Edit:
R2 with Spare & New Configs:
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Loadout Name: R2 Cost: 30,952,781
Tech Rating/Era Availability: F/X-X-F-A BV2: 2,776
Rules Level: Experimental Tech
Equipment Type Rating Mass
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CASE Locations: LT, RT, LA, RA 0.00
CASE II Locations: 1 LT, 1 RT, 1 LA, 1 RA 2.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0.50
3 Streak LRM-5s RT 6 3 6.00
ER Small Laser RT 2 1 0.50
3 Streak LRM-5s LT 6 3 6.00
ER Small Laser LT 2 1 0.50
4 Streak LRM-5s RA 8 4 8.00
4 Streak LRM-5s LA 8 4 8.00
@Streak LRM-5 (48) RT - 2 2.00
@Streak LRM-5 (48) LT - 2 2.00
@Streak LRM-5 (96) RA - 4 4.00
@Streak LRM-5 (96) LA - 4 4.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 8 8 7 0 4 1 Structure: 5
Special Abilities: OMNI, CASEII, CASE, SRCH, ES, SEAL, SOA
A2
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Loadout Name: A2 Cost: 28,868,125
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,833
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 20(40) 6.00
Heat Sink Locations: 2 LT, 2 RT, 2 LA
CASE Locations: LT, RT, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Medium Pulse Laser CT 4 1 2.00
Medium Pulse Laser RT 4 1 2.00
AP Gauss Rifle RT 1 1 0.50
Medium Pulse Laser LT 4 1 2.00
AP Gauss Rifle LT 1 1 0.50
Gauss Rifle RA 1 6 12.00
AP Gauss Rifle RA 1 1 0.50
2 Large Pulse Lasers LA 20 4 12.00
Medium Pulse Laser LA 4 1 2.00
@Gauss Rifle (8) RT - 1 1.00
@AP Gauss Rifle (40) LT - 1 1.00
@Gauss Rifle (16) RA - 2 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 8 8 4 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
L
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Loadout Name: L Cost: 29,607,938
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,230
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Micro Pulse Laser CT 1 1 0.50
Medium Pulse Laser RT 4 1 2.00
Micro Pulse Laser RT 1 1 0.50
ER Medium Laser RT 5 1 1.00
Medium Pulse Laser LT 4 1 2.00
Micro Pulse Laser LT 1 1 0.50
ER Medium Laser LT 5 1 1.00
2 LB 5-X ACs RA 2 8 14.00
2 LB 5-X ACs LA 2 8 14.00
@LB 5-X (Cluster) (80) RT - 4 4.00
@LB 5-X (Cluster) (80) LT - 4 4.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 22
4 5 5 2 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
P
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Loadout Name: P Cost: 28,806,375
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,858
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 24(48) 10.00
Heat Sink Locations: 2 LT, 2 RT, 3 LA, 3 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser CT 5 1 1.00
Large Pulse Laser RT 10 2 6.00
Medium Pulse Laser RT 4 1 2.00
Large Pulse Laser LT 10 2 6.00
Medium Pulse Laser LT 4 1 2.00
Large Pulse Laser RA 10 2 6.00
Medium Pulse Laser RA 4 1 2.00
Large Pulse Laser LA 10 2 6.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 29
4 7 7 4 0 4 2 Structure: 5
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
V:
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Loadout Name: V Cost: 29,542,625
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,843
Rules Level: Experimental Tech
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 24(48) 10.00
Heat Sink Locations: 2 LT, 2 RT, 3 LA, 3 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Medium Pulse Laser CT 4 1 2.00
Large Pulse Laser RT 10 2 6.00
Laser Anti-Missile System RT 5 1 1.00
Large Pulse Laser LT 10 2 6.00
Laser Anti-Missile System LT 5 1 1.00
Large Pulse Laser RA 10 2 6.00
Medium Pulse Laser RA 4 1 2.00
Large Pulse Laser LA 10 2 6.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 7 7 5 0 4 0 Structure: 5
Special Abilities: OMNI, AMS, ENE, SRCH, ES, SEAL, SOA
J: Actually counters the Slaughter II
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Loadout Name: J Cost: 28,393,125
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,777
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 24(48) 10.00
Heat Sink Locations: 2 LT, 2 RT, 3 LA, 3 RA
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Small Pulse Laser CT 2 1 1.00
3 Medium Pulse Lasers RT 12 3 6.00
3 Medium Pulse Lasers LT 12 3 6.00
Large Pulse Laser RA 10 2 6.00
Medium Pulse Laser RA 4 1 2.00
Large Pulse Laser LA 10 2 6.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 9 9 3 0 4 0 Structure: 5
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
---
Halberd F, Q, W, Y, I
F
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Loadout Name: F Cost: 29,040,063
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,654
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 21(42) 7.00
Heat Sink Locations: 2 LT, 2 RT, 2 LA, 1 RA
CASE Locations: LT, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Small Pulse Laser CT 2 1 1.00
3 Medium Pulse Lasers RT 12 3 6.00
Streak SRM-6 LT 4 2 3.00
Ultra AC/10 RA 3 4 10.00
2 Large Pulse Lasers LA 20 4 12.00
Micro Pulse Laser LA 1 1 0.50
@Streak SRM-6 (15) LT - 1 1.00
@Ultra AC/10 (30) RA - 3 3.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 27
4 8 8 4 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Q
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Loadout Name: Q Cost: 29,680,094
Tech Rating/Era Availability: F/X-X-E-D BV2: 3,007
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 1.00
Heat Sink Locations: 1 RA
CASE Locations: LT, RT, LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0.50
Ultra AC/10 RT 3 4 10.00
HAG-40 LT/LA 8 1/9 16.00
5 Medium Pulse Lasers RA 20 5 10.00
@Ultra AC/10 (20) RT - 2 2.00
@HAG-40 (12) LT - 4 4.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 30
4 8 8 4 0 4 1 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 2/2/2
W
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Loadout Name: W Cost: 29,051,625
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,969
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 22(44) 8.00
Heat Sink Locations: 3 LT, 3 RT, 2 LA
CASE Locations: RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Medium Pulse Laser CT 4 1 2.00
ER Large Laser RT 12 1 4.00
ER Large Laser LT 12 1 4.00
Gauss Rifle RA 1 6 12.00
5 Medium Pulse Lasers LA 20 5 10.00
@Gauss Rifle (24) RA - 3 3.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 30
4 8 8 4 0 4 1 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Y
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Loadout Name: Y Cost: 30,153,750
Tech Rating/Era Availability: F/X-X-E-D BV2: 2,877
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 1.00
Heat Sink Locations: 1 LT
CASE Locations: RT, LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Gauss Rifle RT 1 6 12.00
Large Pulse Laser LT 10 2 6.00
Medium Pulse Laser LT 4 1 2.00
Light Active Probe LT 0 1 0.50
ATM-12 RA 8 5 7.00
ATM-12 LA 8 5 7.00
@Gauss Rifle (8) CT - 1 1.00
@Gauss Rifle (8) RT - 1 1.00
@ATM-12 (5) RA - 1 1.00
@ATM-12 (ER) (5) RA - 1 1.00
@ATM-12 (HE) (5) RA - 1 1.00
@ATM-12 (5) LA - 1 1.00
@ATM-12 (ER) (5) LA - 1 1.00
@ATM-12 (HE) (5) LA - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 29
4 10 8 5 0 4 0 Structure: 5
Special Abilities: OMNI, LPRB, RCN, CASE, SRCH, ES, SEAL, SOA
I
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Loadout Name: I Cost: 29,694,250
Tech Rating/Era Availability: F/X-X-E-D BV2: 3,104
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 18(36) 4.00
Heat Sink Locations: 2 LA, 2 RA
CASE Locations: RT, LA, RA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Gauss Rifle RT 1 6 12.00
ER PPC LT 15 2 6.00
ER Medium Laser LT 5 1 1.00
Targeting Computer LT - 4 4.00
ER Medium Laser RA 5 1 1.00
LRM-15 RA 5 2 3.50
2 Streak SRM-6s LA 8 4 6.00
@Gauss Rifle (8) CT - 1 1.00
@Gauss Rifle (8) RT - 1 1.00
@LRM-15 (16) RA - 2 2.00
@Streak SRM-6 (15) LA - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 31
4 8 8 5 0 4 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
--- ---=
(OP only)
Fluff, with old post below the dashed line.
The Halberd, developed by Clan Wolf to address the problems that one Clan caused due to an obsession with the description of the Dire Wolf as the, "Ultimate Assault Omnimech," is a somewhat faster than normal 90 Ton Assault Omnimech.
While moving at the same speed of Inner Sphere Heavy 'Mechs, the Halberd is fast for an Assault 'Mech of it's weight. 90 Tons is not quite the same size as the 100 Ton Dire Wolf, nor is it as fast and as nimble as the 80 Ton Gargoyle. As a balance directly between the two, this 'Mech is a match to the Clan Wolf Omnimech design philosophy, which can be summed up in two words: push it. Having the speed of an Inner Sphere Heavy 'Mech, the near-full armor profile of the Highlander IIC and multiple loadouts that are apparently just up-weighted, heavily improved heat dissipation systems by podding in as many heat sinks per configuration as can be fit Heavy refits based on Spheroid classics like the Marauder and Rifleman, this 'Mech typically has a very solid amount of firepower for not only an Omnimech in general, but can try to keep pace with the Dire Wolf.
Overall this 'Mech is a tradeoff game in progress. Faster than the Dire Wolf, slower than the Gargoyle, more pod weight than the latter yet less than the former, sharing the weight with the Kingfisher but mounting a lighter and bulkier XL engine, and with a very tight internal layout the same as the Timber Wolf, this fast for a 90 Ton Assault Omnimech is fast, heavy, dense, hits hard, and can weather a decent amount of return fire as it closes with the enemy.
If the Timber Wolf concept is Assault Heavy, the Halberd concept is Heavy Assault.
Named for an ancient Terran melee weapon that was commonly called either the Can Opener or Knight Opener, this is one 'Mech that brings a serious punch at most standard range brackets with some configurations packing a slight amount of extra firepower in exchange for some extra heat which is held in the engine until the numerous double heat sinks can dissipate it in time. Versatility is this 'Mech's real strong suit, and it gets there by using mostly high efficiency weapons, primarily the Clan Gauss Rifle, Ultra AC-10, Large Pulse Laser and Medium Pulse Laser. As this is apparently reminiscent of the weapon itself providing heavy hitting, dense and efficient hits, this design strives to deliver accurate firepower with little heat, dense, tight weapons with plenty of ammunition to keep firing even past normal Clan limits.
Skilled pilots who know how to heat walk can squeeze out some serious firepower at almost any range in many configurations, thanks to an apparent love of double heat sinks over weapons that sit dormant due to high heat weapons or just overall an insufficient amount of total heat sinks mounted per configuration overall.
---
Configurations
Prime: Clearly based on the 75 Ton Marauder just with more weight for double heat sinks, more ammo and thankfully no room for jump jets, this hard hitting multi-role brawler, sniper, duelist setup is able to fire twice as often as normal when compared to other Omnimech Gauss ammo bin limits. With a pair of highly powerful and efficient Clan ER PPC's, four Medium Pulse Lasers, and a single ER Small Laser, this variant does work its heat sinks hard if alpha striking.
A: Juggernaut and brawler, the Alpha variant favors a single massive short range weapon, the Clan Ultra AC/20, with three tons of ammo, which is grouped with a Gauss Rifle with two tons of ammo and a pair of Large Pulse Lasers.
B: Designed as a general purpose brawler, this variant packs in the short range variety of weapons off of the Mad Cat A, but instead mounts more heat efficient Ultra AC/10 with three tons of ammo, twin Large Pulse Lasers, and a spare Small Pulse Laser and Micro Pulse Laser for limited anti-infantry duty. With all the Pulse weapons, accuracy is a plus.
D: Long range Sniper, packing twin Large Pulse Lasers and dual Ultra AC/10's with three tons of ammo to each cannon, this mech turns the venerable Rifleman into what it was dreamt to be: a dangerous, long range direct fire support sniper. Three ER Small Lasers are substitute Medium Lasers on most IS designs, giving some measure of close in "Go AWAY!" ability should the enemy close.
E: A variant of the Highlander IIC, this version reduces the ammo by half but keeps the LRM 20 with Artemis IV FCS, granting 12 salvos. The rest of the 'mech is nearly the same, keeping the three tons of ammo for the Gauss Rifle, twin Streak SRM 6's with one ton of ammo for both, adds a Micro Pulse Laser for anti-infantry, and retains the three Medium Pulse Lasers for general purpose close-in work. Adding an ER Large Laser to the 'mech's otherwise sturdy long range firepower, this variant is an all-rounder but with a pretty solid punch at all ranges. The ability to hit a little harder for a slight heat increase in the strategic fight adds some welcome backup strength.
F: The Fire Support variant, packing six LRM 15's with 14 tons of ammo, thus granting two tons of ammo to each launcher with a spare two tons shared between them all, this mech is a faster, yet not quite as hard hitting missile platform for indirect and LRM fire support. The backup three Medium Pulse Lasers round out this mech's close in and self defense weapons, giving the thing decent bite even up close, although heat can be a bit of an issue firing all weapons.
G: Packing twin HAG 40's with four tons of ammo to each weapon, this variant carries twin ER Medium Lasers and Three ER Small Lasers as a decent back set of weapons. Designed as a direct pepper and cluster shot fire support, thus resulting in a direct fire cluster pepper machine. HAG 40's aren't known for massive accuracy at long range, but their ability to fill an area with oversized buckshot certainly will put on the hurt, and closing will only make this worse.
H: Packing a Targeting Computer which aims twin Heavy Large Lasers and three Ultra AC/5's with two tons of ammo between them, this 'mech variant is meant to piss off something into closing, and should the foe miss the presence of the dual Heavy Larges, there's going to be some serious hurt brought in response. A Brawler with a decently powerful long range fire bracket to kite the foe in by peppering away with some decently accurate sniping, the foe should fall to this Halberd's blows fast if they take the bait and fall into this trap of a design. A single spare SRM 6 with one ton of ammo adds to the mech's short range firepower just a tad.
K: Armed with a Gauss Rifle fed by two tons of ammo and twin ER Large Lasers for distance, backed up by a withering array of five Left Arm mounted Medium Pulse Lasers for a combined Brawler Juggernaut duty, and a sixth apparently spare Medium Pulse Laser in the Center Torso, this variant is meant to piss off the foe and then brawl with a slightly nasty surprise: Medium Pulse Lasers, let alone five, are known for being pretty solidly reliable close-in brawler weapons, and are hard to miss with for a reasonably skilled pilot.
L: Mounting a HAG 40, four tons of ammo, an Ultra AC/10 with two tons of ammo, packing the same five Medium Pulse Lasers in the Right Arm instead of the K's Left, and a single ER Small Laser as a backup weapon afterthought, this variant will pepper with decent shot groups at range, thus providing a bit more room for drawing in foes which can be caught in the spider's web of pulse battery fire.
S: The Jump Jet variant, carrying an ER PPC, Ultra AC/10 with three tons of ammo, twin Streak SRM 6's with one ton of ammo for the highly accurate weapons when they do fire, and a single Medium Pulse Laser, Small Pulse Laser and Micro Pulse Laser for backup and anti-infantry fire respectively, this 'mech jumps about firing weapons as dangerous up close as at range. The short range weapons while not on their own much to proverbially sneeze at, are supporting two very hard hitting weapons that can force the foe to fight and close to try and prevent accurate return fire.
T: The only variant to carry the ATM 12, let alone four, this variant packs just ATM 12's and enough ammo for 20 shots in total, or five volleys at all ranges save the general purpose SRM equivalent. Carrying so much ammo is a risk, but many pilots with ATM 12's are intent to close, thus giving this mech the chance to fire at long range four times, fire five times while at medium range, and once the enemy closes to short range, the massive in your face factor of this mech will shine in the hands of a skilled pilot.
--------------------------------------------
What do others think?
Is this thing walking scrap?
Are there any configurations that you, each reader, like?
Constructive feedback please.
Edit: Fluff added above.