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Author Topic: Battlemechs of the Rimward Frontier and Aurigan Reach  (Read 2636 times)

deathzealotzero

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Battlemechs of the Rimward Frontier and Aurigan Reach
« on: 21 August 2021, 04:58:17 »
Hello, my fellow Battletech fans!

I realized when I almost posted a Mech Unit over at my Aerospace Thread that I really should not do that therefore here we are with a Mech Version of the Combat Units of the Rimward Frontier and the Aurigan Reach. Should have done this alongside the Aerospace Thread but I had go find my notes and such for my custom Mech units for my fanfiction story. That took a bit and with some issues, I was having in RL I was a bit busy. Anyhow, moving on!

While I do not think this thread would be as busy as the Aerospace Thread since there are not going to be that many custom Mech Units for my story. Hence, like the Aerospace Thread feel free to post your own Frontier and Reach Mech Units here if you wish.

The first unit on the table is the Aurigan's own variant of the common Stinger Bug Mech, the STG-3A Stinger! Enjoy!

EDIT: Okay. I am starting to add TRO Sections to these since using MegaMekLab was lot easier then I thought it would be! Enjoy!
« Last Edit: 21 August 2021, 06:50:15 by deathzealotzero »

deathzealotzero

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The Silent Sentinel of the Aurigan Coalition: the STG-3A Stinger
« Reply #1 on: 21 August 2021, 06:16:29 »
STG-3A Stinger
Class - Light Battlemech
Weight - 20 Tons
Developer - Espinosa Mech Refit Yards, with support from Mechdur Heavy Industries and Aspero-Dinton Mining
User(s) - Aurigan Royal Guard, Aurigan Founding Houses Guard Units, Babylonia Landhold, Lyreton Alliance Defense Forces - Lyreton Irregulars, First Rockwellawan Ranger Battalion, Various Others

The STG-3A Stinger Light Battlemech is one of the only Battlemechs produced locally by the Aurigan Coalition by the revamped Espinosa Mech Refit Yards located on Coromodir VI. The parts for the Mech are all produced internally in the Coalition in several factories like on Mechdur and a couple on other planets of the Coalition all but the GM 120 reactor which is purchased from the Majesty Metals and Manufacturing though some would be bought from other sources like Vandenburg Mechanized Industries. Though it could be argued that the Espinosa Mech Refit Yards were not really the manufacturer when all it really did was piece together the various parts produced across the Coalition to make a full Mech. Still, it did manage to introduce a full Mech therefore no one really argued all that much. The new STG-3A Stinger would be first introduced to the various Aurigan Founding House Guard Forces in late 3012 replacing the aging constantly rebuilt Mechs found in those units and several months later it would start to make an appearance in the Aurigan Royal Guard replacing a few of the more run-down heirloom Mechs of the Royal Guard.

Overall, the STG-3A variant is basically a direct copy of a popular field refit of the Stinger which removes the two machine guns and attendant ammo along with the Jump Jets. Then a pair of Medium Lasers are added to the Central Torso while each arm sports a single Small Laser. An extra ton of armor is also added giving the Mech improved protection from a standard Stinger seen across the rest of human-claimed space. The downside of this Mech configuration is that it can be quite easy to overheat if not careful thanks in part to no extra Heat Sinks being added to the design. It also no longer had a means to combat enemy infantry though it could be said that the Aurigan Coalition had other means to combat infantry what they needed was a light mech that could stand up against other Mechs. Also, the mech’s formerly small and cramped cockpit was replaced with a vastly bigger cockpit that while kind of makes the head an easier target it still allows an easier time in piloting. This made the head jut out from the top of the central torso giving the STG-3A the unflattering nickname of "The Snout", still it allowed an easier time in piloting the Mech for some larger mechwarriors.

Currently, this Battlemech makes up forty percent of the independent Battlemech companies of the various Founding House’s Guard Units while nearly a hundred examples of this variant have been sold to other nearby independent worlds of the Rimward Frontier including the Babylonia Landhold who sport a few dozen mechs of this type in their Babylonia Vanguard Independent Battlemech Companies. Other notable users of this mech outside of the Aurigan Reach would be the Lyreton Irregulars, a unit of Mechwarriors drawn from all three of the occupied moons of the Lyreton System whose mission is to protect the system itself from the outside attack including pirates, and the independent world of Rockwellawan who has outfitted the majority of their First Rockwellawan Ranger Battalion with new STG-3A Battlemechs.

A sub-variant of this type is the STG-3AT Stinger Trainer which sports several needed pieces of equipment to make this Battlemech into a dedicated training mech including a large double cockpit for both a student and trainer to sit comfortably in. Though this had the head now not only jut out in the front but in the back as well often making the Mech topheavy but since these Mechs are not often called to combat it really does not matter. It remains equipped with the paired machine guns and a single medium laser of the older R Variant though it doesn’t have the Jump Jets having sacrificed them to allow the larger cockpit and the extra equipment. This version of the Stinger has become the main training mech of the Royal Aurigan Military Academy on Coromodir V. A few others have been imported out of the Coalition to friendly nearby Frontier planets including a pair used by the Babylonia Landhold to train future Mechwarriors for service in one of the Babylonia Vanguard Companies. A few others found their way to the Lyreton System to start the training of their own combined defense force.

A second sub-variant known as the STG-3AS Stinger or better known as the Stinger Sniper sports a single large laser built into its right arm similar to that of the new COM-1B Commando variant. To make this work a full ton of armor and a single heatsink were removed to allow such a weapon to be placed on the mech. The resulting variant is an excellent sniper mech giving the Aurigans an easy-to-produce mech that can help them stand up to larger mechs in a fight. However, the downside is that it is not as protected as the regular STG-3A Stinger and it can sometimes overheat if given the chance. Therefore, not often found at the front of an Aurigan Mech formation and would often found places to hide allowing a chance to snipe approaching enemy mechs supporting other Aurigan mechs in combat.

A final variant is the STG-3AX Stinger Corvus, or more often called the Super Stinger or the Stinger II which serves as a prototype for a new medium-weight general purpose design for the Aurigan Coalition in the near future. It sports a mix of regular Stinger and Phoenix Hawk parts on a heavier and slightly larger version of the regular STG Chasis. At forty tons this mech is double the weight of the regular Stinger but it allows for the use of more weapons and more armor which the Aurigan Coalition desperately needed as pirates and other raiders start to use heavier mechs in recent years. The STG-3AX sports an arm-mounted Fenix Mark-IV Large Laser, a pair of Martell Model Seven Medium Lasers in the torso, a single Browning Machine Gun on the opposite arm with a ton of ammo, Pitban 9000 Jumpjets on the back, ten heat sinks, and seven tons of Riese-100 armor. The Espinosa Mech Refit Yard would manage to produce only three of these prototypes with the three spread around to gather further data on any further production of the mech or even a whole Medium Weight Battlemech Design. One prototype would be assigned to the House Esponisa Guard, the second was sent to the small Mech Unit the Mechdur Militia Sported, and the last to the Coalition Contracted Markham Marauder Mercenary Unit. 

TRO Section

Code: [Select]
STG STG-3A Stinger

Mass: 20 tons
Chassis: Earthwerks STG
Power Plant: GM 120
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Riese 100
Armament:
     2 Small Laser
     2 Medium Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Datacom 26
Targeting & Tracking System: Dynatec 990
Introduction Year: 3012
Tech Rating/Availability: D/X-E-D-D
Cost: 1,324,440 C-bills

Type: STG
Technology Base: Inner Sphere (Unofficial)
Tonnage: 20
Battle Value: 480

Equipment                                          Mass
Internal Structure                                    2
Engine                        120 Fusion              4
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Dual Cockpit                                          4
Armor Factor                  64                      4

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            6         9     
     Center Torso (rear)               2     
     R/L Torso               5         8     
     R/L Torso (rear)                  2     
     R/L Arm                 3         5     
     R/L Leg                 4         7     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Medium Laser           CT        2        3       2.0   
2 Heat Sink              RT        2        -       2.0   
Heat Sink                LA        1        -       1.0   
Small Laser              LA        1        1       0.5   
2 Heat Sink              LT        2        -       2.0   
Heat Sink                RA        1        -       1.0   
Small Laser              RA        1        1       0.5   

Code: [Select]
STG-3AS Stinger Sniper

Mass: 20 tons
Chassis: Earthwerks STG
Power Plant: GM 120
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Riese 100
Armament:
     1 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Datacom 26
Targeting & Tracking System: Dynatec 9960
Introduction Year: 3015
Tech Rating/Availability: D/X-E-D-D
Cost: 1,309,440 C-bills

Type:
Technology Base: Inner Sphere (Unofficial)
Tonnage: 20
Battle Value: 448

Equipment                                          Mass
Internal Structure                                    2
Engine                        120 Fusion              4
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Dual Cockpit                                          4
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            6         6     
     Center Torso (rear)               1     
     R/L Torso               5         7     
     R/L Torso (rear)                  1     
     R/L Arm                 3         3     
     R/L Leg                 4         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
3 Heat Sink              RT        3        -       3.0   
3 Heat Sink              LT        3        -       3.0   
Large Laser              RA        2        8       5.0   

Code: [Select]
STG STG-3AX Stinger Corvus

Mass: 40 tons
Chassis: Earthwerks STG (Modified)
Power Plant: GM 120
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Pitban 9000
     Jump Capacity: 120 meters
Armor: Riese 100
Armament:
     2 Medium Laser
     1 Machine Gun
     1 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 2,799,627 C-bills

Type: STG
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 927

Equipment                                          Mass
Internal Structure                                    4
Engine                        200 Fusion            8.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sink                     15                      5
Gyro                                                  2
Cockpit                                               3
Armor Factor                  112                     7

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        15   
     Center Torso (rear)               4     
     R/L Torso               10        13   
     R/L Torso (rear)                  4     
     R/L Arm                 6         9     
     R/L Leg                 10        16   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
Heat Sink                   CT        1        -       1.0   
Machine Gun Ammo (200)      CT        1        -       1.0   
2 Heat Sink                 RT        2        -       2.0   
Medium Laser                RT        1        3       1.0   
2 Jump Jet                  RT        2        -       1.0   
2 Heat Sink                 LA        2        -       2.0   
Large Laser                 LA        2        8       5.0   
2 Heat Sink                 LT        2        -       2.0   
Medium Laser                LT        1        3       1.0   
2 Jump Jet                  LT        2        -       1.0   
Machine Gun                 RA        1        0       0.5   

« Last Edit: 21 August 2021, 07:38:58 by deathzealotzero »

Daryk

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #2 on: 21 August 2021, 07:10:48 »
A full ton of MG ammo for a single MG instead of a 5th jump jet? ???

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #3 on: 21 August 2021, 09:41:28 »
A full ton of MG ammo for a single MG instead of a 5th jump jet? ???
Shrug. Wanted some Anti-Infantry on the Corvus but I can change it if you think it needs to be changed or something?

Daryk

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #4 on: 21 August 2021, 09:55:49 »
The 5th jump jet is far more useful than the half ton of ammo you'll never get to use.

CVB

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #5 on: 21 August 2021, 10:37:30 »
Good advice.
I would go even further: Unless you install at least five machineguns on a design, anything is far more useful than a second half ton of MG ammo. This includes leaving the tonnage empty!

(Explanation: a half ton of MG ammo provides 100 shots. A single, or two, or three, or... MGs will never even come close to run out of that many shots in a scenario or even campaign, let alone touch a second half ton. Result: all that unused ammo sits there and waits for a critical hit or heat spike to blow up your mech.)
« Last Edit: 21 August 2021, 10:47:41 by CVB »
"Wars result when one side either misjudges its chances or wishes to commit suicide; and not even Masada began as a suicide attempt. In general, both warring parties expect to win. In the event, they are wrong more than half the time."
- David Drake

I'm willing to suspend my disbelief, but I'm not willing to hang it by the neck until it's dead, dead, dead!

Charistoph

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #6 on: 21 August 2021, 13:57:45 »
Good advice.
I would go even further: Unless you install at least five machineguns on a design, anything is far more useful than a second half ton of MG ammo. This includes leaving the tonnage empty!

(Explanation: a half ton of MG ammo provides 100 shots. A single, or two, or three, or... MGs will never even come close to run out of that many shots in a scenario or even campaign, let alone touch a second half ton. Result: all that unused ammo sits there and waits for a critical hit or heat spike to blow up your mech.)

So something like this for civil patrol?
Code: [Select]
Stinger STG-3CP

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-D
Production Year: 2479
Dry Cost: 1,584,240 C-Bills
Total Cost: 1,584,740 C-Bills
Battle Value: 300

Chassis: Earthwerks STG Standard
Power Plant: GM 120 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Chilton 360
    Jump Capacity: 180 meters
Armor: Riese 100 Standard Armor
Armament:
    2 LFN Linblad Machine Guns
    3  Machine Guns
Manufacturer: Earthwerks Incorporated, Coventry Metal Works
    Primary Factory: Calloway VI, Grand Base, Keystone (Earthwerks), Coventry (CMW)
Communications System: Datacom 26
Targeting and Tracking System: Dynatec 990

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      33 points                2.00
Engine:             Fusion Engine                120                       4.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 3 LT, 3 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  48                  3.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            4         
                                        Center Torso     6            6         
                                 Center Torso (rear)                  4         
                                           L/R Torso     5            6         
                                    L/R Torso (rear)                  2         
                                             L/R Arm     3            4         
                                             L/R Leg     4            5         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Machine Guns                               RA        0         2         1.00
2 Machine Guns                               LA        0         2         1.00
Machine Gun                                  CT        0         1         0.50
@MG (1/2) (100)                              CT        -         1         0.50
                                            Free Critical Slots: 29

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 3
6j         1       0       0       0      1     0   Structure:  2
Special Abilities: SRCH, ES, SEAL, SOA

Medium Laser ripped out and the ammo bin reduced to half leaves enough room for 3 more Machine Guns making it very scary for someone not in any level of significant armor.
Are you a Wolf, a Sheep, or a Hound?
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Charistoph's Painted Products of Mechanical Mayhem

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #7 on: 21 August 2021, 18:34:19 »
So something like this then?

Code: [Select]
STG-3AX Stinger Corvus

Mass: 40 tons
Chassis: Earthwerks STG (Modified)
Power Plant: GM 120
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Pitban 9000
     Jump Capacity: 150 meters
Armor: Riese 100
Armament:
     3 Medium Laser
     1 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 2,948,027 C-bills

Type: STG-3AX
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 1,050

Equipment                                          Mass
Internal Structure                                    4
Engine                        200 Fusion            8.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink                     15                      5
Gyro                                                  2
Cockpit                                               3
Armor Factor                  112                     7

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        15   
     Center Torso (rear)               4     
     R/L Torso               10        13   
     R/L Torso (rear)                  4     
     R/L Arm                 6         9     
     R/L Leg                 10        16   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                CT        1        -       1.0   
Jump Jet                 CT        1        -       0.5   
2 Heat Sink              RT        2        -       2.0   
Medium Laser             RT        1        3       1.0   
2 Jump Jet               RT        2        -       1.0   
2 Heat Sink              LA        2        -       2.0   
Large Laser              LA        2        8       5.0   
2 Heat Sink              LT        2        -       2.0   
Medium Laser             LT        1        3       1.0   
2 Jump Jet               LT        2        -       1.0   
Medium Laser             RA        1        3       1.0   


or this perhaps.

Code: [Select]
STG-3AX Stinger Corvus

Mass: 40 tons
Chassis: Earthwerks STG (Modified)
Power Plant: GM 120
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Pitban 9000
     Jump Capacity: 120 meters
Armor: Riese 100
Armament:
     2 Medium Laser
     1 SRM 2
     1 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 2,836,027 C-bills

Type: STG-3AX
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 930

Equipment                                          Mass
Internal Structure                                    4
Engine                        200 Fusion            8.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sink                     15                      5
Gyro                                                  2
Cockpit                                               3
Armor Factor                  104                   6.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        13   
     Center Torso (rear)               4     
     R/L Torso               10        14   
     R/L Torso (rear)                  3     
     R/L Arm                 6         8     
     R/L Leg                 10        14   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                CT        1        -       1.0   
SRM 2 Ammo (50)          CT        1        -       1.0   
2 Heat Sink              RT        2        -       2.0   
2 Jump Jet               RT        2        -       1.0   
SRM 2                    RT        1        2       1.0   
2 Heat Sink              LA        2        -       2.0   
Large Laser              LA        2        8       5.0   
2 Heat Sink              LT        2        -       2.0   
2 Jump Jet               LT        2        -       1.0   
2 Medium Laser           RA        2        3       2.0   

« Last Edit: 21 August 2021, 18:40:34 by deathzealotzero »

Daryk

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  • Posts: 25190
  • The Double Deuce II/II-σ
Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #8 on: 21 August 2021, 19:05:31 »
The first one is more expensive but totally worth it!  :thumbsup:

DOC_Agren

  • Major
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  • Posts: 3379
Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #9 on: 24 August 2021, 18:57:16 »
So something like this for civil patrol?
Code: [Select]
Stinger STG-3CP

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-D
Production Year: 2479
Dry Cost: 1,584,240 C-Bills
Total Cost: 1,584,740 C-Bills
Battle Value: 300

Chassis: Earthwerks STG Standard
Power Plant: GM 120 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Chilton 360
    Jump Capacity: 180 meters
Armor: Riese 100 Standard Armor
Armament:
    2 LFN Linblad Machine Guns
    3  Machine Guns
Manufacturer: Earthwerks Incorporated, Coventry Metal Works
    Primary Factory: Calloway VI, Grand Base, Keystone (Earthwerks), Coventry (CMW)
Communications System: Datacom 26
Targeting and Tracking System: Dynatec 990

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      33 points                2.00
Engine:             Fusion Engine                120                       4.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 3 LT, 3 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  48                  3.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            4         
                                        Center Torso     6            6         
                                 Center Torso (rear)                  4         
                                           L/R Torso     5            6         
                                    L/R Torso (rear)                  2         
                                             L/R Arm     3            4         
                                             L/R Leg     4            5         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Machine Guns                               RA        0         2         1.00
2 Machine Guns                               LA        0         2         1.00
Machine Gun                                  CT        0         1         0.50
@MG (1/2) (100)                              CT        -         1         0.50
                                            Free Critical Slots: 29

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 3
6j         1       0       0       0      1     0   Structure:  2
Special Abilities: SRCH, ES, SEAL, SOA

Medium Laser ripped out and the ammo bin reduced to half leaves enough room for 3 more Machine Guns making it very scary for someone not in any level of significant armor.

That a walking warcrime waiting to happen.. only thing to make it better would be flamers.. >:D


I liked the STG-3AX Stinger Corvus..    :thumbsup:
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Charistoph

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  • Posts: 2006
Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #10 on: 24 August 2021, 20:07:09 »
That a walking warcrime waiting to happen.. only thing to make it better would be flamers.. >:D

Well there are 4 or 5 approaches without adjusting armor and still keeping some spirit of it.  First is just replace the Machine Guns and ammo with 2 Flamers, one in each arm.  Probably the most balanced design.  Second would be to replace the Med Laser with a Flamer, with maybe adding a 3rd Machine Gun in to the mix by reducing the ammo bay's capacity.  Last approach would be go full firebug and mount 3 Flamers in the rig.
Are you a Wolf, a Sheep, or a Hound?
Quote from: Megavolt
They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.

Charistoph's Painted Products of Mechanical Mayhem

deathzealotzero

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  • Posts: 75
  • Mecha Guru
Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #11 on: 25 August 2021, 07:51:27 »
The first one is more expensive but totally worth it!  :thumbsup:
I had also considered dropping the JumpJets, and give the Corvus a bit more long range firepower, but was advised that I should keep them in. Shrug. Don't know which one I shall use for my character's mech in my story but I shall mention it when I get there. Oh. Also, I managed to find a decent image that shows what the Corvus would look like, jus replace those machine guns with medium lasers and that is what I can imagine the Corvus looks like in a sense.
That a walking warcrime waiting to happen.. only thing to make it better would be flamers.. >:D


I liked the STG-3AX Stinger Corvus..    :thumbsup:
Thanks! I like it too though I wanted a bit more firepower. Someone else I showed it too said I should see about putting a PPC on it with maybe an SRM Launcher. Shrug.

DOC_Agren

  • Major
  • *
  • Posts: 3379
Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #12 on: 25 August 2021, 18:57:53 »
Oh. Also, I managed to find a decent image that shows what the Corvus would look like, jus replace those machine guns with medium lasers and that is what I can imagine the Corvus looks like in a sense. Thanks! I like it too though I wanted a bit more firepower. Someone else I showed it too said I should see about putting a PPC on it with maybe an SRM Launcher. Shrug.
I like the look, and

Code: [Select]
STG-3AX Stinger Corvus

Mass: 40 tons
Chassis: Earthwerks STG (Modified)
Power Plant: GM 120
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Pitban 9000
     Jump Capacity: 150 meters
Armor: Riese 100
Armament:
     3 Medium Laser
     1 Large Laser
Is a very good and can be effective ride, reminds me of the Valk that I modded with a LL in the arm for hunting down other light units
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

deathzealotzero

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  • Posts: 75
  • Mecha Guru
So here is my new version of the older Stinger Corvus design, which instead of being based on the Stinger is instead based on the larger Phoenix Hawk frame and design. This allowed a wider weapon loadout and giving it a better Trooper feel in my opinion. I hope you all like this version better then the older design!

PXC-1 Phoenix Corvus

Overview

The PXC-1 Phoenix Corvus is a new Battlemech produced by the Esponisa Mech Refit Yard on the frame and chassis of a PXH-1 Phoenix Hawk as a prototype for a new locally designed and produced Battlemech design. Something that was a dream for many inside the Aurigan Reach for many years as often the Reach was at the mercy of others outside of the Reach or salvaging from pirates for new Mechs. While this was somewhat countered by the Aurigans managing to upgrade the former Turian owned Refit Yards on Coromodir VI to allow limited production of their own variant of the STG-3R Stinger and a handful of PXH-1 Phoenix Hawks the Reach was still left with companies outside of the Reach for a few needed parts to produce these Mechs. The PXC-1 Phoenix Corvus was the start of a program to design and produce their own local Battlemech design in the near future.

Design


Overall, the Phoenix Corvus at its core is basically a modified version of the basic PXH-1 Phoenix Hawk that uses parts and such already produced by either directly by the Refit Yards or factories on Mechdur. The only part really not produced inside the Reach is a GM 120 Fusion Engine that was taken from a decommissioned WSP-1A Wasp. Everything else from the weapons to that of the cockpit controls are entirely locally produced. This cut down development costs for the new Mech and made it easier to produce in the future if the prototypes were successful. Like mentioned the Phoenix Corvus sports a GM 120 Fusion Engine which allows the larger form of the Phoenix Corvus to walk at a measly forty-three kilometers per hour and run at sixty-five kilometers per hour. Something that is not good for a good Trooper Medium Mech, especially compared to other similar Battlemechs like its base design, the Phoenix Hawk, or the Griffin. Though it does have a similar mobility to that of the Blackjack. Thankfully this can be countered by the leg-mounted or torso mounted Jumpjets of the Phoenix Corvus which does give the slow mech a bit more mobility when it is required.

For weapons, the Esponisa Mech Refit Yards and Mechdur Heavy Industries teamed up to develop three different prototype units each with a different weapon loadout. This was to further develop the future new Aurigan Battlemech Design. The first of these prototype units would be the PXC-1A Model which sported a somewhat well-rounded weapon load-out. First up are a pair of Blazefire Large Lasers, and a pair of Martell Medium Lasers built in the arms of the Mech. A Bical SRM-4 Launcher is built into the right torso with a ton of SRM Ammo carried in the left torso. Finally, a single Browning M100 Machine Gun is mounted on the lower end of the central torso with an attached half-ton of ammo. Other equipment includes a pair of Pitban 9000 Jumpjets built into either leg of the unit giving a paltry sixty meters of jump capacity, when compared to that of the Phoenix Hawk. Though in exchange the Phoenix Corvus sports fourteen Heatsinks which does give the Phoenix Corvus vastly superior cooling ability over that of the Phoenix Hawk, though can still overheat if the Mechwarrior is not careful enough with their heat management. All told this loadout made the Phoenix Corvus-A a decent all-rounder with its large laser able to each out at longe ranges, while its medium laser, and its SRM Launcher can be used at knife-fight ranges, and finally, its single Machine Gun can easily counter infantry.

The next prototype loadout variant of the Phoenix Corvus is the B Variant which is said by its test pilots as a light Blackjack with a pair of old Imperator-L Autocannon-5s built into its arms, while a pair of Martell Medium Lasers are mounted in the side torsos of the mech, and finally, a small Bical SRM-2 Launcher is mounted in the Central Torso alongside a ton of SRM Ammo. This variant isn't well-loved by some of the test pilots due it using the sometimes unreliable Imperator-L model autocannons which are cheap and prone to failure. Not to mention, it is said to be a Blackjack that is mixed up with a Wasp due to its weapons. However, that said the B Variant retains the same amount of armor and heatsinks as the A Variant making it quite cool during combat without the Large Lasers of the A Variant giving more heat than the heatsinks can take. It also had its Jumpjets moved to the back of the torso of the mech which is an alternative set up for this variant compared to that of the A Variant Prototype.

The final official prototype of the Phoenix Corvus is the C Variant, or often called, the Missile Corvus due to it sporting a pair of torso mounted LRM-10 Launchers which gives the C Variant good long-range firepower. It also has the same medium lasers mounted on the arms of the mech while a single Martell-3 Small Laser takes up a spot on the central torso. It also sports an extra pair of heatsinks and an extra pair of jumpjets mounted on the back of the mech's torso giving it better mobility then the other variant prototypes. Though this does off set the extra pair of heatsinks but it is not as bad sinking heat as the other two prototype variants. That said, this prototype does fulfills a niche for a missile boat type mech and moves away from the general trooper model the other two prototype designs sport.

A final variant of the Phoenix Corvus is not actually an official variant but a rebuilt of the single Variant A Prototype which had been handed over to the mercenary unit known as Markham's Marauders who had been contracted by the Aurigan Coalition to test out the prototype in combat. After the event known as the Coronation Day Massacre and the dismissal of the Marauders from its contract with the Coalition they retained the Prototype Phoenix Corvus and it became the Mech of new member Berah Ronah, a former member of the Aurigan Royal Guard. However, Mechwarrior Ronah was not happy with the slow speed and such of the A Variant Prototype therefore got together with the Marauder's Chief MechTech Yang Viranen to redesign the prototype. They first removed the GM 120 Engine from the Prototype and installed a larger GM 180 Engine that Yang had stored away for some reason after removing the Jumpjets from the Mech to make some room. While this removed the extra mobility the Jumpjets provided the Mech it did allow the newly renamed Blackguard a similar walking and running speed to that of the Phoenix Hawk giving vastly better mobility. The Blackguard remained Ronah's Battlemech well into her time commanding the newly reformed mercenary unit and into the start of the Aurigan Civil War.

Deployment

The Esponisa Mech Refit Yards and Mechdur Heavy Industries managed to only produce the three prototypes with one for each of the different weapon variants. The PXC-1A Prototype Model was handed over to that of the Markham's Marauders Mercenary Unit and was lost when the Marauders were dismissed from service by the new Aurigan Directorate. While the PXC-1B Prototype Model was handed over and tested by a small unit of Esponisa House Guard Mechwarriors known as the Esponisa Armigers. However, due to the issues with the autocannons and general opinion of this prototype it wasn't further produced. The final prototype of the PXC-1C Variant was handed over to another mercenary unit, the Apollo Archers, who were notable in using LRM-Equipped Battlemechs. The Archers were quite glowing about the PXC-1C Variant and were allowed to keep the prototype while a further six units were produced. These units would be mainly used to replace the hastily converted LCT-1M Locust Mechs the Refit Yard had previously introduced.

It was only well into the Aurigan Civil War around four years after the roll-out of the original prototypes of the Phoenix Corvus when the Aurigan Directorate and the Esponisa Mech Refit Yards would start a production line for a modified version of the PXC-1A known as the PXC-1D Phoenix Corvus which was a redesigned unit with a larger engine and extra jumpjets. This production line would be around eighteen units and would be almost entirely deployed to the Third Directorate Amigers to replace mechs lost in the early days of the Civil War. A couple of these units would be used by the First Directorate Amigers when they were assigned to guard the Taurian Dropship Newgrange in the Smithon System. These units would be brought down by the Arano Restoration Mercenary Unit and would be salvaged by House Karosa techs before being handed over to the Restoration Army.

After the end of the war the remaining handful of Phoenix Corvus Battlemechs would be fully converted over to that of the new MSF-2A Mastiff Battlemech which would become the newly reformed Aurigan Coalition's brand-new locally built Battlemech Design.

Code: [Select]
PXC-1A Phoenix Corvus

Mass: 45 tons
Chassis: Orguss Stinger (Modified)
Power Plant: GM 120
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Pitban 9000
     Jump Capacity: 60 meters
Armor: Riese 100
Armament:
     2 Medium Laser
     1 Machine Gun
     1 SRM 4
     2 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 3,090,965 C-bills

Type: PXC-1A
Technology Base: Inner Sphere (Introductory)
Tonnage: 45
Battle Value: 970

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        180 Fusion              7
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sink                     14                      4
Gyro                                                  2
Cockpit                                               3
Armor Factor                  120                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        16   
     Center Torso (rear)               5     
     R/L Torso               11        15   
     R/L Torso (rear)                  4     
     R/L Arm                 7         10   
     R/L Leg                 11        16   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Jump Jet                         LL        1        -       0.5   
Machine Gun                      CT        1        0       0.5   
Half Machine Gun Ammo (100)      CT        1        -       0.5   
3 Heat Sink                      RT        3        -       3.0   
SRM 4                            RT        1        3       2.0   
Medium Laser                     LA        1        3       1.0   
Large Laser                      LA        2        8       5.0   
3 Heat Sink                      LT        3        -       3.0   
SRM 4 Ammo (25)                  LT        1        -       1.0   
Jump Jet                         RL        1        -       0.5   
Heat Sink                        HD        1        -       1.0   
Medium Laser                     RA        1        3       1.0   
Large Laser                      RA        2        8       5.0   
Code: [Select]
PXC-1B Phoenix Corvus

Mass: 45 tons
Chassis: Orguss Stinger (Modified)
Power Plant: GM 120
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Pitban 9000
     Jump Capacity: 60 meters
Armor: Riese 100
Armament:
     2 Medium Laser
     1 SRM 2
     2 AC/2
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 2,935,090 C-bills

Type: PXC-1B
Technology Base: Inner Sphere (Introductory)
Tonnage: 45
Battle Value: 772

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        180 Fusion              7
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sink                     12                      2
Gyro                                                  2
Cockpit                                               3
Armor Factor                  120                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        16   
     Center Torso (rear)               5     
     R/L Torso               11        15   
     R/L Torso (rear)                  4     
     R/L Arm                 7         10   
     R/L Leg                 11        16   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
SRM 2 Ammo (50)          CT        1        -       1.0   
SRM 2                    CT        1        2       1.0   
4 Heat Sink              RT        4        -       4.0   
Jump Jet                 RT        1        -       0.5   
Medium Laser             RT        1        3       1.0   
AC/2 Ammo (45)           RT        1        -       1.0   
AC/2                     LA        1        1       6.0   
Heat Sink                LT        1        -       1.0   
Jump Jet                 LT        1        -       0.5   
Medium Laser             LT        1        3       1.0   
AC/2 Ammo (45)           LT        1        -       1.0   
AC/2                     RA        1        1       6.0   

Code: [Select]
PXC-1C Phoenix Corvus

Mass: 45 tons
Chassis: Orguss Stinger (Modified)
Power Plant: GM 120
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Pitban 9000
     Jump Capacity: 90 meters
Armor: Riese 100
Armament:
     1 Small Laser
     2 Medium Laser
     2 LRM 10
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 3,128,303 C-bills

Type: PXC-1C
Technology Base: Inner Sphere (Introductory)
Tonnage: 45
Battle Value: 963

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        180 Fusion              7
Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sink                     15                      5
Gyro                                                  2
Cockpit                                               3
Armor Factor                  120                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        16   
     Center Torso (rear)               5     
     R/L Torso               11        15   
     R/L Torso (rear)                  4     
     R/L Arm                 7         10   
     R/L Leg                 11        16   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Jump Jet                 CT        1        -       0.5   
Small Laser              CT        1        1       0.5   
2 Heat Sink              RT        2        -       2.0   
Jump Jet                 RT        1        -       0.5   
LRM 10 Ammo (12)         RT        1        -       1.0   
LRM 10                   RT        2        4       5.0   
2 Heat Sink              LA        2        -       2.0   
Medium Laser             LA        1        3       1.0   
2 Heat Sink              LT        2        -       2.0   
Jump Jet                 LT        1        -       0.5   
LRM 10 Ammo (12)         LT        1        -       1.0   
LRM 10                   LT        2        4       5.0   
2 Heat Sink              RA        2        -       2.0   
Medium Laser             RA        1        3       1.0   

Code: [Select]
PXC-1A "Blackguard" Phoenix Corvus (Modified)

Mass: 45 tons
Chassis: Orguss Stinger (Modified)
Power Plant: GM 120
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Pitban 9000
     Jump Capacity: 0 meters
Armor: Riese 100
Armament:
     2 Medium Laser
     1 Machine Gun
     1 SRM 4
     2 Large Laser
Manufacturer: Espinosa Mech Refit Yards
     Primary Factory: Coromodir VI
Communication System: Tek Battlecom
Targeting & Tracking System: Tek Tru-Trak
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 3,649,215 C-bills

Type: PXC-1A "Blackguard"
Technology Base: Inner Sphere (Introductory)
Tonnage: 45
Battle Value: 977

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        225 Fusion             10
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     12                      2
Gyro                                                  3
Cockpit                                               3
Armor Factor                  104                   6.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        15   
     Center Torso (rear)               4     
     R/L Torso               11        12   
     R/L Torso (rear)                  3     
     R/L Arm                 7         9     
     R/L Leg                 11        14   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Machine Gun                      CT        1        0       0.5   
Half Machine Gun Ammo (100)      CT        1        -       0.5   
2 Heat Sink                      RT        2        -       2.0   
SRM 4                            RT        1        3       2.0   
Medium Laser                     LA        1        3       1.0   
Large Laser                      LA        2        8       5.0   
SRM 4 Ammo (25)                  LT        1        -       1.0   
Heat Sink                        HD        1        -       1.0   
Medium Laser                     RA        1        3       1.0   
Large Laser                      RA        2        8       5.0   


DEVELOPER NOTE: I know the TROs on these variants are kind of not what is mentioned in the rest of the post, but I am honestly kind of tired with MML and TROs in General. I am only really having them in this post for those who actually like TROs and such. On another note, this Mech still retains the similar looks of the STG-3R Stinger done by GiorgioEspinos on DeviantArt. Just with different weapons and such of course. It retains that same body shape of the Stinger/Phoenix Hawk and sports a vastly different head design making it look different from its similar looking cousins.
« Last Edit: 04 September 2021, 05:16:42 by deathzealotzero »

epi

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #14 on: 04 September 2021, 08:13:06 »
A 45 tonner moving at 4/6 needs a 180 rated engine. If you want to use a 120 you need to go to 30 tons or 40 at 3/5.

DOC_Agren

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #15 on: 04 September 2021, 21:06:33 »
put them with right engine

Code: [Select]
PXC-1A Phoenix Corvus
Tonnage: 45
Cost: 3,216,390 C-bills
Battle Value: 853
Equipment Mass
Internal Structure: Standard 4.5
Engine: 180 7.0
Type: Fusion
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 14 [14] 4.0
Gyro: Standard 2.0
Cockpit: 3.0
Armor Factor: 104 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 14 15
Center Torso (rear) 4
L/R Torso 11/11 12/12
L/R Torso (rear) 3/3
L/R Arms 7/7 9/9
L/R Legs 11/11 14/14
Weapons and Ammo Location Crits Tons
Large Laser LA 2 5.0
Large Laser RA 2 5.0
Medium Laser LA 1 1.0
Medium Laser RA 1 1.0
Machine Gun CT 1 0.5
SRM 4 RT 1 2.0
Ammo (MG) 100 CT 1 0.5
Ammo (SRM 4) 25 LT 1 1.0
Code: [Select]
PXC-1A "Blackguard" Phoenix Corvus (Modified)
Tonnage: 45
Cost: 3,632,540 C-bills
Battle Value: 774
Equipment Mass
Internal Structure: Standard 4.5
Engine: 225 10.0
Type: Fusion
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 12 [12] 2.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 104 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 14 15
Center Torso (rear) 4
L/R Torso 11/11 12/12
L/R Torso (rear) 3/3
L/R Arms 7/7 9/9
L/R Legs 11/11 14/14
Weapons and Ammo Location Crits Tons
Large Laser LA 2 5.0
Large Laser RA 2 5.0
Medium Laser LA 1 1.0
Medium Laser RA 1 1.0
Machine Gun CT 1 0.5
SRM 4 RT 1 2.0
Ammo (MG) 100 CT 1 0.5
Ammo (SRM 4) 25 LT 1 1.0

and before Daryk gets to say it... for the PXC-1A "Blackguard" Phoenix Corvus (Modified)
what about removing the 2 LL for a single Blazer Cannon and an extra heatsink?

"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #16 on: 04 September 2021, 21:13:07 »
LOL... I was holding off on that until he got to know us better...  :D

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #17 on: 04 September 2021, 21:26:36 »
A 45 tonner moving at 4/6 needs a 180 rated engine. If you want to use a 120 you need to go to 30 tons or 40 at 3/5.
put them with right engine
I am aware of that, but of course, I couldn't get the right engine type when I was messing with the walking and running MP on MML. So I am actively ignoring it and keeping the GM 120 for the Aurigans who had a couple from decommissioned Wasps when they were replacing them with new STG-3A Stingers. I am so done with MML right now.
and before Daryk gets to say it... for the PXC-1A "Blackguard" Phoenix Corvus (Modified)
what about removing the 2 LL for a single Blazer Cannon and an extra heatsink?
LOL... I was holding off on that until he got to know us better...  :D
Okay. What in the world is a Blazer? I didn't see it on MML's Weapon Lists for this particular timeframe.

That said. What do you all think of the new Corvus? Is it better than using a modified Stinger Frame? Granted. I do know that the Phoenix Hawk shares a similar chassis with both the Stinger and somewhat the Valkyrie. The Wasp I know had its frame changed slightly during its Reseen overhaul.

Daryk

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #18 on: 04 September 2021, 21:45:34 »
To make a Blazer Cannon, you take two large laser cores and a crate of duct tape, then remove a ton of extraneous electronics.  :D

More seriously, it's an Experimental weapon that's been around since 2812, and has never gone extinct in the Inner Sphere.  It weighs 9 tons, does 12 points of damage at 5/10/15 range, and generates 16 heat.  It takes up 4 critical spaces.  I have a Blazer Cannon Manifesto linked in my sig block...  ^-^

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #19 on: 04 September 2021, 21:50:24 »
To make a Blazer Cannon, you take two large laser cores and a crate of duct tape, then remove a ton of extraneous electronics.  :D

More seriously, it's an Experimental weapon that's been around since 2812, and has never gone extinct in the Inner Sphere.  It weighs 9 tons, does 12 points of damage at 5/10/15 range, and generates 16 heat.  It takes up 4 critical spaces.  I have a Blazer Cannon Manifesto linked in my sig block...  ^-^
Okay?! Backs away slowly.

@DOC_Agren Should I be worried?

DOC_Agren

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #20 on: 05 September 2021, 21:23:09 »
Okay?! Backs away slowly.

@DOC_Agren Should I be worried?
He will just try to put it on any design he can.. but to be honest I helped him argue for it in a game.
https://bg.battletech.com/forums/non-canon-units/the-sohei-o5p-warrior-monks/msg1500940/#msg1500940

https://www.sarna.net/wiki/Binary_Laser_Cannon
Basically it they built them, considered them ineffectual and kinda disappeared.  It something you get when a crazy mad scientist is playing with weapon tech to produce.
see here https://bg.battletech.com/forums/non-canon-units/return-of-harley-s-custom-choppers/msg1400148/#msg1400148
because of Daryk, I now and then put them in things

?? on your 45 ton mechs, it not the greatest perfect design but I like it...  if you can field them you have a basic design that shares many parts, BT Quartermasters will love you for that.  A a basic trooper, B can acts as AA units, C provide missile support.. the mod I dropped had dropped the extra ton of armor for 2 more JJ for better mobility.
:smitten: the Blackguard custom
my only issue is the MG but that just my fear of ammo BOMB  :thumbsup:
but understand the need for anti-inf weapons on the Periphery but you could pull it for 2JJ   8)
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Giovanni Blasini

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #21 on: 07 September 2021, 20:38:00 »
Blazers aren’t necessary a replacement for twin large lasers.  They are a replacement for AC/10s and AC/20s and, despite the heat burden, are solid-range headcappers in the Succession Wars era.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #22 on: 14 February 2022, 05:20:53 »
So! Since I have been getting back to working on my Battletech: Restoration fanfiction project I figured I see about posting an interesting new Battlemech design I came up with. I know I posted the Phoenix Corvus Mech earlier in this thread, which would have been the main character's mech of choice for the early part of the story. However, I kind of changed my mind and came up with this mech instead to be Berah Ronah's mech through much of the first half of the story. The ENF-CN1 Decanus which you can guess by its model number as a FrakenMech built out of an Enforcer and a Centurion.

Here is the TRO:

Overview

The Decanus Battlemech is basically at its core a FrakenMech that takes the torso and legs of a regular ENF-4R Enforcer before marrying that with the arms of a CN9-A Centurion. This includes the Luxor D-Series Autocannon/10 built into the right arm and the Hand/Shield Combo in the left arm. The left arm is further modified by adding a pair of Photech 806c Medium Lasers underneath the shield. The Decanus is further armed with a third Medium Laser replacing the Enforcer's ChisComp 32 Small Laser in the left torso of the rebuilt mech. Then finally the Decanus retains the McCloud Special Jumpjets giving the new mech quite a mobility advantage. Then it is up-armored a bit to allow it better protection when getting in range of its main gun. All together this FrakenMech is quite an interesting and powerful close-range combatant.   

Deployment

The Decanus was pretty much created by hand by Yang Virtanen, the Chief Mech Tech of the Markham's Marauders Mercenary Group. Soon after it was finished the rebuilt mech would be assigned to newly recruited Mechwarrior Berah Ronah, who would name it, and would use it for the next few years.

Code: [Select]
ENF-CN1 Decanus

Mass: 50 tons
Chassis: Dorwinion
Power Plant: Nissan 200
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: McCloud Specials
     Jump Capacity: 60 meters
Armor: Starshield
Armament:
     3 Medium Laser
     1 AC/10
Manufacturer: Achernar BattleMechs (Custom)
     Primary Factory: New Avalon
Communication System: Achernar Electronics  HICS-11
Targeting & Tracking System: Federated  Hunter
Introduction Year: 3022
Tech Rating/Availability: D/X-E-D-D
Cost: 3,398,500 C-bills

Type: ENF-CN1
Technology Base: Inner Sphere (Introductory)
Tonnage: 50
Battle Value: 1,022

Equipment                                          Mass
Internal Structure                                    5
Engine                        200 Fusion            8.5
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sink                     14                      4
Gyro                                                  2
Cockpit                                               3
Armor Factor                  152                   9.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            16        22   
     Center Torso (rear)               7     
     R/L Torso               12        17   
     R/L Torso (rear)                  5     
     R/L Arm                 8         14   
     R/L Leg                 12        21   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Jump Jet               CT        2        -       1.0   
3 Heat Sink              RT        3        -       3.0   
AC/10 Ammo (20)          RT        2        -       2.0   
2 Medium Laser           LA        2        3       2.0   
3 Heat Sink              LT        3        -       3.0   
Medium Laser             LT        1        3       1.0   
AC/10                    RA        7        3       12.0 


So let me know what you all think of it. Should I change things with it or is it okay? Thanks in advance.

killfr3nzy

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #23 on: 14 February 2022, 06:20:02 »
Well, I'm boring, so my personal preference would be a max armour energyboat.

That aside, I think you're radically over-sinked, given that a jumping alpha will only overheat by 1, and two-thirds of that comes from the short-range battery and thus will not be active for half the fight.
Having a jump value that costs more heat than it gains MP seems like it should only be for very specialised units.
And for an RPG or even TableTop environment rather than computer game, a token Anti-Infantry weapon would be useful.

Otherwise, it might help to know what your goal for this unit is, to help people judge it.
Background's interesting though, for sure.

AngryButler with a KNIFE!

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #24 on: 15 February 2022, 21:01:39 »
*arches an eyebrow*

This wouldn't just so happen to be related to a Helgan-Battletech crossover, would it?

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #25 on: 15 February 2022, 21:15:04 »
Well, I'm boring, so my personal preference would be a max armour energyboat.

That aside, I think you're radically over-sinked, given that a jumping alpha will only overheat by 1, and two-thirds of that comes from the short-range battery and thus will not be active for half the fight.
Having a jump value that costs more heat than it gains MP seems like it should only be for very specialised units.
And for an RPG or even TableTop environment rather than computer game, a token Anti-Infantry weapon would be useful.

Otherwise, it might help to know what your goal for this unit is, to help people judge it.
Background's interesting though, for sure.
Good thing that its for a fanfiction story isn't it? Though outside of the single small laser the original Enforcer didn't even have an anti-infantry weapon. As for more heatsinks, that is weird according to MML this mech was under-sinked. As in it has red numbers on the bottom of the window about heat.
*arches an eyebrow*

This wouldn't just so happen to be related to a Helgan-Battletech crossover, would it?
Hmmm... No. It's a soft!Battletech:Restoration/Gundam F91 Crossover story, as in it having the characters and some of the backstory of F91 added to the world of Battletech.

Hazard Pay

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #26 on: 18 February 2022, 20:38:41 »
Quote
Hmmm... No. It's a soft!Battletech:Restoration/Gundam F91 Crossover story, as in it having the characters and some of the backstory of F91 added to the world of Battletech.
Color me intrigued. I always enjoy a good BTxGundam crossover.

deathzealotzero

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #27 on: 18 February 2022, 20:40:36 »
Color me intrigued. I always enjoy a good BTxGundam crossover.
Then you should be able to find the link to the story in my Signature. It is titled Hero of the Reach.

Flieger

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #28 on: 19 February 2022, 16:52:07 »
Surely some interesting variants! I like the of a slower Phoenix Hawk. Well, actually I dislike it personally, but from an in-universe perspective your logistics-based approach makes a lot of sense and that is something I appreciate.

I enjoy well thought-out background stories that answer the question why a state or company or individual would invest considerable resources to change a proven design. And the answer may sometimes lead to less than perfect designs.

Let's take the MG-thing. Sure, a ton of ammo for a single MG is way too much. But what if there just were not enough JJ left (or in the budget) for all Mechs? What if ammo is literally the only thing you could mount? Or maybe the manufacturer's cousin happens to be the MG ammo salesmen of that region...? Of course, half a ton of armour would be better, but see questionable choices like these regularly.

Also on the matter of MGs: in the Periphery, where Mechs are rarer and PBI is more common, I would not reduce the number of MGs. Perhaps reduce the ammo by half a ton and add another MG. So even the sleezy cousin will make his sales due to the higher consumption of ammo.  ;)

HeavyArmorMecha

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Re: Battlemechs of the Rimward Frontier and Aurigan Reach
« Reply #29 on: 28 February 2022, 01:21:00 »
An idea of mine:

Using the Kintaro KTO-18 as a base to make the KTO-18Au variant:

Code: [Select]
Kintaro KTO-18Au

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-D
Production Year: 3030
Dry Cost: 4,241,523 C-Bills
Total Cost: 4,356,523 C-Bills
Battle Value: 1,082

Chassis: Technicron-1 Standard
Power Plant: Nissan 220 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Leopard V Standard Armor
Armament:
    1 Zeus LRM-15
    2 HoverTec-6 SRM-6s
    4 Quickscell 20mm Gatling Machine Guns
Manufacturer: Montgomery Refit Yards
    Primary Factory: Coromodir VI
Communications System: OmniComm3
Targeting and Tracking System: Starbeam 3000

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      91 points                5.50
Engine:             Fusion Engine                220                      10.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             12                        2.00
    Heat Sink Locations: 2 RT, 1 LL, 1 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 184                 11.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           26       
                                 Center Torso (rear)                  9         
                                           L/R Torso     13           19       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     9            18       
                                             L/R Leg     13           26       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
SRM-6                                        CT        4         2         3.00
SRM-6                                        RT        4         2         3.00
Machine Gun                                  LT        0         1         0.50
2 Machine Guns                               RA        0         2         1.00
Machine Gun                                  LA        0         1         0.50
LRM-15                                       LA        5         3         7.00
@SRM-6 (30)                                  LT        -         2         2.00
@MG (200)                                    LT        -         1         1.00
@LRM-15 (16)                                 LT        -         2         2.00
                                            Free Critical Slots: 27

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 11
4          3       3       1       0      2     0   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA, SRM 2/2/0, IF 1

After the Aurigan Civil War, to exploit Lady Arano's fame during the Civil War, the Montgomery Refit Yards on Coromodir VI had "acquired" a number of battle damaged KTO-18 chassis to be refitted to Aurigan custom. Of course, assisted by the crew of the Argo.

The basics of the KTO-18 remain unchanged: the Chassis is still the same Technicron-1, as are the OmniComm3 Communication and Starbeam 3000 TTG. The HoverTec-6 SRMs in the torso is retained, albeit with rearranged ammunition feed.

The complicated left arm assembly was completely replaced with a simplified one mounting a Zeus LRM-15 (acquired from Trebuchet salvages), although some Mechwarriors complaint about the exposed ammunition feed.

To address the concern of "hotter than hell's saunas", the Engine had been downgraded from a Core Tek 275 to an economical Nissan 220. Both Medium Lasers were also replaced with 2 Heat Sinks.

Half a ton of armor reinforces the protection a little.

In anticipation of heavy "peacekeeping" operations, the KTO-18Au were outfitted with 4 Quickscell 20mm Gatling Guns (acquired from unwitting former Scorpion Tanks), feed by a ton of ammo.

An unexpected benefit brought by the ammunition-dependent design is that it ensures that rogue Mechwarriors would soon burn through the limited ammunition and became useless.