the Hydra is capable of withstanding almost any attack directed towards it. The electronics package was also enhanced in order to protect the Hydra from the various targeting aids now being installed in battlemechs. The Electronic Counter-Measure Suite is capable of jamming almost any of the electronics packages of enemy 'mechs, ensuring that the only weapon-fire a Hydra will encounter is unguided, helping to protect the machine in today's battlefield.

Built into the Hydra's massive frame are some of the most advanced, and deadly, weapons produced in Clan space. The main firepower of the battlemech is mounted in the arms, a single Gauss Rifle in each. Accurate at long range, these weapons are enough to disable most enemy 'mechs, and each is afforded a total of twenty-four combat rounds, more than enough ammunition for most engagements. Under slung from the Gauss Rifles are two of the new Gatling Pulse Lasers, of the Medium variety. These weapons were originally tested on the upgraded Black Mamba, and the intimidation factor garnered from the virtual firestorm these weapons create was seen as a boon to the Hydra's designers. Riding high on each shoulder is another pair of Gatling Pulse Lasers, these are of the Large models. Again, the psychological effects of being on the receiving end of these weapons was the reason they were included instead of traditional pulse lasers. Close range firepower is further enhanced by the inclusion of two Streak SRM-4s, one in the center torso, the other in the head. Twenty-five combat reloads are loaded for each of the missile launchers, ensuring that the Hydra will never run into ammunition problems with these weapons.

Battle History:

The Hydra class battlemechs have not seen any action and future production is currently on hold, as the formal trials of acceptance have not been completed. The designers and scientists involved in the Hydra program see the Hydras as the best show of the Star Adder Clan's prowess in all fields, including their ingenuity for redesigning older chassis'.

Variants:

Only one variant has been suggested for the Hydra, one which would create a weapon platform of terrible power. By replacing the twin Large Pulse Lasers with two Extended-Range Particle Cannons, the long range firepower of the Hydra would be devastating, although the extensive amounts of waste heat created by these weapons would nearly overpower the existing coolant system by themselves. By using strict fire control, the mechwarrior could employ this deadly array of weapons to great effect, although the designers feel that this weapons complement would simply be too much strain on the already overtaxed internal systems. Attempts to replace one of the Medium Pulse Lasers with a pair of double heat sinks have also been proved to be nearly impossible, due to the already cramped interior spaces of the frame, compounding the heat problem. This upgrade would be deadly at any range, as long as the warrior at the controls does not lose his sense of self control with so much firepower at his fingertips.


Type/Model: Hydra 2nd Line

Mass: 100 tons

Equipment:   Crits Mass

Internal Structure: 152 pts Endo Steel 7 5.00

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

Engine: 300 XL 10 9.50

   Walking MP: 3    

   Running MP: 5    

   Jumping MP: 0    

Heat Sinks: 17 Double [34] 10 7.00

   (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 2 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 46

  Center Torso (Rear):   16

  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 Gauss Rifle RA 1 48 12 18.00

   (Ammo Loc: 3 LT, 3 RT)

1 Medium Pulse Laser RA 4   1 2.00

1 Gauss Rifle LA 1   6 12.00

1 Medium Pulse Laser LA 4   1 2.00

1 Large Pulse Laser RT 10   2 6.00

1 Large Pulse Laser LT 10   2 6.00

1 Streak SRM 4 CT 3 50 3 4.00

   (Ammo Loc: 1 LT, 1 RT)

1 ECM Suite CT 0   1 1.00

1 Streak SRM 4 HD 3   1 2.00

TOTALS:   36   77 100.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 23,950,000 C-Bills

Battle Value: 2,874

Cost per BV: 8,333.33

Weapon Value: 6,802 / 6,489 (Ratio = 2.37 / 2.26)

Damage Factors:    SRDmg = 65; MRDmg = 51; LRDmg = 26

BattleForce2: MP: 3,   Armor/Structure: 8/6

    Damage PB/M/L: 10/8/5,   Overheat: 0

    Class: MA,   Point Value: 29

    Specials: ecm


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Warhawk 5 3/20/2006  

As with everyone else's comments, there isn't much that I can add onto this thing. Deadly firepower at every range, this will be a tough "nut" to crack.
Nice bit of fluff and a deadly design to boot.

Lonely Coyote 5 3/6/2006  

Solid design. The Gauss Cannons in the Arms is a great choice! The weapons are far reaching, and dangerous. The damage only goes up, as the enemy closes. Puting the SSRM 4s along the center-line of the 'Mech, with the ammo off to the sides is a dangerous choice, though. There is SO much ammo, that I fear it will cause more problems than the SSRM 4s solve. Time will tell.

The pic is awesome. It has a great sense of scale.
The fluff well written, and the pics add a lot to the overall package.

Great work here!

Gauntlet 5 2/27/2006 2/28/2006

UPDATE A.G.A.I.N.!
Nice man...looking GOOD! Keep it up!

UDATE...UPDATE
Okay mate...what the hell are you trying to do to me. For smitts and giggles, Skyhigh and I put this bad boy up against my Blodig Bjorn. Umm...does the term tough nut to crack mean anything to you? At anyrate, I won, but only because I got a golden shot from an ATM. I don't like this machine...IT'S TOO DAMN TOUGH!

Freakin hell man! 2 GR, 2LPLs and dual MPLs and SSRM-4s? Okay, that is just plain MEAN! How's the Blodig Bjorn supposed to compete with that? Not to mention that it's got enough DHS to use the weaponry well! Range Brackets anyone? EESH! Well, I can only say that, god have mercy on the soul of the pilot who takes on this badass, cause I'm sure the Hydra won't!

Ice Hellion 0 2/27/2006  

An impressive 'Mech that keeps on with your gatling pulse approach.
A nice mix between firepower (with a rather high level of ammo) and protection.
Nice work.

Stolen_Thunder 0 2/26/2006 3/7/2006

woo-hoo!! finally done!! i think. be sure to "mouse-over" the pics. some of 'em are inter-active like. oh!! now there's linkies in there, too!! thanks to gauntlet for helping me out on this (yep, im a copycat)

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6612
FRIDAY, JULY 14, 2006
UPDATE: 7/14/2006
57 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6612]

Osprey Omni

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 70 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE APRIL 6, 3066

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Osprey (Base)

Tech: Clan / 3067

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Standard

Power Plant: 350 XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:
29 Tons of Pod Space
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

When the time came for the Star Adders to deploy the Pit Viper into their touman, the Clan's leadership quickly came to the realization that the new OmniMech would need some special consideration in regards to what battlemech designs to pair the machine with. With the most common of the Pit Viper's configurations mounting close-range weapons arrays, the choice was made to team Pit Vipers with long-range support units, such as the Mad Dog. The only downfall to this deployment plan was the fact that the Star Adders had relatively few Mad Dogs in their touman, and were planning to produce several hundred of the Pit Viper OmniMech. The process of creating another OmniMech was quickly put into action, only this time, the end result would not be a fearsome infighter, such as the Pit Viper, but a devastating long-range combatant; the Osprey. Taking their cue from the Jade Falcons' Cougar project, the Adder scientists originally set themselves to simply improve the Mad Dog's basic chassis, and bring the aging Omni up to the technological level that the Pit Viper had been built on.  As time wore on, however, the scientists came to the conclusion that simply updating the Mad Dog's basic chassis was only going to solve a few of the problems with using technological components that the Star Adders did not have access to. By basing the Osprey on the Mad Dog, the Adder scientists already had a solid foundation to build on, and reconfigured most of the internal components, while actually adding another ten tons to the overall weight of the 'mech. By bringing the weight of the 'mech up, and reconfiguring the internal components, the scientists had actually taken their version of the Jade Falcon Cougar project a step further. Following the precedent set by the Jade Falcons, the new OmniMech was christened the Osprey, a sort of play on words, by using the Inner Sphere's designation for the Mad Dog as inspiration for the new 'mech's codename.

Capabilities:

Being based upon a battle-proven omnimech, the Osprey carries many similar components into battle as its progenitor once did.  While the Mad Dog carried mostly Ghost Bear components, the Osprey mounts an all Star Adder complement, making field repairs much simpler, as the various pieces of equipment are always in supply.

Beginning with a power plant upgrade, the Mad Dog's maximum land speed of nearly ninety kilometers an hour was retained, while the use of the extra-light engine kept the engine's weight increase to minimum. Eleven tons of Ferro-Fibrous armor plating were layered onto the internal framework, granting the Osprey much more protection than the Mad Dog was afforded, although the bulky Ferro-Fibrous armor had to be installed in a slightly different configuration. The amount of armor modification done to the Osprey prototype gave the 'mech a much different look than the Mad Dog, although the two are still similar enough to cause some amount of confusion.

In most of the configurations, the Osprey mounts extra cooling equipment, and while the interior space is cramped, the scientists discovered a new way of mounting these heat sinks; they are placed outside the main structure of the 'mech. By using a system first devised by Star League scientists, for the Hermes battlemech, the extra cooling pods are placed in fin-like projections, which not only increases their exposure to the cooling effects of moving air, but also alleviates any need to place them inside the tight quarters of the Osprey's internal areas.

The electronics package was also completely revamped from the Mad Dog's, with the inclusion of a hard-wired targeting computer, for all of the Osprey's direct-fire weapons. This equipment was installed with the notion that the Osprey would indeed be called on to provide direct-fire support, or even close combat, if necessary, and the mechwarrior needed to be able to hit his targets with a higher amount of accuracy than a standard targeting system would allow.

Variants:

The Osprey's Prime Configuration carries an all-too-well-known weapons package into battle. Mounting Extended-Range Large Lasers, Large LRM racks, and Extended-Range Medium Lasers, the Osprey Prime not only resembles the Mad Dog Prime visually, but also mimics it's progenitor in battlefield performance. While the ammunition load for the LRM launchers are light, they are only secondary to the energy weapons battery. The firepower of twin Extended-Range Large Lasers cannot be ignored, and it is these weapons that most mechwarriors rely on, only using the Long-Range Missile Launchers as supplements to the primary weapons. The Extended-Range Medium Lasers are of little consequence, as the Osprey Prime will rarely close to their effective range. When an Osprey Prime does come into close combat, however, the combined firepower of the laser battery provides for more than enough offensive ability for opponents to take notice. The addition of the targeting computer only enhances the Osprey's ability to deal devastating blows at the extreme ranges the weapons array is capable of reaching, while making close range encounters even more destructive.

The A Configuration of the Osprey makes use of the new Advanced Tactical Missile launchers, along with Extended-Range, and Pulse, versions of the Medium Lasers  Mounting a single ATM-9, along with an ample supply of ammunition, in each arm, the tactical flexibility inherent in these new missile launchers becomes apparent when An Osprey A gets involved in combat. Mounted in each side torso, is a single Extended-Range Medium Laser, along with a Medium Pulse Laser. While the Extended-Range Lasers provide for longer effective ranges, the Pulse Lasers provide an added bonus to accuracy, an ability that dovetails nicely with the targeting computer's enhanced targeting abilities.

The Osprey B mounts some of the most powerful long-range weapons available in the Clan arsenal, while the hard-wired targeting computer lends the so-called "sniper" configuration the ability to deal an inordinate amount punishment to all but the swiftest of enemies. Carrying a single arm-mounted Gauss Rifle, with an ample ammunition load, the Osprey B is capable of rivaling even some assault-class battlemechs for long-range killing power. Coupled with firepower of two Extended-Range Large Lasers, this alternate configuration is quickly becoming known for it's ability to disable, if not outright destroy, opponents within a few short salvos. The only known difficulties with this configuration involves the targeting computer, which tends to track erratically after the Gauss Rifle has been damaged. It is believed that this simply due to the electrical discharge from the damaged weapon's capacitors, although this theory has yet to be proven.

 

 

 

 

The C configuration of the Osprey is the only configuration intended expressly for close combat. Mounting an array of SRM launchers, Extended-Range Medium Lasers, and LB-X Autocannon, the Osprey C is only deployed to tight, confined areas where long ranged weapons are unnecessary. The only remotely long-range weapon on the Osprey C is the right arm-mounted LB 10-X Autocannon, which provides for excellent "city-sniping" capability. Four six-tube Short-Range Missile launchers grace the right torso, and left arm of the C configuration, which, by themselves, provide more destructive power than many other heavy battlemechs possess. The only energy weapons mounted on the Osprey C are twin Extended-Range Medium Lasers, which are of little solace to the mechwarrior that has depleted his ammunition stores.  Under the right circumstances, however, these weapons can be used quite effectively, if the mechwarrior uses the targeting computer to it's fullest ability.


Type/Model: Osprey (Base)

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Standard 0 7.00

Engine: 350 XL 10 15.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 11 Double [22] 0 1.00

Gyro:   4 4.00

Cockpit, Life Support: 5 3.00

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

Armor Factor: 211 pts Ferro-Fibrous 7 11.00

   (Armor Crit Loc: 1 HD, 3 LT, 3 RT)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 22 35

  Center Torso (Rear):   9

  L/R Side Torso: 15 23/23

  L/R Side Torso (Rear):   6/6

  L/R Arm: 11 21/21

  L/R Leg: 15 29/29


Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   38 41.00

Crits & Tons Left:       40 29.00


Calculated Factors:

Total Cost: 18,360,707 C-Bills

Battle Value: 796

Cost per BV: 23,066.21

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

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

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

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

    Class: MH,   Point Value: 8

    Specials: omni




Primary Configuration

Equipment:   Crits Mass

Heat Sinks: 21 Double [42] 20 11.00

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

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser RA 12   1 4.00

1 ER Large Laser LA 12   1 4.00

1 LRM 10 RT 4 24 3 4.50

   (Ammo Loc: 1 LT, 1 RT)

1 ER Medium Laser RT 5   1 1.00

1 LRM 10 LT 4   1 2.50

1 ER Medium Laser LT 5   1 1.00

1 Targeting Computer CT     2 2.00

TOTALS:   42   68 70.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 20,485,707 C-Bills

Battle Value: 2,260

Cost per BV: 9,064.47

Weapon Value: 4,243 / 4,243 (Ratio = 1.88 / 1.88)

Damage Factors:    SRDmg = 44; MRDmg = 36; LRDmg = 19

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

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

    Class: MH,   Point Value: 23

    Specials: omni




Configuration A

Equipment:   Crits Mass

Heat Sinks: 16 Double [32] 10 6.00

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

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Adv. Tact. Msl. 9 RA 6 42 10 11.00

   (Ammo Loc: 3 LA, 3 RA)

1 Adv. Tact. Msl. 9 LA 6   4 5.00

1 ER Medium Laser RT 5   1 1.00

1 Medium Pulse Laser RT 4   1 2.00

1 ER Medium Laser LT 5   1 1.00

1 Medium Pulse Laser LT 4   1 2.00

1 Targeting Computer CT     2 2.00

TOTALS:   30   68 70.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 21,186,957 C-Bills

Battle Value: 2,215

Cost per BV: 9,565.22

Weapon Value: 3,407 / 3,407 (Ratio = 1.54 / 1.54)

Damage Factors:    SRDmg = 36; MRDmg = 30; LRDmg = 2

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

    Damage PB/M/L: 9/6/1,   Overheat: 0

    Class: MH,   Point Value: 22

    Specials: omni




Configuration B

Equipment:   Crits Mass

Heat Sinks: 13 Double [26] 4 3.00

   (Heat Sink Loc: 1 LA, 1 RT)

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Gauss Rifle RA 1 24 9 15.00

   (Ammo Loc: 3 RA)

1 ER Large Laser LA 12   1 4.00

1 ER Large Laser RT 12   1 4.00

1 Targeting Computer LT     4 4.00

TOTALS:   25   57 70.00

Crits & Tons Left:       21 .00


Calculated Factors:

Total Cost: 20,192,457 C-Bills

Battle Value: 2,244

Cost per BV: 8,998.42

Weapon Value: 3,179 / 3,179 (Ratio = 1.42 / 1.42)

Damage Factors:    SRDmg = 31; MRDmg = 30; LRDmg = 22

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

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

    Class: MH,   Point Value: 22

    Specials: omni




Configuration C

Equipment:   Crits Mass

Heat Sinks: 13 Double [26] 4 3.00

   (Heat Sink Loc: 1 LA, 1 RT)

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LB 10-X AC RA 2 20 7 12.00

   (Ammo Loc: 2 RA)

2 SRM 6s LA 8 60 6 7.00

   (Ammo Loc: 2 LA, 2 RT)

2 SRM 6s RT 8   2 3.00

2 ER Medium Lasers LT 10   2 2.00

1 Targeting Computer LT     3 3.00

TOTALS:   28   62 70.00

Crits & Tons Left:       16 .00


Calculated Factors:

Total Cost: 20,919,207 C-Bills

Battle Value: 1,715

Cost per BV: 12,197.79

Weapon Value: 3,053 / 3,053 (Ratio = 1.78 / 1.78)

Damage Factors:    SRDmg = 44; MRDmg = 20; LRDmg = 5

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

    Damage PB/M/L: 7/6/1,   Overheat: 0

    Class: MH,   Point Value: 17

    Specials: omni

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 7/29/2006  

Nice job. This 'Mech is designed to provide fire support in all its configurations and it does so rather nicely.
It seems that those Star Adders are finaly becoming something worth of our attention.

Great job.

Gauntlet 5 7/17/2006  

Hells to the Yeah! Rock on dude! I love the configs, love the fluff, and those pics are awesome! The C configs is the meanest looking pic of them all. All those missiles, and the multi-barrel LB gun...EV-IL! Excellent work Stolen_Thunder, excellent!

Samak 5 7/15/2006  

Stolen Thunder, this mech it truely awsome. You took my favorite Canon Omni mech and made it much deadlier. I like the Prime and C variants the most. C would be a true terror carrying a ton or so of Infernos, even if it is dezgra.

Warhawk 5 7/15/2006  

Great fluff and an anticipated design to match up to the incredible image that was posted earlier.

Out of all of the configurations, I prefer the B config. The ammo supply is incredible for an Omni and the overall firepower is amazing at range. Makes me happy that I'm a semi-Adder part of the time (among the Crusader faction).

Tigershark 5 7/14/2006  

Good battkevalue fore such an exspencive mech the B- configuration has me worried very few little back up weapons but it;s a solid mech.

Stolen_Thunder 0 7/14/2006  

for those that dont know the clan names for the 3050 clan omni's, or have no idea what the Pit Viper is, there are some linkies up there, for references.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5875
FRIDAY, MARCH 10, 2006
UPDATE: 3/10/2006
120 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5875]

Pit Viper Omnimech

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 70 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

Tags

No Tags posted

BATTLEROM IMAGE JUNE 13, 3076

* FOR WOLF'S DRAGOONS USE ONLY *


BattleMech Technical Readout

Type/Model: Pit Viper (Base) Omni

Tech: Clan / 3067

Config: Biped OmniMech

Rules: Level 2, Standard design

   

Mass: 70 tons

Chassis: Endo Steel

Power Plant: 350 XL Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
None
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

With the overwhelming influx of standard Battlemechs in the Star Adder Touman, many in the Warrior Caste began to wish for newer OmniMech models. The inherent flexibility of the OmniMech makes its use almost a necessity in the modern Clan war machine, and the Star Adders were becoming woefully short of these important chassis'. In an effort to augment the numbers of OmniMechs in their touman, Star Adder scientist began looking for an older, outdated, chassis to upgrade. Since upgrading an existing battlemech as far less complicated than creating a new chassis from scratch, the few remaining Brian Caches were re-opened, only to reveal that most of the mothballed battlemechs had already been upgraded or pressed into service by second-line units.  In the end, however, it was an existing second-line battlemech that inspired the scientist's new OmniMech; the ancient Rifleman IIC. The new OmniMech, dubbed the Pit Viper, would become the mainstay of Heavy Striker Stars, proving that the Star Adders are more capable than their opponents believed them to be at bringing new Battlemech designs to the field.

Capabilities:

By combining the best of the Rifleman IIC's attributes with the latest technology, the Pit Viper is capable of performing in any situation, and the various "standard" configurations exemplify the Star Adder's adaptability, as each is capable of delivering much more than would be expected from such a light machine.

The basic chassis itself was re-enforced allowing the engineers to add another five tons to the total chassis weight, although the original Endo-Steel structure was retained, keeping the internal structure weight gain to a minimum. The framework was also remodeled, giving the 'mech an entirely different look and feel.

The less-than powerful 195-rated fusion engine was replaced with an extra-light 350-rated model, more than doubling the land speed that the Pit Viper can attain. Ten double-strength heat sinks are hard-mounted into the engine itself, although most of the configurations require more tonnage be devoted to the coolant system than is available.

Twelve-and-a-half tons of standard armor plating replaced the eleven tons of Ferro-Fibrous armor, increasing the amount of available space in the chassis, although it does sacrifice weight for weapons at a slight decrease in protective coverage.

Variants:

The most common configuration mounts two of the largest LB-X Autocannons available in the known universe. Each arm carries a single LB 20-X, with three tons of ammunition loaded into each side torso. These reloads only allow for two full minutes of firing, although most mechwarriors see the load out to be more than adequate for most engagements. Mounted in the Chest area is the only energy weapon on the Pit Viper Prime, a single Medium Pulse Laser. The laser most often used is one the new Gatling-type lasers, which are known to be unsettling to the recipient of the weapon's fire. The low heat build-up of this weapons package ensures that even without extra tonnage devoted to the coolant system, the 'mech will most certainly not have problems with waste heat.

Easily the most terrifying of all the various configurations, the Pit Viper A mounts an incredible array of Pulse Lasers, all of which are of the Gatling-type. A single Large Pulse Laser is mounted in each arm, with five Medium Pulse Lasers spread throughout the upper torso areas. An extra ten tons of cooling equipment are also included, barely compensating for the enormous amounts of waste heat generated by this weapons array.

A jack-of-all trades, the Pit Viper B, is just as easily at home sniping from distance as it is in short-ranged combat. Mounting an Extended-Range PPC in the left arm, the firepower at distance is severe. To add to the already powerful long-range weapons there are two Extended-Range Large Lasers mounted in the right arm. Providing a vicious short-range punch are two Streak SRM 6-packs, one in each torso. These missile launchers are fed from two ammunition bins, providing fifteen total salvos for each launcher. As with the A configuration, an extra ten tons of cooling equipment are mounted, although this simply does not provide enough extra heat dissipation for protracted engagements.

The Pit Viper C is known to perform almost exactly as a Mad Dog Prime in combat. Preferring to sit at long range, unleashing salvos of missiles from its three LRM-20s, this configuration is capable of reducing most opponents to rubble within seconds. The Artemis-equipped launchers are each afforded three tons of ammunition, enough missiles for three full minutes of firing. In case the battle does come to close range, three Extended-Range Medium Lasers provide for respectable, if not impressive, firepower.  Two tons of extra cooling equipment are mounted, though this amount is barely adequate for the missile launchers alone, so most mechwarriors simply hold off from firing the Medium Lasers until their missile launchers run out of ammunition.

Utilizing the latest in Star Adder technology, the Pit Viper D is exceptionally deadly at close range, if slightly inaccurate. Mounting a Heavy Large Laser in each arm, this short-ranged powerhouse weapon is easily the most destructive of any of the energy weapons. Mated to each Heavy Laser is a single Medium Gatling Pulse Laser, providing for somewhat more accurate fire. In order to engage targets at longer distances, two LRM-10s are also included, one in each torso. Only one ton of ammunition is provided for the launchers, however, so after six salvos, the Pit Viper D must close with it's opponent in order to deal out any damage. Fourteen tons of cooling equipment are included, although this has proven to be inadequate for the extensive amounts of waste heat generated by the weapons array.

Deployment:

The Pit Viper is currently assigned to Heavy Striker Stars in almost every front-line cluster in the Star Adder Touman. Several were lost to the Coyotes in various trials, but not in any number for Coyote-owned Pit Vipers to operate in the same unit.



Type/Model: Pit Viper (Base) Omni

Mass: 70 tons

Equipment:   Crits Mass

Internal Structure: 107 pts Endo Steel 7 3.50

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

Engine: 350 XL 10 15.00

   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, R: Sh+UA 12 .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 21/21

  L/R Side Torso (Rear):   7/7

  L/R Arm: 11 20/20

  L/R Leg: 15 28/28


Weapons & Equipment: Loc Heat Ammo Crits Mass

TOTALS:   0   38 38.00

Crits & Tons Left:       40 32.00


Calculated Factors:

Total Cost: 18,324,582 C-Bills

Battle Value: 767

Cost per BV: 23,891.24

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

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

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

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

    Class: MH,   Point Value: 8

    Specials: omni




Primary Configuration

Equipment:   Crits Mass

Heat Sinks: 10 Double [20] 0 .00

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LB 20-X AC RA 6 30 15 18.00

   (Ammo Loc: 3 LT, 3 RT)

1 LB 20-X AC LA 6   9 12.00

1 Medium Pulse Laser CT 4   1 2.00

TOTALS:   16   63 70.00

Crits & Tons Left:       15 .00


Calculated Factors:

Total Cost: 21,469,582 C-Bills

Battle Value: 1,840

Cost per BV: 11,668.25

Weapon Value: 2,079 / 2,079 (Ratio = 1.13 / 1.13)

Damage Factors:    SRDmg = 40; MRDmg = 17; LRDmg = 0

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

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

    Class: MH,   Point Value: 18

    Specials: omni




Configuration A

Equipment:   Crits Mass

Heat Sinks: 20 Double [40] 20 10.00

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

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Pulse Laser RA 10   2 6.00

1 Large Pulse Laser LA 10   2 6.00

2 Medium Pulse Lasers RT 8   2 4.00

2 Medium Pulse Lasers LT 8   2 4.00

1 Medium Pulse Laser CT 4   1 2.00

TOTALS:   40   67 70.00

Crits & Tons Left:       11 .00


Calculated Factors:

Total Cost: 19,833,332 C-Bills

Battle Value: 2,206

Cost per BV: 8,990.63

Weapon Value: 4,350 / 4,350 (Ratio = 1.97 / 1.97)

Damage Factors:    SRDmg = 54; MRDmg = 37; LRDmg = 12

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

    Damage PB/M/L: 7/6/2,   Overheat: 0

    Class: MH,   Point Value: 22

    Specials: omni




Configuration B

Equipment:   Crits Mass

Heat Sinks: 20 Double [40] 20 10.00

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

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

2 ER Large Lasers RA 24   2 8.00

1 ER PPC LA 15   2 6.00

1 Streak SRM 6 RT 4 30 4 5.00

   (Ammo Loc: 1 LT, 1 RT)

1 Streak SRM 6 LT 4   2 3.00

TOTALS:   47   68 70.00

Crits & Tons Left:       10 .00


Calculated Factors:

Total Cost: 20,891,582 C-Bills

Battle Value: 2,259

Cost per BV: 9,248.15

Weapon Value: 3,528 / 3,199 (Ratio = 1.56 / 1.42)

Damage Factors:    SRDmg = 45; MRDmg = 30; LRDmg = 15

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

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

    Class: MH,   Point Value: 23

    Specials: omni




Configuration C

Equipment:   Crits Mass

Heat Sinks: 12 Double [24] 4 2.00

   (Heat Sink Loc: 2 LA)

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 LRM 20 w/ Artemis IV RA 6 54 14 15.00

   (Ammo Loc: 3 RA, 3 LT, 3 RT)

2 ER Medium Lasers LA 10   2 2.00

1 LRM 20 w/ Artemis IV RT 6   5 6.00

1 LRM 20 w/ Artemis IV LT 6   5 6.00

1 ER Medium Laser CT 5   1 1.00

TOTALS:   33   69 70.00

Crits & Tons Left:       9 .00


Calculated Factors:

Total Cost: 22,557,582 C-Bills

Battle Value: 2,265

Cost per BV: 9,959.2

Weapon Value: 3,203 / 2,851 (Ratio = 1.41 / 1.26)

Damage Factors:    SRDmg = 46; MRDmg = 32; LRDmg = 19

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

    Damage PB/M/L: 6/5/4,   Overheat: 2

    Class: MH,   Point Value: 23

    Specials: omni, if




Configuration D

Equipment:   Crits Mass

Heat Sinks: 24 Double [48] 28 14.00

   (Heat Sink Loc: 3 LA, 3 RA, 4 LT, 4 RT)

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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Heavy Large Laser RA 18   3 4.00

1 Medium Pulse Laser RA 4   1 2.00

1 Heavy Large Laser LA 18   3 4.00

1 Medium Pulse Laser LA 4   1 2.00

1 LRM 10 RT 4 12 2 3.50

   (Ammo Loc: 1 CT)

1 LRM 10 LT 4   1 2.50

TOTALS:   52   77 70.00

Crits & Tons Left:       1 .00


Calculated Factors:

Total Cost: 20,415,582 C-Bills

Battle Value: 1,919

Cost per BV: 10,638.66

Weapon Value: 3,275 / 3,275 (Ratio = 1.71 / 1.71)

Damage Factors:    SRDmg = 46; MRDmg = 28; LRDmg = 7

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

    Damage PB/M/L: 7/5/1,   Overheat: 0

    Class: MH,   Point Value: 19

    Specials: omni, if

 


User Reviews

User Rating Posted Updated

OdMagnus 0 7/4/2006  

Very nice fluff and pictures!

Gauntlet 5 3/16/2006  

What can I say? Great work! Nice variants, with a specialized job for most. Good machine, and it should round out the Vipers touman well. The pics are great, and I love the linkys! Nice blending of old machinery, new concepts (gattling laser), and excellent pics. Top notch mate!

Ice Hellion 0 3/13/2006  

Who said nothing good could come of the Rifleman and of the Star Adders?
Beginning with a classical 'Mech, it just creates a completely new Omni that looks powerful enough to be widely used.
Nice job.

Warhawk 5 3/13/2006  

Impressive design and excellent fluff, this would have been a killer in the N&B heavy contest.
I personally like the B config, though I would have liked to see a model mounting Gauss Rifles, possibly a modification of the Prime to replace the LB-X cannons with GRs.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5977
SUNDAY, APRIL 02, 2006
UPDATE: 4/2/2006
103 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=5977]

Scarab 2nd Line

Level: Custom Level 2 / 3067

Technology: Clan Biped

Tonnage: 20 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Clan Star Adder Clan

Tags

DOGA

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Battlemech

Clan

BATTLEROM IMAGE NOVEMBER 26, 2902

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Scarab

Tech: Clan / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 20 tons

Chassis: Standard

Power Plant: 180 Fusion

Walking Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:
2 SRM 2s
1 ER Medium Laser
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

Produced in massive quantities from 2499 to the present, the LCT-1V Locust is one of the most common battlemech models in the armies of the Inner Sphere. The original Locust was also plentiful in the Star League Defense Forces, and several dozen of these SLDF models accompanied General Kerensky in his exodus. Even though the STG-3R Stinger and WSP-1A Wasp designs were more plentiful in the early Clan armies, it was the Locust that gained the most attention, even the first light 'mech to be built entirely in Clan Territory was an upgraded Locust model; the Locust IIC. Learning from past experiences, Clan Star Adder scientists built yet another Locust derivative, this time emphasizing speed and ease of use. Intended to counteract the hordes of lighter battlemechs utilized by Clan Ice Hellion, and the many vehicles being deployed by Clan Hell Horses, the Scarab fulfills these simple duties while being one of the more cost-effective machines deployed by the Adders.

Capabilities:

In order to keep costs to a minimum, the Scarab carries as little advanced technology as possible, which also helped in the process designing the battlemech itself. By using a standard internal structure, the scientists were able to use older LCT-1V frames to begin laying the groundwork for the Scarab. A standard 180-rating fusion engine was also utilized, as the manufacturing of these engines is a much more simple process, and the compact nature of the engine adds to the survivability of the lightly-armored battlemech. Ten standard heat sinks were installed, and these efficiently control the waste heat generated by the weapons load.

Three tons of Ferro-Fibrous armor protect the vital internals of the machine, although the Scarab's best defensive attribute is its high speed. The bulky armor had to be reworked, which led to the vastly different profile the Scarab presents when compared to the Locust.

For armament, the scientists decided to install a weapons package very similar to one of the Inner Sphere models. Mounting an Extended-Range Medium Laser in place of the standard laser in the center torso, the medium-range firepower is enhanced by the inclusion of the perfected Clan technology. A single twin-pack of Short-Range Missiles is mounted in each arm, providing for excellent short-range and anti-vehicle fire. These missile launchers are fed from a single ammunition bin, and each is afforded twenty-five combat salvos. The placement of the missile ammunition in the center torso has been the cause of several catastrophic explosions, even with the addition of an integral CASE system. Changing the placement of the ammunition bin in any other location has caused loading difficulties for both launchers, which has led to the original center-torso mount being retained on most models in the field.

Variants:

The only available information for a possible variant involves the removal of the Short-Range Missile Launchers in favor of two more arm-mounted ER Medium Lasers. The extra waste heat generated by this variation in weaponry would severely hamper the 'mechs capabilities in combat, and, despite the age of the Scarab design, this variant has yet to be seen in battle.

Deployment

The highest concentration of Star Adder Scarabs exist in second-line units, and most of these are beginning to show their age, as the Scarab has not been produced in several years, and only short production runs of spare parts have been made since the design fell to the wayside. Despite efforts to keep the Scarab design for themselves, the Star Adders have lost several dozen over the years, and at least one functional example can be found in every Clan's Second-Line Clusters.


Type/Model: Scarab

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 180 6 7.00

   Walking MP: 9    

   Running MP: 14    

   Jumping MP: 0    

Heat Sinks: 10 Single 3 .00

   (Heat Sink Loc: 1 HD, 1 LT, 1 RT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 58 pts Ferro-Fibrous 7 3.00

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


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 6 7

  Center Torso (Rear):   2

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 5/5

  L/R Leg: 4 7/7


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 SRM 2 RA 2 50 2 1.50

   (Ammo Loc: 1 CT)

1 SRM 2 LA 2   1 .50

1 ER Medium Laser CT 5   1 1.00

TOTALS:   9   41 20.00

Crits & Tons Left:       37 .00


Calculated Factors:

Total Cost: 1,719,600 C-Bills

Battle Value: 540

Cost per BV: 3,184.44

Weapon Value: 225 / 225 (Ratio = .42 / .42)

Damage Factors:    SRDmg = 10; MRDmg = 5; LRDmg = 0

BattleForce2: MP: 9,   Armor/Structure: 1/2

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

    Class: ML,   Point Value: 5


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Tigershark 5 7/16/2006  

Midget locust that is good oddly enough.

Ironraven 0 4/5/2006  

Very canon feel to the fluff, and great photos. A very good upgrade of the LCT for the clans.

Gauntlet 4 4/3/2006  

Excellent work. Nice pictures, clear, consice and to the point. I liked it all! Oh, and, really, those are great pics! LOL!

Ice Hellion 5 4/3/2006 4/3/2006

I really like it (but the main picture seems a bit high on legs).
It has the speed and the strike power to achieve success against all its intented opponents.
I would foresee a variant with only LRM-5 to act as a long range harasser.
Good job.

Warhawk 5 4/3/2006  

Nice bit of fluff and a really nice Locust clone. The image is almost the same as that of the Phoenix upgrade and fits in rather nicely with the fluff text.
The bit about the placement of the ammo is a nice touch also. All in all and nicely fluffed 

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3965
SATURDAY, JUNE 11, 2005
109 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=3965]

Shiva SHV-7A

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 40 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Circinus Federation Periphery

Magistracy of Canopus Periphery

Marian Hegemony Periphery

Outworlds Alliance Periphery

Taurian Concordat Periphery

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BATTLEROM IMAGE NOVEMBER 24, 3067

* FOR LOKI USE ONLY *


BattleMech Technical Readout

Type/Model: Shiva SHV-7A

Tech: Inner Sphere / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 40 tons

Chassis: Carthage Medium Endo Steel

Power Plant: 240 Core Tek Fusion

Walking Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Medium Ferro-Fibrous

Armament:
1 Diverse Optics Sunbeam ER Large Laser
3 Magna Mk II Medium Lasers
1 Magna Mk I Small Laser
1 Hovertec Streak Streak SRM 2
Manufacturer:    Carthage Mechworks
   Location:    Carthage
Communications System:    Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak

Overview:

Built as a quick-response vehicle with limited attack capabilities, the Shiva excels at these duties, as well as defending rear echelon assets. Being able to move quickly to engage targets over long distances ensures that a lance of these battlemechs can act as back-up for front line units or even rush through breaks in enemy lines.

The SHV also mounts an alomst entirely energy-based weapons array, allowing it to operate behind enemy lines for extended periods of time, causing as much chaos as possible.

For long-range punch, this chassis carries the Diverse Optics Extended-Range Large Laser, which packs considerable firepower into one system for a mech this size. Completing the weapons suite are three Magna Medium Lasers, and a Hovertec twin-pack of Streak SRMs, which provide excellent hitting power at close range.

Although the lack of jump jets may seem to be a downfall to potential buyers, Research and Development found that it was an acceptable loss considering the amount of combat versatility this particular design possesses.


Type/Model: Shiva SHV-7A

Mass: 40 tons

Equipment:   Crits Mass

Internal Structure: 67 pts Endo Steel 14 2.00

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

Engine: 240 6 11.50

   Walking MP: 6    

   Running MP: 9    

   Jumping MP: 0    

Heat Sinks: 12 Double [24] 9 2.00

   (Heat Sink Loc: 1 LA, 1 RA, 1 LT)

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 14 7.50

   (Armor Crit Loc: 1 LA, 2 RA, 5 LT, 6 RT)


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 12 16

  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 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 ER Large Laser RA 12   2 5.00

1 Medium Laser LA 3   1 1.00

1 Small Laser LA 1   1 .50

1 Streak SRM 2 RT 2 50 2 2.50

   (Ammo Loc: 1 RT)

2 Medium Lasers CT 6   2 2.00

TOTALS:   24   74 40.00

Crits & Tons Left:       4 .00


Calculated Factors:

Total Cost: 3,746,750 C-Bills

Battle Value: 1,004

Cost per BV: 3,731.82

Weapon Value: 1,079 / 1,052 (Ratio = 1.07 / 1.05)

Damage Factors:    SRDmg = 23; MRDmg = 8; LRDmg = 2

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

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

    Class: MM,   Point Value: 10


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 6/17/2005  

A really outstanding idea. I like the concept and could be using a couple of them for any support operations.
I agree with Lonely Coyote and I would suggest you to drop the Small Laser for a CASE system (if you are using Ferro Fibrous and Endo Steel, you should have access to some CASE also).

Lonely Coyote 4 6/15/2005  

Excellent idea!
The Shiva might best be deployed along supply lines where their lack of jump would coinside with the movement of the vehicles they were protecting.
As a fast-response Mech, they could easily adapt to any raiders that broke through the front-lines to attack the rear supply structure.<br>The only possible flaw is the lack of CASE on the ammo. With a Standard engine, CASE works wonders to keep theMech active in extreme circumstances. The injured Shiva would still be able to threaten an enemy until backup could allow it to retire for repairs.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4620
FRIDAY, SEPTEMBER 23, 2005
UPDATE: 9/24/2005
168 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=4620]

Torcia TC-6R

Level: Custom Level 2 / 3067

Technology: Inner Sphere Biped

Tonnage: 30 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

HMP (Heavy Metal Pro) File


Faction Availability

Taurian Concordat Periphery

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BATTLEROM IMAGE MAY 11, 3061

* FOR COMSTAR USE ONLY *


BattleMech Technical Readout

Type/Model: Torcia TC-6R

Tech: Inner Sphere / 3067

Config: Biped BattleMech

Rules: Level 2, Standard design

   

Mass: 30 tons

Chassis: Carthage Light Endo Steel

Power Plant: 240 Core Tek Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Durallex Light Ferro-Fibrous

Armament:
2 Magna Mk II Medium Lasers
2 Zippo Flamers
Manufacturer:    Carthage Mechworks
   Location:    Carthage
Communications System:    Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak

Overview:

The history of this chassis is riddled with unanswered questions, disappointed customers, and worst of all, some the most negative evaluations any single battlemech has endured in the Periphery. Originally intended to fulfill orders for a quick, non-ammunition dependant, multi-role light chassis, the Torcia was plagued with difficulties from the beginning.

Originally carrying the Core Tek 300 XL engine to acquire land speeds in excess of 150 kph, it was discovered that the myomer musculature produced by the Carthage Myomer Plant could not handle the amount of power being applied by the power plant, resulting in critical failures after only 12 hours of operation. The second redesign carried the much less powerful Core Tek 240, which solved the problem of the motive systems unreliabilty, although the damage had been done. Taurian news corporations had already marked the Torcia as a dangerous battlemech to it's pilots, creating a certain stigma against the redesigned chassis.

As if the amount of bad press already garnered wasn't enough, the design team had run into problems with the second prototype. The chassis was having serious overheating problems, although the computer simulations showed that the coolant system was more than adequate to accomadate the weapons array. It was later discovered that the placement of twin small lasers in the upper torso areas were causing the problems. The placement of the lasers in the shoulders was creating a power disruption, as the electromagnetic field generated by firing the lasers would interfere with the heat sensors in those areas, causing the coolant system to not register the sudden spike in heat. Because the heat spike was never registered, the coolant system would not begin circulating fresh coolant, and the lasers would eventually overheat, actually causing several other systems located nearby to fail, including the arm-mounted weaponry.

All the problems were worked out of the Torcia prototype by the third trial, but the general public had had enough. The press surrounding the Torcia program was terrible, although the final model perfomed it's functions to expectations, and the Taurian Military only bought one production run, holding their end of the bargain, although they did not purchase any new Torcias thereafter.

Capabilities:

With fairly heavy armor for it's size, excellent land speed, and versatile firepower, the Torcia is a capable battlemech, despite the design's protractors' claims of it's inferiority.

With a land speed of nearly 130 kph, the Torcia is quick, and capable of many duties, including; scouting, deep penetration raids, quick response, and performing flanking maneuvers.

Carrying impressive armor for it's size, this chassis is able to hold it's own in combat against opponents of similar size, or even engage larger enemies for short periods of time, allowing larger friendlies time to move to suitable engagement ranges. This protection comes in the form of six tons of Durallex Light Ferro-Fibrous armor, well-known for it's defensive qualities, while being lighter than standard types of armor by roughly ten percent.

The weapons array, in it's newest configuration, is somewhat lacking compared to the earlier flawed versions, but still potent in it's own right. Carrying a single Magna Medium Laser mated to a single Zippo Flamer in each arm, this mech's firepower is concentrated in the medium to short ranges, which does leave a little to be desired in a trooper mech, but the energy-based multi-role Torcia is meant to perfom many duties that require a diverse weapon selection, not the single main weapon provided by other light troopers, such as the Panther, or Valkyrie.

Battle History:

As the stigma against this battlemech is so severe, no Torcias have been deployed to any areas where they might see combat. As a result of this deployment philosophy, no Torcias have seen combat.

Variants:

The original prototypes were the only variants in existence, and both of them were destroyed after the creation of the TC-6R model.

Notable 'Mechs & MechWarriors:

Mechwarrior John Bagwell: John Bagwell is a hot-headed, self righteous pilot with an attitude that most commanders dislike, if not outright hate. Bagwell has been re-assigned to many different posts, all of which end with his being court-martialled, and another re-assignment. His battlemech, the "Dragon's Breath" has not seen any combat, although John insists that it is the best light 'mech he has ever piloted. Any detractors to the design near John are treated to a showing of skill on the combat test ranges, which always results in the particular nay-sayer at least re-considering his opinion. It's this ability to pilot the Torcia, and his past heroisms that have kept this unruly mechwarrior in the Taurian Military for so long.

Deployment

The Taurian Defense Force has bought nearly fifty Torcias, though they are all deployed to non-risk planetary militias.


Type/Model: Torcia TC-6R

Mass: 30 tons

Equipment:   Crits Mass

Internal Structure: 51 pts Endo Steel 14 1.50

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

Engine: 240 6 11.50

   Walking MP: 8    

   Running MP: 12    

   Jumping MP: 0    

Heat Sinks: 11 Single 2 1.00

   (Heat Sink Loc: 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: 105 pts Ferro-Fibrous 14 6.00

   (Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)


    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


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1.00

1 Flamer RA 3   1 1.00

1 Medium Laser LA 3   1 1.00

1 Flamer LA 3   1 1.00

TOTALS:   12   61 30.00

Crits & Tons Left:       17 .00


Calculated Factors:

Total Cost: 2,654,600 C-Bills

Battle Value: 598

Cost per BV: 4,439.13

Weapon Value: 324 / 324 (Ratio = .54 / .54)

Damage Factors:    SRDmg = 9; MRDmg = 1; LRDmg = 0

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

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

    Class: ML,   Point Value: 6


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 9/24/2005  

Nice light 'Mech.
As Warhawk said, the fluff is nicely done and the insight on the iterations are great.
I can see a future for this 'Mech as a tank and infantry hunter.
The flamers would do wonders against tanks and unprotected infantry while the medium lasers are here for the armored infantry and heavier tanks.
A nice job and an intimidating picture.

Warhawk 5 9/24/2005  

Good fluff. Nice to see the design iterations, not many other 'Mechs like this out there. One minor fluff point (in an otherwise very strong showing), the Tek Tru-Trak can only be made in the two halves of the former Federated Commonwealth.

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #943
SATURDAY, MARCH 04, 2006
UPDATE: 3/4/2006
193 DOWNLOADS

Light APC Wheeled

Level: Custom Level 1 / 3026

Technology: Inner Sphere Wheeled

Tonnage: 5 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

Light APC HMV (Heavy Metal Vee) File


Faction Availability

All Factions

BATTLEROM IMAGE APRIL 7, 3021

* FOR MI2 USE ONLY *


Type/Model: Light APC

Tech: Inner Sphere / 3060

Config: Wheeled Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 5 tons

Power Plant: 25 Various I.C.E.

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Various Standard

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

Overview:

The Standard APC's are a vital part of any military, and there are many variations on the main theme. Most of these variations are modifications in the chassis configuration, whether the APC is wheeled, tracked, or a hovercraft. There are even variations in chassis weight, allowing the heavy models of APC to carry more troopers into combat than the standard ten-ton models. The Light APC is just the opposite of the Heavy APC's in that the chassis weight has been reduced in order to gain more mobility.

Capabilities:

Weighing in at a mere five tons, the Light APC is still capable of transporting a full squad of troopers into combat, although it's armor protection is significantly lower than the standard models. Mounting a generic-make 25-rated internal-combustion engine, the top land speed of the wheeled model is an impressive 150kph. With a  mobility profile such as it has, armor protection was nearly disregarded, with the Light APC only mounting one ton of generic armor plating. The weapons package was also downgraded from the standard models; by stripping the second Machine Gun from the turret, it was hoped that the reduction in firepower would discourage the pilots from taking their APC's into combat, further reducing the dangers imposed on the lightly armored vehicle.

The Light APC is still capable of carrying the full complement of troopers available to the heavier models, although an extra amount of space was given, in case the infantry had a need to carry more equipment, or the APC was being used as an armored medivac unit. While armor protection is light all over the chassis, the rear is especially vulnerable, due to the presence of the rear loading hatch, positioned between the rear drive wheels.

Variants:

The most common variant is the scout version, which exchanges the infantry bay for another ton of armor, and extra sensor capacity.

Deployment

Nearly every military in existence makes use of APCs in one form or another. The light models are merely another variation of the same basic principle, and are in use on almost very world in the Inner Sphere.


Type/Model: Light APC

Mass: 5 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 5 pts Standard 0 .50

Engine: 25 I.C.E. 0 1.00

   Cruise MP: 9    

   Flank MP: 14    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 .25

Crew: 1 Members 0 .00

Turret Equipment:   0 .05

Armor Factor: 16 pts Standard 0 1.00


    Internal Armor

    Structure Value

  Front: 1 5

  Left / Right Sides: 1 3/3

  Rear: 1 2

  Turret: 1 3


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Machine Gun Turret 0 100 2 1.00

Infantry Bay Body 0   1 1.20

TOTALS:   0   3 5.00

Items & Tons Left:       3 .00


Calculated Factors:

Total Cost: 25,967 C-Bills

Battle Value: 30

Cost per BV: 865.56

Weapon Value: 1 / 1 (Ratio = .03 / .03)

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

BattleForce2: MP: 9W,   Armor/Structure: 0 / 1

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

    Class: GL,   Point Value: 0

    Specials: tran1


Created with HeavyMetal Vee


 


User Reviews

User Rating Posted Updated

Orochi Cavalcanti 4 3/28/2006  

This light 7 men squad transport is not bad, and the pic is superb. Despiste my difficulty to see it as an APC (it looks like a fast recon).
It is fast and cheap ... but some of the fluff descriptions are weird. For example: the door is between the rear wheels ... do you not think that it is a dangerous location to a fast deployment door ?

Stolen_Thunder 0 3/4/2006 3/4/2006

made the pic. looked cool. made a tank to go with it.

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1407
THURSDAY, MAY 22, 2008
195 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1407]
Cougar.JPG

Light Armored Car - 20 LAC-20

Custom Level 1 / 2750 Inner Sphere  Wheeled 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Light Armored Car LAC-20

Tech: Inner Sphere / 3060

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 20 tons

Power Plant: 80 I.C.E.

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: Standard

Armament:1 Autocannon/5Manufacturer:    (Unknown)   Location:    (Unknown)Communications System:    (Unknown)Targeting & Tracking System: (Unknown)

Overview:

Based loosely on the wheeled assault cars of Terra's early Twentieth Century, these units have proven to be an inexpensive alternative to defense-oriented BattleMechs. LAC's are normally utilized within the confines of a metropolis where the advantages held by many BattleMechs are reduced. The wheeled drivetrain precludes this unit's use in open terrain, where broken ground, or significant brush can bog the machine down, or even stop the tank entirely.

Higher landspeed than most defensive 'Mechs allows these units to react more quickly than garrison 'Mechs would be able to. Light armor, however, precludes these light tanks from performing in any form of holding action, they simply cannot outlive an enemy in a stand-up firefight. The medium-light autocannon normally mounted on the tank is powerful enough to engage targets at a distance and inflict some damage before the crew is forced to retreat, although it is not powerful enough to engage heavily-armored targets. Heavy BattleMechs have often been caught in the fire from one of these tanks and simply shrugged the fire off before binging the small tank to it's doom. The light overall weight of the machine still endears it to many commanders, despite its shortfalls. With a fully loaded weight of twenty tons, this unit is easily air-portable, and thus, this unit can act in a light cavalry role if needed.

Constructed on almost every planet in the Inner Sphere, and several in the Periphery, the LAC-20 has been a common sight in every battle to date. While the loss numbers have always been high for these units, they are continually produced in great numbers across the known universe.


Type/Model: Light Armored Car LAC-20

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 80 I.C.E. 0 5.00

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 1.00

Armor Factor: 32 pts Standard 0 2.00


    Internal Armor

    Structure Value

  Front: 2 9

  Left / Right Sides: 2 7/7

  Rear: 2 4

  Turret: 2 5


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/5 Turret 0 20 2 9.00

TOTALS:   0   2 20.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 232,283 C-Bills

Battle Value: 142

Cost per BV: 1,635.8

Weapon Value: 31 / 31 (Ratio = .22 / .22)

Damage Factors:    SRDmg = 4; MRDmg = 3; LRDmg = 1

BattleForce2: MP: 5W,   Armor/Structure: 0 / 1

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

    Class: GL,   Point Value: 1


Created with HeavyMetal Vee

User Reviews

Design Updated on 12/10/2008 95:42 AM Design Updated on 12/10/2008 92:29 AM

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1409
THURSDAY, MAY 22, 2008
172 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1409]
Stryker_MGS.jpg

Light Armored Car - 30 LAC-30

Custom Level 1 / 2750 Inner Sphere  Wheeled 30 Tons
Stolen_Thunder Various Vee's

Type/Model: Light Armored Car LAC-30

Tech: Inner Sphere / 3060

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 30 tons

Power Plant: 100 I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Standard

Armament:1 Autocannon/10Manufacturer:    (Unknown)   Location:    (Unknown)Communications System:    (Unknown)Targeting & Tracking System: (Unknown)

Overview:

Heavier and slower than the LAC-20, but with much heavier weapons and armor. Still only truly effective in urban enviornments.

Heavy weapons and armor allow this unit to be more effective against battlemechs than its lighter cousins.


Type/Model: Light Armored Car LAC-30

Mass: 30 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 100 I.C.E. 0 6.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Front: 3 19

  Left / Right Sides: 3 13/13

  Rear: 3 8

  Turret: 3 11


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/10 Turret 0 20 2 14.00

TOTALS:   0   2 30.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 407,675 C-Bills

Battle Value: 233

Cost per BV: 1,749.68

Weapon Value: 104 / 104 (Ratio = .45 / .45)

Damage Factors:    SRDmg = 9; MRDmg = 5; LRDmg = 1

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

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

    Class: GL,   Point Value: 2


Created with HeavyMetal Vee

User Reviews

5/25/2008 5  Chaplelikemaple
Stolen Thunder, I must admit that I LOVE these modern conversions. They are fun to play and fun to read. I espicially like this conversion of the LAV-75. Such fun!

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1408
THURSDAY, MAY 22, 2008
166 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1408]
blazer5.jpg

Light Strike Car - 20 LSC-20

Custom Level 1 / 2750 Inner Sphere  Wheeled 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Light Strike Car LSC-20

Tech: Inner Sphere / 3060

Config: Wheeled Vehicle

Rules: Level 3, Standard design

   

Mass: 20 tons

Power Plant: 100 I.C.E.

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Standard

Armament:6 SRM 2sManufacturer:    (Unknown)   Location:    (Unknown)Communications System:    (Unknown)Targeting & Tracking System: (Unknown)

Overview:

Faster than the Light Armored Car, but with short range weapons. Only effective in urban enviornments.

Slightly more armor helps this tank survive in short range combat, where its six SRM-2's excel. Heavy weapons allow this unit to be effective against heavily armored enemies, although the armor is still too light to effectively engage battlemechs.


Type/Model: Light Strike Car LSC-20

Mass: 20 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 100 I.C.E. 0 6.00

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .60

Armor Factor: 38 pts Standard 0 2.38


    Internal Armor

    Structure Value

  Front: 2 11

  Left / Right Sides: 2 8/8

  Rear: 2 5

  Turret: 2 6


Weapons & Equipment: Loc Heat Ammo Items Mass

6 SRM 2s Turret 0 100 7 8.00

Miscellaneous Equipment Body 0   1 .02

TOTALS:   0   8 20.00

Items & Tons Left:       1 .00


Calculated Factors:

Total Cost: 224,547 C-Bills

Battle Value: 237

Cost per BV: 947.45

Weapon Value: 62 / 62 (Ratio = .26 / .26)

Damage Factors:    SRDmg = 13; MRDmg = 2; LRDmg = 0

BattleForce2: MP: 6W,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 2


Created with HeavyMetal Vee

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1374
SATURDAY, APRIL 12, 2008
203 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1374]
Stingray_Light_Tank.jpg

Light Tank LT

Custom Level 1 / 2750 Inner Sphere  Tracked 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Light Tank

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 20 tons

Power Plant: 80 Various I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Various Standard

Armament:1 Autocannon/5Manufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

Slower than a scout tank, but with heavier weapons and armor. The light tank is still easily transportable, making it ideal for armored cavalry duties.

Heavier weapons make this tank more practical for engaging heavily armored targets, although its light armor still precludes its use as an anti-battlemech unit.


Type/Model: Light Tank

Mass: 20 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 80 I.C.E. 0 5.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .80

Armor Factor: 32 pts Standard 0 2.00


    Internal Armor

    Structure Value

  Front: 2 8

  Left / Right Sides: 2 7/7

  Rear: 2 4

  Turret: 2 6


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/5 Turret 0 20 2 9.00

Miscellaneous Equipment Body 0   1 .20

TOTALS:   0   3 20.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 252,200 C-Bills

Battle Value: 124

Cost per BV: 2,033.87

Weapon Value: 31 / 31 (Ratio = .25 / .25)

Damage Factors:    SRDmg = 4; MRDmg = 3; LRDmg = 1

BattleForce2: MP: 4T,   Armor/Structure: 0 / 1

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

    Class: GL,   Point Value: 1


Created with HeavyMetal Vee

User Reviews

4/14/2008 4  Vidar
Armor sucks but nasty in groups of say 5. nice work

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1376
SATURDAY, APRIL 12, 2008
209 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1376]
mrls.jpg

Multiple Rocket Launch System MRLS

Custom Level 1 / 2750 Inner Sphere  Tracked 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Multiple Rocket Launch System 

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 20 tons

Power Plant: 80 Various I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Various Standard

Armament:1 LRM 15Manufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

As fast as the light tank, with heavier, indirect-fire capable, weaponry, the MRLS is the ultimate in light fire support units.

Light armor prevents this unit from being effective in direct combat. Heavy long-range weapons make this unit effective against heavily armored units, even some battlemechs.

Light weight makes transportation easy for light cargo carriers.


Type/Model: MRLS

Mass: 20 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 80 I.C.E. 0 5.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .70

Armor Factor: 32 pts Standard 0 2.00


    Internal Armor

    Structure Value

  Front: 2 9

  Left / Right Sides: 2 7/7

  Rear: 2 4

  Turret: 2 5


Weapons & Equipment: Loc Heat Ammo Items Mass

1 LRM 15 Turret 0 16 2 9.00

TOTALS:   0   2 19.70

Items & Tons Left:       7 .30


Calculated Factors:

Total Cost: 378,200 C-Bills

Battle Value: 226

Cost per BV: 1,673.45

Weapon Value: 52 / 52 (Ratio = .23 / .23)

Damage Factors:    SRDmg = 5; MRDmg = 7; LRDmg = 4

BattleForce2: MP: 4T,   Armor/Structure: 0 / 1

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

    Class: GL,   Point Value: 2

    Specials: if


Created with HeavyMetal Vee

User Reviews

9/15/2009  jadedtoxicpixie
For an on map fire support unit, spot on. Just enough speed and armour to be useful, a good weapon with decent ammo amounts, and cheap with it.

4/15/2008 3  TechWarrior
I like everyones ideas, but you created it as a LRM-15 which is fine also. Easy replacement of parts and ammunition as the 15 is a common weapon throughout the IS.

4/14/2008 2  Vidar
maybe try using a heavier vee with Arrow IV to get the feel better. OR try thunderbolts form max tech

4/12/2008  Captain Brandt
One little problem. Its name is supposed to be Multiple Launch Rocket System, MLRS. Other than that, nice conversion to Battletech.

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1373
SATURDAY, APRIL 12, 2008
191 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1373]
bradley-5.jpg

Scout Tank ST

Custom Level 1 / 2750 Inner Sphere  Tracked 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Scout Tank

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 3, Standard design

   

Mass: 20 tons

Power Plant: 120 Various I.C.E.

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Various Standard

Armament:1 Autocannon/2Manufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

A light, easily transportable light scout tank. Intended for infantry support and reconassaince duties.

Fast ground speed, coupled with light armor and weaponry, makes this unit ideal for scouting duties, but not much else.


Type/Model: Scout Tank

Mass: 20 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 120 I.C.E. 0 8.00

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .60

Armor Factor: 22 pts Standard 0 1.38


    Internal Armor

    Structure Value

  Front: 2 7

  Left / Right Sides: 2 4/4

  Rear: 2 3

  Turret: 2 4


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/2 Turret 0 45 2 7.00

Miscellaneous Equipment Body 0   1 .02

TOTALS:   0   3 20.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 195,360 C-Bills

Battle Value: 91

Cost per BV: 2,146.81

Weapon Value: 11 / 11 (Ratio = .12 / .12)

Damage Factors:    SRDmg = 2; MRDmg = 2; LRDmg = 1

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

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

    Class: GL,   Point Value: 1


Created with HeavyMetal Vee

User Reviews

4/15/2008 4  TechWarrior
Ah, one of my personal favorite weapons, and you did well with it.

4/14/2008 4  Vidar
A nice sting for afar with good speed.

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1375
SATURDAY, APRIL 12, 2008
208 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1375]
m109_2.jpg

Self Propelled Artillery SPA

Custom Level 1 / 2750 Inner Sphere  Tracked 30 Tons
Stolen_Thunder Various Vee's

Type/Model: SP Artillery

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 2-FA, Standard design

   

Mass: 30 tons

Power Plant: 90 Various I.C.E.

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Various Standard

Armament:1 Thumper ArtilleryManufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

The slow, lightly armored Self-Propelled Artillery is the mainstay of the infantry support unit.

The lack of direct-fire weapons precludes this unit's use as anything but artillery support. The light armor also makes direct confrontation extemely dangerous for this unit.

Medium weight makes transporting this unit difficult for light cargo carriers.

 


 

 

Type/Model: SP Artillery

Mass: 30 tons

Const. Options: Fractional Accounting

 

 

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 90 I.C.E. 0 6.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 32 pts Standard 0 2.00

 

 


 

 

    Internal Armor

    Structure Value

  Front: 3 9

  Left / Right Sides: 3 7/7

  Rear: 3 4

  Turret: 3 5

 

 


 

 

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Thumper Artillery Turret 0 20 2 16.00

TOTALS:   0   2 30.00

Items & Tons Left:       9 .00

 

 


 

 

Calculated Factors:

Total Cost: 402,350 C-Bills

Battle Value: 81

Cost per BV: 4,967.28

Weapon Value: 37 / 37 (Ratio = .46 / .46)

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

BattleForce2: MP: 3T,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 1

    Specials: artT

 

 


 

Created with HeavyMetal Vee

 

User Reviews

9/15/2009  jadedtoxicpixie
I'd rather go with heavier artillery, but by Ghu it's cheap!

9/14/2009  Magermh
I normally use Thumpers in batteries of 12.

4/16/2008 4  Vidar
Slow under armored cheap but a good use of a thumper. may seem weak until you try them in batteries of 8 or more.

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1380
SATURDAY, APRIL 12, 2008
241 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1380]
comanche.jpg

Attack VTOL AV

Custom Level 1 / 2750 Inner Sphere  VTOL 25 Tons
Stolen_Thunder Various Vee's

Type/Model: Attack VTOL

Tech: Inner Sphere / 2000

Config: V.T.O.L.

Rules: Level 1-FA, Standard design

   

Mass: 25 tons

Power Plant: 60 Various I.C.E.

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Various Standard

Armament:1 Autocannon/52 SRM 2sManufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

Heavier attack VTOL. Greater weapons package and armor coverage make this unit suitable for general attack duties.


Type/Model: Attack VTOL

Mass: 25 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 2.50

Engine: 60 I.C.E. 0 3.00

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.25

Crew: 2 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 2.50

Armor Factor: 56 pts Standard 0 3.50


    Internal Armor

    Structure Value

  Front: 3 19

  Left / Right Sides: 3 13/13

  Rear: 3 9

  Rotor: 3 2


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/5 Front 0 20 2 9.00

1 SRM 2 Right  0 50 2 2.00

1 SRM 2 Left 0   1 1.00

TOTALS:   0   5 24.75

Items & Tons Left:       5 .25


Calculated Factors:

Total Cost: 685,667 C-Bills

Battle Value: 483

Cost per BV: 1,419.6

Weapon Value: 104 / 104 (Ratio = .22 / .22)

Damage Factors:    SRDmg = 8; MRDmg = 4; LRDmg = 1

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

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

    Class: VA,   Point Value: 5


Created with HeavyMetal Vee


User Reviews

Design Updated on 4/12/2008 7:115 PM Design Updated on 4/12/2008 9:25:51 AM

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1379
SATURDAY, APRIL 12, 2008
246 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1379]


Chinook.jpg

Heavy Lifter VTOL HLV

Custom Level 1 / 2750 Inner Sphere  VTOL 30 Tons

 

Stolen_Thunder Various Vee's



Type/Model: Heavy Lifter VTOL

Tech: Inner Sphere / 2000

Config: V.T.O.L.

Rules: Level 3, Standard design

   

Mass: 30 tons

Power Plant: 70 Various I.C.E.

Cruise Speed: 75.6 km/h

Maximum Speed: 118.8 km/h

Armor Type: Various Standard

Armament:NoneManufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

Heavy cargo mover. Can accomadate 46 tons of cargo.

Total lack of weaponry precludes this unit's use in any form of actual combat.


Type/Model: Heavy Lifter VTOL

Mass: 30 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 70 I.C.E. 0 4.00

   Cruise MP: 7    

   Flank MP: 11    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 3.00

Armor Factor: 40 pts Standard 0 2.50


    Internal Armor

    Structure Value

  Front: 3 14

  Left / Right Sides: 3 9/9

  Rear: 3 6

  Rotor: 3 2


Weapons & Equipment: Loc Heat Ammo Items Mass

Cargo Bay Capacity Body 0   1 16.00

TOTALS:   0   1 30.00

Items & Tons Left:       10 .00


Calculated Factors:

Total Cost: 450,000 C-Bills

Battle Value: 29

Cost per BV: 15,517.24

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

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

BattleForce2: MP: 7V,   Armor/Structure: 0 / 2

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

    Class: VA,   Point Value: 0

    Specials: tran16


Created with HeavyMetal Vee

 

User Reviews

 

4/14/2008 3  Vidar
maybe try the lift hosts for the tech manual. seem most approbate here.

Lasergunner posted this 26 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8302
TUESDAY, APRIL 17, 2007
659 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=8302]
V2_Stand.JPG

Cougar XJ-7

Custom Level 1 / 2750 Inner Sphere  Biped 35 Tons
Stolen_Thunder Carthage Mechworks
Cougar HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Cougar XJ-7

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 35 tons

Chassis: Carthage Light Standard

Power Plant: 175 Magna Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Rawlings 54 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Durallex Medium Standard

Armament:1 Magna Mk I Small Laser1 Hotshot Flamer1 Delta Dart LRM 101 Harvester 2K SRM 21 Diverse Optics Type 2 Medium LaserManufacturer:    Carthage Mechworks   Location:    CarthageCommunications System:    Neil 6000Targeting & Tracking System: RCA Instatrac Mark XII

Overview:

After the introduction of new production protocols within the Star League Quartermaster Command in 2751, a design challenge was issued to every medium-sized battlemech supplier within the Inner Sphere. The rules: build a light Battlemech, without the use of Star League-exclusive technology. With such a wide range of options left open to them, almost every production firm in existence began building prototypes. Within a few short months, there were no less than two dozen new battlemechs jockeying for the winning position in the games on the small planet of Solaris VII.

One of these designs, the XJ-7 Cougar, from a little known design firm from within the Taurian Concordat, began taking praise from many of the spectators, and even a few of the few in charge of judging the competition. This praise and notice was not for the Cougar's battleworthiness, for these properties had not even began to be displayed. The notice was for the fact that the Taurians had actually decided to help the Star League by providing a new light 'Mech for its forces. Considering the great lengths the Concordat had gone through in order to keep their independance, the thought was almost unimaginable.

Little did the League know that this design would go into full production, in secret, to arm the Taurian Defense Force. The Cougar's entrance into the competition was appearantly only a ruse, designed to lead the Star League's QMC to believe that the Cougar was designed and built solely for the purposes of the SLDF.

Providing long-range fire, attacking enemy positions alongside heavier battlemechs, and even dangerous scouting missions are the things the Cougar was built to perform at. Utilizing heavy firepower for a machine its size, the Cougar has surprised many in the Inner Sphere with its ability to keep pace with some medium-class battlemechs on the firing ranges. With comparable armor coverage to heavier units, the XJ-7 has proven its capability in an assault position, often outliving battlemechs of similiar weight. With a respectable land speed and decent mobility, the Cougar is quite capable of fulfilling its duties as a heavy scout, when the appropriate models are not available.

Capabilities:

Utilizing components from all over the Taurian Concordat, the Cougar has thus far managed to keep many smaller production facilities online solely for the prupose of providing Cathage Mechworks with the materials necessary to assemble this single battlemech model.

Built practically from the ground up, the Carthage Light internal framework is the only component produced on-site, and has thus far proven to be the only component CMI is having trouble acquiring. Following the lines of Mathertechno's VLT Vulcan, the chassis presents an extremely thin profile from the front and rear quarters, with the intention being to reduce the likelihood of the Cougar sustaining direct blows to the torso areas. By creating the torso with such an unusual profile, the extra time required to produce each chassis has set the primary production run behind schedule, while the various other pieces of equipment keep piling up in storage facilities across the planet Carthage.

The XJ-7 has an average landspeed for its class, due to the weight requirements of its weapon payload. Powering the 35 ton machine is a Magna 175 fusion engine, produced on the planet Taurus. The first few of these engines had to be slightly modified for use on the Cougar, as the Magna production plant is only set up to produce these fusion engines for use in the Hunter light tank. After the modifications had been made, however, Magna found it possible to convert a small portion of their production facilities to building the battlemech model of 175-rated engine. Providing for a bit more mobility in the field are five torso-mounted Rawling 54 jump thrusters. These are also imported from Taurus, normally arriving in the same frieght shipment as the fusion engines, reducing shipping costs greatly.

Also provided by Taurus Territorial Industries, was access to their Durallex Medium armor stockpiles. By mounting over six tons of the medium-duty plate, the Cougar has protection comparable to many heavier battlemechs, and can greatly outlast most of its lighter cousins in combat.

Built as a general purpose, front-line, attack-oriented battlemech, the Cougar has been outfitted with several unusual weapon types for a 'mech of its size. First of which is the Delta Dart LRM ten-pack. This weapon has an extreme reach, carries the firepower that some medium 'mechs cannot claim, and has the ability to offer indirect fire. With only twelve combat reloads, however, the missile rack may end up being a useless five-ton piece of equipment before the end of a major battle. In order to back up the large Long Range Missile rack, a secondary, Short Range twin pack was installed in the opposite torso. The Harvester 20k series SRM launcher has a known reputation for reliability, and comes complete with 50 combat reloads, more than enough for any engagement. To add to short-range 'mech-killing firepower, the left torso also mounts a single Diverse Optics Type 2  Medium Laser. This weapon offers quite a bit of solace to the mechwarrior that finds his missile bays empty. Offering limited anti-infantry protection are both the left arm HotShot Flamer, and the right arm-mounted Magna MK I Small Laser. These weapons alone provide for paltry firepoower, but when utilized together, can make even the most hardened infantry platoon run in terror.

Variants:

The only variant known to exist is the XJ-8, which replaces both of the missile systems with a single Sunglow Type 2 Large Laser and several heat sinks. While this model offers a reduced dependability on ammunition, the increased heat burden is considered too great for the XJ-8 to be mass-produced.


Type/Model: Cougar XJ-7

Mass: 35 tons

Equipment:   Crits Mass

Internal Structure: 58 pts Standard 0 3.50

Engine: 175 6 7.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 10 Single 3 .00

   (Heat Sink Loc: 1 HD, 1 LA, 1 LT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA+H 15 .00

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 14

  Center Torso (Rear):   5

  L/R Side Torso: 8 10/10

  L/R Side Torso (Rear):   4/4

  L/R Arm: 6 10/10

  L/R Leg: 8 14/14


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RA 1   1 .50

1 Flamer LA 3   1 1.00

1 LRM 10 RT 4 12 3 6.00

   (Ammo Loc: 1 RT)

1 SRM 2 LT 2 50 2 2.00

   (Ammo Loc: 1 CT)

1 Medium Laser LT 3   1 1.00

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 2 LT, 2 RT, 1 CT)

TOTALS:   13   46 35.00

Crits & Tons Left:       32 .00


Calculated Factors:

Total Cost: 2,586,442 C-Bills

Battle Value: 617

Cost per BV: 4,191.96

Weapon Value: 257 / 257 (Ratio = .42 / .42)

Damage Factors:    SRDmg = 8; MRDmg = 5; LRDmg = 3

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

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

    Class: ML,   Point Value: 6

    Specials: if


Created with HeavyMetal Pro

User Reviews

4/22/2007 5  Ice Hellion
This is a good workhorse light 'Mech. It is like the 55 tons trio but at its own scale.
Nice story with the Taurian plans (although I really doubt they would arm their main oppressor).
The pictures are good also.
Great job.

4/20/2007 5  Samak
Great work here ST. I like the choice of weapons, and the custom pic is a great addition. As always, your fluff is well written, and it is a nice change of pace to see a Periphery nation producing a SLDF 'Mech. \

The XJ-7 was a nice touch too

4/18/2007 4  Einherjar
Umm...as much as I'd like to take credit Ironraven, this is Stolen Thunder's 'Mech. LOL, no worries though. I'm sure he knows what you meant!

As for my pence ST, damn fine work. Pics are great, and good fluff. Max jump, plenty of weapons...hmm, what more could I ask for. Seems a little reminicent of something else of your's I've seen, though I can't remember what. At any rate, I like it. If I had one complaint, I'd say it's a little slow for a light, but considering what I submitted, what can I say. Bravo!

4/18/2007  Ironraven
Good mix of abilities, nice maneuverability, good armour for the weight class. Everything I'd expect from you, Gaunt- the problem with being a pro is that you are predictable. And I'm glad I was right when I predicted good fluff from you. Technically a light mech, but I'd assign it medium mech missions, as it will be a good, versatile trooper mech despite it's ammunition dependency.

4/18/2007 5  Knightmare
Well done ST. Great use of custom art, and a great fluff. I've always had a soft spot for the strange looking Vulcan. Great job.
cheers

4/17/2007 5  Cypher Himura
Great piece of work, as expected from S_T. Good mix of weapons, armor and mobility. And the fluff is a excellent read as always. Nicely done.

4/17/2007 5  Kit
Same speed as the Firefly, better jump capability, and an interesting (and powerful) weapon selection. This 'Mech can competently fill a lot of roles, so it would be a good general workhorse for any military. I personally like faster light designs, but I cannot fault this one in any way.

As for the Fluff, it is well thought out and written. The way you display the Taurian Concordat feels especially accurate to me.

BTW, what do you use to make pictures like this?

4/17/2007 5  Warhawk
Impressive all around ST and your pics are some of the best seen in some time. I like the all-around nature of this `Mech and it fulfills a nice battlefield position. The bit about the Taurians using it is a nice touch as well.

4/17/2007  Toodles
whoa... impressive! its a cheap, powerful and to add mean!
but im not too fond of flamers.


excellent job
Added: Kit he made this with i beleive Doga.

 

Lasergunner posted this 26 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1378
SATURDAY, APRIL 12, 2008
151 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1378]
osprey_vtol.jpg

Light Cargo VTOL LCV

Custom Level 1 / 2750 Inner Sphere  VTOL 15 Tons
Stolen_Thunder Various Vee's

Type/Model: Light Cargo VTOL

Tech: Inner Sphere / 2000

Config: V.T.O.L.

Rules: Level 3, Standard design

   

Mass: 15 tons

Power Plant: 25 Various I.C.E.

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Various Standard

Armament:NoneManufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

Light cargo mover. Can accomadate 24 tons of cargo.

Total lack of weaponry precludes this unit's use in any form of actual combat.


Type/Model: Light Cargo VTOL

Mass: 15 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 1.50

Engine: 25 I.C.E. 0 1.00

   Cruise MP: 8    

   Flank MP: 12    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 .75

Crew: 1 Members 0 .00

Rotor Equipment: Main/Tail Rotors 0 1.50

Armor Factor: 20 pts Standard 0 1.25


    Internal Armor

    Structure Value

  Front: 2 7

  Left / Right Sides: 2 4/4

  Rear: 2 3

  Rotor: 2 2


Weapons & Equipment: Loc Heat Ammo Items Mass

Cargo Bay Capacity Body 0   1 9.00

TOTALS:   0   1 15.00

Items & Tons Left:       7 .00


Calculated Factors:

Total Cost: 151,875 C-Bills

Battle Value: 15

Cost per BV: 10,125.0

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

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

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

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

    Class: VA,   Point Value: 0

    Specials: tran9


Created with HeavyMetal Vee

User Reviews

4/14/2008 4  Vidar
THe logistic that this make posable are astounding.

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1375
SATURDAY, APRIL 12, 2008
208 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1375]
m109_2.jpg

Self Propelled Artillery SPA

Custom Level 1 / 2750 Inner Sphere  Tracked 30 Tons
Stolen_Thunder Various Vee's

Type/Model: SP Artillery

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 2-FA, Standard design

   

Mass: 30 tons

Power Plant: 90 Various I.C.E.

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Various Standard

Armament:1 Thumper ArtilleryManufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

The slow, lightly armored Self-Propelled Artillery is the mainstay of the infantry support unit.

The lack of direct-fire weapons precludes this unit's use as anything but artillery support. The light armor also makes direct confrontation extemely dangerous for this unit.

Medium weight makes transporting this unit difficult for light cargo carriers.

 


 

 

Type/Model: SP Artillery

Mass: 30 tons

Const. Options: Fractional Accounting

 

 

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 3.00

Engine: 90 I.C.E. 0 6.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 32 pts Standard 0 2.00

 

 


 

 

    Internal Armor

    Structure Value

  Front: 3 9

  Left / Right Sides: 3 7/7

  Rear: 3 4

  Turret: 3 5

 

 


 

 

Weapons & Equipment: Loc Heat Ammo Items Mass

1 Thumper Artillery Turret 0 20 2 16.00

TOTALS:   0   2 30.00

Items & Tons Left:       9 .00

 

 


 

 

Calculated Factors:

Total Cost: 402,350 C-Bills

Battle Value: 81

Cost per BV: 4,967.28

Weapon Value: 37 / 37 (Ratio = .46 / .46)

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

BattleForce2: MP: 3T,   Armor/Structure: 0 / 2

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

    Class: GL,   Point Value: 1

    Specials: artT

 

 


 

Created with HeavyMetal Vee

 

User Reviews

9/15/2009  jadedtoxicpixie
I'd rather go with heavier artillery, but by Ghu it's cheap!

9/14/2009  Magermh
I normally use Thumpers in batteries of 12.

4/16/2008 4  Vidar
Slow under armored cheap but a good use of a thumper. may seem weak until you try them in batteries of 8 or more.

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1377
SATURDAY, APRIL 12, 2008
265 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1377]
m1a1abrams.jpg

Main Battle Tank MBT

Custom Level 1 / 2750 Inner Sphere  Tracked 35 Tons
Stolen_Thunder Various Vee's

Type/Model: Main Battle Tank

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 35 tons

Power Plant: 140 Various I.C.E.

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Various Standard

Armament:1 Autocannon/10Manufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

Large, heavily amored and armed, the Main Battle Tank is the backbone of any planetary militia's armor formation.

Heavy weapons make the MBT effective against all targets, even battlemechs, in direct confrontation. Heavy armor allows the MBT to survive longer in direct confronation.

Heavy weight precludes this unit's transport in all but the largest cargo carriers.


Type/Model: Main Battle Tank

Mass: 35 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 20 pts Standard 0 3.50

Engine: 140 I.C.E. 0 10.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.75

Crew: 3 Members 0 .00

Turret Equipment:   0 1.20

Armor Factor: 72 pts Standard 0 4.50


    Internal Armor

    Structure Value

  Front: 4 22

  Left / Right Sides: 4 14/14

  Rear: 4 10

  Turret: 4 12


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/10 Turret 0 20 2 14.00

Miscellaneous Equipment Body 0   1 .05

TOTALS:   0   3 35.00

Items & Tons Left:       9 .00


Calculated Factors:

Total Cost: 536,175 C-Bills

Battle Value: 251

Cost per BV: 2,136.16

Weapon Value: 118 / 118 (Ratio = .47 / .47)

Damage Factors:    SRDmg = 9; MRDmg = 5; LRDmg = 1

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

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

    Class: GL,   Point Value: 3


Created with HeavyMetal Vee

User Reviews

1/27/2010  Sykhet
A couple things -- 35 tons is normal for an MBT now, but in Battletech, where tanks can go up to 100 tons, a 35-tonner would be too easily outgunned to fill the role. Also, an MBT normally mounts more than just one cannon -- a pintle-mounted machine gun and maybe a coaxial machine gun at least, though maybe they'd do better as Small Pulse Lasers since they're for keeping infantry at bay.

1/22/2010  Magermh
Miscellaneous Equipment. Yes a tank with a toilet inside!

9/15/2009  jadedtoxicpixie
Miscellaneous Equipment - that'll be a boiling vessel for making tea in, then

Cheap garrison level attrition unit, spot on for the Armourys purpose - could use an MG but otherwise no quibbles from me

4/14/2008 3  Vidar
Very nice just needs something to keep the infantry off it.

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1373
SATURDAY, APRIL 12, 2008
191 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1373]
bradley-5.jpg

Scout Tank ST

Custom Level 1 / 2750 Inner Sphere  Tracked 20 Tons
Stolen_Thunder Various Vee's

Type/Model: Scout Tank

Tech: Inner Sphere / 2000

Config: Tracked Vehicle

Rules: Level 3, Standard design

   

Mass: 20 tons

Power Plant: 120 Various I.C.E.

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: Various Standard

Armament:1 Autocannon/2Manufacturer:    Various   Location:    VariousCommunications System:    VariousTargeting & Tracking System: Various

Overview:

A light, easily transportable light scout tank. Intended for infantry support and reconassaince duties.

Fast ground speed, coupled with light armor and weaponry, makes this unit ideal for scouting duties, but not much else.


Type/Model: Scout Tank

Mass: 20 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 120 I.C.E. 0 8.00

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .60

Armor Factor: 22 pts Standard 0 1.38


    Internal Armor

    Structure Value

  Front: 2 7

  Left / Right Sides: 2 4/4

  Rear: 2 3

  Turret: 2 4


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/2 Turret 0 45 2 7.00

Miscellaneous Equipment Body 0   1 .02

TOTALS:   0   3 20.00

Items & Tons Left:       6 .00


Calculated Factors:

Total Cost: 195,360 C-Bills

Battle Value: 91

Cost per BV: 2,146.81

Weapon Value: 11 / 11 (Ratio = .12 / .12)

Damage Factors:    SRDmg = 2; MRDmg = 2; LRDmg = 1

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

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

    Class: GL,   Point Value: 1


Created with HeavyMetal Vee

User Reviews

4/15/2008 4  TechWarrior
Ah, one of my personal favorite weapons, and you did well with it.

4/14/2008 4  Vidar
A nice sting for afar with good speed.

 

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6681
SATURDAY, JULY 29, 2006
UPDATE: 7/29/2006
128 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=6681]

"Rebel" XX-1X

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: Stolen_Thunder

Armory: Carthage Mechworks

 


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BATTLEROM IMAGE JULY 15, 3025

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: ¨Rebel¨ XX-1X

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: Standard

Power Plant: 160 LTV Fusion

Walking Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Standard

Armament:
2 Small Lasers
2 Machine Guns
1 Flamer
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)

Overview:

The origin of the so-called "Rebel" battlemech is a complete, and total mystery to the intelligence agencies of the Inner Sphere. First encountered during one of Helmar Valasek's numerous raids into Kuritan space, the diminutive battlemech raised many concerns over the bandit kingdom's ability to produce new war machines.

Seemingly a brand-new machine, the so-called "Rebel" was given only a simple codename until the proper identification for the 'mech could be discovered. Unfortunately, there is no standard identification for this particular battlemech, as the machine is simply a conversion of the basic light 'mech frame it was originally based off of. By using any available components, the Bandit Kings have created a somewhat effective, if uninspired, battlemech. Fast, maneuverable, and quite heavily armed for it's size, the Rebel is becoming a favorite among many Periphery Pirates, and also a few of the legitimate Periphery nations.

Capabilities:

Beginning with a standard light 'mech frame, the Internal structure is lightened and re-shaped into the now-familiar profile of the Rebel. The internal structure most often used is scrapped, or salvaged structural framework from common 'mechs, such as the Stinger, or Wasp. With the Internal supports for the torso re-molded into the compact box-shape that was once a common sight in the Star League light lances, the Rebel is easily confused for one of the older models of the Flea, or Hornet. The real defining difference between these ancient Star League models, and the Rebel, is the shape and contour of the leg structures, which closely resembles those of the Locust, or even a Cicada. These back-canted legs are necessary, in order to properly house the powerful actuators, and myomer bundles used to propel the Rebel to great speeds. The 160-rated fusion plant used in the Rebel is not easily come by, but many freelance technicians are capable of modifying the smaller, less powerful 120-rated engine found in the more common Stinger. While the modified power plant is unstable, at best, the extra power generated is often worth the risk to Bandits and raiders, who are constantly looking for that extra burst of speed.

The armor load is light, when compared to heavier, traditional scout 'mechs, but the coverage is nearly exactly the same as on the lighter Stinger and Wasp models. This level of protection is adequate for the Rebel, as the real defensive strength of the 'mech is its speed. Able to outrun nearly every other combat 'mech in use on today's battlefield, the Rebel is well served by its armor load and quick feet.

 The weapons array is one of the more powerful arrays to be found on such light 'mech, allowing its use as a fast attack 'mech, and, as the Bandit Kings have found, the weapons also pose a serious threat to unarmored opponents, making the Rebel an excellent weapon of terror. The centrally-located Flamer is the most potent weapon on the design, as it can quickly dispatch of unarmored infantry, and create brush fires and smoke screens for friendly raiders. Twin torso-mounted Machine Cannons add a little more armor defeating capability to the design, and with an ample supply of ammunition, these weapons will always be available to the mechwarrior. The real anti-mech firepower comes in the form of two arm-mounted Small Lasers. While the range of these weapons is extremely short, they do provide for a bit more damage potential than the standard medium laser of conventional designs, and the Rebel certainly has the speed to bring these weapons into play quickly.

Battle History:

Sighted on several raids into Kuritan territory, the Rebel was at first believed to be a simple "periphery junk heap" of salvaged parts, until the same model was noted as being used in different raids, and on a few occasions, more than one was deployed by the bandits. After the realization came that this was a new battlemech, the Kuritan intelligence agency began searching for some clues to its origin. In the meantime, however, the Rebel has been deployed to raids all across the Kuritan border, and several were used along the Lyran border, lending credence to the theory that several different Bandit Kingdoms have begun copying each other's successes.


In one instance on Thule, the Rebel was deployed in a support role, drawing fire from the heavier Kuritan units, while the remaining 'mechs of Valasek's raiding party collected spare parts and water. Even though the two Rebels used in this battle were lost, the raid was successful, mostly due to the Rebels' ability   to keep the defenders occupied. The two disabled Rebels were summarily salvaged, and their remains transported to Alshain for further study.

Deployment

In use by several Bandit Kings, the Rebel is quickly gaining a reputation for being troublesome on any battlefield, and in the hands of a good pilot, the small mech could prove to be more trouble than many other light 'mechs.

Type/Model: ¨Rebel¨ XX-1X

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2.00

Engine: 160 6 6.00

   Walking MP: 8    

   Running MP: 12    

   Jumping MP: 0    

Heat Sinks: 10 Single 4 .00

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

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

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

Armor Factor: 56 pts Standard 0 3.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 6 7

  Center Torso (Rear):   2

  L/R Side Torso: 5 6/6

  L/R Side Torso (Rear):   2/2

  L/R Arm: 3 5/5

  L/R Leg: 4 6/6


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RA 1   1 .50

1 Small Laser LA 1   1 .50

1 Machine Gun RT 0 100 2 1.00

   (Ammo Loc: 1 CT)

1 Machine Gun LT 0   1 .50

1 Flamer CT 3   1 1.00

TOTALS:   5   37 20.00

Crits & Tons Left:       41 .00


Calculated Factors:

Total Cost: 1,493,800 C-Bills

Battle Value: 305

Cost per BV: 4,897.7

Weapon Value: 46 / 46 (Ratio = .15 / .15)

Damage Factors:    SRDmg = 4; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 8,   Armor/Structure: 1/2

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

    Class: ML,   Point Value: 3


*Editor's Note: This battlemech is currently not in production in any normal sense of the word. The Images being displayed are only the most accurate representations of the common "Rebel" battlemech. While all of the "Rebel's" in use will most likely have the same weapons and performance profile, they all will not, most certainly, share the same outward appearance.*

 


User Reviews

User Rating Posted Updated

Ice Hellion 5 8/15/2006  

Nice fluff (I think I really like the part on overpowering the 120 engine to make it a 160, this shows how desesperate they are) backed by nice pics.
However, this is also a good 'Mech on its own. It has a short range but its speed should make for it.
Great job.

Gauntlet 5 7/31/2006  

Great fluff Stolen_Thunder. Good mech, low on armor, but hitting the bastard is gonna be pretty damn hard, so not a big deal. Seems like you were telling me about this mech, but I don't remember exactly. At anyrate, good job!

Warhawk 5 7/29/2006  

An interesting alternative Locust of a sorts. Nice bit of fluff and the images are just making some of us look bad with just using "regular" images.
Nice work and a nice little 'Mech even if it is a pirate 'Mech.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8302
TUESDAY, APRIL 17, 2007
659 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=8302]
V2_Stand.JPG

Cougar XJ-7

Custom Level 1 / 2750 Inner Sphere  Biped 35 Tons
Stolen_Thunder Carthage Mechworks
Cougar HMP (Heavy Metal Pro) File

Faction Availability


BattleMech Technical Readout

Type/Model: Cougar XJ-7

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 35 tons

Chassis: Carthage Light Standard

Power Plant: 175 Magna Fusion

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: 5 Rawlings 54 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Durallex Medium Standard

Armament:1 Magna Mk I Small Laser1 Hotshot Flamer1 Delta Dart LRM 101 Harvester 2K SRM 21 Diverse Optics Type 2 Medium LaserManufacturer:    Carthage Mechworks   Location:    CarthageCommunications System:    Neil 6000Targeting & Tracking System: RCA Instatrac Mark XII

Overview:

After the introduction of new production protocols within the Star League Quartermaster Command in 2751, a design challenge was issued to every medium-sized battlemech supplier within the Inner Sphere. The rules: build a light Battlemech, without the use of Star League-exclusive technology. With such a wide range of options left open to them, almost every production firm in existence began building prototypes. Within a few short months, there were no less than two dozen new battlemechs jockeying for the winning position in the games on the small planet of Solaris VII.

One of these designs, the XJ-7 Cougar, from a little known design firm from within the Taurian Concordat, began taking praise from many of the spectators, and even a few of the few in charge of judging the competition. This praise and notice was not for the Cougar's battleworthiness, for these properties had not even began to be displayed. The notice was for the fact that the Taurians had actually decided to help the Star League by providing a new light 'Mech for its forces. Considering the great lengths the Concordat had gone through in order to keep their independance, the thought was almost unimaginable.

Little did the League know that this design would go into full production, in secret, to arm the Taurian Defense Force. The Cougar's entrance into the competition was appearantly only a ruse, designed to lead the Star League's QMC to believe that the Cougar was designed and built solely for the purposes of the SLDF.

Providing long-range fire, attacking enemy positions alongside heavier battlemechs, and even dangerous scouting missions are the things the Cougar was built to perform at. Utilizing heavy firepower for a machine its size, the Cougar has surprised many in the Inner Sphere with its ability to keep pace with some medium-class battlemechs on the firing ranges. With comparable armor coverage to heavier units, the XJ-7 has proven its capability in an assault position, often outliving battlemechs of similiar weight. With a respectable land speed and decent mobility, the Cougar is quite capable of fulfilling its duties as a heavy scout, when the appropriate models are not available.

Capabilities:

Utilizing components from all over the Taurian Concordat, the Cougar has thus far managed to keep many smaller production facilities online solely for the prupose of providing Cathage Mechworks with the materials necessary to assemble this single battlemech model.

Built practically from the ground up, the Carthage Light internal framework is the only component produced on-site, and has thus far proven to be the only component CMI is having trouble acquiring. Following the lines of Mathertechno's VLT Vulcan, the chassis presents an extremely thin profile from the front and rear quarters, with the intention being to reduce the likelihood of the Cougar sustaining direct blows to the torso areas. By creating the torso with such an unusual profile, the extra time required to produce each chassis has set the primary production run behind schedule, while the various other pieces of equipment keep piling up in storage facilities across the planet Carthage.

The XJ-7 has an average landspeed for its class, due to the weight requirements of its weapon payload. Powering the 35 ton machine is a Magna 175 fusion engine, produced on the planet Taurus. The first few of these engines had to be slightly modified for use on the Cougar, as the Magna production plant is only set up to produce these fusion engines for use in the Hunter light tank. After the modifications had been made, however, Magna found it possible to convert a small portion of their production facilities to building the battlemech model of 175-rated engine. Providing for a bit more mobility in the field are five torso-mounted Rawling 54 jump thrusters. These are also imported from Taurus, normally arriving in the same frieght shipment as the fusion engines, reducing shipping costs greatly.

Also provided by Taurus Territorial Industries, was access to their Durallex Medium armor stockpiles. By mounting over six tons of the medium-duty plate, the Cougar has protection comparable to many heavier battlemechs, and can greatly outlast most of its lighter cousins in combat.

Built as a general purpose, front-line, attack-oriented battlemech, the Cougar has been outfitted with several unusual weapon types for a 'mech of its size. First of which is the Delta Dart LRM ten-pack. This weapon has an extreme reach, carries the firepower that some medium 'mechs cannot claim, and has the ability to offer indirect fire. With only twelve combat reloads, however, the missile rack may end up being a useless five-ton piece of equipment before the end of a major battle. In order to back up the large Long Range Missile rack, a secondary, Short Range twin pack was installed in the opposite torso. The Harvester 20k series SRM launcher has a known reputation for reliability, and comes complete with 50 combat reloads, more than enough for any engagement. To add to short-range 'mech-killing firepower, the left torso also mounts a single Diverse Optics Type 2  Medium Laser. This weapon offers quite a bit of solace to the mechwarrior that finds his missile bays empty. Offering limited anti-infantry protection are both the left arm HotShot Flamer, and the right arm-mounted Magna MK I Small Laser. These weapons alone provide for paltry firepoower, but when utilized together, can make even the most hardened infantry platoon run in terror.

Variants:

The only variant known to exist is the XJ-8, which replaces both of the missile systems with a single Sunglow Type 2 Large Laser and several heat sinks. While this model offers a reduced dependability on ammunition, the increased heat burden is considered too great for the XJ-8 to be mass-produced.


Type/Model: Cougar XJ-7

Mass: 35 tons

Equipment:   Crits Mass

Internal Structure: 58 pts Standard 0 3.50

Engine: 175 6 7.00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 10 Single 3 .00

   (Heat Sink Loc: 1 HD, 1 LA, 1 LT)

Gyro:   4 2.00

Cockpit, Life Support, Sensors: 5 3.00

Actuators: L: Sh+UA+LA, R: Sh+UA+LA+H 15 .00

Armor Factor: 104 pts Standard 0 6.50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 11 14

  Center Torso (Rear):   5

  L/R Side Torso: 8 10/10

  L/R Side Torso (Rear):   4/4

  L/R Arm: 6 10/10

  L/R Leg: 8 14/14


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Small Laser RA 1   1 .50

1 Flamer LA 3   1 1.00

1 LRM 10 RT 4 12 3 6.00

   (Ammo Loc: 1 RT)

1 SRM 2 LT 2 50 2 2.00

   (Ammo Loc: 1 CT)

1 Medium Laser LT 3   1 1.00

5 Standard Jump Jets:       5 2.50

   (Jump Jet Loc: 2 LT, 2 RT, 1 CT)

TOTALS:   13   46 35.00

Crits & Tons Left:       32 .00


Calculated Factors:

Total Cost: 2,586,442 C-Bills

Battle Value: 617

Cost per BV: 4,191.96

Weapon Value: 257 / 257 (Ratio = .42 / .42)

Damage Factors:    SRDmg = 8; MRDmg = 5; LRDmg = 3

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

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

    Class: ML,   Point Value: 6

    Specials: if


Created with HeavyMetal Pro

User Reviews

4/22/2007 5  Ice Hellion
This is a good workhorse light 'Mech. It is like the 55 tons trio but at its own scale.
Nice story with the Taurian plans (although I really doubt they would arm their main oppressor).
The pictures are good also.
Great job.

4/20/2007 5  Samak
Great work here ST. I like the choice of weapons, and the custom pic is a great addition. As always, your fluff is well written, and it is a nice change of pace to see a Periphery nation producing a SLDF 'Mech. \

The XJ-7 was a nice touch too

4/18/2007 4  Einherjar
Umm...as much as I'd like to take credit Ironraven, this is Stolen Thunder's 'Mech. LOL, no worries though. I'm sure he knows what you meant!

As for my pence ST, damn fine work. Pics are great, and good fluff. Max jump, plenty of weapons...hmm, what more could I ask for. Seems a little reminicent of something else of your's I've seen, though I can't remember what. At any rate, I like it. If I had one complaint, I'd say it's a little slow for a light, but considering what I submitted, what can I say. Bravo!

4/18/2007  Ironraven
Good mix of abilities, nice maneuverability, good armour for the weight class. Everything I'd expect from you, Gaunt- the problem with being a pro is that you are predictable. And I'm glad I was right when I predicted good fluff from you. Technically a light mech, but I'd assign it medium mech missions, as it will be a good, versatile trooper mech despite it's ammunition dependency.

4/18/2007 5  Knightmare
Well done ST. Great use of custom art, and a great fluff. I've always had a soft spot for the strange looking Vulcan. Great job.
cheers

4/17/2007 5  Cypher Himura
Great piece of work, as expected from S_T. Good mix of weapons, armor and mobility. And the fluff is a excellent read as always. Nicely done.

4/17/2007 5  Kit
Same speed as the Firefly, better jump capability, and an interesting (and powerful) weapon selection. This 'Mech can competently fill a lot of roles, so it would be a good general workhorse for any military. I personally like faster light designs, but I cannot fault this one in any way.

As for the Fluff, it is well thought out and written. The way you display the Taurian Concordat feels especially accurate to me.

BTW, what do you use to make pictures like this?

4/17/2007 5  Warhawk
Impressive all around ST and your pics are some of the best seen in some time. I like the all-around nature of this `Mech and it fulfills a nice battlefield position. The bit about the Taurians using it is a nice touch as well.

4/17/2007  Toodles
whoa... impressive! its a cheap, powerful and to add mean!
but im not too fond of flamers.


excellent job
Added: Kit he made this with i beleive Doga.

 

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