1
So, my predictions were off by a little bit; I anticipated the heavier Black Hawk would be somewhat larger than the Nova, but it turns out they are exactly the same size. I suppose I should not be surprised by this.I posted the size comparison image in my post#12.
Still don't have one myself, but I want one.Do not forget to tell us, how the 'Mech works for you.
I've seen them in the wild, and they seem to be holding their own; the added beef on their side torsos is definitely keeping them in the fight long enough to be useful. It was mildly amusing fighting them in my Nova Prime. lolWho did emerge victorious from the battle? The Clanner scum or the Inner Sphere filth?
Is it the total mass of weapons up to 9-tons or 9-tons for any weapon for Corporate 'Mechs?
Also, are Shields (Small, Medium, Large) allowed?
Code: [Select]Bobcat BC-351
Base Tech Level: Advanced (IS)
Level Era
----------------------------------------
Experimental -
Advanced 3145+ (Dark Ages -)
Standard -
Tech Rating: E/X-X-X-D
Weight: 35 tons
BV: 645
Cost: 1,856,045 C-bills
Source: (Unknown)
Role: Missile Boat
Movement: 5/8
Engine: 175 Fusion
Heat Sinks: 10
Cockpit: Industrial Cockpit (Adv. FCS)
Gyro: Standard Gyro
Internal: 58 Industrial
Armor: 80/119 Heavy Industrial
Internal Armor
----------------------------------------
Head 3 9
Center Torso 11 12
Center Torso (rear) 3
Right Torso 8 9
Right Torso (rear) 2
Left Torso 8 9
Left Torso (rear) 2
Right Arm 6 7
Left Arm 6 7
Right Leg 8 10
Left Leg 8 10
Weapons Loc Heat
---------------------------------
LRM 5 RT 2
LRM 5 LT 2
Medium Laser LA 3
Medium Laser RA 3
Ammo Loc Shots
------------------------------
LRM 5 Smoke Ammo RT 24
Equipment Loc
-----------------------------------
CASE RT
Environmental Sealing (Mech) *
An attempt at making a fast moving heavy security mech, inspired by the cougar omnimech of clan jade falcon. the Bobcat does not stack up at well by militiamech standards but it did find potential as a security mech for use against rought industrialmechs that tried to play mechwarrior against it. Though the lasers as good enough for subdueing hostiles industrialmechs. the smoke rounds are to obscure it's approach as it gets into range.
The Ferreter, while definitely staying within the bounds of the Security 'Mech Treaty guidelines, is still considered quite extravagant through the inclusion of an Medium X-Pulse Laser slaved to a Targeting Computer. This is backed up by quad LMGs, two in each arm which benefit from the TarComp, and two lightweight One-Shot SRMs. A Beagle Active Probe helps it "Ferret" out any ne'er-do-wells lurking within company grounds.
[INSERT] Security Solutions constructs the base frame of the Ferreter while outsourcing the TarComp and MXPL. Everything else is typically acquired from another of their branches or locally sourced.Code: [Select]Ferreter
Mass: 35 tons
Chassis: Industrial Industrial Biped
Power Plant: 175 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
2 SRM 2 (I-OS)
4 Light Machine Gun
1 Medium X-Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,062,534 C-bills
Type: Ferreter
Technology Base: Inner Sphere (Standard)
Tonnage: 35
Battle Value: 668
Equipment Mass
Internal Structure Industrial 7
Engine 175 Fusion 7
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink 10 0
Gyro 2
Cockpit 3
Armor Factor (Heavy Industrial)119 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
R/L Torso 8 12
R/L Torso (rear) 4
R/L Arm 6 12
R/L Leg 8 16
Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
Heat Sink LL 1 - 1.0
Medium X-Pulse Laser CT 1 6 2.0
Targeting Computer CT 1 - 1.0
Heat Sink RT 1 - 1.0
Light Machine Gun Ammo (100) RT 1 - 0.5
SRM 2 LA 1 2 0.5
2 Light Machine Gun LA 2 0 1.0
Active Probe LT 2 - 1.5
Heat Sink RL 1 - 1.0
Ejection Seat HD 1 - 0.5
SRM 2 RA 1 2 0.5
2 Light Machine Gun RA 2 0 1.0
This is a fun experiment. So my entry is a 2650 model Commercial Loader. The 10 ton small frame can pick up 1 ton standardized pallets more nimbly then a forklift. The 2/3 speed is because it is meant to walk around inside buildings and loading areas, not run cross country. The vehicle flamer is likely loaded with water or coolant for most operations, though I debate switching it to the same .5 tonnage sprayer for more utility but worse range. The vehicle flamer would be better for offense, but the sprayer would have better utility to paint and such.
The 2 points of commercial armor covering every location keeps the unit safe versus most bumps and falls, and also from small arms. The fuel cell battery is a bit more economical then the fusion engine or ICE engine, as you want air conditioning (1 heat sink) for those hot factory floors, which the ICE engine doesnt come with standard.
For actual security purposes, I see many news stories about the Commercial Loader committing terrible acts versus protesters with that vehicle flamer, even if its just water. I can definitely see the loader walking out of the loading dock, cracking the mechs knuckles, to scare off any trespassers.Code: [Select]Commercial Loader
Mass: 10 tons
Chassis: Industrial Industrial Biped
Power Plant: 20 Fuel Cell
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Commercial
Armament:
1 Flamer (Vehicle)
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2650
Tech Rating/Availability: D/D-E-E-D
Cost: 624,157 C-bills
Type: Commercial Loader
Technology Base: Inner Sphere (Standard)
Tonnage: 10
Battle Value: 66
Equipment Mass
Internal Structure Industrial 2
Engine 20 Fuel Cell 1
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sink 1 0
Gyro 1
Cockpit 3
Armor Factor (Commercial) 36 1.5
Internal Armor
Structure Value
Head 3 4
Center Torso 4 6
Center Torso (rear) 2
R/L Torso 3 4
R/L Torso (rear) 2
R/L Arm 1 2
R/L Leg 2 4
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
Vehicle Flamer Ammo (20) RT 1 - 1.0
Flamer RT 1 3 0.5
Heat Sink LT 1 - 1.0
However, the act of landing in upon any terrain
other than paved will cause terrain damage, and may result in damage
to the landing Squadron as well.