Designer: Warlock / Armory: Warlocks Collection

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Lasergunner posted this 03 July 2017

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Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2747
SUNDAY, JANUARY 23, 2005
134 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2747]

Blackjack GB BJ-1W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 45 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE FEBRUARY 3, 3025

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Blackjack BJ-1W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 45 tons

Chassis: GM BJ-I Standard

Power Plant: 180 GM Fusion

Walking Speed: 43,2 km/h

Maximum Speed: 64,8 km/h

Jump Jets: 4 Whitworth Jetlift Standard Jump Jets

   Jump Capacity: 120 meters

Armor Type: StarGuard II Standard

Armament:
1 Autocannon/5
4 Small Lasers
1 Large Laser
Manufacturer:    General Motors
   Location:    (Unknown)
Communications System:    Dalban Micronics
Targeting & Tracking System: Dalban AQ

Overview:

General Motors' original contract called for the production of "a medium BattleMech with insurgency-suppression and fire-support capabilities". The result was the Blackjack, a 45-ton 'Mech armed with lasers and autocannon.
The production model differed from early prototypes in replacing the twin, arm-mounted GM Flashpoint flamers with heavier but more reliable Class 2 Whirlwind-L autocannon. This also required replacing the original Vox 225 power plant with the lighter GM 180, which reduced the Blackjack's speed and endurance. Whitworth jump jets were added to increase the 'Mech's mobility.
Despite the fact that the Blackjack fulfilled all its production requirements and was a good medium 'Mech, GM was not prepared for the reaction to it. Having somehow developed a bad reputation, the Blackjack was rejected by both Star League and its MechWarriors, and so production was cancelled after only a few years.

Capabilities:

The Blackjack's main function was to suppress/destroy non-'Mech insurgent forces that began to appear as Star League's authority was eroding. The 'Mech fulfilled its secondary role of fire support with only moderate success, as its twin light autocannon were not up to the task of blasting away at armored 'Mechs. The medium lasers provided more firepower, however. When used en masse by an entire lance or company of Blackjacks, they proved quite effective.
Despite its poor reception, records of the Blackjack's performance show it to have been a reliable 'Mech. The one problem was that its joints had a tendency to attract shells, much as did the autocannon linkage on GM's other major 'Mech, the Marauder.
The Blackjack's only real drawback was its bad press, which claimed that the entire project was a boondoggle because the 'Mech's basic design was flawed and unstable. It was said that the 'Mech's narrow footpads led to falls and reduced its mobility, or that the Starguard II armor was brittle and tended to fall off. Though none of these claims were ever substantiated, the Blackjack nevertheless soon fell into disfavor.

Battle History:

Used effectively but only sparingly by Star League, the Blackjack continues in use among the Successor States. It functions generally as fire support or against infantry and small armored vehicles. Houses Liao and Davion have most of the Blackjacks now in existence, but use them only rarely. The Blackjack's bad reputation obscures the fact that it can hold its own against comparable 'Mechs and is fully capable of winning a one-on-one combat.
The myth of the Blackjack's inferiority received a blow in 3022, however, when the infamous Kurita Captain Mercer Ravannion attempted to use his 'horde' tactics against an under-strength Davion garrison on the ice world of Xhosha VII. Ravannion theorized that 'Mech warfare could be carried out by swarms of ultra-light Stingers and Wasps to attack and overwhelm the heavier but numerically inferior defending 'Mechs. Ravannion's attempts to prove his theories were uniformly disastrous, but his confidence in them was unshakeable. The tiny garrison on Xhosha would suffer for his obsession.
The Xhosha defense unit consisted of two companies of Draconis March Militia, equipped mostly with Locusts and Blackjacks. When hordes of Stingers and Wasps burst from DropShips in what Ravannion hoped was an irresistible wave, they caught the Militia by surprise. Freezing temperatures affected the performance of 'Mech equipment on both sides, particularly the defenders' Locusts.
In the end, Cadet Captain Michael Ubodo's 'outmoded' and 'inferior' but heavier Blackjacks took the brunt of the Kurita attack on the icy Plain of Swords. The fighting was fierce. Driven by fanaticism, Ravannion threw his 'Mechs into battle without regard for men or material.
Ubodo, a recent NAIS Training Cadre graduate breveted to command of the Xhosha garrison, was beset on all sides by the light, swift Kurita 'Mechs. Remaining calm, he utilized what little terrain existed on the windswept plain, and met each Kurita thrust with a counterthrust from his outnumbered Blackjacks, then personally led the counter-attack that broke the back of Ravannion's assault.
Ravannion withdrew his forces in disorder, and returned home "to further refine" his theories. He was killed a year later in a fight with McKinnon's Raiders on Fallon II.
Hanse Davion personally decorated young Ubodo. The sight of the much-maligned Blackjack standing in line for Davion honors alongside Marauders and Crusaders has forced some critics to reconsider their opinion of the 'Mech.

Variants:

Liao commanders are just short of contemptuous the Blackjacks in their regiments, and so no modifications have been attempted, much less the assignment Blackjacks to combat units.
Hanse Davion, on the other hand, was so impress by the Blackjack's showing on Xhosha that he has begun experimenting with new versions. One of the Davion engineers' first discoveries was that the Blackjack's instability is a myth. One Davion variant replaces dual autocannon with heavy lasers and also radically increases the number of heat sinks. This necessitates the removal of two medium lasers and some armor.   Another Davion Blackjack has replaced the jump jets with increased weapons and heat sinks. Though many still scoff at the Blackjack, it may someday have a chance to redeem itself in House Davion's battle force.
A new variant has seen the light of day the 1W. This variant remove all the origanils and are replaced with a AC/5 in the right arm, a Lg.laser in the left , the med.lasers are replaced with small for inclose fight / anti.infanty weapon, and a extra HS has also been added to help with the extra heat caused by the addition of the lg,laser.So far this variant has had a good showing on the field, surpriseing many mechwarrior by it weapons lay-out think they are fight a mech with two small AC´s.The only realy critic of the desig is most would rather have two Med.laser´s insted of four small, but there are no planes at this time to make any changes to the design.

Notable 'Mechs & MechWarriors:

Lieutenant Michael Ubodo
Ubodo is an intelligent, promising young officer already awarded a permanent commission and the Davion Star of Bravery for his actions in defense of Xhosha. He now commands a recon lance of the Deneb Light Cavalry. Though his men were initially skeptical of his youth and his Blackjack, The Arrow, Ubodo's easy-going but efficient style of command has won their respect.
Lieutenant Ubodo is a great proponent of the maligned Blackjack, and will challenge anyone who criticizes it. He is just as fiercely loyal to his men and to House Davion.


Type/Model: Blackjack BJ-1W

Mass: 45 tons

Equipment:   Crits Mass

Internal Structure: 75 pts Standard 0 4,50

Engine: 180 6 7,00

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 4    

Heat Sinks: 12 Single 5 2,00

   (Heat Sink Loc: 1 LA, 2 LT, 2 RT)

Gyro:   4 2,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 136 pts Standard 0 8,50


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 14 18

  Center Torso (Rear):   9

  L/R Side Torso: 11 15/15

  L/R Side Torso (Rear):   6/6

  L/R Arm: 7 12/12

  L/R Leg: 11 17/17


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/5 RA 1 20 5 9,00

   (Ammo Loc: 1 RA)

1 Small Laser RA 1   1 ,50

1 Large Laser LA 8   2 5,00

1 Small Laser LA 1   1 ,50

1 Small Laser RT 1   1 ,50

1 Small Laser LT 1   1 ,50

4 Standard Jump Jets:       4 2,00

   (Jump Jet Loc: 2 LL, 2 RL)

TOTALS:   13   49 45,00

Crits & Tons Left:       29 ,00


Calculated Factors:

Total Cost: 3.103.725 C-Bills

Battle Value: 794

Cost per BV: 3.908,97

Weapon Value: 557 / 557 (Ratio = ,70 / ,70)

Damage Factors:    SRDmg = 13; MRDmg = 8; LRDmg = 2

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

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

    Class: MM,   Point Value: 8


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Magermh 0 2/17/2005  

Just to challange you can you make mech an RAC variont of the Blackjack. Tageting computer not included.

Ice Hellion 0 1/24/2005  

An interesting approach.
Let me just tell that the instability of the Blackjack is not a myth. I do not remember well but I read rules for simulating that.
The new weapons are really great and work well together. It seems a mix between the different variants of the Blackjack.
May I suggest dropping the Small Lasers either for more heat sinks and armor or for 3 MG with half a ton of ammo (much better for dealing with infantry).

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2314
SUNDAY, JANUARY 11, 2004
UPDATE: 12/27/2004
195 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2314]

Crusader CRD-3W2

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE MARCH 4, 3025

* FOR MI2 USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 260 13.5T

Gyro: Standard 3T

  Walk: 4 MP

  Run: 6 MP

  Jump: 0 MP

Standard Heat Sinks: 13  3T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 6.5 12

Head 3 9

Center Torso 21 33/8

L/R Torso 15 24/6

L/R Arm 10 20

L/R Leg 15 21

 


Standard

Battle Value: 975

C-Bill Cost: 5,357,661

Qty Weapons and Equipment Location Critical Tonnage

1 Medium Laser LA 1 1

1 LRM-5 LA 1 2

1 LRM-5 RA 1 2

1 SRM-4 LL 1 2

1 SRM-4 RL 1 2

1 Autocannon/10 RT 7 12

1 Ammo (Autocannon/10) 10 RT 1 1

1 Ammo (LRM-5) 24 CT 1 1

1 Ammo (SRM-4) 25 CT 1 1

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

1 Heat Sink LT 1 1

    Totals

18 24


3W

Battle Value: 972

C-Bill Cost: 5,403,861

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-10 LA 2 5

1 LRM-10 RA 2 5

1 SRM-4 LL 1 2

1 SRM-4 RL 1 2

1 Large Laser CT 2 5

1 Ammo (LRM-10) 12 LA 1 1

1 Ammo (LRM-10) 12 RA 1 1

1 Ammo (SRM-4) 25 RA 1 1

3 Heat Sink LT 3 3

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

    Totals

16 24


3W3

Battle Value: 1032

C-Bill Cost: 5,547,411

Qty Weapons and Equipment Location Critical Tonnage

1 PPC LA 3 7

1 LRM-15 RA 3 7

1 Medium Laser CT 1 1

1 SRM-4 LL 1 2

1 SRM-4 RL 1 2

1 Ammo (LRM-15) 8 RA 1 1

1 Ammo (SRM-4) 25 CT 1 1

3 Heat Sink LT 3 3

3 Heat Sink RT 3 3

    Totals

17 24


3W4

Battle Value: 1102

C-Bill Cost: 5,408,811

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser RA 2 5

1 PPC LA 3 7

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Medium Laser LT 1 1

1 Medium Laser RT 1 1

3 Heat Sink RT 3 3

4 Heat Sink LT 4 4

2 Heat Sink LL 2 2

2 Heat Sink RL 2 2

    Totals

20 24


3W5

Battle Value: 1086

C-Bill Cost: 5,572,161

Qty Weapons and Equipment Location Critical Tonnage

2 SRM-6 LA 4 6

2 Medium Laser LT 2 2

2 Medium Laser RT 2 2

1 Hatchet RA 5 5

3 Heat Sink LT 3 3

3 Heat Sink RT 3 3

2 Jump Jets LL 2 2

2 Jump Jets RL 2 2

2 Ammo (SRM-6) 15 CT 2 2

    Totals

25 24

 

Overview:

These are some of my variant of the lvl 1 Crusader.Most are versions i made just to surprise the friend i played battletech with at the time, and i surprised them a few time with some of my crazy Crusader variants.



User Reviews

User Rating Posted Updated

Warhawk 0 1/11/2004  

A hatchet and an AC/10 truly are some of the weirder things that I've ever seen on a Crusader, though I've put some stranger things like a RAC in one of mine before.
Some really interesting designs, but good ones.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2750
SUNDAY, JANUARY 23, 2005
165 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2750]

Jagermech JM6-W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE MARCH 3, 3025

* FOR THE WATCH USE ONLY *


BattleMech Technical Readout

Type/Model: Jagermech JM6-W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 65 tons

Chassis: Kallon Type XII Standard

Power Plant: 260 Magna Fusion

Walking Speed: 43,2 km/h

Maximum Speed: 64,8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Kallon Royalstar Standard

Armament:
2 Autocannon/10s
2 Medium Lasers
Manufacturer:    Kallon Industries
   Location:    (Unknown)
Communications System:    Garret T-11A
Targeting & Tracking System: Garret D2j

Overview:

Recognizing that the Rifleman was a good design that could be improved, the designers at Kallon Industries began reviewing the RFL-3N's original design in light of its battlefield performance. Three facts immediately came to light. The Rifleman was prone to overheating, it did not carry enough ammunition, and it was lightly armored in comparison with other 'Mechs of the same tonnage. Kallon designers reworked the blueprints, making a few trade-offs, and created a first-grade 'Mech -- the JagerMech. Though still lightly armored for its weight, the JagerMech is less likely than the Rifleman to overheat, as the large lasers have been replaced with more ammunition and a pair of Mydron light autocannon.

Capabilities:

Four autocannon make the JagerMech an excellent fire support unit. Having approximately 20 rounds per cannon allows it to maintain bombardment for a long period of time. The JM6's autocannon can prepare the way for a storm assault or a siege because of their long-range accuracy.
The JagerMech is also well suited as an anti-aircraft gunner. It boasts impressive accuracy due to its Garret D2j targeting and tracking system and the extended range of its Mydron Model D autocannon. These systems are usually used in tandem with the less accurate but more powerful Model C autocannon to give a better potential damage rating. The result is an anti-aircraft platform with impressive firepower.
JagerMechs have led raids on several occasions. These raids have been rather successful as the JM6's long-range firepower can soften up the opposition before the lighter 'Mechs move in to attack at close range. The JagerMech itself will rarely close in, preferring to stay at long range to aim its autocannon accurately. As a last resort, however, the JM6 will close with enemy units, relying on its own weight and its Magna medium lasers. Although the 'Mech lacks arms for punching, its kick can inflict serious damage, and its charging attack can do more. Even though its medium lasers are not heavy short-range weapons, they can still out-gun most light 'Mechs.

Battle History:

Today, most of the operational JagerMechs are in the service of House Davion and Liao. Marik and Steiner have only a few JM6s.
Hanse Davion is particularly fond of the design, feeling that it is a good complement for the older Rifleman. For this reason, he has made a special effort to gather as many JM6s as possible for his 'Mech regiments, mixing JagerMechs and Riflemen freely in his fire lances.
This mix proved to be successful during a raid on Demeter in April 2993. Davion forces on the planet were cut off from their supply base for two weeks. It was only the large supply of autocannon ammunition carried by the JagerMechs that kept the Riflemen in the fight. By sharing ammunition, the Davion force was able to continue fighting effectively until they could break through to their depot.
However, the JagerMech has also had its share of disasters. In the so-called War of Teng, fought between February and March of 2890, Garth's company of the Capellan Hussars trapped a group of privateers in the Gartol Hills north of the capital city. Expecting an easy victory, Garth stationed his entire lance of JM6s at the foot of a narrow valley, with orders to begin firing as soon as the enemy was in range. The theory was simple: drive the privateers into the valley and trap them under the JM6's autocannon. Unfortunately, five of the raiders escaped the trap and rushed the JagerMechs' position. Lacking sufficient short-range armament to defend themselves, three of the JagerMechs were badly mauled, and the pirates escaped. Although the renegades were later hunted down, the Hussars were stung by the experience and have since been reluctant to use the JM6 extensively.
Most 'Mech forces have little reservation about using JagerMechs, however. It is highly regarded for its long-range guns and its excellent tracking. In combat, it is usually deployed behind the lines or assigned companions with short-range weaponry.

Variants:

The JM6-A is the only notable variant of the JagerMech, mounting two Zeus LRM-15s in place of the medium autocannon. This version was designed expressly for anti-aircraft work and was produced in limited numbers. Most existing JM6-As are in service to House Davion.
The JM6-W has begun showing up on the battlefield, this variant makes the Jagermech a "real" heavy mech.The AC/2´s and AC/5´s are replaced with two AC/10´s with three tons ammo and four tons armor, the two Mecd.lases in the torsos stay where they are.With these changes the roll of the Jagermech i totaly change from support mech to direct assault unit, much more capable to got toe to toe with other heavy mechs.

Notable 'Mechs & MechWarriors:

Lieutenant Timothy Ingram
Ingram has commanded his fire lance in Smithson's Chinese Bandits for eleven years. He is a proud man, dedicated to his craft and to his regiment. His grey and black JagerMech has a damaged hip actuator, giving the 'Mech a distinctive limp. Ingram is reputed to be a first-rate strategist who knows just where to concentrate his fire for the best effect. Although he has been offered lucrative commissions in the regular forces of House Davion and House Liao, Ingram remains loyal to the Bandits.

MechWarrior Donald Vincent
Vincent is a roving adventurer. When the Crimson Ace Dragoons, a small mercenary force, was destroyed on Tiber in an assault against House Marik, he managed to escape with his 'Mech intact. Since then, he has served a variety of petty lords and landholders, but his moody nature and violent temper have often cut his employment short. He is most famous for walking his 'Mech through the palace of a former employer after a wage dispute.

MechWarrior Diana Cheung
Cheung was given her JagerMech after long years of service as a Tech with the Davion Guards. Although some MechWarriors looked down on her, she has proved herself repeatedly in battle and is gaining grudging respect from her peers. Cheung's JagerMech is old and battered, but she has the technical knowledge necessary to keep it battle-ready. Through her constant care, the 'Mech is coming into mint condition.


Type/Model: Jagermech JM6-W

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6,50

Engine: 260 6 13,50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 10 Single 0 ,00

Gyro:   4 3,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 160 pts Standard 0 10,00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 25

  Center Torso (Rear):   6

  L/R Side Torso: 15 18/18

  L/R Side Torso (Rear):   4/4

  L/R Arm: 10 18/18

  L/R Leg: 15 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/10 RA 3 30 10 15,00

   (Ammo Loc: 1 LA, 1 RA, 1 CT)

1 Autocannon/10 LA 3   7 12,00

1 Medium Laser RT 3   1 1,00

1 Medium Laser LT 3   1 1,00

TOTALS:   12   46 65,00

Crits & Tons Left:       32 ,00


Calculated Factors:

Total Cost: 5.311.626 C-Bills

Battle Value: 923

Cost per BV: 5.754,74

Weapon Value: 1.095 / 1.095 (Ratio = 1,19 / 1,19)

Damage Factors:    SRDmg = 21; MRDmg = 11; LRDmg = 1

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

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

    Class: MH,   Point Value: 9


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Lord Cain 0 1/27/2005  

Sometimes that 2 sections removed ammo supply beggs the question: What happens if the shells are on their way to the arm through the left torso when it is destroied? Nit pickers are we!

Cain

Ice Hellion 0 1/24/2005  

Really nice idea that seems really Davion. Now it can share ammo with the Enforcer.
The main problem however would be designing a good feeding system from the center torso to both arms. I think this could be a nightmare for any skilled engineer.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2749
SUNDAY, JANUARY 23, 2005
160 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2749]

Ostroc 1C

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE DECEMBER 28, 3025

* FOR HEIMDAL USE ONLY *


BattleMech Technical Readout

Type/Model: Ostroc OSR-1C

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 60 tons

Chassis: OST-II Standard

Power Plant: 300 Vlar Fusion

Walking Speed: 54,0 km/h

Maximum Speed: 86,4 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Riese-475 Standard

Armament:
2 SRM 4s
2 Large Lasers
Manufacturer:    Ostmann Industries
   Location:    Mars
Communications System:    Ostmann-L
Targeting & Tracking System: Ferdinand-a

Overview:

Ostmann Industrie, a Sol-based arms company, produced its Ost Class BattleMechs from 2500-2700. All three designs were extremely successful, although limited production facilities kept their numbers low.
The Ostroc was the best-known of the Ostmann's walker/pod designs, effectively balancing the Totschlagen 4-rack missile launcher and Ostmann's well-designed Fuersturm heavy and medium lasers. In spite of its rarity, the Ostroc was considered a quality 'Mech, and performed well in battle.

Capabilities:

Intended primarily for urban defense, the Ostroc duplicates the familiar walker/pod profile seen in the heavy Stalker and Marauder 'Mechs, and the low silhouette of the UrbanMech. This makes it a difficult target, especially when obscured by buildings or trees.
The Ostroc saw service primarily in the Terran sector, where it was assigned to local defense garrisons. Occasional units of Ostrocs were shipped out for combat on the frontiers of the Star League, however, particularly during the Age of War, during Star League's final days, and during the first Succession War.
The Ostroc is an effective medium 'Mech, fast, well-armored, and well-armed. Its short arms are a handicap in close combat, however, and the otherwise excellent Fuerstrum lasers are easily damaged by the shocks of hand-to-hand combat. In other respects, the Ostroc is a utilitarian 'Mech suited to many roles.

Battle History:

The Kurita Ostrocs are found mostly in the Home Defense Garrisons of the Pesht Regulars, and are assigned to protect the cities of the inner Kurita Sphere, primarily in the Luthien, Ozawa, Unity, and Sawyer systems. Kurita Ostrocs see little service, but a recent raid on Unity by the bandit forces of Helmar Valasek of Santander pressed the Urban Defense Lances of the Pesht Regulars into unfamiliar service.
The bandits were intent upon capturing supply caches in the city of Marbury which was defended by two companies of UrbanMechs and Ostrocs. The Kurita MechWarriors engaged in classic city-defense tactics, splitting up and sniping at the enemy Shadow Hawks and Crusaders, using buildings as cover. As usual, it was a hard-fought battle, but Kurita's local superiority, combining two and three Ostrocs against isolated bandit 'Mechs, finally forced the enemy out of the city.
The Ostroc also functions well as a medium scout. In 3020, for example, Ostrocs on Yance I provided vital data to Davion raiding forces. The numerous Kurita Stingers and Wasps caused problems for the Ostrocs, but in one-on-one combat, the Ostrocs clearly outmatched the lighter vehicles. Kurita LAM's operating in dual air/land lances, were finally employed against the Davion scouts, but the Ostroc's lasers provided good anti-aircraft fire, shooting down several Kurita 'Mechs. Through heavy fighting, the Ostrocs provided vital battle data to the regiments they supported, playing a key role in the success of the Davion attack.
Ostroc lances also serve House Liao, and those assigned to urban defense in the Chesterton Reserves have fought well, particularly against a Marik raid in 3022. Elements of Smithson's Chinese Bandits, a mercenary unit in the service of House Marik, descended on the Liao capital in a daring raid on the heart of the Capellan Confederacy. The sheer audacity of the move took the Liao forces by surprise, and Maximilian Liao himself organized the defense.
After initial success, the Bandits suddenly found themselves beset by the Ostrocs of Liao's Chesterton Reserves, which pinned them down in the city of Sylbari while Liao brought in reinforcements. With several heavy Liao regiments on the way, and unable to make headway against the stubborn Ostrocs, the Bandits fell back on their DropShips, then left the system. Their surprise attack had failed, due in large part to the tenacity of the Ostroc BattleMech.

Variants:

Some of the minor variations on the Ostroc design include LRMs replacing SRMs, a third heavy laser replacing the two mediums, and even a Marik experimental model with jump jets added. Though all these models show promise, none are especially numerous, and the original design remains the most common.
   Even thought the 2C was the first prodution model of the Ostroc, it was not the first version of this mech.The first version was the 1C, but this version never got past the proto-type stage, do to problem with the SRM launchers in the arms, you see the origanl had two SRM4 in the arms proved to be to much stress on the thin actuators in the arms, on average the actuators had to be replace   at the same time as the ammo had to be reloaded.The enginers tryed everything but could not correct this error, so it was redesigned to the 2C,but to save C-bills no changed where made to the outer look of the Mech.*******Designers Notes******* The real reason for this desigen is i simply want to mech the weapons pay-load match the picture of this mech that is in the 3025 TRO ;=)

Notable 'Mechs & MechWarriors:

MechWarrior Thomas Reeves
A veteran member of Liao's Chesterton Reserves, Reeves' duties primarily involve the defense of Liao's vulnerable cities. He has a pleasant and unassuming manner, and is skillful in his duties. His Ostroc is well maintained. What no one suspects is that this friendly young MechWarrior is a Davion agent, planted in the inner 'Mech units of House Liao to gain information about the workings of the Capellan Confederation's military and the current disposition of defense garrisons.
The plan has been successful, and has allowed Davion raiders to sting Maximilian Liao repeatedly where his defenses are weakest. Liao is beginning to suspect an intelligence leak, but so far has no reason to investigate this lowly, unassuming MechWarrior in a minor urban defense unit.

Lieutenant Paula Stilson
Stilson, an Ostroc pilot in command of a lance in Davion's Crucis March Militia, is renowned as both a skilled soldier and a femme fatale of near-legendary exploits.
Her Ostroc, aptly named the Heartbreaker, is decorated with a heart for every lover she has had. As might be expected, Stilson is a physically striking woman, tall, with dark red hair. The rumor that she is running out of room to paint hearts on her Ostroc is not true, but may not be exaggerated by much.

MechWarrior David Levine
Serving in House Davion's 22nd Avalon Hussars, Levine has recently gained notoriety as a technical wizard who has modified his blue and gray Ostroc with various electronic and computer gear to give it advanced detection and communication capabilities.
A short, bearded man with a pleasant manner and infectious smile, Levine pilots his fusion-powered vehicle as a scout along the Draconis March. He has led several successful raids against Kurita border garrisons, and his name is becoming known and detested in high circles of the Combine. This, of course, delights Hanse Davion, who has personally consulted with Levine about duplicating his modifications on other Davion Ostrocs.


Type/Model: Ostroc OSR-1C

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6,00

Engine: 300 6 19,00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 0    

Heat Sinks: 14 Single 2 4,00

   (Heat Sink Loc: 1 LL, 1 RL)

Gyro:   4 3,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 144 pts Standard 0 9,00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 20

  Center Torso (Rear):   7

  L/R Side Torso: 14 15/15

  L/R Side Torso (Rear):   5/5

  L/R Arm: 10 14/14

  L/R Leg: 14 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 SRM 4 RA 3 50 3 4,00

   (Ammo Loc: 1 LA, 1 RA)

1 SRM 4 LA 3   1 2,00

1 Large Laser RT 8   2 5,00

1 Large Laser LT 8   2 5,00

TOTALS:   22   39 60,00

Crits & Tons Left:       39 ,00


Calculated Factors:

Total Cost: 5.033.600 C-Bills

Battle Value: 893

Cost per BV: 5.636,73

Weapon Value: 729 / 729 (Ratio = ,82 / ,82)

Damage Factors:    SRDmg = 15; MRDmg = 8; LRDmg = 1

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

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

    Class: MH,   Point Value: 9


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User Reviews

User Rating Posted Updated

Lord Cain 0 1/27/2005  

Simplified and closer to the picture.
Cain

Ice Hellion 0 1/24/2005  

Why not? I do prefer the original configuration but this prototype is rather believable and the feeling provided by the problems of stress is clearly the one from TRO 3025.
May I just say that you are still missing two lasers for the torsos (either up or down).

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2700
TUESDAY, JANUARY 18, 2005
162 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2700]

Quickdraw 4W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 60 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE JULY 16, 3025

* FOR WORD OF BLAKE USE ONLY *


BattleMech Technical Readout

Type/Model: Quickdraw QKD-4W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 60 tons

Chassis: Technicron Type E Standard

Power Plant: 300 VOX Fusion

Walking Speed: 54,0 km/h

Maximum Speed: 86,4 km/h

Jump Jets: 5 Chilton 460 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Riese-475 Standard

Armament:
1 Medium Laser
1 PPC
1 SRM 4
Manufacturer:    Technicron Manufacturing
   Location:    (Unknown)
Communications System:    Garret T-12E
Targeting & Tracking System: Dynatec 2180

Overview:

First produced in 2779, the QKD-4G Quickdraw was assigned to very few 'Mech regiments before the start of the Succession Wars in 2786. Since that time, however, it has slowly found its way into a number of units in all five of the Successor States. Though designed as the most likely replacement for the Rifleman support vehicle, the Quickdraw has never realized this aim and so remains less known than the older Rifleman design. Nevertheless, the Quickdraw's enormous firepower capacity and good armor protection quickly earned it the acceptance and respect of many MechWarriors.

Capabilities:

The Quickdraw is armed for medium- to short range combat. Its four Omicron 4000 medium lasers are positioned in an unusual fashion. One is placed in each arm, and the remaining two are located in the rear right torso, giving the Quickdraw an all-angle field of fire. The arm actuators are modified so that they will bend to the rear, if necessary, giving the 'Mech the ability to fire all four mediums lasers to the rear, but only two ahead. The front torso-mounted Delta Dart LRM ten-rack and the Hovertec SRM quad make up for this forward-firing deficiency.
Although not well-armored for a heavy 'Mech, the Quickdraw has good speed and maneuverability ratings. With multiple firings of its medium lasers or overuse of its Chilton 460 jump jets, it is also prone to heat buildup. Its most glaring problem, however, is with the 'Mech's ankle actuator structure. While the 'Mech is in motion, too much internal stress buildup is placed on the actual leg armor. Because of this, any damage to the lower leg armor may cause an appreciable loss in maneuverability. In hand-to-hand combat, many opposing 'Mechs have found it useful to kick down on the outward projecting ankle flanges of the Quickdraw, thus crippling its running ability. Because of this problem, Quickdraws are only seen in close combat during emergency situations.

Battle History:

   During the revolt within the House of Marik, the Fourth Regulan Hussars (loyal to Duke Anton Marik) attacked units of the Ninth Marik Militia (loyal to Janos Marik) on the planet Nova Roma in 3014. The Regulan Hussars successfully dropped onto the planet before the defenders could put up an effective defense. With fire support from a massed lance of Quickdraw and Rifleman 'Mech units, the Regulan Hussars pushed into the main base of the Marik Militia. At that moment, news of other DropShips entering orbit gave the Militia renewed hope, as they had been expecting reinforcements.
The Ninth counter-attacked violently, and it was only the concentrated fire of the Quickdraw and Rifleman defense line that kept the Regulan Hussars' commander from ordering a withdrawal. Unfortunately for the Ninth Marik Militia, the reinforcements turned out to be the Wolf's Dragoons Mercenary Regiment in the pay of Anton Marik. After several days of mop-up fighting, the loyalist forces on Nova Roma surrendered.
During the Battle of Selathon City on the planet Thorin in 3015, a support lance of Fifth Defenders of House Marik's Andurien Regiment was ambushed by a hidden recon lance of House Steiner's elite Sixth Lyran Guard in the burning ruins of the city's central business district. Hampered by the close quarters, the three Quickdraws and one Rifleman of the support lance were unable to put up an appreciable defense against their attackers. In the ensuing hand-to-hand action, two of the three Quickdraws went down and the Rifleman was heavily damaged before other lances came to their support. The Lyran Guards' recon lance was forced to withdraw, dragging their one casualty behind them.

Variants:

By eliminating the LRM ten-rack and adding four (or more) heat sinks, Quickdraws have been altered to carry two more medium lasers. In spite of the sometime usefulness of the massed rearward firepower, many MechWarriors prefer to have most of their weapons pointed ahead of them. Because of this, some Quickdraws have been altered so that the SRM is in the rear torso and the two medium lasers in the front.The 4W also removes the LRM rack and three Med.laser and these weapons systems are replace with a PPC, one extra heatsinks, and 1 ton extra armor.These change changes the roll of the Quickdraw from support mech to direct fire mech, the 4W has become one of the few popular Quickdraws on the field, mostly in units that like to use fast strike tatics, with it´s good mix of speed and hard hitting fire power the 4W is well suited for these type missions.

Notable 'Mechs & MechWarriors:

MechWarrior "Frownin' Jack" Breslin
Often called "The Grumbler" by his lancemates, Jack Breslin seems to enjoy going into combat always complaining about something. Aboard his Quickdraw, the Spare Parts Sally, he has taken part in a number of engagements as a member of House Steiner's Fifth Arcturan Guards.
A loner, Breslin has few friends. The one love in his life seems to be his Quickdraw, and he spares no expense (personal or otherwise) to ensure that it remains in top working shape. Breslin does most of the overhaul work himself, and has developed an armored ankle sheath for his 'Mech to prevent problems with the leg actuators. Although Spare Parts Sally is one of the best-maintained 'Mechs in the Arcturan Guards, Breslin still complains that more needs to be done to put her in top condition.

MechWarrior Ivy Upsalom
The head of Upsalom's Support Lance of   Redjack Ryan's pirate 'Mech force, Ivy is also known as "The Ladykiller". During a raid, she monitors the enemy's tactical frequency and picks up on the female MechWarriors, challenging them to personal combat in her Quickdraw, the IV-Four. Upsalom claims she is the best woman MechWarrior in or out of the Successor States, and no one has lived to prove her wrong. The Ladykiller has more than 30 combat kills to her credit.


Type/Model: Quickdraw QKD-4W

Mass: 60 tons

Equipment:   Crits Mass

Internal Structure: 99 pts Standard 0 6,00

Engine: 300 6 19,00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 14 Single 2 4,00

   (Heat Sink Loc: 1 HD, 1 RL)

Gyro:   4 3,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 144 pts Standard 0 9,00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 20 20

  Center Torso (Rear):   7

  L/R Side Torso: 14 15/15

  L/R Side Torso (Rear):   5/5

  L/R Arm: 10 14/14

  L/R Leg: 14 20/20


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Medium Laser RA 3   1 1,00

1 PPC RT 10   3 7,00

1 SRM 4 LT 3 25 2 3,00

   (Ammo Loc: 1 LT)

5 Standard Jump Jets:       5 5,00

   (Jump Jet Loc: 2 LT, 2 RT, 1 CT)

TOTALS:   16   44 60,00

Crits & Tons Left:       34 ,00


Calculated Factors:

Total Cost: 5.453.760 C-Bills

Battle Value: 1.022

Cost per BV: 5.336,36

Weapon Value: 655 / 655 (Ratio = ,64 / ,64)

Damage Factors:    SRDmg = 13; MRDmg = 7; LRDmg = 2

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

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

    Class: MH,   Point Value: 10


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Ice Hellion 0 1/18/2005  

An interesting variant. It packs more direct punch at long range but is more vulnerable at close range.
However with its mobility, it can overcome this and fire from afar the big 'Mechs it should be hunting.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2258
SUNDAY, JANUARY 11, 2004
UPDATE: 12/27/2004
199 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2258]

Shadowhawk SHD-2W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 55 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE MAY 8, 3025

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 275 15.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 3 MP

Standard Heat Sinks: 13  3T

  11 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5.5 9.5

Head 3 9

Center Torso 18 23/8

L/R Torso 13 18/6

L/R Arm 9 16

L/R Leg 13 16

 


Standard

Battle Value: 1058

C-Bill Cost: 4,664,156

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LT 2 5

1 LRM-15 RT 3 7

1 Medium Laser RA 1 1

1 Ammo (LRM-15) 8 RT 1 1

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

1 Jump Jets CT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets RT 1 0.5

    Totals

12 15.5


2W3

Battle Value: 1024

C-Bill Cost: 4,483,581

Qty Weapons and Equipment Location Critical Tonnage

1 Large Laser LT 2 5

1 Large Laser RT 2 5

1 Small Laser LA 1 0.5

1 Small Laser RA 1 0.5

1 Jump Jets CT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets RT 1 0.5

2 Heat Sink LL 2 2

2 Heat Sink RL 2 2

1 Heat Sink RT 1 1

    Totals

14 15.5

 

Overview:

When i first started to play Battletech i had a faverite mech in each weight class, the Shadowhawk was my faverite Med mech, and this is one of many variants i made of it.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2654
TUESDAY, JANUARY 11, 2005
141 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2654]

Thunderbolt TDR-5W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE DECEMBER 27, 3025

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BattleMech Technical Readout

Type/Model: Thunderbolt TDR-5W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 65 tons

Chassis: Earthwerk TDR Standard

Power Plant: 260 Magna Fusion

Walking Speed: 43,2 km/h

Maximum Speed: 64,8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ryerson 150 Standard

Armament:
1 Autocannon/10
1 LRM 10
3 Medium Lasers
Manufacturer:    Earthwerks Incorporated
   Location:    (Unknown)
Communications System:    Neil 8000
Targeting & Tracking System: RCA Instatrac Mark X

Overview:

The TDR-5S Thunderbolt is a familiar 'Mech throughout the Successor States. First produced in 2491, it was used extensively in assault lances of the era. Known for its heavy armament and hard-hitting assault capability, the Thunderbolt remains a favorite of many MechWarriors.
The TDR-5S Thunderbolt was one of the first 'Mechs designed for planetary assault. In its early years, it was also one of the heaviest assault 'Mechs possible to produce. As technology advanced, the Thunderbolt was inevitably superseded by larger, more advanced heavy 'Mechs. Because of its excellent design, however, the Thunderbolt remained in production, and some of the newer technology was added to its sub-assemblies. The Thunderbolt is respected as a tough opponent all across the Successor States.

Capabilities:

The Thunderbolt remains one of the best-armed 'Mechs in existence. Its standard Sunglow Type 2 large laser packs a punch that few 'Mechs of any type can withstand. Combined with its three Diverse Optics Type 18 medium lasers and its drum-mounted Delta Dart LRM 15-rack, the Thunderbolt has more than ample firepower at long and medium ranges. For close-in combat, the 'Mech also carries a Bical short-range missile twin rack and two Voelkers 200 machine guns. There are very few opponent 'Mechs that can match this kind of firepower.
The Thunderbolt's armor is another of the 'Mech's impressive features. Though not the heaviest armor known today, it is still considered substantial, and many newer heavy 'Mechs have considerably less.
With all its heavy weaponry, however, the Thunderbolt is more susceptible to heat buildup than many other Mechs. Careful salvo firing of the Thunderbolt's weapons is a must if the vehicle is to avoid heat overload and shutdown. In many battles, commanders order their Thunderbolts into bodies of water early on, which allows them to fire more of their weapons than normal. Water holes in combat areas are always of great tactical value, but for the Thunderbolt, they are desperately needed to utilize its entire armament.

Battle History:

In a raid on the planet Damian in 2902, 'Mech lances of Helmar Valesek, Bandit King of Santander V, engaged elements of Kurita's 9th Sun Zhang Academy Cadre, which were on the planet for maneuvers. In six hours of pitched battle, three old Thunderbolts standing in the middle of Lake Omenshoulter withstood an assault by at least ten 'Mechs of various types sent against them by the pirate commander. The raiders finally withdrew when reinforcements from Damian's capital arrived on the scene. Forced to their DropShips, they left the planet empty-handed.
In the year 3000, a reconnaissance in force by the Eridani Light Horse on the Kurita planet Benet led to a costly surprise for that unit. Scouting for a reported secret supply dump, two recon lances supported by four jump-capable Thunderbolts (see Variants) were ambushed by the better part of the First Pesht Regulars. The Eridani commander saw no recourse but to withdraw, and ordered the four Thunderbolts to cover the lighter 'Mech's retreat. Dodging the traps and enfilades that the Kurita 'Mechs tried to create, the Thunderbolts successfully covered the retreat, but absorbed a tremendous amount of damage doing so. Only one of the four 'Mechs was able to make it to the last DropShip before it lifted off.

Variants:

Two major variations on the general Thunderbolt design have been introduced since the beginning of the Succession Wars. The Thunderbolts of House Steiner have replaced the large laser with a Kreuss PPC mounted on the right arm. Also, an SRM six-rack replaces the LRM 15-rack, and two Zippo Mark IX flamers replace the Bical SRM twin-rack. The Eridani Light Horse mercenary regiment has adapted its Thunderbolts to the unit's role as a raiding and reconnaissance force by adding Chilton 420 jump jets and an LRM ten-rack. These improvements are at the expense of the LRM 15-rack, the SRM twin-rack, and the two machine guns.Two new version have seen the light of day reasontly the 5W and the 6W.The 5W was designed to take some of the strain of the HS while at the sametime not giveing up too much of the punch of the design.The 6W was design with a energy only weapons lay out, this gives the mech both sevral pluses and one big minus, the pluses being this mech kan stay in the field long not need to reload ammo, and with out any ammo this version has a long life span on the feild compared to the origenal.Ofcourse the minus is the heat build up caused by the weapons, even with a extra 8 HS add this machine kan get very hot if its pilot isn´t careful.

Notable 'Mechs & MechWarriors:

Captain "Dashing John" MacAllister
Commander of MacAllister's Support Company of the Eridani Light Horse, "Dashing John" models himself after the heavy cavalry officers of ancient Earth history. A student of Napoleon, he is famous for going into battle with Terran-French martial music blaring from the external cockpit speakers of his Thunderbolt, the Toujours L'Audance. His men nearly worship him, and many have adapted bits of old-style Napoleonic uniforms as their trademark. MacAllister is known for his rear-guard actions in support of the Eridani Light Horse, and has tallied 26 kills of his own.

MechWarrior Clare Sarton
Part of Keniston's Assault Lance of House Liao's Seventh St. Ives Armored Cavalry, Clare Sarton is quite young to have achieved a reputation among MechWarriors. Most of her fame is based on the Forth (and final) battle of Oasis 326 on the desert planet Daniels. Here she single-handedly disabled five enemy 'Mechs in as many minutes as they charged down the dunes toward her lance's position. It was mainly Sarton's speed and dexterity at the controls of her Thunderbolt, the Wild One, that forced the Davion attackers to withdraw. With the arrival of additional Davion reinforcements, however, the Liao forces eventually had to evacuate Daniels some weeks later.


Type/Model: Thunderbolt TDR-5W

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6,50

Engine: 260 6 13,50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 13 Single 3 3,00

   (Heat Sink Loc: 1 LL, 2 RL)

Gyro:   4 3,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 208 pts Standard 0 13,00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 30

  Center Torso (Rear):   11

  L/R Side Torso: 15 24/24

  L/R Side Torso (Rear):   6/6

  L/R Arm: 10 20/20

  L/R Leg: 15 29/29


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Autocannon/10 RA 3 20 9 14,00

   (Ammo Loc: 1 RA, 1 RT)

1 LRM 10 RT 4 12 3 6,00

   (Ammo Loc: 1 RT)

3 Medium Lasers LT 9   3 3,00

TOTALS:   16   49 65,00

Crits & Tons Left:       29 ,00


Calculated Factors:

Total Cost: 5.339.511 C-Bills

Battle Value: 1.041

Cost per BV: 5.129,21

Weapon Value: 1.340 / 1.340 (Ratio = 1,29 / 1,29)

Damage Factors:    SRDmg = 19; MRDmg = 11; LRDmg = 3

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

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

    Class: MH,   Point Value: 10

    Specials: if


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Ice Hellion 0 1/11/2005  

An interesting choice. You upgraded the middle to close range punch sacrifying a bit the long range one.
This will for sure change the profile of the Thunderbolt to a more direct fire support 'Mech.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2300
MONDAY, FEBRUARY 09, 2004
UPDATE: 12/27/2004
165 DOWNLOADS
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Trebuchet TBT-5W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 50 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE SEPTEMBER 20, 3025

* FOR ISF USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 250 12.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 0 MP

Standard Heat Sinks: 12  2T

  10 in Engine


  Internal Structure Armor

  Standard Standard

Tons 5 7.5

Head 3 9

Center Torso 16 22/7

L/R Torso 12 11/5

L/R Arm 8 10

L/R Leg 12 15

 


Standard

Battle Value: 882

C-Bill Cost: 4,119,500

Qty Weapons and Equipment Location Critical Tonnage

1 LRM-20 LA 5 10

2 Ammo (LRM-20) 6 LA 2 2

1 Large Laser RA 2 5

1 Heat Sink LL 1 1

1 Heat Sink RL 1 1

    Totals

11 17

 

Overview:

This is a version of the good old Trebuchet i made for myself shortly after i used the origenal in a game.What i didnt like about the origenal was the fact that there was not enough ammo, at first i try to add more ammo by removeing one or two Med.lasers, but i felt this lft the mech under gunned for when the ammo ran out or it had to defend it self and shorter ranges.So i replaced the two LRM15´s,there ammo and the three Med.lasers with a LRM20 with two tons ammo, a lg.laser and two extra heatsinks.Now many have ask why i went with the Lg.laser insted of masted Med.lasers, and that is quit simple, because of the longer range of the Lg.laser, this way my Trebuchet can bring all it weapons to bear on a enemy faster the standered version.



User Reviews

User Rating Posted Updated

Knightmare 0 2/9/2004  

I would also agree with WarHawk, but by keeping the weapons all in the relative same range, you have eliminated the need to close rapidly to use the Md Lasers and negate the use of the LRMs. You might want to drop a HS and add some armor tho. Nice...
good work gov.

Warhawk 0 2/9/2004  

An interesting trade-off. Not as many missiles hitting the target(assuming good rolls), but better additional firepower without straining the heat sinks. Personally I would have prefered a grouping of MLs like the original with a bit more armor, but I always preferred heavily armored 'Mechs.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2987
THURSDAY, FEBRUARY 10, 2005
306 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2987]

Wasp 1W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE MARCH 4, 3025

* FOR MI2 USE ONLY *


BattleMech Technical Readout

Type/Model: Wasp WSP-1W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 20 tons

Chassis: 1A Type 3 Standard

Power Plant: 100 GM Fusion

Walking Speed: 54,0 km/h

Maximum Speed: 86,4 km/h

Jump Jets: 5 Rawlings 52 Standard Jump Jets

   Jump Capacity: 150 meters

Armor Type: Durallex Light Standard

Armament:
1 Large Laser
Manufacturer:    General Mechanics, Incorporated
   Location:    (Unknown)
Communications System:    Duotech 65
Targeting & Tracking System: Radcom TXX

Overview:

       The WSP-1A Wasp was the first recon 'Mech to be mass-produced for the Terran military.   Since its initial production in 2471, the 'Mech has spread to all parts of Human-occupied space.   Old Star League records show that thousands of Wasps were constructed in the four centuries preceding the Succession Wars.   Though many of these have worn out or been destroyed, estimates show that more than half this total is still in operation.   Further, some Wasp designs are still being constructed in some areas of the Successor States.   The large number of Wasps available for use should ensure that it remains among the main light recon 'Mechs of the Successor States for centuries to come.
       The Wasp design has always been used for general scouting and reconnaissance duty.   Far too lightly armed and armored for battle, its speed and maneuverability can generally keep it out of major confrontations.

Capabilities:

       The WSP-1A Wasp is well fitted out for its scouting role. With a maximum speed of over 95 kph on open terrain, the 'Mech can usually flee from most harm.   With its sophisticated Rawlings 52 jump jets, it can also bypass natural or unnatural obstacles with ease.   Unless the jump jets are used extensively, heat buildup is rarely a problem for the Wasp.   It can, in fact, fire its entire weapons complement continuously with little or no heat problems.
       The Wasp's armor is average for light 'Mechs, which means it cannot stand up to much punishment.   Usually two hits in the same area are enough damage to cause the 'Mech major problems.   The Wasp is armed with a Diverse Optics Type 2 medium laser placed in its right arm. A Bical SRM twin-rack is also mounted for close-in fighting.
       A major design flaw of the 'Mech was discovered during the Reunification War (2575-2597).   During the Battle of Imbros III in March 2580, the tactics of jump-kicking gained popularity.   With this maneuver, jump-capable light and medium 'Mechs could jump and smash their leg components into the head and upper torso of opposing units, hoping to cause more damage then they inflicted upon themselves.   This tactic was very popular among Wasp warriors, as it improved their offensive potential somewhat.   Practitioners of the tactic soon learned that most Wasps were only able to use the jump-kick once, even if the leg damage was repaired before another close combat.   After performing the first or second jump-kick, the lower leg assemblies on the Wasp would actually rip away from the body at the instant of impact, leaving 'Mech totally immobile in the field.   The problem was finally traced to the stress bars along the actuator paths in the lower leg components.   The designers had never dreamed that a tactic such as jump kicking would be developed for light 'Mechs, and so had not given them the monomolecular stress-resistant material used on newer and heavier 'Mech types.   By 2610, nearly all Wasps and other light 'Mechs were rebuilt with MMSR actuator bars, alleviating the amputation problems.

Battle History:

       During the Civil War brought on by Stefan the Usurper, loyal Star League forces launched an assault at the planet Cylene IV in March 2772.   Massed recon lances composed mostly of Wasps and other light 'Mechs screened the assault.   Not waiting for the major forces of Loyalists to drop onto the planet, the rebel defenders launched a counter-offensive against the scout units.   Many of the light 'Mechs simply fell back in good order and awaited reinforcements.   Some, however, were caught in front of impassable terrain, allowing the rebel's medium and heavy 'Mechs to decimate the units before any support could arrive.   By sacrificing these Wasps and other light 'Mechs, the main Loyalist assault force was able to drop on-planet unopposed, for the Usurper forces were scattered from their many skirmishes with the first wave of Loyalist scout 'Mechs.   The Loyalists made short work of the rebels, and the planet fell to them within four days.
       In April 2796, the infamous Kentares Massacre occurred after Minoru Kurita's assassination.   Oshita's Recon Lance of the First Sword of Light Regiment gained the ignominious honor of exacting the most civilian casualties on the population in that month-long killing spree.   The Wasps of Oshita's lance are particularly infamous for their systematic butchery in well-inhabited, hard-to-evacuate areas such as hospitals and high-rise apartment buildings.   When word of the atrocities reached House Davion, its leaders placed a high price on the heads of the Mechwarriors in Oshita's recon lance.   By 2801, all four Mechwarriors, along with their Techs and support personnel, had been killed in combat or by bounty hunters.

Variants:

       There have been five major variations on the basic Wasp design.   The Davion variant simply replaces the SRM twin-rack with two small lasers and a flamer.   This increases heat output somewhat, but not to serious levels.   The House Kurita version increases the Wasps armor at the expense of some close-range hitting power.   House Liao has dropped all standard weaponry, and added one SRM quad-rack to its Wasp variant.   Finally, many Wasps of the mercenary regiment Wolf's Dragoons are equipped with six small lasers for heavy-hitting close-in fire, at the expense of any medium- or long-range capabilities.
A newer and not so wide spred variant of the Wasp has been haveing alot of succses with in the mercenary unit the created it The HeadHunters.The 1W is a majour reworking of the Wasp, a smaller 100 Hermes Fusion is installed, this may slow the mech down, but with the weight save by doing this is but to good use, all the weapon are replace with a single Large Laser, and a ½ton armour is add as well.Now this mech may not have the hitting power of the other Wasp variant when they are in close combat, but who realy wants to get in to close combat when piloting a Wasp?? this wasp can stay at range and wear his aponit down.

Notable 'Mechs & MechWarriors:

Mechwarrior Ross Malone
       Part of Cushing's Scout Lance of McGee's Cutthroats currently in the service of House Kurita, Ross Malone is noted as one of the best trackers in the Successor States.   His mission is usually that of shadowing enemy 'Mech forces before battle, trying to ascertain their strength and intentions.   An expert in 'Mech camouflage, Malone personally repaints his Wasp, the Nightshroud, after every campaign.   As a member of the Cutthroats, he has masterminded a number of effective ambushes.   Not interested in promotion, Malone intends to continue his career as one of the Succession Wars' best scouts.

MechWarrior Jody Okigama
       A member of Smithson's Chinese Bandits, Jody Okigama is well known for her tactics of "back walking", at which she has become quite adept.   During combat, Okigama walks or runs her Wasp, the Dobber III, backward while continuing to fire her weapons at pursuing targets.   This dexterous use of her 'Mech has pulled her out of a number of tight situations, and helped her to tally up a score of eleven kills.   That is quite an achievement for the pilot of a light 'Mech.


Type/Model: Wasp WSP-1W

Mass: 20 tons

Equipment:   Crits Mass

Internal Structure: 33 pts Standard 0 2,00

Engine: 100 6 3,00

   Walking MP: 5    

   Running MP: 8    

   Jumping MP: 5    

Heat Sinks: 10 Single 6 ,00

   (Heat Sink Loc: 3 LT, 3 RT)

Gyro:   4 1,00

Cockpit, Life Support, Sensors: 5 3,00

Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 ,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 Large Laser RA 8   2 5,00

5 Standard Jump Jets:       5 2,50

   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)

TOTALS:   8   44 20,00

Crits & Tons Left:       34 ,00


Calculated Factors:

Total Cost: 1.235.440 C-Bills

Battle Value: 438

Cost per BV: 2.820,64

Weapon Value: 142 / 142 (Ratio = ,32 / ,32)

Damage Factors:    SRDmg = 7; MRDmg = 4; LRDmg = 0

BattleForce2: MP: 5J,   Armor/Structure: 1/2

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

    Class: ML,   Point Value: 4


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User Reviews

User Rating Posted Updated

Ice Hellion 0 2/17/2005  

It has reduced mobility (although for 3025, not by much) but is packing quite a punch at middle range and is a little more armored (a welcomed thing for the Wasp).
It could work well with the Valkyrie for hunting down recon and recon hunter 'Mechs.
A good rework.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2271
SATURDAY, JANUARY 24, 2004
UPDATE: 12/27/2004
197 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2271]

Arrow ARW-1A

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 25 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE JANUARY 29, 3060

* FOR HEIMDAL USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: XL 175 3.5T

Gyro: Standard 2T

  Walk: 7 MP

  Run: 11 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1.5 5

Head 3 9

Center Torso 8 12/4

L/R Torso 6 9/3

L/R Arm 4 8

L/R Leg 6 12

 


Standard

Battle Value: 682

C-Bill Cost: 3,320,834

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser RA 1 1

1 LRM-15 LT 3 7

2 Ammo (LRM-15) 8 LT 2 2

3 Double Heat Sink RT 9 3

    Totals

43 10

 

Overview:

The Arrow is a fast moveing fire support mech. a unit that can quickly get to long range fire a payload of missiles and get out again.



User Reviews

User Rating Posted Updated

Magermh 0 3/17/2004  

I like this little mech. But it desearves more fluph.

Mercer 0 1/24/2004  

Nice mech! I like the speed and weapons combo.

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2319
SATURDAY, JANUARY 24, 2004
UPDATE: 12/27/2004
462 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2319]

Horizon P1

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE FEBRUARY 2, 3060

* FOR THE WATCH USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 140 5T

Gyro: Standard 2T

  Walk: 7 MP

  Run: 11 MP

  Jump: 7 MP

Double Heat Sinks: 10 [20] 0T

  5 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 1 3.5

Head 3 6

Center Torso 6 10/2

L/R Torso 5 6/2

L/R Arm 3 5

L/R Leg 4 6

 


Standard

Battle Value: 515

C-Bill Cost: 1,878,440

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser CT 1 1

1 ER Small Laser LA 1 0.5

1 ER Small Laser RA 1 0.5

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 Jump Jets CT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets RT 1 0.5

2 Double Heat Sink LT 6 2

3 Double Heat Sink RT 9 3

    Totals

39 5.5


P2

Battle Value: 521

C-Bill Cost: 1,887,440

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser CT 1 1

1 Rocket Launcher/10 LA 1 0.5

1 Rocket Launcher/10 RA 1 0.5

2 Jump Jets LL 2 1

2 Jump Jets RL 2 1

1 Jump Jets CT 1 0.5

1 Jump Jets LT 1 0.5

1 Jump Jets RT 1 0.5

2 Double Heat Sink LT 6 2

3 Double Heat Sink RT 9 3

    Totals

39 5.5

 

Overview:

A friend of mine decided to try something new and run a pirat unit.After play as a pirat for a while he had the resources to start produceing his own pirat mech,and he ask me to design it for him.What he wanted was very simple, he wanted a mech like the brigade mech, but he wanted it faster, no pulse weapons, and most imported alot cheaper! I started out buy trying to redisgn the Brigade, but quickly found out i could not save much money doing this, because as soon as i but on a bigger engine the mech got alot more pricey.So i had to drop down to a 20ton mech, whitch made thins alot easier.So the Horizon is faster then the Brigade and much cheaper, those are the pluses, minuses are the mechs armor and weapons are not as strong, but my friend likes the design and uses it as his primary raider mech, for those missions where it is a quick in and out.

 

Configuration / Variants:

There are many variants of this design, mattering totaly on what weapons my friends pirats can get there hands on.



User Reviews

User Rating Posted Updated

LordCrazyMike 3 10/11/2005  

A Jennr IIC would rip this thing to shredds, with the paper thin torso armor. all it would take is one salvo from the Jenner's 3 SRM batterys and your mech is toasted. The Mech is a tad too slow for a light mech.

Cost wise it is a nice machine for a budding mechwarrior to use. While tecnically I am not a fan of your mech, Im sure its low cost would appeal to someone just getting into the mercanary business.

Now to sound like one of the regular Solaris 7 Armory browsers: Your fluff is very lacking. I ahve seen them give horrible ratings to a useful effective designs just because tyhere was no fluff. so..avoid the stuff about why it works in your games and try to come up with some fluff that werks with the game setting before the regular browsers set in upon your mech like barracudas to blood.

Magermh 5 2/3/2005 11/20/2005

Not bad warlock i like this 20 tons of fun. Fast, jump compatable, and good on the weapons. I'm going to archive it.
Crazy, haven't seen you type anything that could't get right to the piont. And the clan Jenner would always out mach an innersphere mech. But i would say my Black Scarab would give it a good run around.

Plutonium_239 0 4/9/2004  

You have done a great job here. All the defenders will probably see is a blur.
Great work!

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2247
FRIDAY, JANUARY 09, 2004
UPDATE: 12/27/2004
153 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2247]

Sling SLG-1

Level: Custom Level 2 / 3060

Technology: Inner Sphere Biped

Tonnage: 20 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE MAY 9, 3060

* FOR COMSTAR USE ONLY *


SOLARIS7: BATTLEMECH TECHNICAL READOUT

Equipment   Mass

Cockpit: Standard 3T

Engine: Light 180 5.5T

Gyro: Standard 2T

  Walk: 9 MP

  Run: 14 MP

  Jump: 0 MP

Double Heat Sinks: 10 [20] 0T

  7 in Engine


  Internal Structure Armor

  Endo-Steel Ferro-Fibrous

Tons 1 3.5

Head 3 9

Center Torso 6 8/2

L/R Torso 5 7/2

L/R Arm 3 6

L/R Leg 4 7

 


Standard

Battle Value: 537

C-Bill Cost: 2,443,740

Qty Weapons and Equipment Location Critical Tonnage

1 ER Medium Laser RA 1 1

1 ER Small Laser H 1 0.5

1 LRM-5 RT 1 2

1 Ammo (LRM-5) 24 LT 1 1

1 CASE LT 1 0.5

2 Double Heat Sink LT 6 2

1 Double Heat Sink RT 3 1

    Totals

42 5

 

Overview:

I designed the Sling to be a harraser unit.A mech that can bite away at enemys from long range, but could easly get away if need.

Lasergunner posted this 14 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #2655
TUESDAY, JANUARY 11, 2005
141 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattleMechInfo.asp?ID=2655]

Thunderbolt TDR-6W

Level: Custom Level 1 / 3025

Technology: Inner Sphere Biped

Tonnage: 65 Tons

Designer: Warlock

Armory: Warlocks Collection

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BATTLEROM IMAGE APRIL 7, 3025

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BattleMech Technical Readout

Type/Model: Thunderbolt TDR-6W

Tech: Inner Sphere / 3025

Config: Biped BattleMech

Rules: Level 1, Standard design

   

Mass: 65 tons

Chassis: Earthwerk TDR Standard

Power Plant: 260 Magna Fusion

Walking Speed: 43,2 km/h

Maximum Speed: 64,8 km/h

Jump Jets: None

   Jump Capacity: 0 meters

Armor Type: Ryerson 150 Standard

Armament:
1 Large Laser
1 PPC
3 Medium Lasers
Manufacturer:    Earthwerks Incorporated
   Location:    (Unknown)
Communications System:    Neil 8000
Targeting & Tracking System: RCA Instatrac Mark X

Overview:

The TDR-5S Thunderbolt is a familiar 'Mech throughout the Successor States. First produced in 2491, it was used extensively in assault lances of the era. Known for its heavy armament and hard-hitting assault capability, the Thunderbolt remains a favorite of many MechWarriors.
The TDR-5S Thunderbolt was one of the first 'Mechs designed for planetary assault. In its early years, it was also one of the heaviest assault 'Mechs possible to produce. As technology advanced, the Thunderbolt was inevitably superseded by larger, more advanced heavy 'Mechs. Because of its excellent design, however, the Thunderbolt remained in production, and some of the newer technology was added to its sub-assemblies. The Thunderbolt is respected as a tough opponent all across the Successor States.

Capabilities:

The Thunderbolt remains one of the best-armed 'Mechs in existence. Its standard Sunglow Type 2 large laser packs a punch that few 'Mechs of any type can withstand. Combined with its three Diverse Optics Type 18 medium lasers and its drum-mounted Delta Dart LRM 15-rack, the Thunderbolt has more than ample firepower at long and medium ranges. For close-in combat, the 'Mech also carries a Bical short-range missile twin rack and two Voelkers 200 machine guns. There are very few opponent 'Mechs that can match this kind of firepower.
The Thunderbolt's armor is another of the 'Mech's impressive features. Though not the heaviest armor known today, it is still considered substantial, and many newer heavy 'Mechs have considerably less.
With all its heavy weaponry, however, the Thunderbolt is more susceptible to heat buildup than many other Mechs. Careful salvo firing of the Thunderbolt's weapons is a must if the vehicle is to avoid heat overload and shutdown. In many battles, commanders order their Thunderbolts into bodies of water early on, which allows them to fire more of their weapons than normal. Water holes in combat areas are always of great tactical value, but for the Thunderbolt, they are desperately needed to utilize its entire armament.

Battle History:

In a raid on the planet Damian in 2902, 'Mech lances of Helmar Valesek, Bandit King of Santander V, engaged elements of Kurita's 9th Sun Zhang Academy Cadre, which were on the planet for maneuvers. In six hours of pitched battle, three old Thunderbolts standing in the middle of Lake Omenshoulter withstood an assault by at least ten 'Mechs of various types sent against them by the pirate commander. The raiders finally withdrew when reinforcements from Damian's capital arrived on the scene. Forced to their DropShips, they left the planet empty-handed.
In the year 3000, a reconnaissance in force by the Eridani Light Horse on the Kurita planet Benet led to a costly surprise for that unit. Scouting for a reported secret supply dump, two recon lances supported by four jump-capable Thunderbolts (see Variants) were ambushed by the better part of the First Pesht Regulars. The Eridani commander saw no recourse but to withdraw, and ordered the four Thunderbolts to cover the lighter 'Mech's retreat. Dodging the traps and enfilades that the Kurita 'Mechs tried to create, the Thunderbolts successfully covered the retreat, but absorbed a tremendous amount of damage doing so. Only one of the four 'Mechs was able to make it to the last DropShip before it lifted off.

Variants:

Two major variations on the general Thunderbolt design have been introduced since the beginning of the Succession Wars. The Thunderbolts of House Steiner have replaced the large laser with a Kreuss PPC mounted on the right arm. Also, an SRM six-rack replaces the LRM 15-rack, and two Zippo Mark IX flamers replace the Bical SRM twin-rack. The Eridani Light Horse mercenary regiment has adapted its Thunderbolts to the unit's role as a raiding and reconnaissance force by adding Chilton 420 jump jets and an LRM ten-rack. These improvements are at the expense of the LRM 15-rack, the SRM twin-rack, and the two machine guns.Two new version have seen the light of day reasontly the 5W and the 6W.The 5W was designed to take some of the strain of the HS while at the sametime not giveing up too much of the punch of the design.The 6W was design with a energy only weapons lay out, this gives the mech both sevral pluses and one big minus, the pluses being this mech kan stay in the field long not need to reload ammo, and with out any ammo this version has a long life span on the feild compared to the origenal.Ofcourse the minus is the heat build up caused by the weapons, even with a extra 8 HS add this machine kan get very hot if its pilot isn´t careful.

Notable 'Mechs & MechWarriors:

Captain "Dashing John" MacAllister
Commander of MacAllister's Support Company of the Eridani Light Horse, "Dashing John" models himself after the heavy cavalry officers of ancient Earth history. A student of Napoleon, he is famous for going into battle with Terran-French martial music blaring from the external cockpit speakers of his Thunderbolt, the Toujours L'Audance. His men nearly worship him, and many have adapted bits of old-style Napoleonic uniforms as their trademark. MacAllister is known for his rear-guard actions in support of the Eridani Light Horse, and has tallied 26 kills of his own.

MechWarrior Clare Sarton
Part of Keniston's Assault Lance of House Liao's Seventh St. Ives Armored Cavalry, Clare Sarton is quite young to have achieved a reputation among MechWarriors. Most of her fame is based on the Forth (and final) battle of Oasis 326 on the desert planet Daniels. Here she single-handedly disabled five enemy 'Mechs in as many minutes as they charged down the dunes toward her lance's position. It was mainly Sarton's speed and dexterity at the controls of her Thunderbolt, the Wild One, that forced the Davion attackers to withdraw. With the arrival of additional Davion reinforcements, however, the Liao forces eventually had to evacuate Daniels some weeks later.


Type/Model: Thunderbolt TDR-6W

Mass: 65 tons

Equipment:   Crits Mass

Internal Structure: 104 pts Standard 0 6,50

Engine: 260 6 13,50

   Walking MP: 4    

   Running MP: 6    

   Jumping MP: 0    

Heat Sinks: 21 Single 11 11,00

   (Heat Sink Loc: 1 HD, 2 LT, 2 RT, 2 CT, 2 LL, 2 RL)

Gyro:   4 3,00

Cockpit, Life Support, Sensors: 5 3,00

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

Armor Factor: 208 pts Standard 0 13,00


    Internal Armor

    Structure Value

  Head: 3 9

  Center Torso: 21 30

  Center Torso (Rear):   11

  L/R Side Torso: 15 24/24

  L/R Side Torso (Rear):   6/6

  L/R Arm: 10 20/20

  L/R Leg: 15 29/29


Weapons & Equipment: Loc Heat Ammo Crits Mass

1 Large Laser RA 8   2 5,00

1 PPC RT 10   3 7,00

3 Medium Lasers LT 9   3 3,00

TOTALS:   27   50 65,00

Crits & Tons Left:       28 ,00


Calculated Factors:

Total Cost: 5.296.611 C-Bills

Battle Value: 1.139

Cost per BV: 4.650,23

Weapon Value: 1.541 / 1.541 (Ratio = 1,35 / 1,35)

Damage Factors:    SRDmg = 20; MRDmg = 11; LRDmg = 3

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

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

    Class: MH,   Point Value: 11


Created with HeavyMetal Pro

 


User Reviews

User Rating Posted Updated

Ice Hellion 0 1/11/2005  

Another original change.
This time it is more a middle range support design than anything else. When coupled with standard Thunderbolt and your 5W, it will for sure confuse any opponent.
Now, you are just missing an original fluff in those designs.

Lasergunner posted this 25 July 2017

Warlocks Collection

CEO: Warlock Location: Oceana Founded: 8/2/2003 Data Updated: 4/16/2010

I have decided not to run this as a real armory, insted i will be just butting but mechs, vehicles, and Aerospace fighters that i have designed. I have played Battletech for about 15 years, and have been designing my own mechs, vehicles, and aerospce fighters for the last 10 years.To start with i will be posting alot of the designs that i had in my Hunter Inc armory before the crash of S7, at that time i had about 90-100 designs up, most i had printed out for my own tech readout. I was very proud of Hunter Inc, and had a good average mark for a armory ( 3.8 ), and most of my design got ok marks, ofcourse i had a lemon or two, but who doesn´t. Most of the mechs below are the newest version of them, some of them i have had sence i started designing lvl 1 mechs ( like the blaze ). A time ago when i got alittle bord designing IS mech i made a number of IIC mechs, when i did this i made sure to go back and read the TRO to make sure i knew what the mech was design for, and to make sure i could be a mech that Kerensky took with him, besides the Jenner, all other IIc mechs are models that have been around many years. You are more then welcome to review my designs if you like all i ask is you give reasons to why you like or dislike a design, thanks.

******** I have got alot of flak becauce of my lack of fluff on my designs, i can understand this as good fluff can make or brake a desigen.But the problem is i am not good at it, it´s that simple. So plz remeber that when reviewing one of my designs, and try not to give bad reviews just because i am bad at fluff. *******

 

User Reviews

  2/17/2008 4  Prince of Darkness
You know, despite the relative lack of fluff, I really like this armory; most of the designs are sound and work well in their assigned roles, and it is especially good to see so many level 1 machines.

Excelent, in my opinion.  

  9/29/2007 3  Harddown
I don't think you really understand the concept of IICs. Most of them were developed in much the same way as the 3050 refits, they were updated with technology the clans developed in the first 100 years or so after the Exodus. After they perfected OmniTech, they probably didn't mess too much with the older designs. Just my opinion, but the TROs seem to support that theory.  

  2/3/2005 5  Magermh
A good armory and some good mechs to take a look at. The RAC is a bloody good flaver for the mechs and the armor is wearth a look too. I will come back to see what you have done latter.

Lasergunner posted this 25 July 2017

Mercury IICClan20TTournament LegalClan Invasion232/1/2004678Stinger IICClan20TTournament LegalClan Invasion242/2/2004631Wasp IICClan20TTournament LegalClan Invasion222/2/2004722Mongoose IICClan25TTournament LegalClan Invasion441/10/2005541Thorn IICClan25TTournament LegalClan Invasion022/1/2004423Hussar IICClan30TTournament LegalClan Invasion471/10/2005411Sentinel IICClan40TTournament LegalClan Invasion222/3/2004311Vulcan IICClan40TTournament LegalClan Invasion022/1/2004429Blackjack IICClan45TTournament LegalClan Invasion032/9/2004475Crab IIC IICClan50TTournament LegalClan Invasion431/8/2005387Kintaro IICClan55TTournament LegalClan Invasion032/1/2004339Champion IICClan60TTournament LegalClan Invasion022/1/2004369Exterminator IICClan60TTournament LegalClan Invasion422/1/2004477Bombardier IICClan65TTournament LegalClan Invasion322/3/2004421Shootist IICClan70TTournament LegalClan Invasion022/8/2004518Black Knight  IICClan75TTournament LegalClan Invasion041/10/2005588Charger IICClan80TTournament LegalClan Invasion342/1/2004479Longbow IICClan85TTournament LegalClan Invasion452/3/2004722Banshee IICClan95TTournament LegalClan Invasion032/8/2004488King Crab IICClan100TTournament LegalClan Invasion441/11/2005740Dynamic DYC-1HInner Sphere20TTournament LegalSuccession Wars379/6/2010193Horizon P1Inner Sphere20TTournament LegalClan Invasion461/24/2004775Sling SLG-1Inner Sphere20TTournament LegalClan Invasion321/9/2004391Wasp 1WInner Sphere20TIntroductorySuccession Wars012/10/2005798Arrow ARW-1AInner Sphere25TTournament LegalClan Invasion341/24/2004466Defender 01Inner Sphere25TIntroductorySuccession Wars421/23/2004574Defender DEF-1Inner Sphere25TTournament LegalClan Invasion028/5/2003368Defender DFD-1HInner Sphere25TIntroductorySuccession Wars429/12/2010135Hi-Five HF-1Inner Sphere25TIntroductorySuccession Wars432/9/2004447Opus OS-1Inner Sphere25TTournament LegalClan Invasion011/4/2004303Princo PrimeInner Sphere25TTournament LegalClan Invasion421/19/2004329Finn FN-1AInner Sphere30TTournament LegalClan Invasion421/24/2004345Rudolph RDH-1-REDInner Sphere30TTournament LegalClan Invasion0412/24/2008124Shot SHT-1Inner Sphere30TTournament LegalClan Invasion011/9/2004224Urbanmech UM-40Inner Sphere30TTournament LegalClan Invasion458/4/2010154Bow BW-1Inner Sphere35TTournament LegalClan Invasion331/24/2004353hybrid HBD-1Inner Sphere35TTournament LegalClan Invasion511/7/2004314Jenner JR7-HInner Sphere35TTournament LegalClan Invasion421/26/2004382Rifleson RFS-1BInner Sphere35TTournament LegalClan Invasion348/6/2010155Urbanmech KillerInner Sphere35TTournament LegalClan Invasion031/23/2004450FireFox FFX-1BInner Sphere40TTournament LegalClan Invasion354/12/2009183FireFox FFX-1CInner Sphere40TTournament LegalClan Invasion014/13/2009111Gaurdian GRN-0Inner Sphere40TIntroductorySuccession Wars421/23/2004449Gaurdian GRN-01Inner Sphere40TTournament LegalClan Invasion021/23/2004227Gaurdian GRN-A2Inner Sphere40TTournament LegalClan Invasion441/23/2004347Hunter Killer II HK2-1AInner Sphere40TTournament LegalClan Invasion021/17/2004318Hunter Killer II HK2-2AInner Sphere40TTournament LegalClan Invasion021/17/2004260Maruishi MRH-1Inner Sphere40TTournament LegalClan Invasion438/11/2010213Mostic MSC-1Inner Sphere40TTournament LegalClan Invasion011/4/2004206Blackjack GB BJ-1WInner Sphere45TIntroductorySuccession Wars021/23/2005395Blue Flame BLF-21WInner Sphere45TTournament LegalClan Invasion041/26/2004313Buck-Your-Rear BYR-1AOInner Sphere45TTournament LegalClan Invasion4210/25/2010203Cats Shadow PrimeInner Sphere45TTournament LegalClan Invasion032/2/2004316Leech LEH-1Inner Sphere45TTournament LegalClan Invasion011/8/2004236Nupa PrimeInner Sphere45TTournament LegalClan Invasion031/18/2004231The WOB Wacker TWW-1AOInner Sphere45TTournament LegalClan Invasion068/5/2010268Vindicator II VNDII-1SInner Sphere45TTournament LegalClan Invasion049/30/2010192Bishop BHP-1Inner Sphere50TTournament LegalClan Invasion011/9/2004305Detota DTA-1Inner Sphere50TTournament LegalClan Invasion431/12/2004296Detota DTA-2Inner Sphere50TTournament LegalClan Invasion041/12/2004227M.A.M. 1HInner Sphere50TTournament LegalClan Invasion021/8/2005248Takeit TKT-1AInner Sphere50TTournament LegalClan Invasion447/25/2008224Trebuchet TBT-5WInner Sphere50TIntroductorySuccession Wars032/9/2004400Argonath AGT-1Inner Sphere55TTournament LegalClan Invasion511/6/2004537Dervish DV-6WInner Sphere55TIntroductorySuccession Wars011/23/2005340HunterKiller HK-4Inner Sphere55TTournament LegalClan Invasion048/18/2003349Shadowhawk SHD-2WInner Sphere55TIntroductorySuccession Wars021/11/2004787Shadowhawk SHD-2W4Inner Sphere55TIntroductorySuccession Wars431/11/2004560Snapper SNP-1HInner Sphere55TTournament LegalClan Invasion018/27/2010149Bowman BWN-A10Inner Sphere60TTournament LegalAge of War/Star League438/3/2010120Hangman HMG-2Inner Sphere60TTournament LegalClan Invasion011/8/2004237Hosdon HDN-1Inner Sphere60TTournament LegalClan Invasion011/6/2004214Ostroc 1CInner Sphere60TIntroductoryAge of War/Star League021/23/2005416Quickdraw 4WInner Sphere60TIntroductorySuccession Wars421/18/2005465Quickdraw III QD-3HInner Sphere60TTournament LegalClan Invasion021/22/2005288WarAxe WA-1Inner Sphere60TTournament LegalAge of War/Star League048/3/2010148Crusader CRD-3W2Inner Sphere65TIntroductorySuccession Wars021/11/2004439Jagermech JM6-WInner Sphere65TIntroductorySuccession Wars431/23/2005378Ktulu PrimeInner Sphere65TTournament LegalClan Invasion031/10/2004293Merc 1HInner Sphere65TTournament LegalClan Invasion321/7/2004265Omcla OMA-1Inner Sphere65TTournament LegalClan Invasion011/5/2004205Steel Knight SKT-1HInner Sphere65TTournament LegalAge of War/Star League358/3/2010114Thunderbolt TDR-5WInner Sphere65TIntroductorySuccession Wars011/11/20051490Thunderbolt TDR-6WInner Sphere65TIntroductorySuccession Wars011/11/2005397Grasshopper GHR-5WInner Sphere70TIntroductorySuccession Wars441/11/2005459Gullotine 3WInner Sphere70TTournament LegalAge of War/Star League431/8/2005312Hellbender 1AInner Sphere70TIntroductorySuccession Wars321/10/2004401Hellbender 2AInner Sphere70TTournament LegalClan Invasion021/10/2004247Hellbender HBDInner Sphere70TTournament LegalClan Invasion431/10/2004355Hunter HTR-1HInner Sphere70TTournament LegalClan Invasion421/5/2004295Jackhammer JKH-1WInner Sphere70TTournament LegalAge of War/Star League348/3/2010114White Flame WHF-4WInner Sphere70TTournament LegalClan Invasion021/26/2004444Blaze BLZ-0Inner Sphere75TIntroductorySuccession Wars221/11/2004338Blaze BLZ-1Inner Sphere75TTournament LegalClan Invasion421/8/2004346Hammerhands II HMH2-1HInner Sphere75TTournament LegalClan Invasion058/28/2008290Hunting Hammer Inner Sphere75TTournament LegalSuccession Wars458/23/2010166Neftir NFR-1HInner Sphere75TTournament LegalClan Invasion511/4/2004284Ripsaw RSW-2Inner Sphere75TTournament LegalClan Invasion011/8/2004267Typhoon THN-1WInner Sphere75TTournament LegalClan Invasion018/29/2008166War Crusader WCDR-3ISInner Sphere75TTournament LegalClan Invasion031/11/2004395Charger 1W1Inner Sphere80TIntroductorySuccession Wars021/23/2005546Rinco RNO-1Inner Sphere80TTournament LegalClan Invasion011/9/2004237Zeus ZEU-WInner Sphere80TTournament LegalSuccession Wars038/26/2010188Great Hunchback GHB-1Inner Sphere85TTournament LegalClan Invasion011/6/2004421Missing Link M-LInner Sphere85TTournament LegalClan Invasion039/17/2010165Andia ADA-1AInner Sphere90TTournament LegalClan Invasion031/24/2004222Crone CR-1Inner Sphere90TTournament LegalSuccession Wars011/5/2004268Freelancer FLC-1HInner Sphere90TTournament LegalClan Invasion032/6/2004264Arrow Head AH-2BInner Sphere95TTournament LegalClan Invasion447/21/2008323Dread DRD-1Inner Sphere95TTournament LegalAge of War/Star League011/23/2004284Ripsaw II RSW-A2Inner Sphere95TTournament LegalClan Invasion011/8/2004273Annhiliator 3000Inner Sphere100TTournament LegalClan Invasion3312/7/2008221Annhiliator 3000 MK2Inner Sphere100TTournament LegalClan Invasion0112/13/2008121Black BLK-1HInner Sphere100TTournament LegalClan Invasion421/4/2004455Divine Faith DF-1AInner Sphere100TTournament LegalClan Invasion4312/15/2010121Monster MST-1HInner Sphere100TExperimental TechClan Invasion0410/8/2008199Rockfleece RF-1Inner Sphere100TTournament LegalClan Invasion221/23/2004324Super Urbanmech SUM-1Inner Sphere100TTournament LegalClan Invasion021/10/2004630Tcong TCGInner Sphere100TIntroductorySuccession Wars421/11/2004501Tcong TCG-1Inner Sphere100TTournament LegalClan Invasion021/12/2004263Tcong TCG-2Inner Sphere100TTournament LegalClan Invasion011/12/2004462Titan II TI-2WInner Sphere100TTournament LegalClan Invasion538/4/2010168Warrior WRR-1Inner Sphere100TTournament LegalClan Invasion031/10/2004511Warrior WRR-2Inner Sphere100TTournament LegalClan Invasion021/12/2004660

Lasergunner posted this 25 July 2017

Vehicle

Name Technology Tonnage Level Year R # Posted Views

Spirit-Scout Helicopter 1H Inner Sphere 5T 2 3055 0 0 4/19/2004 535

Light Rocket carrier 1H Inner Sphere 10T 2 3060 0 4 4/7/2004 614

AC-5 towed Gun 1H Inner Sphere 15T 2 3025 0 0 4/21/2004 616

Alliance H1 Inner Sphere 15T 2 3060 0 1 4/14/2004 478

Hunt APC 1A Inner Sphere 15T 2 3060 0 0 4/21/2004 399

Killer Bee H1 Inner Sphere 15T 2 3060 0 0 4/13/2004 443

U.D.V Urban Defence Vehicle 1A Inner Sphere 15T 2 3060 0 0 4/21/2004 524

Stronghold APC II 2 Inner Sphere 25T 2 3060 5 2 9/13/2004 479

Allied 1-H Inner Sphere 30T 2 3058 0 0 9/13/2004 282

Black Hawk 1H Inner Sphere 30T 2 3060 0 0 4/21/2004 407

Dragonfly 1H Inner Sphere 30T 2 3067 5 1 4/19/2004 458

Killer Whale Transport 1H Inner Sphere 30T 2 3055 0 0 4/19/2004 471

Stronghold APC 1H Inner Sphere 30T 2 3050 0 0 4/14/2004 427

tbuod 1H Inner Sphere 30T 2 3058 0 0 4/21/2004 249

Whale transport 1H Inner Sphere 30T 2 3050 0 0 4/19/2004 424

Light MRM carrier 1H Inner Sphere 35T 2 3060 0 1 4/17/2004 351

Attle H1 Inner Sphere 50T 2 3060 0 0 4/14/2004 265

Flex Anti-air tank 1H Inner Sphere 50T 2 3055 0 0 4/21/2004 393

Obus 1H Inner Sphere 55T 2 3067 0 0 4/15/2004 268

Thunder Flea THF-1H Inner Sphere 55T 2 3058 0 0 2/9/2007 357

Riesen Heavy Tank 1H Inner Sphere 85T 2 3067 0 0 4/21/2004 324

Zephyr 1H Inner Sphere 85T 2 3060 0 0 4/14/2004 312

Bantex Assault Tank 1H Inner Sphere 100T 2 3067 0 0 4/17/2004 509

Lord H1 Inner Sphere 100T 2 3067 0 0 4/13/2004 492

Super Heavy MRM Carrier 1H Inner Sphere 100T 2 3060 4 4 4/13/2004 729

Lasergunner posted this 25 July 2017

Spaceship

Name Technology Tonnage Level Year R # Posted Views

Crow Corvet 1-CC Inner Sphere 150000T 2 3060 0 1 6/28/2007 238

Invader Combat Class JumpShip 1-ICCJ Inner Sphere 150000T 2 3060 0 2 6/27/2007 377

Nightfall missile destroyer MK-2 Inner Sphere 500000T 2 3060 0 0 7/1/2007 274

Nekar  Inner Sphere 630000T 2 3060 0 1 7/2/2007 179

Lagavulin (Heavy Cruiser)  Inner Sphere 820000T 2 3060 0 0 7/5/2007 245

Horizion class cruiser  Inner Sphere 830000T 2 3060 0 1 7/7/2007 257

Sacred 

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