BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: Cryhavok101 on 04 October 2016, 12:08:02
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I have always been a fan of mecha anime, and one of my favorites is Escaflowne, which has sword-fighting mecha in a medieval setting. That inspired me, a while ago to make a setting for battletech which was a colony far out in the deep periphery which, having left from Taurian space, was founded shortly before the start of the reunification war.
They went through a similar, but briefer, period of technological decline as the inner sphere, where most arms manufacturing was destroyed and while they did have the knowledge to rebuild them, any attempt to actually do so brought immediate attack from enemies. This lead to damaged mechs using anything they could to smash an enemy, and eventually the various city-states on the world evolved into a culture that viewed ranged combat as dishonorable, exclusively using melee oriented mechs with no firearms whatsoever.
Once this melee-culture took root, technology began to grow again, but the focus was on melee-centric equipment rather than firepower. They have only recently, in the last few decades, begun producing new chassis, and most of the mechs on their world have been repaired and modified over the course of generations.
Thanks to all of their development being towards melee technology, they achieved several advancements earlier than the inner sphere, so by inner sphere standards these are technically somewhat advanced designs, but by local standards the mechs I post here are common designs for this world. The setting is just one world, which has long since lost it's interstellar capacity.
I do have a story arc planned in which an Interstellar Expeditions ship misjumps into the system and discovers the place, which, if things happen as I predict, will result in dramatic changes to the planet, where they basically begin heavy use of handheld ranged weapons to augment these mechs, but that hasn't happened yet.
The people of this world are also heavily into cyberware, and many of the designs incorporate it, even going so far as to using technology that many in the inner sphere abhors.
Table of Contents
My own:
Light
Agent (http://bg.battletech.com/forums/index.php?topic=54895.msg1263970#msg1263970)
Knight (http://bg.battletech.com/forums/index.php?topic=54895.msg1263972#msg1263972)
Spider Hawk (http://bg.battletech.com/forums/index.php?topic=54895.msg1264135#msg1264135)
Medium
Toll (http://bg.battletech.com/forums/index.php?topic=54895.msg1264700#msg1264700)
Assault
Warmaster (http://bg.battletech.com/forums/index.php?topic=54895.msg1264153#msg1264153)
Aesir (http://bg.battletech.com/forums/index.php?topic=54895.msg1270619#msg1270619)
Super Heavy
The Monster (http://bg.battletech.com/forums/index.php?topic=54895.msg1264278#msg1264278)
LAM
Enwolfacse (http://bg.battletech.com/forums/index.php?topic=54895.msg1265065#msg1265065)
Battle Armor
AU world specific Interface Suit (http://bg.battletech.com/forums/index.php?topic=54895.msg1265528#msg1265528)
Protomech
Coming Soon
Others:
Stymphalian by Railan Sradac (http://bg.battletech.com/forums/index.php?topic=54895.msg1264137#msg1264137)
Pit Fiend 1 & 2 by Sharpnel (http://bg.battletech.com/forums/index.php?topic=54895.msg1264255#msg1264255)
Ambusher by Maingunnery (http://bg.battletech.com/forums/index.php?topic=54895.msg1265071#msg1265071)
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Agent
Agent mk XIV
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 0
Cost: 5,238,979 C-Bills
Battle Value: 925
Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Impact-Res. Armor
Armament:
2 Retractable Blades
5 Spikess
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 2 CT, 4 LT, 4 RT, 2 LA, 2 RA
Engine: Fusion Engine 210 9.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 CT
Gyro: 0.00
Cockpit: Interface 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Impact-Res. Armor AV - 119 8.50
Armor Locations: 5 LT, 5 RT
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16
================================================================================
Equipment Location Heat Critical Mass
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Retractable Blade RA - 3 2.50
Spikes RA - 1 0.50
A.E.S. RA - 1 1.00
Retractable Blade LA - 3 2.50
Spikes LA - 1 0.50
A.E.S. LA - 1 1.00
Spikes RT - 1 0.50
Spikes LT - 1 0.50
Spikes CT - 1 0.50
A.E.S. RL - 1 1.00
A.E.S. LL - 1 1.00
Null Signature System * 10 7 0.00
Free Critical Slots: 2
* The Null Signature System occupies 1 slot in every location except the HD.
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 9
6 0 0 0 0 1 0 Structure: 3
Special Abilities: ECM, STL, MEL, SAW, ENE, SRCH, ES, SEAL, SOA
Quick, difficult to detect, this mech is an efficient killer, which closes with the enemy, and punches, with it's retractable blades, which punch holes in engines and cockpits. It's specialized impact resistant armor makes it difficult to kill (on this world), especially for a light mech. While it doesn't dish out a lot of damage, it can disable a mech or kill a pilot swiftly, and is a dangerous opponent regardless.
The spikes it is covered with give it another advantage in being able to not only blunt the force of enemy melee attacks even further, but to also enhance the damage this mech deals on a charge.
Often used for ambushes, this mech has become a common sight on the battlefield.
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Knight
Knight Mk XI
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 0
Cost: 6,999,435 C-Bills
Battle Value: 1,297
Chassis: Unknown Endo-Steel
Power Plant: Unknown 140 Fusion Engine
Walking Speed: 43.2 km/h (32.4 km/h)
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Large Vibroblade
1 Large Shield
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 6 LT, 6 RT, 2 LA
Engine: Fusion Engine 140 5.00
Walking MP: 4 (3)
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 5 CT
Gyro: 0.00
Cockpit: Interface 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 119 7.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16
================================================================================
Equipment Location Heat Critical Mass
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Large Shield RA - 7 6.00
Large Vibroblade LA - 4 7.00
A.E.S. LA - 1 1.00
Supercharger CT - 1 0.50
A.E.S. RL - 1 1.00
A.E.S. LL - 1 1.00
Chameleon LPS * 6 6 0.00
Free Critical Slots: 10
* The Chameleon LPS occupies 1 slot in every location except the HD and CT.
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
4 0 0 0 0 1 0 Structure: 3
Special Abilities: ECM, STL, MEL, SHLD, ENE, SRCH, ES, SEAL, SOA
Despite being a light mech, the Knight is a tough and hard hitting foe. It's large shield and vibrosword ensure it can survive and even triumph against much larger foes, and it's small size allows it an enviable agility in the heat of battle. It's mimetic systems allow it some ability to approach unnoticed, even by infantry, and ensures those who encounter it see only a blur of motion before they die.
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I loved Escaflowne (wish I had gotten to see the end of it. Note to self check youtube.) so designing a mech for it sounds great.
Mjölnr is a massive line trooper, named after Thor's legendary hammer, and is referenced to the gigantic hammer the mech wields.
In addition the hammer is armored to prevent it from breaking if the hammer is targeted by an enemy.
A large shield is mounted on the left arm to protect the mech, but the welds cause a few flaws that leaves the armor on the left arm less protected than the right.
This armor difference also leads to a slight unbalancing problem that the gyro has to overcome.
Interestingly the design mounts jump jets which are unusable with the bulk of the large shield.
The jets are actually for retreating once the arms have been severed. Unfortunately many troopers have been lost when the hammer arm was disabled but the shield remained preventing the use of the jets.
This has formed a R+D branch that has attempted to find a way to jettison either the shield or the entire left arm, but so far these attempts have failed to provide a combat viable system.
Mjölnr
HMR-MJR
IS experimental
80 tons
BV: 1,457 ?
Cost: 8,087,340 C-bills ?
Movement: 4(3) / 6(5) / 4(0)
Engine: 320
Heat Sinks: 10
Gyro: Standard Gyro
Internal: 122
Armor: 245/247 (Impact-Resistant)
Internal / Armor
Head 3 / 9
Center Torso 25 / 38
Center Torso (rear) 12
Right Torso 17 / 26
Right Torso (rear) 8
Left Torso 17 / 26
Left Torso (rear) 8
Right Arm 13 / 26
Left Arm 13 / 24
Right Leg 17 / 34
Left Leg 17 / 34
Equipment Loc
Jump Jet LT
Jump Jet RT
Jump Jet LL
Jump Jet RL
Spikes LL
Spikes RL
Spikes LA
Spikes LT
Spikes CT
Spikes RT
Mace (armored) RA
Large Shield LA
Impact-Resistant HD
Impact-Resistant CT
Impact-Resistant LT
Impact-Resistant LT
Impact-Resistant LT
Impact-Resistant RT
Impact-Resistant RT
Impact-Resistant RT
Impact-Resistant RT
Impact-Resistant LT
Looks like there is another jump jet bug I hit in Lab so I had to use cargo for where I was putting the jets so the cost and BV are probably off.
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Spider Hawk
Spiderhawk mk III
Mass: 35 tons
Tech Base: Mixed
Chassis Config: Quad
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 2750
Cost: 6,745,860 C-Bills
Battle Value: 718
Chassis: Unknown Standard
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 86.4 km/h (97.2 km/h)
Maximum Speed: 129.6 km/h (151.2 km/h)
Jump Jets: Unknown
Jump Capacity: 240 meters
Armor: Unknown Standard Armor
Armament:
1 Talons
4 Spikess
1 Searchlight
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 62 points 3.50
Engine: XL Engine 280 8.00
Walking MP: 8 (9)
Running MP: 12 (14)
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4.00
Heat Sinks: (IS) Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
TSM Locations: 3 LT, 3 RT
Armor: Standard Armor AV - 127 8.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Front Leg 8 16
L/R Rear Leg 8 16
================================================================================
Equipment Location Heat Critical Mass
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Spikes RT - 1 0.50
Spikes LT - 1 0.50
Spikes CT - 1 0.50
Searchlight CT 0 1 0.50
Spikes HD - 1 0.50
Talons RLL - 2 3.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 7
8j 0 0 0 0 1 0 Structure: 2
Special Abilities: TSM, MEL, SRCH, ENE, SRCH, ES, SEAL, SOA
The last of the light mechs I put together for this place, this one a quad with the purpose of chasing down a fleeing enemy. Between the jump jet+talons and the high speed+spikes it's DFAs and charges, boosted by TSM, can be dangerous, and just what is needed to keep an enemy mech from being able to flee. It is much simpler, and requires less cybertech than the other light designs, and with standard armor and internals, and an XL engine, it is often more vulnerable than the other light designs. However, it's simplicity in design and function has ensured it's continued place on the battlefield, and is often found piloted by green units getting blooded. This has lead to nicknames for the design like 'that bloody quad'; no one willingly refers to it by it's real name, which is widely regarded as a lame joke inflicted on the design by it's creators.
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Liked the premise, so I decided to whip up an IS-tech, melee-focused version of my Stymphalian.
Stymphalian STMP-2ISE
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 20,461,185 C-Bills
Battle Value: 1,717
Chassis: Unknown Standard
Power Plant: Unknown 340 Light Fusion Engine
Walking Speed: 43.2 km/h (54.0 km/h)
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Unknown
Jump Capacity: 180 meters (210 meters)
Armor: Unknown Standard Armor
Armament:
1 ER Medium Laser
1 Medium Laser
1 ER Small Laser
2 Clawss
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 130 points 8.50
Engine: Light Fusion Engine 340 20.50
Walking MP: 4 (5)
Running MP: 6 (8 )
Jumping MP: 6 (7) Improved
Jump Jet Locations: 1 CT, 1 LT, 2 RT, 1 LL, 1 RL 12.00
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
TSM Locations: 3 LA, 3 RA
Armor: Standard Armor AV - 256 16.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 11
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 28
L/R Leg 18 34
================================================================================
Equipment Location Heat Critical Mass
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Claws RA - 6 6.00
Claws LA - 6 6.00
Medium Laser RT 3 1 1.00
ER Medium Laser LT 5 1 1.00
ER Small Laser LT 2 1 0.50
Partial Wing LT/RT - 4/4 6.00
Small Laser HD 1 1 0.50
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 17
4/7j 2 2 0 0 4 0 Structure: 5
Special Abilities: TSM, MEL, ENE, SRCH, ES, SEAL, SOA
Designed as a champion's mech, the Stymphalian lacks the impact-resistant armour and spikes common to many [planet]-native designs, but replaces them with a jumping mobility unheard of in a 'mech its size. Using its mobility to the fullest, the Stymphalian is a nearly impossible target, its vectored jump jets allowing it to burst into motion and avoid even the most adeptly aimed strikes. It breaks from tradition by mounting a small suite of lasers, but they serve to augment the 'mech's physical attacks rather than replace them; they allow it to make use of the ultra-strong, advanced myomers used in its construction. Many of the warriors chosen to use this 'mech choose to fire its lasers in beautiful, harmless spreads to intimidate their opponents rather than dishonour themselves with ranged combat. The Stymphalian's incredible strength and deadly claws allow it to tear apart enemy battlemechs in seconds, and the sight of a veteran pilot shearing through enemy ranks is as breathtaking as it is deadly.
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Warmaster
Warmaster Mk I
Mass: 100 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 0
Cost: 16,132,000 C-Bills
Battle Value: 1,746
Chassis: Unknown Composite Structure
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h (43.2 km/h)
Maximum Speed: 54.0 km/h (64.8 km/h)
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
2 Hatchets
1 Talons
2 Lift Hoists
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Composite Structure 152 points 5.00
Engine: Fusion Engine 300 19.00
Walking MP: 3 (4)
Running MP: 5 (6)
Jumping MP: 5 Improved
Jump Jet Locations: 1 CT, 2 LT, 2 RT 20.00
Heat Sinks: (IS) Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: (A)SH+(A)UA+(A)LA+(A)H R: (A)SH+(A)UA+(A)LA+(A)H
TSM Locations: 1 HD, 2 LT, 1 RT, 1 LA, 1 RA
Armor: Standard Armor AV - 304 19.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 48
Center Torso (rear) 13
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 33
L/R Leg 21 42
================================================================================
Equipment Location Heat Critical Mass
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Hatchet RA - 7 7.00
Hatchet LA - 7 7.00
Lift Hoist RT 0 3 3.00
Lift Hoist LT 0 3 3.00
Talons LL - 2 7.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 17
3/5j 0 0 0 0 4 0 Structure: 4
Special Abilities: TSM, MEL, ENE, SRCH, ES, SEAL, SOA
Eventually, there inevitably came a time on [Planet] that someone used their mech to pick something up, and throw it at someone. No one was quite sure how to handle it, because on one hand, it was using the physical might of the mech to dominate the enemy, rather than cowardly guns; but on the other hand it was an attack at distance. In the confusion a cease fire was called, and representatives from all the cities discussed the issue. The result was that it was deemed to be acceptable as an honorable act. The Warmaster mk I is a direct result of that action. It is further notable as one of the few designs that has undergone no version upgrades since it's creation all those years ago.
When it was initially field tested, the dual hatchet design was derided, as the action of swinging one hatchet prevented the other from being used. It became apparent why the two were there though, when the mech threw one of the hatchets more than a hundred meters, destroying the target. Further questions arose as to the purpose of the lift hoists on the mech, but as the mech progressed across the battlefield, the generals fell silent at the sight of the Warmaster using those lift hoists to pick up the wreckage of his fallen foes, and carry it with it, only to pull limbs off the defeated mechs it carried, and hurl them at opponents as well.
Eventually the enemies on the field were giving it a wide berth (wide for this world), when it surprised them with a sudden 150 meter jump. The bladed feet of the Warmaster tore through the surprised victim, destroying them instantly, and leaving the Warmaster a new pile of limbs to throw. In the end, the Warmaster has become a terrifying and dominating force on any field it steps onto.
It is however, only ever piloted by the most skilled mechwarriors. The difficulty of piloting these behemoths and actually pulling off the feats it is capable of are difficult at best, and less skilled warriors invariably perform better in the lighter, more agile mechs. In addition to it's difficult handling, the mech uses composite structure, and if anything lasts long enough to begin penetrating it's armor, the battle can quickly turn against the pilot. For this reason, this is almost always a mech designated for command, and it is never encountered alone.
Note: This mech is credited as the reason this world has no mechs 20 tons or lighter.
Note 2: Rules for throwing your melee weapons, and most anything you can get your hands on, including mechs, vehicles, and battlearmor, can be found in Tactical Operations, on pages 92 to 99, in case anyone was unaware of them.
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The fluff to go with these mechs is what makes this thread awesome.
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Pit Fiend
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 0
Cost: 21,558,250 C-Bills
Battle Value: 1,835
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h (54.0 km/h)
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 Medium X-Pulse Lasers
2 ER Medium Lasers
2 Medium VSPLs
1 Medium Vibroblade
1 Flail
2 M-Pods
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: XL Fusion Engine 300 9.50
Walking MP: 4 (5)
Running MP: 6 (8)
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard w/ Full Head Ejection System 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
TSM Locations: 2 LA, 2 RA, 1 LL, 1 RL
Armor: Standard Armor AV - 231 14.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 34
Center Torso (rear) 12
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite CT 0 2 1.50
M-Pod RT 0 1 1.00
Medium VSPL RT 7 2 4.00
ER Medium Laser RT 5 1 1.00
Medium X-Pulse Laser RT 6 1 2.00
M-Pod LT 0 1 1.00
Medium VSPL LT 7 2 4.00
ER Medium Laser LT 5 1 1.00
Medium X-Pulse Laser LT 6 1 2.00
Flail RA - 4 5.00
Medium Vibroblade LA - 2 5.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 18
4j 4 3 0 0 3 1 Structure: 3
Special Abilities: TSM, MEL, ECM, ENE, SRCH, ES, SEAL, SOA
The Pit Fiend is a post-Jihad close combat 'Mech. It lacks any ranged weapons and is meant only for the arena. It has a mix of medium lasers to get the heat curve up to activate the TSM it needs to close for battle and be used in battle. It pairs a medium vibroblade with the fairly unpopular Mech flail. Only three have ever been built with only one known to have survived into the 32nd century. Piloted by Hecate Damiani, a former CCAF warrior, she fights in the Solaris Reaches training and fighting for a chance at the more legitimate arenas within Solaris City. Hecate has won more fights than she has lost in her career, but has only lost once since she switched to the Pit Fiend.
Below is a version that was seen during the Wolf Invasion
Pit Fiend 2
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 0
Cost: 20,795,250 C-Bills
Battle Value: 2,145
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h (54.0 km/h)
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 Heavy PPC
2 Medium X-Pulse Lasers
1 ER Medium Laser
1 Medium VSPL
1 Flail
2 M-Pods
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: XL Fusion Engine 300 9.50
Walking MP: 4 (5)
Running MP: 6 (8)
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard w/ Full Head Ejection System 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
TSM Locations: 2 LA, 2 RA, 1 LL, 1 RL
Armor: Standard Armor AV - 231 14.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 34
Center Torso (rear) 12
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite CT 0 2 1.50
M-Pod RT 0 1 1.00
ER Medium Laser RT 5 1 1.00
Medium X-Pulse Laser RT 6 1 2.00
M-Pod LT 0 1 1.00
Medium X-Pulse Laser LT 6 1 2.00
Medium VSPL LT 7 2 4.00
Flail RA - 4 5.00
Heavy PPC LA 15 4 10.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 21
4j 4 4 2 0 3 0 Structure: 3
Special Abilities: TSM, MEL, ECM, ENE, SRCH, ES, SEAL, SOA
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The Monster
The Monster
Mass: 200 tons
Tech Base: Inner Sphere
Chassis Config: Superheavy Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 0
Cost: Unknown
Battle Value: Unknown
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion Engine
Walking Speed: 20 km/h
Maximum Speed: 30 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Hardened Armor
Armament:
2 Retractable Blades
8 Spikess
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 296 points 20.00
Internal Structure Location: 7 RT
Engine: Fusion Engine 400 52.50
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: 8.00
Cockpit: Superheavy 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Hardened Armor AV - 600 75.00
Internal Armor
Structure Factor
Head 4 12
Center Torso 60 90
Center Torso (rear) 30
L/R Torso 42 62
L/R Torso (rear) 22
L/R Arm 33 66
L/R Leg 42 84
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Retractable Blade RA - 3 2.50
Spikes RA - 1 0.50
Retractable Blade LA - 3 2.50
Spikes LA - 1 0.50
Spikes RT - 1 0.50
Spikes LT - 1 0.50
Spikes CT - 1 0.50
Spikes H - 1 0.50
Spikes RL - 1 0.50
Spikes LL - 1 0.50
Communication Equipment (15 tons) LT - 7 14.00
Guardian ECM suite CT - 1 1.50
Free Critical Slots: 17
The Monster, as mechwarriors have taken to calling it, was first sighted over 200 years ago. The first recording of the mech in combat came 2 years later. Until that recording, the mech was believed to be a rumor.
The Monster is an unmarked, unpainted superheavy battlemech. It's massive profile towers above even the huge warmasters. Covered in spikes that blunt the force of melee attacks, and carrying a staggering amount of hardened armor, it is a difficult mech to take down. Difficult enough that no one has managed it.
It rarely shows up, and no one has managed to track it to it's base. No city-state has ever claimed it as their own, and every mechwarrior dreads it's appearance. Most engagements against it end up being delaying actions as they evacuate civilians from it's path. Sometimes they manage to drive it off, but no force has managed to drive it off while remaining in any condition to follow it afterwards.
Inevitably it will be found, and the secret of it's creation discovered. The city-states are united in their desire to see it's makers and it's pilot pay for the destruction it has brought to innocent civilians.
No one really knows if it is the same mech each time or if there are multiple wandering out in the wilderness. It has been seen wandering out there away from civilization many times, but those times are barely notable as the mechwarriors who see it universally avoid it, sometimes greatly altering their routes to do so.
There is even whispered tales that the monster is actually powered by the souls of the mechwarriors it kills, and to even approach it is death. This is more likely caused by the ecm and comm gear jamming communications and creating sensor ghosts, but with the rarity of ECM systems (on [planet] anyway), most mechwarriors are not familiar with what they do.
In practice, the mech is very simple. It punches things, and activates it's retractable blades. Not only causing massive damage, but criting through armor. After disabling a victim, it will tear it apart and hurl the pieces at anything that gets too close.
Note: I only use this as the GM. It is fun to deploy as a boss encounter, and the stories players tell after the battle are always fun. I have had more than one player build a legend for themselves in game for 'slaying The Monster' in various campaigns I have done in this setting, and that is it's real purpose.
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I plain love the monster!
75 tons of hardened, so great!
Not sure I would have gone with retractable blades, I almost want to see a claw on the other hand, since that can punch also.
If you can hit easy get clawed, medium get punched, hard to hit extend the blade and go sword.
I did that on a 55 ton TSM mixed tech monster.
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I plain love the monster!
75 tons of hardened, so great!
Not sure I would have gone with retractable blades, I almost want to see a claw on the other hand, since that can punch also.
If you can hit easy get clawed, medium get punched, hard to hit extend the blade and go sword.
I did that on a 55 ton TSM mixed tech monster.
I was actually planning on making a medium mech with TSM and dual claws with retractable blades. Because the claws use the punch action, it should allow the retractable blades to do their puncture thing. I just have to find the sweet spot that lets me fit both on each arm, and has the weight to do it. I don't know if you are familiar with it, but TO has a rule for retractable blades that let them make a crit check by extending them when you punch, and those crits are one of the big reasons I love the things.
On the bigger mechs, which have the strength to throw some sizable things, I like having fully functional hand actuators, so have so far shied away from using claws. Retractable blades leave the hands entirely empty and usable, and don't give extra penalties to grabbing stuff that claws do. I just wish TSM was available to superheavy mechs, as tossing 40 tonners around would be entertaining.
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I was actually planning on making a medium mech with TSM and dual claws with retractable blades.
I wouldn't think you could use both the claw and the retractable blade at the same time, as you are limited to one weapon type at a time. But then again the retractable blade isn't a weapon as such. Might want to take that one to the rules section and get a ruling.
Still hitting with a claw is difficult enough. I like one hand that isn't being penalized on the punch.
And yes you have to use the punch through rule with the retractable blade to make the system worthwhile otherwise its kinda lame.
Should I mention the superheavy mech I made with the purposes of charging, based on a friend's lie? Mostly useless, but fun.
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Should I mention the superheavy mech I made with the purposes of charging, based on a friend's lie? Mostly useless, but fun.
Go for it. Any and all melee-centric mechs are welcome in this thread, no matter how ridiculous the concept it.
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I wouldn't think you could use both the claw and the retractable blade at the same time, as you are limited to one weapon type at a time. But then again the retractable blade isn't a weapon as such. Might want to take that one to the rules section and get a ruling.
Question posted here: http://bg.battletech.com/forums/index.php?topic=54918.0
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Toll
Toll mk IV
55 tons
Movement: 6/9/6 (UMU)
Engine: 330 XL
Heat Sinks: 10
Gyro: Standard Gyro
Internal: 91
Armor: 185/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Weapon Loc Heat
----------------------------------------
Fluid Gun RT 0
Fluid Gun LT 0
Ammo Loc Shots
----------------------------------------
Fluid Gun Ammo LT 20
Fluid Gun Ammo LT 20
Fluid Gun Ammo RT 20
Fluid Gun Ammo RT 20
Equipment Loc
----------------------------------
Chain Whip LA
Fluid Suction System RL
Fluid Suction System LL
Liquid Storage (1 ton) RL
Liquid Storage (1 ton) LL
One of the few support mechs on [Planet], the Toll is a mech that isn't really talked about. It is the grey area. It's fluid guns are technically ranged, however, since they do no actual damage, no one brings up the subject of their honorablity. This has allowed the Toll to work as a utility mech, filling fire-fighting duties, as well as anti-riot, when a battle isn't being waged. Which, in turn, has lead to the Toll being one of the most common mech seen on planet.
In battle, the Toll uses it's fluid guns (which start the battle armed with oil canisters) and chain whip to disrupt the enemy. Most of the damage done by the mech is from the enemy's own weight, by causing them to fall. It even has the capability of operating underwater, with built in UMUs that can propel it in 180 meter bursts. Any mech foolish enough to follow it there, is going to be even worse off, due to the nature of underwater combat.
To round out it's abilities, the Toll has a fluid suction systems and liquid storage in the legs, which can fill the liquid storage with water as fast as it is emptied, which in turn allows the fluid guns to draw from the liquid storage containers, ensuring the mech will often be incapable of running out of ammunition, whether it is using the water for riot duty, fire fighting, or to disable infantry that thought they would interfere in a mech combat.
Note: None of the design programs I had available had all the parts of this in the same program, this lead to inaccurate c-bill costs and BVs, and I am just too lazy to calculate them by hand.
Note 2: Only Flame ******, Oil Slick, and Water ammo is available for the fluid guns on [Planet]. Paint Obscurant, Corrosive, and Inferno ammo would have people beginning to question it's honorability, so has not been developed, though it would be a trivial thing to accomplish if they decided to.
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Tried out this version of the Stymphalian today against the MegaMek bot, against a trio of Clan heavies. It put a smile on my face to find out that it can tear off the side torso of a Timber Wolf with one strike.
I'm just slightly disappointed that it can't quite headcap the Monster; a TSM claw attack deals 26, while the Monster has 28 total points on its head. Must consider a 95-ton version.
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Enwolfacse
Enwolfacse UN5-33N
55 tons
BV: 894
Cost: 5,391,623 C-bills
Battlemech Movement: 4/6/6
Airmech Movement: 1/2/18
Fighter Movement: 6/9
Engine: 220
Heat Sinks: 10
Gyro: Standard Gyro
Internal: 91
Armor: 184/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 8
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Equipment Loc
----------------------------------
AES RA
AES RL
AES LA
AES LL
Extended Fuel Tank (1 ton) RT
Extended Fuel Tank (1 ton) LT
Handheld Weapon
----------------------------------
Sword-3 tons
40 pts Armor-2.5 tons
Since [planet] lost it's interstellar capability, the Enwolfacse never actually leaves the atmosphere, though it is capable of it. With it's armament being handheld, it often travels in airmech mode rather than fighter mode, and other than suicidal ramming attacks, this unit is not much of a threat to Aerospace units, though on [planet] that is generally not a concern (until Interstellar Expeditions finds them).
Not only is the Enwolfacse highly maneuverable, and able to transverse any battlefield on [planet] with ease, but on it's feat it is very adept with it's heavy sword, and often out performs enemy mechs. With the two handed grip of the handheld sword, the Enwolfacse also hits harder than one might expect, harder even than a mounted hatchet would hit, though it's striking power is reduced in Airmech mode.
10 years ago, one of the great city states was struck by The Monster just as it's king lay on his deathbed. Unknown elements used the confusion to conduct their own attack on the city at the same time. The city did not survive. Sacked and burned to the ground, few escaped, and only one of them a mechwarrior.
The youngest son of the king, Fanel, soon after his father was killed by the raiders, activated the experimental mech Enwolfacse and fought his way through the attackers and out of the city. The mech had been scheduled for full combat trials after more than 150 years in development and construction.
With the city lost, and his family and people dead or scattered, the young King Fanel not only vowed revenge on the raiders, but also swore an oath to destroy The Monster once and for all. As his city burned though, he escaped into the night to mourn his loss and seek allies.
Several City-states consider the pilot of the Enwolfacse to be a strong ally, and welcome him in their boarders. In fact, in the years since the incident he has forged several city states into a loose, if shaky alliance, whose skirmishes against each other are more sportsman-like rather than hostile. This alliance has the tradition of keeping a docking berth open for the Enwolfacse, which not only includes accommodations fit for the Royalty status of the pilot, but also includes a replica of the Enwolfacse's original sword. This allows the pilot to rapidly react to any encounters with The Monster, or other hostile force attacking his alliance, by using fighter mode for transit and retrieving that city's sword upon arrival.
Note: The name 'Enwolfacse' is Escalfowne backwards, and the model number UN5-33N is a reference to the fact that the artist who designed Escaflowne is the same artist who drew the mecha from Robotech that was used as art for the Unseen. This amuses me.
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For site security.
Ambusher
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 8.346.240 C-Bills
Battle Value: 1.562
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
2 Large VSPLs
1 Streak SRM-6
1 Mace
1 Remote Sensor Dispenser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 122 points 8,00
Engine: Fusion Engine 240 11,50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 3,00
Heat Sinks: Double Heat Sink 13(26) 3,00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 247 15,50
CASE II Locations: 1 LA 1,00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 38
Center Torso (rear) 12
L/R Torso 17 26
L/R Torso (rear) 8
L/R Arm 13 26
L/R Leg 17 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Remote Sensor Dispenser CT 0 1 0,50
Large VSPL RT 10 4 9,00
Large VSPL LT 10 4 9,00
Mace RA - 8 8,00
Streak SRM-6 LA 4 2 4,50
@Streak SRM-6 (15) LA - 1 1,00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 16
3j 4 3 0 0 4 0 Structure: 6
Special Abilities: MEL, CASEII, SRCH, ES, SEAL, SOA
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Not a mech, but I've been meaning to post this, since I have several mechs in here that use interface cockpits, this is the standard interface suit of [planet]. Since it's only reason for existeence is for a mechwarrior to where while piloting a Battlemech, (and possibly after the mech is destroyed) I thought it appropriate to put in this thread.
[Planet]-Standard Interface Suit
Mixed (Base Clan)
BV: 59
Cost: 2,791,250 C-bills
[i]I believe those two numbers are for a squad of 5, which really shouldn't ever happen[/i]
Movement: 1/1/5 VTOL
Internal: 1
Armor: 2
Internal Armor
--------------------------------------
Trooper 1 1 2
Equipment Loc
----------------------------------
BattleMech Neural Interface Body
Armored Glove Left Arm
Armored Glove Right arm
Mission Equipment Storage 20kg Right/Left Arm
Basically it is a clan base chassis power armor-light, with 2 points of armor, the interface systems, armored gloves, so it can use an infantry weapon when outside the mech and 5 VTOL movement in order to escape into the one place mechs can't follow, the sky, in order to fight again another day if they mech falls. It also carries 20kg of survival supplies in compartments in the suits arm.
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Stealth Armor ; Super Charger ; TSM seems to be the best combination of scratch built mechs .
In a fight against the Clans my unit was hired to saturate the battlefield with laser inhibiting gas with Arrow IV and since all lasers lost 2 pts of damage per hex fired through the Clans secondary energy weapons just did not do much before the Client's Axe Man and Hatcheman mechs took the fight to them . The trick is usually not to be cut to ribbons before you can use your melee weapon .
My favorite Dark age combo is enemy goes over hill hidden melee weapon armed mech moves next to enemy mech gun emplacement fires TSEMP weapons enemy mech may get immobile and melee mech uses aimed shots .
Alternately hose the enemy with external heat from hover tanks with infernal rounds to slow down and lower pilot and gunnery scores to allow melee mech closure .
The above designs are very stand alone and exspensive .
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The fluff to go with these mechs is what makes this thread awesome.
I'll second THAT O0
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I'm just slightly disappointed that it can't quite headcap the Monster; a TSM claw attack deals 26, while the Monster has 28 total points on its head. Must consider a 95-ton version.
You might need a little more than that... even the head has spikes, which will reduce melee damage by a bit more.
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Aesir
New Mek
Mixed (Base IS)
100 tons
BV: 1,564
Cost: 42,515,333 C-bills
Movement: 4/6[7 TSM][8 Supercharger][9 Both]
Engine: 400 XL
Heat Sinks: 10
Cockpit: Small Cockpit
Gyro: Standard Gyro
Internal: 152
Armor: 307/307
Internal Armor
--------------------------------------
Center Torso 31 47
Center Torso (rear) 15
Right Torso 21 32
Right Torso (rear) 10
Left Torso 21 32
Left Torso (rear) 10
Right Arm 17 34
Left Arm 17 34
Right Leg 21 42
Left Leg 21 42
Equipment Loc
----------------------------------
Standard None
TSM LT
TSM RT
TSM LT
TSM LT
TSM RT
TSM RT
HarJel III Self-Repair System RA
HarJel III Self-Repair System LA
HarJel III Self-Repair System CT
HarJel III Self-Repair System RT
HarJel III Self-Repair System LT
HarJel III Self-Repair System HD
HarJel III Self-Repair System LL
HarJel III Self-Repair System RL
Supercharger RT
Lance LA
Medium Shield RA
Spikes RT
Spikes LT
Spikes LA
Spikes RA
The Aesir was developed primarily to mitigate the expense of repairing a mech. Partially self repairing, it can weather an impressive amount of damage before falling. With myomer systems much stronger than other mechs it's lance can destroy a mech in a single blow. Meanwhile it's shield can absorb the blows of any equally powerful enemy, allowing the Aesir to outlast a mech until it can finish it off. Often that involves punching through the armor and putting a hole in the target's fusion reactor.
On [Planet] these were one city-state's answer to the Warlord. Large and imposing, it often commands the battlefield, and is difficult to destroy. It is also difficult to pilot, and the lance is not an easy weapon to master, making it a mech reserved for veterans.