BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: Tymers Realm on 12 November 2015, 13:08:26
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At the start of this thread, it's been nearly a year since I got interested back into Battletech. For the most part, I hadn't played BT in any form for some 20+ years. One of the things I always enjoyed was the ability to modify standard machines and to create entirely new designs as well.
What will be seen in my postings in this thread are 'Mechs I've written up since I've gotten interested again. All I ask is that the following be kept in mind:
1) I have no currently produced material. And at the time of this posting, I don't expect to. I have the BMM, Tech Manual, and First Succession War, that's about it..
2) All I have for reference are the FASA TROs: 2750, 3025, 3026, 3050, & 3055 , The Battletech Compendium, and the 3058-ish TRO companion book. I have been through areas of Sarna and these forums for some of the newer rulings and tech that I've been introduced to.
3) My overall experience is generally, timeline-wise, from 3025-3055ish. Some of what I'll be posting can run to about 3070-ish.
4) I personally have a dislike for AC/2s, MGs, & SRM-2s. It's more from shots per ton (or even .5 ton w/MGs...) than anything else, so those type of weapons won't show up too much.
5) All 'Mechs were done up in Solaris Skunkworks ver 0.6.83.1 and ver 0.7.1. SSW files are available on request.
Comments, questions, and the like are always welcome.
I hope you all find my mental exercises interesting...
Design quick links:
CGR Charger Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1150424#msg1150424) Charger-Enforcer Hybrid (Variants) (https://bg.battletech.com/forums/index.php?topic=49827.msg1563966#msg1563966) 4P7(Variant) (https://bg.battletech.com/forums/index.php?topic=49827.msg1594881#msg1594881)
HBK Hunchback Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1150462#msg1150462) HBK-4PJ Hunchback (Variant)
(http://bg.battletech.com/forums/index.php?topic=49827.msg1274243#msg1274243)FNLK Flintlock (Custom) Series
(http://bg.battletech.com/forums/index.php?topic=49827.msg1155829#msg1155829)ED Eradicator (Custom) Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1162038#msg1162038)
Gauntlet Lance (Custom): QST Quest, MRL Merlin, TOR Thor Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1171799#msg1171799)
Gauntlet Lance (Variant): VLK Valkyrie Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1171802#msg1171802)
CNx-x Centurion Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1272262#msg1272262) CN9-AX/PX/PX1 (Variants) (https://bg.battletech.com/forums/index.php?topic=49827.msg1616536#msg1616536)
VLK-QPX Valkyrie (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1272275#msg1272275)
HMH-7P Hammerhands (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1272290#msg1272290)
DRG "Steel" Dragon Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1277203#msg1277203)
MAD-5P Marauder (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1278148#msg1278148) MAD-6P/PCX Marauder (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1302147#msg1302147) MAD-5PX, 5PC Marauder (Variants) (https://bg.battletech.com/forums/index.php?topic=49827.msg1571164#msg1571164)
ON3-P Orion (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1278431#msg1278431)
VND Vindicator Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1282356#msg1282356)
GRF Griffin Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1287554#msg1287554)
SHD Shadow Hawk Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1287604#msg1287604)
WVR Wolverine Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1287769#msg1287769)
ATX Autohawk Series (Custom) (http://bg.battletech.com/forums/index.php?topic=49827.msg1288311#msg1288311)
MAD2-5P Marauder II (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1289233#msg1289233)
WHM-7P Warhammer (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1304874#msg1304874)
TDR Thunderbolt Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1331727#msg1331727)
PNZ Panzer Series (Custom) (3 & 4 Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1358773#msg1358773))(5 Series (http://bg.battletech.com/forums/index.php?topic=49827.msg1358774#msg1358774))
STK Stalker Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1361085#msg1361085)
HSR-200-P Hussar (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1362749#msg1362749)
LCT Locust Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1364812#msg1364812)
ZPH-1P Tarantula (Variant) (http://bg.battletech.com/forums/index.php?topic=49827.msg1365869#msg1365869)
ASx-x Atlas Series (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1377540#msg1377540)
RFL-5PA/PA1 Rifleman (Variants) (http://bg.battletech.com/forums/index.php?topic=49827.msg1380528#msg1380528)
CEA Cheetah Series (Custom) (http://bg.battletech.com/forums/index.php?topic=49827.msg1381352#msg1381352) (CEA-OX Clan Omni) (http://bg.battletech.com/forums/index.php?topic=49827.msg1381785#msg1381785)
Daishi Constant (Custom) (http://bg.battletech.com/forums/index.php?topic=49827.msg1384666#msg1384666)
LNC25-01sl (T) Lancelot (Royal Theoretical) (https://bg.battletech.com/forums/index.php?topic=49827.msg1416531#msg1416531)
QKD Quickdraw Series (Variants) (https://bg.battletech.com/forums/index.php?topic=49827.msg1416531#msg1416531)
XNT-35 Xanthos (Variant) (https://bg.battletech.com/forums/index.php?topic=49827.msg1594896#msg1594896)
BNC-3P/3PX/4P Banshee (Variants) (https://bg.battletech.com/forums/index.php?topic=49827.msg1616606#msg1616606)
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Well to start my designs is one of the 'Mechs I visually enjoy: Charger
Ever since I first laid eyes on the CGR-1A1 in TRO 3025, it just fit my over all sensibilities. Then I looked at it's weapon load... sheesh...
Well one of the things I felt that could be done, like most SW era CGR reworks, was to downgrade the engine. In this case, it was to a 320 SFE. With the extra tonnage, I upgraded all the Sm Lasers to Meds, added 2 LRM-10s, Jump Jets, Heat Sinks, and Armor.
It comes out more like a Whithworth's bigger cousin than anything else. But the 1P5 is the first of my "Long" Charger variants.
Charger CGR-1P5
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 7,916,520 C-Bills
Battle Value: 1,544
Chassis: Unknown Standard
Power Plant: Unknown 320 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 LRM-10s
5 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 122 points 8.00
Engine: Fusion Engine 320 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Single Heat Sink 16 6.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Standard Armor AV - 216 13.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 31
Center Torso (rear) 8
L/R Torso 17 26
L/R Torso (rear) 7
L/R Arm 13 23
L/R Leg 17 28
================================================================================
Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Medium Laser RT 3 1 1.00
LRM-10 RT 4 2 5.00
Medium Laser LT 3 1 1.00
LRM-10 LT 4 2 5.00
Medium Laser HD 3 1 1.00
@LRM-10 (24) RT - 2 2.00
@LRM-10 (24) LT - 2 2.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
4j 3 4 2 0 4 0 Structure: 6
Special Abilities: SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
With the advances of the that came about after the War of 39 and going into the Clan invasion, My "Long" Charger custom would also get recovered tech treatment.
This evolved in two directions: CGR-4P5 & 4P6. The 4P5 is more a refit design. By going back to a 400 XFE and DHS, the 4P5, and 4P6, are able to go back to the CGR's original cruise/flank speeds and still maintaining jump capability. With the remaining tonnage, the 4P5 upgrades the LRM racks to 15s and the armor goes to F-F Armor. Unfortunately the upgrades cost two of the Med Lasers in the 1P5. It's still a decent design...
Charger CGR-4P5
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 20,658,048 C-Bills
Battle Value: 1,786
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 LRM-15s
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 122 points 8.000
Engine: XL Fusion Engine 400 26.250
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 4.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 241 13.448
Armor Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 13
L/R Torso 17 22
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 33
================================================================================
Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.000
Medium Laser LA 3 1 1.000
LRM-15 RT 5 3 7.000
LRM-15 LT 5 3 7.000
Medium Laser HD 3 1 1.000
@LRM-15 (16) RT - 2 2.000
@LRM-15 (16) LT - 2 2.000
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 18
5/3j 3 4 2 0 4 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2
The 4P6, on the other hand, is more like a fresh CGR redesign. The 4P6 uses a ES frame to start with. While the 4P6 keeps most of the 4P5's weapon load (minus 1T of LRM ammo), the 4P6 adds back the two Med Lasers, adds a extra JJ, and keeps nearly the same amount of Armor (now 15T standard). This is the version I use with a head-canon merc unit.
Charger CGR-4P6
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 21,109,920 C-Bills
Battle Value: 1,966
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 LRM-15s
5 Medium Lasers
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 122 points 4.000
Internal Locations: 1 CT, 3 LT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.250
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Standard Armor AV - 240 15.000
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 14
L/R Torso 17 22
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.000
Medium Laser LA 3 1 1.000
Medium Laser RT 3 1 1.000
LRM-15 RT 5 3 7.000
Medium Laser LT 3 1 1.000
LRM-15 LT 5 3 7.000
Medium Laser HD 3 1 1.000
@LRM-15 (24) RT - 3 3.000
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 20
5j 4 5 2 0 4 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2
Now I got introduced to MMLs at a grinder at a convention earlier this year. Of course, I knew the "Long" Charger would be a decent choice for them as well. My 5P series feature MML-5 x 4. The 5P1 is a upgrade of the 4P5 and the 5P2 is a upgrade of the 4P6.
Charger CGR-5P1
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 21,198,048 C-Bills
Battle Value: 1,642
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
3 Medium Lasers
4 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 122 points 8.000
Engine: XL Fusion Engine 400 26.250
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 241 13.448
Armor Locations: 6 LA, 6 RA, 1 LL, 1 RL
CASE II Locations: 1 LT, 1 RT 2.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 13
L/R Torso 17 23
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 32
================================================================================
Equipment Location Heat Critical Mass
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Medium Laser RA 3 1 1.000
Medium Laser LA 3 1 1.000
2 MML-5s RT 6 6 6.000
2 MML-5s LT 6 6 6.000
Medium Laser HD 3 1 1.000
@MML-5 (LRM) (24) RT - 1 1.000
@MML-5 (SRM) (20) RT - 1 1.000
@MML-5 (LRM) (24) LT - 1 1.000
@MML-5 (SRM) (20) LT - 1 1.000
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 16
5/3j 4 4 2 0 4 0 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
Charger CGR-5P2
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 21,414,570 C-Bills
Battle Value: 1,731
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
3 ER Medium Lasers
4 MML-5s
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.000
Internal Locations: 6 LA, 6 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.250
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 12(24) 2.000
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Standard Armor AV - 240 15.000
CASE II Locations: 1 LT, 1 RT 2.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 14
L/R Torso 17 22
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RA 10 2 2.000
ER Medium Laser LA 5 1 1.000
2 MML-5s RT 6 6 6.000
2 MML-5s LT 6 6 6.000
ER Small Laser HD 2 1 0.500
@MML-5 (LRM) (48) RT - 2 2.000
@MML-5 (SRM) (40) LT - 2 2.000
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 17
5/3j 5 4 2 0 4 0 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
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I got to admit, I love the Hunchback.
There's just something kinda cool about the 'Mech overall.
Thing is, I started to head scratch when I saw the HBK-5M (TRO 3050). Upgrading to DHS is a good thing. But do you really need 13 DHS for this design? I think not...
So I pulled the 3 extra DHS. In return, I added 4 JJ and 1T of AC ammo (to at least equal the number of shots of the 4G (TRO 3025). I also changed the Sm Pulse Laser back to a regular Med.
Here's my HBK-5P:
Hunchback HBK-5P
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3045
Cost: 3,877,000 C-Bills
Battle Value: 1,221
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 Autocannon/20
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 160 10.00
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 26
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Autocannon/20 RT 7 10 14.00
Medium Laser HD 3 1 1.00
@AC/20 (10) LT - 2 2.00
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
4j 4 4 0 0 2 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 2/2/0
Now with the adding of LB ACs beyond the 10 for the IS allowed me to also do a slight variation of the 5P. The 5PX not only changes up the AC/20 to a LB 20-X, but also uses 9T of F-F Armor instead of the 10T standard. I added one extra ton of LB ammo (I have it as slug, but it could go cluster...). I also upgraded the arm Med Lasers to ER versions (IS).
Here's my HBK-5PX:
Hunchback HBK-5PX
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Cost: 4,567,000 C-Bills
Battle Value: 1,412
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 20-X AC
2 ER Medium Lasers
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 161 9.00
Armor Locations: 2 CT, 1 LT, 1 RT, 5 LA, 5 RA
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 27
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
LB 20-X AC RT 6 11 14.00
Medium Laser HD 3 1 1.00
@LB 20-X (Slug) (15) LT - 3 3.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 14
4j 3 3 0 0 2 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
Now I have one lance that uses a couple of medium weight 'Mechs that run 5/8/4-5 and a Hatchetman and a Hunchback. So I wanted to get the HCT & HBK up to 5/8/4-5 as well. All I can say is thank gawd that AC/20s can split crit!
What I now refer as a "Speedback", the HBK-5PS uses a 250 XFE and 9T of F-F Armor. With the remaining tonnage, I added two additional tons of AC ammo.
Here's my HBK-5PS:
Hunchback (Speedback) HBK-5PS
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 8,447,000 C-Bills
Battle Value: 1,299
Chassis: Unknown Standard
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 Autocannon/20
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 161 9.00
Armor Locations: 3 LT, 1 RT, 5 LA, 5 RA
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 27
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Autocannon/20 CT/RT 7 2/8 14.00
Medium Laser HD 3 1 1.00
@AC/20 (20) LT - 4 4.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5/3j 4 4 0 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 2/2/0
The HBK-5PSX is similar to the 5PX. It's a LB 20-X upgrade with the changes of the 5PX. I only had to move the CT & RT F-F Armor Crits to the LT to fit the LB 20-X.
Here's the HBK-5PSX:
Hunchback (Speedback) HBK-5PSX
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Cost: 9,017,000 C-Bills
Battle Value: 1,499
Chassis: Unknown Standard
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 20-X AC
2 ER Medium Lasers
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 161 9.00
Armor Locations: 4 LT, 5 LA, 5 RA
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 27
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
LB 20-X AC CT/RT 6 2/9 14.00
Medium Laser HD 3 1 1.00
@LB 20-X (Slug) (15) LT - 3 3.00
@LB 20-X (Cluster) (5) LT - 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 15
5/3j 3 3 0 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
-
I like the Charger CGR-4P6 as a Pre-Clan leader for fire support lances. MML refits are just more of a god thing, although if you particularly care about fluff you might want to check on the CASE II. I don't, and I primarily play later era games anyway, so I can't comment beyond that there. Reminiscent of the CGR-1A9 and CGR-3k
The Hunchback upgrades are also solid enough, though I didn't look at them as closely. If you don't already have it, I recommend getting MegaMek and using it to look through the extant variants. Also, sarna.net is a good way to see what's out there. I merely mention this because you said you were getting back into things after a long time away, and some of your variants are quite similar to canon machines. This is not to say you should stop designing due to said similarity; nothing wrong with personal tweaks, and some of the canon designs need the tweaking...
-
Comments in-line...
I like the Charger CGR-4P6 as a Pre-Clan leader for fire support lances. MML refits are just more of a god thing, although if you particularly care about fluff you might want to check on the CASE II. I don't, and I primarily play later era games anyway, so I can't comment beyond that there. Reminiscent of the CGR-1A9 and CGR-3k
Actually my 5P Chargers do have CASE II. They're one of the few that do.
Though maybe any of the HBKs could use it. Just convert the head mount Med Laser to a ER Sm Laser...
The Hunchback upgrades are also solid enough, though I didn't look at them as closely. If you don't already have it, I recommend getting MegaMek and using it to look through the extant variants. Also, sarna.net is a good way to see what's out there. I merely mention this because you said you were getting back into things after a long time away, and some of your variants are quite similar to canon machines. This is not to say you should stop designing due to said similarity; nothing wrong with personal tweaks, and some of the canon designs need the tweaking...
I know I've d/l'ed MegaMek, but I've found SSW works just fine as well.
And trust me, I've noticed I might need to change model numbers on a couple of my variants. But if it does copy a canon unit, it happens...
-
Here's the first of my custom works, the Flintlock series...
The Flintlock is , in essence, a new generation Clint design (I use Clints as the mini...). What I liked in the TRO 3025 fluff of the Clint is that there was a AC/10 version. I actually saw one used in a different Grinder at the same con I was introduced to MMLs. I was shocked as to how paper thin it's Armor was. But I digress...
When I came up with the ideas for the Flintlock, I went with a Recovered Tech version of the 2-3T Clint (TRO 3025). Going with a LB 10-X, XFE, F-F Armor (1P) or ESIS (1X), I made changes that just feel like what was in a Clint.
FNLK-1P
Flintlock FNLK-1P
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 6,799,184 C-Bills
Battle Value: 972
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 67 points 4.000
Engine: XL Fusion Engine 240 5.750
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00
Heat Sinks: Single Heat Sink 10 0.000
Heat Sink Locations: 1 CT
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 98 5.468
Armor Locations: 4 LT, 4 RT, 3 LA, 3 RA
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 8
Center Torso 12 13
Center Torso (rear) 5
L/R Torso 10 10
L/R Torso (rear) 5
L/R Arm 6 10
L/R Leg 10 11
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.000
Medium Laser LT 3 1 1.000
Medium Laser CT 3 1 1.000
@LB 10-X (Slug) (20) RT - 2 2.000
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
6j 2 2 1 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
FNLK-1X
Flintlock FNLK-1X
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 6,818,280 C-Bills
Battle Value: 1,043
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 10-X AC
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.000
Internal Locations: 4 LT, 4 RT, 3 LA, 3 RA
Engine: XL Fusion Engine 240 5.750
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00
Heat Sinks: Single Heat Sink 10 0.000
Heat Sink Locations: 1 CT
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 120 7.500
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 17
Center Torso (rear) 6
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 10
L/R Leg 10 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.000
Medium Laser LT 3 1 1.000
Medium Laser CT 3 1 1.000
@LB 10-X (Slug) (20) RT - 2 2.000
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
6j 2 2 1 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
I will admit I find Endo-Composite IS is an interesting thing. Now one of the issues I had with the Flintlock was not having enough crit room to have both ESIS & F-F Armor. With EC, I'm able to use a special IS and F-F Armor. it's not a perfect blend, but I think the overall blend of mobility, firepower, and armor works well. So I went to DHS to handle the heat of upgrading the Meds to ERs. I can deal with that.
FNLK-2
Flintlock FNLK-2
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 7,180,124 C-Bills
Battle Value: 1,091
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Composite
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 67 points 3.000
Internal Locations: 1 CT, 3 LT, 1 RT, 2 LA
Engine: XL Fusion Engine 240 5.750
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Heat Sink Locations: 1 LA
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 116 6.473
Armor Locations: 4 LT, 4 RT, 3 LA, 3 RA
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 16
Center Torso (rear) 5
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 10
L/R Leg 10 13
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.000
ER Medium Laser LT 5 1 1.000
ER Medium Laser CT 5 1 1.000
@LB 10-X (Slug) (20) RT - 2 2.000
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 11
6j 2 2 1 0 2 0 Structure: 1
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
I hope you all enjoy this...
-
Well after mentioning this particular Custom in this thread (http://bg.battletech.com/forums/index.php?topic=50290.msg1161715#msg1161715), I knew I had to get it added here.
After seeing the original Robocop back in the day, I knew I needed to at least try and do up a BT version of the film's 'baddie' mech: the ED-209. The mini/visual I had in mind for, what I would call the Eradicator, was based on the Unseen Longbow. Just envisioning the different types of weapons that would be carried in those drum-type arms is a enticing thought...
Ok, I'll admit, the first of my Eradicator designs may not seem to be a good interpretation of it's inspiration, but it's not a bad start: A couple ballistic weapons, a missile system, and several different types of energy weapons. For how I understood BT at that time, it's not all that bad.
ED-209:
Eradicator ED-209
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 9,030,000 C-Bills
Battle Value: 1,802
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
1 LRM-10
6 Medium Lasers
1 Autocannon/2
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 30 20.00
Heat Sink Locations: 2 CT, 4 LT, 4 RT, 2 LA, 2 RA, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 272 17.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 10
L/R Torso 21 30
L/R Torso (rear) 7
L/R Arm 17 30
L/R Leg 21 36
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/2 RA 1 1 6.00
2 Medium Lasers RA 6 2 2.00
LRM-10 RA 4 2 5.00
PPC LA 10 3 7.00
2 Medium Lasers LA 6 2 2.00
2 Machine Guns LA 0 2 1.00
2 Medium Lasers RT 6 2 2.00
@AC/2 (45) RT - 1 1.00
@LRM-10 (12) RT - 1 1.00
@MG (200) LT - 1 1.00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 18
3 5 5 2 0 4 0 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Now in addition to the ED-209, I worked up a couple other versions as well: The ED-309 & ED-412. The 309 focused more on the energy weapons & the 412 added jump capability and a wider variety of weapons.
The problem was my lack of understanding armor placement rules at that time. The 309 was 3T over max armor and the 412 was 5T over max. Needless to say, those designs aren't gonna be seen in this thread. Now after I got interested in BT again, I was going back through my old designs and decided to redo the 309 & 412 and fix the issues I had with them.
ED-312 (ED-309 SW era redesign):
Eradicator ED-312
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 9,180,000 C-Bills
Battle Value: 1,861
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
1 Large Laser
1 LRM-10
6 Medium Lasers
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 30 20.00
Heat Sink Locations: 4 LT, 4 RT, 3 LA, 3 RA, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 272 17.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 10
L/R Torso 21 30
L/R Torso (rear) 7
L/R Arm 17 30
L/R Leg 21 36
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
LRM-10 RA 4 2 5.00
Large Laser RA 8 2 5.00
PPC LA 10 3 7.00
2 Medium Lasers LA 6 2 2.00
SRM-4 LA 3 1 2.00
2 Medium Lasers CT 6 2 2.00
@LRM-10 (24) RT - 2 2.00
@SRM-4 (25) LT - 1 1.00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 19
3 4 5 2 0 4 1 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
ED-416 (ED-412 SW era redesign):
Eradicator ED-416
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 9,398,000 C-Bills
Battle Value: 1,915
Chassis: Unknown Standard
Power Plant: Unknown 300 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:
1 PPC
1 LRM-10
1 Autocannon/5
4 Medium Lasers
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 6.00
Heat Sinks: Single Heat Sink 22 12.00
Heat Sink Locations: 3 LT, 3 RT, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 272 17.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 10
L/R Torso 21 30
L/R Torso (rear) 7
L/R Arm 17 30
L/R Leg 21 36
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/5 RA 1 4 8.00
2 Medium Lasers RA 6 2 2.00
LRM-10 RA 4 2 5.00
PPC LA 10 3 7.00
2 Medium Lasers LA 6 2 2.00
SRM-4 LA 3 1 2.00
@AC/5 (20) RT - 1 1.00
@LRM-10 (24) RT - 2 2.00
@SRM-4 (25) LT - 1 1.00
Free Critical Slots: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 19
3j 4 4 2 0 4 1 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Now after I got interested in BT, the Eradicator was one of the first of my customs I wanted to upgrade with recovered tech. The ED-516 was the initial result. Using a 300 XFE and DHS allows for a interesting weapons mix, 1.5T of extra armor, and jump capability.
ED-516:
Eradicator ED-516
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 22,562,000 C-Bills
Battle Value: 2,463
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL 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:
1 Gauss Rifle
1 ER PPC
1 ER Large Laser
1 LRM-10
1 SRM-6
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LT, 1 RT, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 296 18.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 50
Center Torso (rear) 11
L/R Torso 21 32
L/R Torso (rear) 8
L/R Arm 17 33
L/R Leg 21 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 2 5.00
3 Medium Lasers RA 9 3 3.00
LRM-10 RA 4 2 5.00
Gauss Rifle LA 1 7 15.00
ER PPC LA 15 3 7.00
SRM-6 RT 4 2 3.00
Medium Laser LT 3 1 1.00
@LRM-10 (24) RT - 2 2.00
@SRM-6 (15) RT - 1 1.00
@Gauss Rifle (16) LT - 2 2.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 25
3j 5 5 3 0 4 2 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
After doing the 516, I decided to go back and reinterpret the ED-209 with recovered tech. All in all, I feel it's a decent redesign.
ED-209R:
Eradicator ED-209R
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3060
Cost: 22,920,000 C-Bills
Battle Value: 2,176
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC
1 LB 10-X AC
1 LRM-15
1 Thunderbolt-5
1 SRM-6
1 Medium Pulse Laser
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 296 18.50
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 50
Center Torso (rear) 11
L/R Torso 21 32
L/R Torso (rear) 8
L/R Arm 17 33
L/R Leg 21 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
3 Medium Lasers RA 9 3 3.00
Thunderbolt-5 RA 3 1 3.00
ER PPC LA 15 3 7.00
Medium Laser LA 3 1 1.00
LRM-15 LA 5 3 7.00
SRM-6 LT 4 2 3.00
Medium Pulse Laser CT 4 1 2.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@Thunderbolt-5 (12) RT - 1 1.00
@LRM-15 (16) LT - 2 2.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 22
3j 5 5 3 0 4 2 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
I also did recovered and new tech in the 3XX and 4XX series as well...
ED-320:
Eradicator ED-320
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 28,389,333 C-Bills
Battle Value: 2,111
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Heavy PPC
1 ER Large Laser
6 ER Medium Lasers
2 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.000
Engine: XL Fusion Engine 400 26.250
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 18(36) 8.000
Heat Sink Locations: 2 RT
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 296 18.500
CASE II Locations: 1 LT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 50
Center Torso (rear) 11
L/R Torso 21 32
L/R Torso (rear) 8
L/R Arm 17 33
L/R Leg 21 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 ER Medium Lasers RA 15 3 3.000
ER Large Laser RA 12 2 5.000
MML-5 RA 3 3 3.000
3 ER Medium Lasers LA 15 3 3.000
Heavy PPC LA 15 4 10.000
MML-5 LA 3 3 3.000
@MML-5 (LRM) (24) LT - 1 1.000
@MML-5 (SRM) (20) LT - 1 1.000
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 21
4 4 4 2 0 4 3 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA
ED-416R:
Eradicator ED-416R
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 22,920,000 C-Bills
Battle Value: 2,340
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL 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:
1 Heavy PPC
1 Rotary AC/5
2 MML-7s
4 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT, 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 296 18.50
CASE II Locations: 1 LT, 1 RT 2.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 50
Center Torso (rear) 11
L/R Torso 21 32
L/R Torso (rear) 8
L/R Arm 17 33
L/R Leg 21 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Rotary AC/5 RA 1 6 10.00
MML-7 RA 4 4 4.50
2 Medium Pulse Lasers LA 8 2 4.00
Heavy PPC LA 15 4 10.00
MML-7 LA 4 4 4.50
Medium Pulse Laser CT 4 1 2.00
Medium Pulse Laser HD 4 1 2.00
@Rotary AC/5 (40) RT - 2 2.00
@MML-7 (LRM) (34) LT - 2 2.00
@MML-7 (SRM) (28) LT - 2 2.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 23
3j 6 6 2 0 4 2 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
I hope everyone fine these interesting...
-
So to finish what I mentioned in this thread (http://bg.battletech.com/forums/index.php?topic=50290.msg1161715#msg1161715), here is my take on the Arcade Classic Gauntlet.
When you think about it, Gauntlet's 4 characters make for a decent mix for a BT Lance. So I tried to do up Mechs that would work well.
I also wanted minis that would represent the game characters well. So I went with a Zeus (Warrior), Unseen Thunderbolt with out the drum launcher (Wizard), Valkyrie (Valkyrie), and Commando (Elf). In the late-SW era, I kept the Valkyrie straight and worked up customs for the other three: Thor (Warrior), Merlin (Wizard), and Quest (Elf). Now I worked up these designs well before the Clans were a published thing and completely forgot about the Merlin Battlemech in the boxed rulebook as well. At least for the Merlin I used a different model listing...
The Quest is something of a odd thing. I wanted a light Mech with really good speed and the plinking that the Elf could do. The Quest, like the Valkyrie, was gonna be 30 tons, but faster than the Valk. Originally the Quest was a 7/11/0 with a SRM-2 & a Sm Laser and 6.5 Tons of armor and more HS than it really needed. After I got interested again, reviewing even the original versions seemed worth while. The main change was slowing the Quest to a 6/9/0 and upgrading the weapons. I upgraded the SRM-2 to a 4 and added a LRM-5 & a Med Laser. This also matches the Commando mini a bit better as well.
QST-1C Quest:
Quest QST-1C
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 2,060,565 C-Bills
Battle Value: 688
Chassis: Unknown Standard
Power Plant: Unknown 180 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
1 LRM-5
1 SRM-4
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 180 7.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 11 1.00
Heat Sink Locations: 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 104 6.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 14
Center Torso (rear) 6
L/R Torso 7 8
L/R Torso (rear) 6
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 RA 3 1 2.00
Medium Laser LA 3 1 1.00
LRM-5 CT 2 1 2.00
Small Laser HD 1 1 0.50
@LRM-5 (24) RT - 1 1.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 37
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
6 2 2 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA
I did do a recovered tech version of the Quest as well. The armor, HS, and weapons load pretty much stayed the same, save for adding a CASE in the RT and upgrading the Sm Laser to a second Med Laser and moving it to the LA. The big changes were increasing the speed to 7/11/4 by using a 210 XFE and going with a ESIS frame.
QST-2 Quest:
Quest QST-2
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 4,440,540 C-Bills
Battle Value: 835
Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 Medium Lasers
1 LRM-5
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 4 LT, 4 RT, 3 LA, 3 RA
Engine: XL Fusion Engine 210 4.50
Walking MP: 7
Running MP: 11
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00
Heat Sinks: Single Heat Sink 11 1.00
Heat Sink Locations: 1 CT, 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 - 104 6.50
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 14
Center Torso (rear) 6
L/R Torso 7 8
L/R Torso (rear) 6
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 RA 3 1 2.00
2 Medium Lasers LA 6 2 2.00
LRM-5 CT 2 1 2.00
@LRM-5 (24) RT - 1 1.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 13
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
7/3j 2 2 1 0 1 0 Structure: 1
Special Abilities: CASE, SRCH, ES, SEAL, SOA
My Merlin, I will admit, shares a lot with the canon unit: 60 Tons, 4/6 movement, PPC and a number of Med Lasers. Where mine varies is adding 4 JJ, SRM launcher, and increasing the armor. My original version had 18 HS, but I wanted to upgrade the SRM-2 to a 4, so I pulled one HS and upgraded.
MRL-1D Merlin:
Merlin MRL-1D
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 5,047,360 C-Bills
Battle Value: 1,342
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
3 Medium Lasers
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: Fusion Engine 240 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 4.00
Heat Sinks: Single Heat Sink 17 7.00
Heat Sink Locations: 3 RT, 1 LA, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 200 12.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 31
Center Torso (rear) 8
L/R Torso 14 22
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 14 28
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RA 10 3 7.00
SRM-4 LA 3 1 2.00
3 Medium Lasers LT 9 3 3.00
@SRM-4 (25) LT - 1 1.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 13
4j 3 3 1 0 3 1 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA
The recovered tech version pretty much follows my upgrade views: XFE, DHS, adding Artemis IV & CASE, and going to ER versions, when able. As such, I was able to increase movement to 5/8/5 and use 15 DHS. I also upgraded the PPC to a ER version, A IV'ed the SRM launcher, and CASEed the ammo. I was even able to add a Guardian ECM into the design. Something I rarely do.
MRL-2 Merlin:
Merlin MRL-2
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 12,205,760 C-Bills
Battle Value: 1,688
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC
1 SRM-4 w/ Artemis IV FCS
3 Medium Lasers
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT, 1 RT, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 200 12.50
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 31
Center Torso (rear) 8
L/R Torso 14 22
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 14 28
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
SRM-4 LA 3 1 2.00
Artemis IV FCS LA - 1 1.00
Guardian ECM Suite RT 0 2 1.50
3 Medium Lasers LT 9 3 3.00
@SRM-4 (Artemis) (25) LT - 1 1.00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
5j 4 4 1 0 3 0 Structure: 3
Special Abilities: ECM, CASE, SRCH, ES, SEAL, SOA
The Thor I always intended to be a big, slow close range brute. Since I was using the Zeus as the mini, I wanted a lot out of it. An AC/20 on the LA and a mix of Med Lasers and a SRM launcher on the RA worked well with the mini. I up the tonnage to 85 Tons and made a 3/5 base movement with 16 tons of armor and a lot of HS. I kinda overdid it with the jump movement, so I needed to correct that.
The reworking, though, works reasonably well. I added 2 more HS and a LRM-5. The only downside was taking the SRM-6 to a SRM-4...
TOR-1D Thor:
Thor TOR-1D
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 7,226,100 C-Bills
Battle Value: 1,680
Chassis: Unknown Standard
Power Plant: Unknown 255 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:
1 Autocannon/20
3 Medium Lasers
1 LRM-5
1 SRM-4
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00
Heat Sinks: Single Heat Sink 21 11.00
Heat Sink Locations: 1 CT, 3 LT, 2 RT, 3 RA, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA+LA
Armor: Standard Armor AV - 256 16.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 42
Center Torso (rear) 11
L/R Torso 18 27
L/R Torso (rear) 8
L/R Arm 14 27
L/R Leg 18 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 Medium Lasers RA 9 3 3.00
SRM-4 RA 3 1 2.00
LRM-5 RA 2 1 2.00
Autocannon/20 LA 7 10 14.00
Small Laser HD 1 1 0.50
@LRM-5 (24) RT - 1 1.00
@SRM-4 (25) RT - 1 1.00
@AC/20 (20) LT - 4 4.00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 17
3j 5 5 1 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0
The recovered tech version is a rather tricked out thing: XFE, DHS, A IV & CASE, and F-F Armor. The movement goes to 4/6/4 and the weapon package is mostly the same. The LRM upgrades to a 10 and one of the Med Lasers gets Pulse treatment. Granted the armor tonnage drops to 14.5 Tons, it's all F-F Armor, so there's a 3 point increase in coverage (all of it going rear...).
TOR-2 Thor:
Thor TOR-2
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 20,643,071 C-Bills
Battle Value: 1,756
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 Autocannon/20
1 LRM-10 w/ Artemis IV FCS
1 Medium Pulse Laser
1 SRM-4 w/ Artemis IV FCS
2 Medium Lasers
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 259 14.50
Armor Locations: 4 LT, 6 RT, 2 RA, 1 LL, 1 RL
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 42
Center Torso (rear) 12
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 27
L/R Leg 18 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
LRM-10 RA 4 2 5.00
Artemis IV FCS RA - 1 1.00
SRM-4 RA 3 1 2.00
Artemis IV FCS RA - 1 1.00
Medium Pulse Laser RA 4 1 2.00
Autocannon/20 LA 7 10 14.00
Small Laser HD 1 1 0.50
@LRM-10 (Artemis) (12) RT - 1 1.00
@SRM-4 (Artemis) (25) RT - 1 1.00
@AC/20 (20) LT - 4 4.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 18
4j 5 6 1 0 4 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 2/2/0, IF 1
Of all the Gauntlet customs, the Thor is the only one I've tweaked to some of the newer tech I've been introduced to.
While similar in weapon loadout, the TOR-3 is a interesting upgrade. The AC/20 gets a LB upgrade and I go 3T/1T in the Slug/Cluster tonnage. The missile systems (and A IVs) get pulled for two MML-7s. The Pulse Med also gets pulled and the remaining Meds upgrade to ERs.
The F-F Armor of the TOR-2 is also pulled, mainly for Crits, and the 16 Tons of regular armor are back.
All-in-all, the TOR-3 should be a interesting ride...
TOR-3:
Thor TOR-3
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 20,696,258 C-Bills
Battle Value: 1,802
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 20-X AC
2 MML-7s
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 256 16.00
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 42
Center Torso (rear) 11
L/R Torso 18 27
L/R Torso (rear) 8
L/R Arm 14 27
L/R Leg 18 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RA 10 2 2.00
2 MML-7s RA 8 8 9.00
LB 20-X AC LT/LA 6 1/10 14.00
@MML-7 (LRM) (17) RT - 1 1.00
@MML-7 (SRM) (28) RT - 2 2.00
@LB 20-X (Slug) (15) LT - 3 3.00
@LB 20-X (Cluster) (5) LT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 18
4j 4 4 1 0 4 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/0
I'll have to complete the Lance in a follow-up Post.
So my recovered tech version of the Valkyrie is gonna be next...
-
As I mentioned in the previous post, in late-SW era play, a regular Valkyrie is good enough for this Lance. For post '39 into Clan Invasion play, the VLK-QD (TRO 3050) can work, but I wanted something a bit better. So I'm including my Valkyrie variant, the VLK-QP.
The main change is going to a 180 XFE, taking movement to 6/9 and adding one JJ. The weapon loadout is mostly the same, except for pulling the Pulse Med for two regular Med Lasers (RA & RT mounted). I also added one HS to the design. Is it really needed? Maybe. If not, it could be pulled for a extra ton of LRM ammo.
VLK-QP Valkyrie:
Valkyrie VLK-QP
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 4,034,420 C-Bills
Battle Value: 843
Chassis: Unknown Endo-Steel
Power Plant: Unknown 180 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-10 w/ Artemis IV FCS
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 2 LT, 6 RT, 3 LA, 3 RA
Engine: XL Fusion Engine 180 3.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00
Heat Sinks: Single Heat Sink 11 1.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 104 6.50
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 4
L/R Torso 7 12
L/R Torso (rear) 2
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser RT 3 1 1.00
LRM-10 LT 4 2 5.00
Artemis IV FCS LT - 1 1.00
@LRM-10 (Artemis) (12) LT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
6j 2 2 1 0 1 0 Structure: 1
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
-
I know it's been a while since I've put anything up.
But let's get back to a few variants...
The Centurion has always been a favorite of mine. And it isn't just cause I am a bit of a Davion fanboy... There's just something 'right' about how it looks. It also has a solid movement and weapons load-out even going back to SW-era times.
But I wasn't all that thrilled about the CN9-D (TRO 3050 (FASA)). It wasn't the weapons, Upgrading to a LB 10-X and Art IVing the LRM-10 were good moves. It just seemed a little over-kill, IMO, to go to a 6/9/0 movement. And plus not incerasing the overall protection? Yea, I wasn't too happy with that.
So I sort of went in a simular bent with my take on the Centurion. In most regards, the CN9-P2 is a tweaked CN9-D. Instead of the 300 XFE of the 9-D, I went with a 250 XFE and added 1T of Armor and a Jump of 120m. Granted this lowers it's movement profile a little, but adding the armor and jump movement should balance that.
So here's my CN9-P2 Centurion:
Centurion CN9-P2
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 8,703,500 C-Bills
Battle Value: 1,238
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 10-X AC
1 LRM-10 w/ Artemis IV FCS
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.500
Internal Locations: 5 LT, 3 RT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 250 6.250
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00
Heat Sinks: Single Heat Sink 10 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 152 9.500
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 21
Center Torso (rear) 8
L/R Torso 12 16
L/R Torso (rear) 7
L/R Arm 8 16
L/R Leg 12 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.000
LRM-10 LT 4 2 5.000
Artemis IV FCS LT - 1 1.000
(R) Medium Laser CT 3 1 1.000
Medium Laser CT 3 1 1.000
@LB 10-X (Slug) (20) RT - 2 2.000
@LRM-10 (Artemis) (24) RT - 2 2.000
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5/3j 2 2 2 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
I'm surprised that there wasn't a MML version of the standard Centurion, at least by the MotW article (http://bg.battletech.com/forums/index.php?topic=55037.0). While I really hadn't planned on doing a MML version of the 9-P, the MotW article kind of inspired me to at least try.
So I kept the 250 XFE and then went to 10 DHS, all engine mount, and kept the LB 10-X. I up graded the Med. Lasers to their ER versions and then added a MML-9. I also went with a Endo-Composite frame and 8.5T of Ferro-Fibrous Armor. That allowed me to keep the same amount of coverage of the 9-P.
So here's the CN10-P:
Centurion CN10-P
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 9,029,210 C-Bills
Battle Value: 1,242
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Composite
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
1 MML-9
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 83 points 3.750
Internal Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 250 6.250
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Ferro-Fibrous AV - 152 8.482
Armor Locations: 2 LT, 2 RT, 7 LA, 3 RA
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 21
Center Torso (rear) 8
L/R Torso 12 16
L/R Torso (rear) 7
L/R Arm 8 16
L/R Leg 12 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.000
MML-9 LT 5 5 6.000
(R) ER Medium Laser CT 5 1 1.000
ER Medium Laser CT 5 1 1.000
@LB 10-X (Slug) (20) RT - 2 2.000
@MML-9 (LRM) (13) RT - 1 1.000
@MML-9 (SRM) (11) RT - 1 1.000
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5/3j 3 2 2 0 2 0 Structure: 1
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
enjoy...
-
While I showed a recovered tech version of the Valkyrie a couple of posts up, I hadn't really thought about doing a MML version. Then I got a little interested in doing one after reading the MotW article on the Valk (http://bg.battletech.com/forums/index.php?topic=51655.0). I also got thinking about one after seeing the Classic version being featured in First Succession War.
Similar to the VLK-QS5, my VLK-QPX retains a ESIS frame, ER Med. Laser, and a MML-9 w/2T of CASE'ed Ammo. But like my QP, the QPX has a second ER Med. Laser, the 180 XFE allowing a 6/9 movement and adding 180m Jump as well, and covered with 6.5T of regular armor.
So here's my VLK-QPX Valkyrie:
Valkyrie VLK-QPX
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 4,116,320 C-Bills
Battle Value: 863
Chassis: Unknown Endo-Steel
Power Plant: Unknown 180 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 MML-9
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 1 LT, 2 RT, 6 LA, 5 RA
Engine: XL Fusion Engine 180 3.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 RT, 1 RA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 104 6.50
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 4
L/R Torso 7 12
L/R Torso (rear) 2
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RA 5 1 1.00
ER Medium Laser RT 5 1 1.00
MML-9 LT 5 5 6.00
@MML-9 (LRM) (13) LT - 1 1.00
@MML-9 (SRM) (11) LT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
6j 2 2 1 0 1 0 Structure: 1
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
Enjoy...
-
I have to admit, there's something rather cool about the Hammerhands.
Outside of the one Custom version (http://www.sarna.net/wiki/Hammerhands#Custom_Variants), I'm a bit bummed that there isn't a version that uses LB 10-X ACs. So, after being inspired by the MotW article on the Hammerhands (http://bg.battletech.com/forums/index.php?topic=53212.0), I worked one up.
Starting with a 300 XFE, allowing a 4/6 movement, and adding a 120m Jump movement, I added 2 LB 10-X ACs and ER Med. Lasers for the arms (1 each). Then I went a MML-7 with 2T of Ammo for the MML and 4T for the LBs. Finally using 11.5T of Ferro-Fibrous Armor & CASE IIing the torsos. Maybe a little on the upper end of stuff, but I think it could work.
My HMH-7P Hammerhands:
Hammerhands HMH-7P
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 16,611,875 C-Bills
Battle Value: 1,662
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 LB 10-X ACs
1 MML-7
2 ER Medium Lasers
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
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 206 11.50
Armor Locations: 6 RT, 3 LA, 3 RA, 1 LL, 1 RL
CASE II Locations: 1 LT, 1 RT 2.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 32
Center Torso (rear) 9
L/R Torso 16 26
L/R Torso (rear) 6
L/R Arm 12 21
L/R Leg 16 25
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
ER Medium Laser RA 5 1 1.00
LB 10-X AC LA 2 6 11.00
ER Medium Laser LA 5 1 1.00
MML-7 LT 4 4 4.50
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Slug) (20) LT - 2 2.00
@MML-7 (LRM) (17) LT - 1 1.00
@MML-7 (SRM) (14) LT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
4j 3 3 2 0 3 0 Structure: 3
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1
enjoy...
-
At times, even the most simplest thing can surprise you...
While I was participating in a Convention Grinder, I rolled in to a Hunchback 4G. And while I had done variants of the 5M version further up in this thread, I had never really considered doing any variants of the 4G. It never even occurred to me back in the day. But for some odd reason, I had a 'A Ha' moment and what follows is the result.
My 4PJ variant is similar in nature to my 5P series of variants. Basically giving a Hunchback the ability to jump. In this case, a 120m jump distance at the cost of 2 of the 13 Heatsinks. While the heat curve increases a bit, I feel its still manageable.
Here's my HBK-4PJ Hunchback:
Hunchback HBK-4PJ
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 3,671,875 C-Bills
Battle Value: 1,128
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 Autocannon/20
2 Medium Lasers
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00
Heat Sinks: Single Heat Sink 11 1.00
Heat Sink Locations: 1 CT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 160 10.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 26
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Autocannon/20 RT 7 10 14.00
Small Laser HD 1 1 0.50
@AC/20 (10) LT - 2 2.00
Free Critical Slots: 25
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 11
4j 4 3 0 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0
Enjoy...
-
There's another tread discussing what a 1st Star League era Dragon could be like (http://bg.battletech.com/forums/index.php?topic=55537.0). Now while I could of brought the following into that thread, mostly my variants are going 'forward' and not 'back'.
The Dragon is one of those mechs that is iconic to it's developed house. And for a low-end heavy, its a solid design. While the 'Grand' versions mainly traded for a PPC over the traditional ACs of the earlier versions, I wanted a version with a heavier AC. As such, my "Steel" version uses a LB 10-X in the Rt Arm as the main weapon, supported by the LRM-10 and front/rear mount Med Lasers.
The most significant changes are using a 300 XFE and 11 tons of F-F Armor. The weight savings in the engine allow not only the LB 10-X upgrade, but allows adding a third ton of AC ammo (split in a 2T slug/1T cluster), a second front firing Med Laser (Lt Torso mount), and CASEing all the ammo in the Rt Torso.
The addition of the third ton of AC ammo is a little unusual for me. Generally when I use a LB 10-X, I only allocate two tonnes of slug-style ammo per AC. I'm not entirely sure why I decided on the third ton, but in this case, it sort of fits the general role of the Dragon mech.
So my "Steel" Dragon is more a refit of a DRG-1 series Dragon.
So here's my DRG-3PS "Steel" Dragon:
"Steel" Dragon DRG-3PS
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 11,479,680 C-Bills
Battle Value: 1,352
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
1 LRM-10
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 13 3.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 197 11.00
Armor Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 28
Center Torso (rear) 12
L/R Torso 14 19
L/R Torso (rear) 9
L/R Arm 10 20
L/R Leg 14 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
Medium Laser LA 3 1 1.00
Medium Laser LT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
LRM-10 CT 4 2 5.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LRM-10 (24) RT - 2 2.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 14
5 2 3 2 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
While the 3PS is a solid recovered tech design, I wanted just a bit more. Mainly jump mobility.
The DRG-4PSX version is that evolution. Starting with a Endo-Compsite frame and using 10 DHS give me the tonnage to install 4 Jump Jets, allowing a 120m jump distance. With the extra 1/2 ton, I upgraded the CASE in the Rt Torso to CASE II. I also upgraded the front firing Med Lasers to their ER versions.
So here's my DRG-4PSX "Steel" Dragon:
"Steel" Dragon DRG-4PSX
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 12,470,080 C-Bills
Battle Value: 1,630
Chassis: Unknown Endo-Composite
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 LB 10-X AC
1 LRM-10
2 ER Medium Lasers
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 99 points 4.50
Internal Locations: 1 HD, 2 LT, 1 RT, 3 LA
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 197 11.00
Armor Locations: 4 LT, 1 RT, 4 LA, 3 RA, 1 LL, 1 RL
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 28
Center Torso (rear) 12
L/R Torso 14 19
L/R Torso (rear) 9
L/R Arm 10 20
L/R Leg 14 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
ER Medium Laser LA 5 1 1.00
(R) Medium Laser LT 3 1 1.00
ER Medium Laser LT 5 1 1.00
LRM-10 CT 4 2 5.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LRM-10 (24) RT - 2 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
5/3j 2 3 2 0 3 0 Structure: 1
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
Enjoy...
-
The LB-10X is a solid upgrade. I like that. A Dragon without any non-sense like side-torso LRMs like some canon variants do. And that name! Steel Dragon sounds very, very good!
-
The LB-10X is a solid upgrade. I like that. A Dragon without any non-sense like side-torso LRMs like some canon variants do. And that name! Steel Dragon sounds very, very good!
Thank you.
-
The Marauder.
Weather you love or hate it, it has a solid place in Battletech lore. And for me, it's one of the RP-era minis I have the most of.
It was one of the Mechs I enjoyed trying to mod with recovered tech. And to be honest, I like what I reworked after I got back into Battletech. Plus, you got to admit, the Classic rendition (https://s3-us-west-2.amazonaws.com/mul-images/BattleMechs/Marauder-silo.png) looks sweet!
My MAD-5P is a bit of a fusion of the 5D & 5M variants from TRO 3050 (FASA). I kept the 300 XFE, 16 DHS, and 120m Jump of both versions. I went with using the ERPPCs of the 5D, but went with regular Med Lasers instead of the Pulse Meds used in the 5D/M. I also put in a LB 10-X AC in the Rt Torso, like the 5M, but with 2T of CASE'd ammo in the Lt Torso. While the 5P doesn't have as much armor as the 5D (12.5T to the 14T of the 5D), the 5P still has more armor than the 5M or 3R. That Armor is spread between the legs and side torsos.
I know it can run a tic hot if you're not careful, but I feel it's a solid take on the Marauder.
So here's my MAD-5P Marauder:
Marauder MAD-5P
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 16,005,500 C-Bills
Battle Value: 1,791
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 ER PPCs
1 LB 10-X AC
2 Medium Lasers
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
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 200 12.50
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 22
L/R Torso (rear) 9
L/R Arm 12 22
L/R Leg 16 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Medium Laser RA 3 1 1.00
ER PPC LA 15 3 7.00
Medium Laser LA 3 1 1.00
LB 10-X AC RT 2 6 11.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18
4j 4 4 3 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy...
-
I had replied to a question in the main Fan Designs forum (http://bg.battletech.com/forums/index.php?topic=55579.0) about the ON1-K Orion. The poster was wondering why the SRM-4 was Lt Torso mounted, instead of Lt Arm mounted. To be honest, I've wondered that from time-to-time as well...
But...
That post got me looking back at my 'refit' of the Orion I worked up early in 2015. And yes, I consider this mainly a recovered tech refit than anything else. While I also went with a LB 10-X AC and DHS (Just going with the base 10), like the ON1-M, that's about the only thing that was shared. I could never understand why anyone would put a Narc Beacon and Pods a 4/6/0 who's main weapons were ranged. Narc-equiped missles I could see, but the Beacon and Pods? No. So those went. And I kept the LRM launcher to a 15 rack.
A part of that was not going to a 300 XFE, but keeping the engine as a 300 SFE. That keeps along the lines of a 'refit' than anything else. The main upgrades, besides using DHS, was Artemis IVing both missile systems, CASEing both Torsos, and using 12.5T of F-F Armor. What is nice about it is that 12.5T of IS Ferro is the same points as 14T standard. So there is no change in coverage.
So here's my ON3-P Orion:
Orion ON3-P
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3045
Cost: 7,665,000 C-Bills
Battle Value: 1,596
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 LRM-15 w/ Artemis IV FCS
1 LB 10-X AC
1 SRM-4 w/ Artemis IV FCS
2 Medium Lasers
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: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 224 12.50
Armor Locations: 2 CT, 3 LT, 3 RT, 1 LA, 1 RA, 2 LL, 2 RL
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 36
Center Torso (rear) 9
L/R Torso 16 22
L/R Torso (rear) 10
L/R Arm 12 21
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
SRM-4 LA 3 1 2.00
Artemis IV FCS LA - 1 1.00
Medium Laser LA 3 1 1.00
LB 10-X AC RT 2 6 11.00
LRM-15 LT 5 3 7.00
Artemis IV FCS LT - 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LRM-15 (Artemis) (16) LT - 2 2.00
@SRM-4 (Artemis) (25) LT - 1 1.00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
4 3 4 2 0 3 0 Structure: 6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
I also have a slightly tweaked version that replaces the 2 Med Lasers with their ER versions. I've tagged that the ON3-PX (+36 BV).
Enjoy...
-
At the time of this post, there was some discussion in the MotW Schedule thread about someone doing a new article on the Vindicator.
And to be honest, for a SW-era Mech, the Vindicator is a nearly balanced medium Mech as you can get. Decent damage at long and medium ranges. Solid heat management and solid armor for it's weight. Its 4/6/4 movement is the only detraction, but isn't that bad.
But the discussion in the MotW Schedule thread got me thinking about a variant I worked up. My VND-4P shares some elements of the 3L (ER PPC, DHS, & CASE), 4L (225 XFE), and 1SIC (LRM-10). The 4P still keeps the 120m jump movement. I just couldn't justify going to 150m. What is nice though is using 8.5T of IS Ferro-Fibrous armor. That amount puts it just one pip shy of max. I also retained the Med and Sm lasers of the 1R, but flipped their locations. Because let's face it, if your having to actually punch with this Mech, you're doing something wrong...
To keep everything cool, the 4P uses 12 DHS. More than enough to handle it's heat generation. I also added a Artemis IV for the LRM-10 and 2T of ammo. This allows the 4P to keep the same overall fire rate of many of the Vindicator variants out there.
I think this is a solid fire support Mech.
So here's my VND-4P Vindicator:
Vindicator VND-4P
Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 7,368,320 C-Bills
Battle Value: 1,306
Chassis: Unknown Standard
Power Plant: Unknown 225 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 ER PPC
1 LRM-10 w/ Artemis IV FCS
1 Medium Laser
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.50
Engine: XL Fusion Engine 225 5.00
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LT, 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Ferro-Fibrous AV - 152 8.50
Armor Locations: 3 RT, 6 LA, 3 RA, 1 LL, 1 RL
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 14 18
Center Torso (rear) 9
L/R Torso 11 16
L/R Torso (rear) 6
L/R Arm 7 14
L/R Leg 11 22
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Medium Laser LA 3 1 1.00
LRM-10 LT 4 2 5.00
Artemis IV FCS LT - 1 1.00
Small Laser HD 1 1 0.50
@LRM-10 (Artemis) (24) LT - 2 2.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5/3j 3 3 2 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
I did a slight tweak that ERs the Med and Sm Lasers. That's tagged the VND-4PX (+39 BV).
While I was writing this post and looking at the Sarna listing (http://www.sarna.net/wiki/Vindicator) of the Vindicator, I noticed the listing of the 3Lr that replaces the LRM launcher for a MML. So, I thought, I could do a version of the 4PX that could use a MML instead of the LRM-10 rack. Weight-wise, it worked out. It just required a little rearranging of some stuff. I had to move the Lt Torso DHS to the Rt Arm to fit a Art IV equipped MML-7 and 2T of ammo. I also used the remaining .5T to upgrade the CASE to CASE II.
Here's my VND-4PX1 Vindicator:
Vindicator VND-4PX1
Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 7,614,820 C-Bills
Battle Value: 1,329
Chassis: Unknown Standard
Power Plant: Unknown 225 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 ER PPC
1 MML-7 w/ Artemis IV FCS
1 ER Medium Laser
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.50
Engine: XL Fusion Engine 225 5.00
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 2 RT, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Ferro-Fibrous AV - 152 8.50
Armor Locations: 3 RT, 6 LA, 3 RA, 1 LL, 1 RL
CASE II Locations: 1 LT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 14 18
Center Torso (rear) 9
L/R Torso 11 16
L/R Torso (rear) 6
L/R Arm 7 14
L/R Leg 11 22
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
ER Medium Laser LA 5 1 1.00
MML-7 LT 4 4 4.50
Artemis IV FCS LT - 1 1.00
ER Small Laser HD 2 1 0.50
@MML-7 (LRM Art-IV) (17) LT - 1 1.00
@MML-7 (SRM Art-IV) (14) LT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5/3j 3 3 2 0 2 0 Structure: 2
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
Enjoy...
-
My next couple of posts are going to cover the 'Classic' 55-ton trio (Griffin, Shadow Hawk, Wolverine) and a custom (Autohawk). But before I got started on them, I wanted to highlight something that'll be common with the recovered tech and forward designs: the use of Fractional Accounting for the Structure and Engine.
When the introduction of Star League-era, and then Clan, tech was made, there was a lot of official use of quarter-ton amounts. So I didn't have any qualms about doing it for my variants and customs at that time either. It just seemed 'right' to use a Endo-Steel IS and a 275 XFE together. The math for that particular weight class worked just so right and opened up a lot of possibilities for the three canon, and my one custom, Mechs.
In my head-canon, the recovered tech designs all share a basic, common frame that just gets tweaked with the Head and actual armor mounting. Granted the Rt Arms on the Griffin and Wolverine would require a bit more then on the Shadow Hawk and Autohawk, but that's more a fluff issue (especially with my Wolverine variant...).
But enough of my rambling. Onto the Variants...
The Griffin, Shadow Hawk, and Wolverine. Three of the Dougram-inspired Mechs that have solid places both in BT lore and tactics. Granted while the Unseen/Reseen/Classic headaches have made what the appearance of these Mechs problematic, what they can do on the battlefield can not be denied at all.
I'll be honest, I always thought of the GRF-1N Griffin decent enough as it was. I only had one mini of it and had intended its use for a recovered tech variant. But in 2016, I was going though a binge of doing SW-era refits and the Griffin got a tweak.
Inspired by the 1S, my GRF-1P downgrades the PPC to a Lg Laser, but keeps the LRM-10 and ammo of the 1N. With the spare tonnage, one Heat Sink and two Sm Lasers (both Lt Arm mounted) are added. I added the SM Lasers to the Lt Arm mainly from Loose's Unseen artwork in TRO 3025.
At least the added Heat Sink allows the firing of the Lg Laser and LRM-10 together and walking movement without overheating. That at least should make using this variant a bit more practical.
Here's my GRF-1P Griffin:
Griffin GRF-1P
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-A
Production Year: 3025
Cost: 4,747,082 C-Bills
Battle Value: 1,210
Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 Large Laser
1 LRM-10
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 13 3.00
Heat Sink Locations: 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 - 152 9.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 20
Center Torso (rear) 7
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 14
L/R Leg 13 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
2 Small Lasers LA 2 2 1.00
LRM-10 RT 4 2 5.00
@LRM-10 (24) RT - 2 2.00
Free Critical Slots: 32
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5j 2 2 1 0 2 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Now here's where things get interesting. While I like elements of the 1DS/3M (275 XFE, CASEd ammo, and 14 DHS), I honestly thought going to a LRM-20 was overkill. I also thought upgrading to a ER PPC (3M) was also a good thing. I just wasn't happy with either the 3M or the 1DS. Since I had Endo-Steel Chassis variants of the Shadow Hawk and the Wolverine, why not one of the Griffin as well?
The GRF-3P goes in a similar direction as the 3M, but it uses a Art IV'ed LRM-15 instead of the LRM-20. For close in work, the 3P supports two Med Pulse Lasers in the Lt Arm. The 3P also has one ton more armor, mostly added to the Center Torso and the Arms.
The GRF-3P can still do the ranged support ther Griffin is known for. With the addition of the two Pulse Med Lasers, it can get in close if needed.
Here's my GRF-3-P Griffin:
Griffin GRF-3P
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 10,484,407 C-Bills
Battle Value: 1,647
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC
1 LRM-15 w/ Artemis IV FCS
2 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 1 CT, 1 LT, 6 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 14(28) 4.000
Heat Sink Locations: 2 LT, 1 RA
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 168 10.500
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 26
Center Torso (rear) 7
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 19
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.000
2 Medium Pulse Lasers LA 8 2 4.000
LRM-15 RT 5 3 7.000
Artemis IV FCS RT - 1 1.000
@LRM-15 (Artemis) (16) RT - 2 2.000
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
5j 3 4 3 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
If there is a tweak needed to make it more 'standard', I could see the loss of a .5T of Armor (-2 from each Arm and -4 from the Center Torso).
Enjoy...
-
Ah the Shadow Hawk...
The trooper of the Dougram trio. Capable of engaging in any range bracket and holding it's own in SW-era combat.
I like the standard SHD-2H enough, but there's that Head mounted SRM-2. As I mentioned in my OP, I've never been really fond of the SRM-2, mainly due to the number of shots per ton it uses. Nothing says "ticking time bomb" like having 50 shots of SRM-2 ammo sitting in a Mech.
My SHD-2P takes care of that. It starts with pulling the two added Heat Sinks. With that tonnage, the SRM-2 is upgraded to a SRM-4 and a second Med Laser is added (Rt Torso mounted). I know the close-range heat can get a little hot, but I think its manageable.
Here's my SHD-2P Shadow Hawk:
Shadow Hawk SHD-2P
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-A
Production Year: 3025
Cost: 4,577,357 C-Bills
Battle Value: 1,172
Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
1 Autocannon/5
2 Medium Lasers
1 LRM-5
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 152 9.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 23
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 6
L/R Arm 9 16
L/R Leg 13 16
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser RT 3 1 1.00
LRM-5 RT 2 1 2.00
Autocannon/5 LT 1 4 8.00
SRM-4 HD 3 1 2.00
@LRM-5 (24) RT - 1 1.00
@AC/5 (20) LT - 1 1.00
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 33
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5/2j 3 3 1 0 2 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA
When I was looking at the 5M (TRO 3050), I was getting the same feeling like looking at the GRF-3M/1DS. Why mount a LRM-20 on this guy? The other changes were expected: Upgrade the AC/5 to Ultra and Streak the SRM-2. What I also liked was going to a Endo-Steel frame, ten DHS, and increasing the Jump to 150m. But to be honest, I wanted more.
Keeping what I liked about the 5M, I decided to upgrade what I could based on the standard 2H. The AC/5 upgraded to a LB 10-X. The LRM-5 Upgraded to a LRM-10 and I kept the Head mounted SRM-4 I had in my 2P variant. The LB and LRM weapons also got two tones of ammo each. That, at least, keeps the number of shots each weapon system had. I also increased the armor coverage beyond the 5M, to 11T of standard armor.
Here's my SHD-4P Shadow Hawk:
Shadow Hawk SHD-4P
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 10,385,207 C-Bills
Battle Value: 1,379
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 10-X AC
1 LRM-10
1 Medium Laser
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 1 CT, 3 RT, 5 LA, 5 RA
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 176 11.000
CASE Locations: 1 LT, 1 RT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 17
L/R Leg 13 23
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.000
LRM-10 RT 4 2 5.000
LB 10-X AC LT 2 6 11.000
SRM-4 HD 3 1 2.000
@LRM-10 (24) RT - 2 2.000
@SRM-4 (25) RT - 1 1.000
@LB 10-X (Slug) (20) LT - 2 2.000
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5j 2 3 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
I also have a version that replaces the Med Laser for a ER version. It's tagged the SHD-4PX (+28 BV).
Now I had been wanting to work up a version that used a MML launcher as well. I finally got a Inner Sphere tech version worked out as I was putting this post together. I had worked up a mixed, mostly Clan, tech version a couple of months back. But getting a version that was IS tech kept eluding me. Well I got it finally.
The SHD-5P is a tweaked version of my 4P/4PX. I took out the two missile systems and replaced them with a MML-7 and a ton each of LRM and SRM ammo. I also added a second ER Med Laser and a AMS with one ton of ammo. I also CASE II'ed each side torso. I have to admit, I kinda like this.
Here's my SHD-5P Shadow Hawk:
Shadow Hawk SHD-5P
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 11,028,457 C-Bills
Battle Value: 1,541
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 LB 10-X AC
1 MML-7
2 ER Medium Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 1 CT, 1 RT, 6 LA, 6 RA
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 176 11.000
CASE II Locations: 1 LT, 1 RT 2.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 17
L/R Leg 13 23
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RA 10 2 2.000
MML-7 RT 4 4 4.500
LB 10-X AC LT 2 6 11.000
Anti-Missile System HD 1 1 0.500
@MML-7 (LRM) (17) RT - 1 1.000
@MML-7 (SRM) (14) RT - 1 1.000
@Anti-Missile System (12) RT - 1 1.000
@LB 10-X (Slug) (20) LT - 2 2.000
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5j 3 3 1 0 2 0 Structure: 3
Special Abilities: AMS, CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1
I'll get the Wolverine and Autohawk posts up at a later point.
Enjoy...
-
The Wolverine.
The Striker of the Dougram-inspired Mechs. While the Shadow Hawk prefers to fight at a distance, a Wolverine prefers to be a little closer in combat. And I don't have a problem with that. In fact, my SW-era variant, the WVR-6P, increases it's close range damage curve.
The changes made with the 6P are quite simple: Pull one Heat Sink for a second Med Laser. While the heat curve can get out of wack with sustained Alphas, it is manageable.
Here's my WVR-6P Wolverine:
Wolverine WVR-6P
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-A
Production Year: 3025
Cost: 4,837,757 C-Bills
Battle Value: 1,182
Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 Autocannon/5
1 SRM-6
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Single Heat Sink 11 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 152 9.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 18 20
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 16
L/R Leg 13 16
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/5 RA 1 4 8.00
Medium Laser RT 3 1 1.00
SRM-6 LT 4 2 3.00
Medium Laser HD 3 1 1.00
@AC/5 (20) RA - 1 1.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 32
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5j 3 3 1 0 2 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA
Now my recovered tech variant, the WVR-8P, is one of my oldest and unique designs.
I honestly can't remember why I thought putting a Gauss Rifle in place of the AC or UAC was a good idea. But you have to admit, having something with that kind of punch is a heck of a surprise. The 8P uses a Endo-Steel frame, 275 XFE and 10 DHS while the rest of the armaments are close to what I use in the 6P. The SRM-6 is Artemis IV equipped and one of the Med Lasers is downgraded to a Sm Laser. The other notable thing is increasing the armor coverage by two tones, mostly added in the Legs and the Center Torso. Also Both Torsos are CASEd.
This is one of my more enjoyable variants.
Here's my WVR-8P Wolverine:
Wolverine WVR-8P
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 10,286,394 C-Bills
Battle Value: 1,728
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 Gauss Rifle
1 SRM-6 w/ Artemis IV FCS
1 Medium Laser
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 4 LT, 4 RT, 5 LA, 1 RA
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 184 11.500
CASE Locations: 1 LT, 1 RT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Gauss Rifle RA 1 7 15.000
SRM-6 LT 4 2 3.000
Artemis IV FCS LT - 1 1.000
Medium Laser CT 3 1 1.000
Small Laser HD 1 1 0.500
@Gauss Rifle (16) RT - 2 2.000
@SRM-6 (Artemis) (15) LT - 1 1.000
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
5j 4 3 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA
It never really occurred to me to consider doing a MML version of the 8P until I was typing up this post. And to be honest, doing a a MML version wasn't that difficult to work up.
The WVR-8PX didn't require much tweaking, but I like the changes. The Med and Sm Lasers were upgraded to their ER versions and the Art IV-equipped SRM-6 and ammo was replaced with a regular MML-5 and 2 tones of ammo (one ton each of LRM & SRM). I just wish I could work in a third ton of Gauss Rifle ammo.
Here's my WVR-8PX Wolverine:
Wolverine WVR-8PX
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 10,185,644 C-Bills
Battle Value: 1,715
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 Gauss Rifle
1 ER Medium Laser
1 MML-5
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 3 LT, 4 RT, 6 LA, 1 RA
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 184 11.500
CASE Locations: 1 LT, 1 RT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Gauss Rifle RA 1 7 15.000
MML-5 LT 3 3 3.000
ER Medium Laser CT 5 1 1.000
ER Small Laser HD 2 1 0.500
@Gauss Rifle (16) RT - 2 2.000
@MML-5 (LRM) (24) LT - 1 1.000
@MML-5 (SRM) (20) LT - 1 1.000
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
5j 3 3 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA
Enjoy...
-
Back in the day, I had a RP-era Shadow Hawk, but I didn't really want to use it as a Shadow Hawk any more. I did have a extra one of the ACs used for that mini and a odd thought occurred to me. Wouldn't it be interesting to mount two of those ACs onto a Shadow Hawk frame? With that started the concept of what I would call the Autohawk.
For its SW-era roots, I wouldn't consider the Auothawk a Shadow Hawk variant. To start with, while I kept it at 55 tons, I downgraded the engine. Going to a 220 SFE. The original design was a 4/6/0 with two AC/5s with 4 tons of ammo, two Med Lasers, and 10 Heat Sinks. The problems came about in two ways: I over armored it and under considered the AC weight (I think). After looking back at the record sheet I had for my AUH-1A, what I was calling the Autohawk at the time, I discovered I was over the max armor tonnage by two tons, I think. And I guess I must of been using AC/2 weights for what I thought were AC/5s, but I'm not sure. What ever I used for the math at that time has been lost to the ages...
What ever the overall calculations were, a rework was needed. What follows is what I would use as the basic form of the Autohawk. Retaining the weapons and engine mentioned above, I added a 120m jump movement and 11.5 tons of armor. The only downside was the loss of two tons of AC ammo. But then again, with 20 shots for each AC, that is plenty of fire for average games. If I really wanted to boost the ammo up, I'd just pull the jumpjets.
So here's my redefined ATX-1B Autohawk:
Autohawk ATX-1B
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 3025
Cost: 4,469,373 C-Bills
Battle Value: 1,131
Chassis: Unknown Standard
Power Plant: Unknown 220 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 Autocannon/5s
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
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: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT
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 28
Center Torso (rear) 7
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Autocannon/5 RT 1 4 8.00
Autocannon/5 LT 1 4 8.00
Medium Laser HD 3 1 1.00
@AC/5 (20) RT - 1 1.00
@AC/5 (20) LT - 1 1.00
Free Critical Slots: 29
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 11
4j 2 2 1 0 2 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/1/1
With the advent of recovered tech, I knew the Autohawk would eventually get a makeover. And since the Autohawk is based on a Shadow Hawk frame, the Endo-Steel frame used for my recovered tech version was a good place to start.
I started by going to 275 XFE, 150m jump movement and 10 DHS. The AC/5s got the Ultra upgrade and I added additional two tons of CASEd ammo (for four tons total). I kept the two Med Lasers, but shifted the Head mounted one to the Lt Arm. The only downside was the loss of .5T of armor and a slight rearrangement of front and back placement.
All-in-all, a decent upgrade for the Autohawk.
Here's my ATX-55P Autohawk:
Autohawk ATX-55P
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 10,199,207 C-Bills
Battle Value: 1,370
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 Ultra AC/5s
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 1 HD, 1 CT, 5 LA, 5 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 176 11.000
CASE Locations: 1 LT, 1 RT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 7
L/R Arm 9 17
L/R Leg 13 24
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.000
Medium Laser LA 3 1 1.000
Ultra AC/5 RT 1 5 9.000
Ultra AC/5 LT 1 5 9.000
@Ultra AC/5 (40) RT - 2 2.000
@Ultra AC/5 (40) LT - 2 2.000
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5j 3 3 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA
Ok, while not specifically mentioned in my OP, I'm not a really big fan of Ultra ACs. It's not because of what this weapon system can do, but because of that nasty disabling of the weapon on a snake-eyes, Hellbie Dice not withstanding. Now if it was reworked to jam and clear rules like the RACs... but I digress...
Which is why seeing LB ACs beyond the 10 for Inner Sphere tech was a godsend. I've always liked the LB ACs. The ability to use either slug or cluster ammo and generally better range than the standard ACs are why I enjoy this class of ACs. Also the fact that they don't have any significant downside also helps. I know, I know, that LB ACs can't use the specialty ammos regular and Light ACs can. That really doesn't bother me.
My LB AC verison of the Autohawk, called the 55PX, really doesn't change the design all that much. The UAC/5s get exchanged for LB 5-Xs and the two tons per cannon are split one ton of slug and cluster each. With the freed up weight from the Ultra-to-LB exchange, I added two additional Med Lasers, one to each Arm. Maybe I'll consider a variant that'll use two X-Pulse Med Lasers or upgrade the regular Med Lasers to their ER versions.
Here's my ATX-55PX Autohawk:
Autohawk ATX-55PX
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Cost: 10,478,207 C-Bills
Battle Value: 1,402
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 LB 5-X ACs
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 2.750
Internal Locations: 1 HD, 1 CT, 5 LA, 5 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 275 7.750
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 176 11.000
CASE Locations: 1 LT, 1 RT 1.000
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 7
L/R Arm 9 17
L/R Leg 13 24
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RA 6 2 2.000
2 Medium Lasers LA 6 2 2.000
LB 5-X AC RT 1 5 8.000
LB 5-X AC LT 1 5 8.000
@LB 5-X (Slug) (20) RT - 1 1.000
@LB 5-X (Cluster) (20) RT - 1 1.000
@LB 5-X (Slug) (20) LT - 1 1.000
@LB 5-X (Cluster) (20) LT - 1 1.000
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5j 3 3 1 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 0/1/1
Enjoy...
-
The Marauder II.
When I first saw this listed in the Wolf's Dragoons sourcebook, I was floored. While the overall fire power may not seem all that great for a 100 Ton Assault Mech, the fact it's as durable as a Atlas, it can jump, and has the Marauder's silhouette just evokes what this Mech is all about.
While I like the MAD-5A from TRO 3050, I guess I was wanting something just a tic better. I guess just using 29 Heat Sinks just rubbed me a little raw. The fact you can't even keep cool when firing both ERPPCs bugged me a little. So I thought what could be done about that. The most obvious thing was to work in Double Heat Sinks in place of the standard.
So I dropped the number of sinks down to 20 DHS. With the remaining tonnage, I reverted the Engine to a 300 SFE. Otherwise the weapon and ammo load out is nearly the same as the 5A. The only changes were the addition of a Sm Laser, Head mounted, the shifting of the AC ammo to the Rt Torso and dropping one ton of that ammo. And that was another thing I always wondered about: Why would you CASE a Torso and not have ammo in that Torso if you're using a Gauss Rifle or ammo fed weapon? Just chalk it up to one of those FASA oddities...
At least with the SFE and DHS changes, my MAD2-5P runs cooler and has a bit more durability built into it.
Here's my MAD2-5P Marauder II:
Marauder II MAD2-5P
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3045
Cost: 10,622,500 C-Bills
Battle Value: 2,293
Chassis: Unknown Standard
Power Plant: Unknown 300 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 w/ CASE
Armament:
2 ER PPCs
1 LB 10-X AC
2 Medium Lasers
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double Heat Sink 20(40) 10.00
Heat Sink Locations: 3 LT, 1 RT, 2 LA, 2 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 304 19.00
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 45
Center Torso (rear) 16
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 34
L/R Leg 21 41
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Medium Laser RA 3 1 1.00
ER PPC LA 15 3 7.00
Medium Laser LA 3 1 1.00
LB 10-X AC RT 2 6 11.00
Small Laser HD 1 1 0.50
@LB 10-X (Slug) (20) RT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 23
3j 4 4 3 0 4 0 Structure: 8
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy...
-
At the time of this post there have been active discussions on a weapon system I'm not entirely familiar with: the Plasma Rifle (http://www.sarna.net/wiki/Plasma_Rifle).
All-in-all, it seems to be a interesting IS weapon. 10 heat for 10 damage plus additional heat or damage depending on the target. It has the range bracket of a regular Lg Laser or AC/10 and the weight & crits (including 1T of ammo) of a IS PPC or ERPPC. Add to the fact that the PR's ammo doesn't go BOOM when critted is a nice bonus as well.
And all the various discussions got me thinking, "What would be a Mech worth seeing how the Plasma Rifle would fare on?"
For some odd reason, I thought a Marauder would be a interesting choice. The change from a PPC/ERPPC to a PR would seem like a obvious choice for a Marauder. And of course the Cappies did it with the 6L. But I was wanting to do something more along the lines of my MAD-5P (http://bg.battletech.com/forums/index.php?topic=49827.msg1278148#msg1278148) I posted above.
So...
Staring with a Endo-Steel frame, I kept the 300 XFE and 120m jump that was in the 5P, along with the Rt Torso mounted LB 10-X AC and two tons of CASEd slug ammo (Lt Torso). Of course the PRs replaced the arm mounted ERPPCs and the regular Med Lasers got the ER treatment. Overall, there's five tons of ammo for the PRs and a third ton of ammo for the LB 10-X (Cluster). While I would of loved to see a few more DHS on this machine, the 6P is cooled by 14 DHS. Not quite enough to handle a full Alpha, but alternating between a PR and both ER Meds should keep the heat under control. But I think I can deal with the heat issues when there's 14 tons of Standard Armor protecting everything.
So here's my MAD-6P Marauder:
Marauder MAD-6P
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 16,155,125 C-Bills
Battle Value: 2,073
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 Plasma Rifles
1 LB 10-X AC
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 HD, 4 LT, 3 RT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 224 14.00
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 22
L/R Torso (rear) 9
L/R Arm 12 24
L/R Leg 16 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Plasma Rifle RA 10 2 6.00
ER Medium Laser RA 5 1 1.00
Plasma Rifle LA 10 2 6.00
ER Medium Laser LA 5 1 1.00
LB 10-X AC RT 2 6 11.00
@Plasma Rifle (20) RA - 2 2.00
@Plasma Rifle (20) LA - 2 2.00
@LB 10-X (Slug) (20) LT - 2 2.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@Plasma Rifle (10) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 21
4j 4 4 1 0 3 0 Structure: 3
Special Abilities: CASE, HT1, SRCH, ES, SEAL, SOA, FLK 1/1/1
Now lately I've been on a bit of a kick of making Clan-heavy mixed or full Clan tech versions of a number of my designs. This variant of the Marauder is no different. The changes that happen for my MAD-6PCX are impressive.
By going to Clan DHS, Endo-Steel, and XFE, enough room opens up to include using 12 tons Clan Ferro-Fibrous Armor, one pip off of max. Of course the ER Meds and the LB 10-X go Clan tech as well, adding back in one ton and Crit back to the design.
There are a few upsides to going heavy Clan tech with the 6PCX. Two additional Clan DHS get added (for 16 DHS total), making heat management a bit better. Also enough crits and weight open up to add a Clan AMS and one ton of ammo (Head and Lt Torso mounted, respected). But the most unintended benefit is the symmetry in the range brackets of the CER Meds and the Plasma Rifles. I don't think many Mechs could withstand 34 damage and 2D6 additional heat for long. And that isn't including the LB 10-X as well...
You got to admit, this is a interesting variant.
Here's my MAD-6PCX Marauder:
Marauder MAD-6PCX
Mass: 75 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3070
Cost: 16,526,125 C-Bills
Battle Value: 2,387
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 (IS) Plasma Rifles
1 (CL) LB 10-X AC
2 (CL) ER Medium Lasers
1 (CL) Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 LT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Engine 300 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: (CL) Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LA, 2 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 230 12.00
Armor Locations: 4 LT, 3 RT
CASE Locations: LT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 23
L/R Torso (rear) 9
L/R Arm 12 24
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(IS) Plasma Rifle RA 10 2 6.00
(CL) ER Medium Laser RA 5 1 1.00
(IS) Plasma Rifle LA 10 2 6.00
(CL) ER Medium Laser LA 5 1 1.00
(CL) LB 10-X AC RT 2 5 10.00
(CL) Anti-Missile System HD 1 1 0.50
@Plasma Rifle (20) RA - 2 2.00
@Plasma Rifle (20) LA - 2 2.00
@Plasma Rifle (10) LT - 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@Anti-Missile System (24) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 24
4j 4 4 1 0 3 0 Structure: 4
Special Abilities: AMS, CASE, HT1, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy...
-
Recently, a MotW article (http://bg.battletech.com/forums/index.php?topic=41980.0) on the Warhammer was necroed. An to be honest, for a 2+ year old article, it's decent.
But that got me thinking of a Warhammer variant I worked up.
My WHM-7P was inspired by the WHM-7M (TRO 3050(FASA)). Much like any recovered tech variants, Going the ERPPC x 2 and DHS route is a no brainer. I just went one step further and going to a 280 XFE. With the extra weight gained from going XFE and pulling the Sm Lasers and MGs/Ammo of the 6R or the MG & AMS and Ammo of the 7M, I added 120M jump mobility, 2 Pulse Med Lasers (1 in each side Torso), and 3.5 tons of additional armor and CASEing the Rt Torso. All of that upgrade for the overall cost of one DHS, taking the 7P to 17 DHS.
While full-alpha heat can get out of control, controled use of the short range weapons with a alternating ERPPC can still be quite nasty.
Here's my WHM-7P Warhammer:
Warhammer WHM-7P
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 13,835,733 C-Bills
Battle Value: 1,744
Chassis: Unknown Standard
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 ER PPCs
1 SRM-6
2 Medium Pulse Lasers
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7.00
Engine: XL Fusion Engine 280 8.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT, 2 LA, 2 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 216 13.50
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 32
Center Torso (rear) 11
L/R Torso 15 21
L/R Torso (rear) 9
L/R Arm 11 22
L/R Leg 15 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
ER PPC LA 15 3 7.00
Medium Laser RT 3 1 1.00
Medium Pulse Laser RT 4 1 2.00
SRM-6 RT 4 2 3.00
Medium Laser LT 3 1 1.00
Medium Pulse Laser LT 4 1 2.00
@SRM-6 (15) RT - 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
4j 4 4 2 0 3 2 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA
Enjoy...
-
Well with the release of Second Succession War, we know what is included in its Mini TRO: Variants of the Griffin, Thunderbolt, and Battlemaster. Even back when the mock-up of the 1SW/2SW covers was shown, we knew the Classic form of the Thunderbolt was gonna be pretty cool. Now that Second Succession War has been published, it brings me back to some Thunderbolt variants.
The TDR-5P is a slight tweak to the TDR-5S. What follows is removal of weapons I really don't care for, as I mention in my OP. In this case they are the MGs and the SRM-2. The MGs are replaced with two Sm Lasers and the SRM-2 is upgraded to a SRM-4. No other significant changes are made. Granted, these changes increase the heat issues to a Mech known for heat management problems. But with a smart pilot at the controls, it shouldn't be too bad to deal with.
So here's my TDR-5P Thunderbolt:
Thunderbolt TDR-5P
Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 5,371,685 C-Bills
Battle Value: 1,363
Chassis: Unknown Standard
Power Plant: Unknown 260 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 LRM-15
1 Large Laser
3 Medium Lasers
1 SRM-4
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 104 points 6.50
Engine: Fusion Engine 260 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 15 5.00
Heat Sink Locations: 1 LT, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
L/R Torso 15 24
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 15 29
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-15 RT 5 3 7.00
SRM-4 RT 3 1 2.00
3 Medium Lasers LT 9 3 3.00
Large Laser RA 8 2 5.00
2 Small Lasers LA 2 2 1.00
@LRM-15 (16) CT - 2 2.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 28
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 14
4 3 3 1 0 3 1 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Ok, I will admit, I do kinda like the TDR-7M (TRO 3050(FASA)). It does a number things I would do in a upgrade variant: use DHS, upgrade what weapons I could to their ER versions, and CASE what ammo I could. The thing is the 7M still carries the twin MGs and the SRM-2, now Streaked. While Streak tech is nice, I feel its semi-useless on a two rack. This again goes back to the shots-per-ton on the two rack. But I digress...
What I did with my TDR-8P was take the Thunderbolt in a slightly different direction. Going with a XFE instead of F-F Armor seen in the 7M, I used the extra tonnage to add a 120m Jump movement and Artemis IV the LRM and SRM systems used in my TDR-5P. The big change was moving the SRM-4 to the Center Torso and the LRM Ammo to the Right Torso. Otherwise, outside of CASEing the Right Torso, there really aren't any significant changes between the 5P and the 8P. Upgrading to DHS helped the overall heat output and you'll only see spikes on full alphas plus movement.
Here's my TDR-8P Thunderbolt:
Thunderbolt TDR-8P
Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 12,001,385 C-Bills
Battle Value: 1,570
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-15 w/ Artemis IV FCS
1 ER Large Laser
1 SRM-4 w/ Artemis IV FCS
3 Medium Lasers
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 104 points 6.500
Engine: XL Fusion Engine 260 6.750
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 15(30) 5.000
Heat Sink Locations: 2 LT, 1 LA, 2 RA
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.000
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
L/R Torso 15 24
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 15 29
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 CT 3 1 2.000
Artemis IV FCS CT - 1 1.000
LRM-15 RT 5 3 7.000
Artemis IV FCS RT - 1 1.000
3 Medium Lasers LT 9 3 3.000
ER Large Laser RA 12 2 5.000
2 Small Lasers LA 2 2 1.000
@LRM-15 (Artemis) (16) RT - 2 2.000
@SRM-4 (Artemis) (25) RT - 1 1.000
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
4j 5 5 2 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
I did do a version that upgrades the Med and Sm Lasers to their ER versions as well. It's tagged the TDR-8P1 (+32 BV). There's a bit of a increased heat output, but still manageable.
After I had been introduced to MMLs, I got onto a bit of a kick of reworking what designs I could with MMLs. My TDR-8P/8P1 was no exception.
My TDR-8P2 is a interesting take on using MMLs. It starts with removing both Art IV'ed missle systems and Ammo and replacing then with two regular MML-7s. The three tons of missile Ammo are still kept and set up just like what's in the 8P/8P1: two tons LRM and one ton SRM. That really makes using the MMLs in close range rather limited, but then again, the increased amount of SRMs being fired kinda makes up for that limited supply.
And there are some other changes that, I feel, improve the 8P2's survival. Due to crit room more than anything else, a AMS, with one ton of Ammo, and a Guardian ECM Suite was added. The main downside to the change over of MMLs and the other upgrades was the loss of one DHS. That does make the 8P2's heat management a little more troublesome. If you can do alternating between the ER Med Lasers and the ER Lg Laser, the heat output is manageable.
Here's my TDR-8P2 Thunderbolt:
Thunderbolt TDR-8P2
Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 12,313,235 C-Bills
Battle Value: 1,574
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER Large Laser
2 MML-7s
3 ER Medium Lasers
2 ER Small Lasers
1 Anti-Missile System
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 104 points 6.500
Engine: XL Fusion Engine 260 6.750
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.000
Heat Sink Locations: 2 LA, 2 RA
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.000
CASE Locations: 1 LT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
L/R Torso 15 24
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 15 29
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Anti-Missile System HD 1 1 0.500
Guardian ECM Suite CT 0 2 1.500
2 MML-7s RT 8 8 9.000
3 ER Medium Lasers LT 15 3 3.000
ER Large Laser RA 12 2 5.000
2 ER Small Lasers LA 4 2 1.000
@MML-7 (SRM) (14) LT - 1 1.000
@MML-7 (LRM) (34) LT - 2 2.000
@Anti-Missile System (12) LT - 1 1.000
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
4j 4 4 2 0 3 1 Structure: 3
Special Abilities: AMS, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1
Enjoy...
-
It's been a while. Here's something a little different...
Over the last couple of months, there have been various threads about OnmiMechs in General Discussions. Those threads got me thinking about a pseudo-Omni custom I thought about back in the day.
The custom design, called the Panzer, wasn't anything rather spectacular. A 50 ton trooper style Mech that could be designed with a variety of different weapon configurations focused on the Right Arm along with two 'baked in' Med Lasers, Left Torso mounted. I originally had it using a 300 XFE along with 180m jump and 10.5 tons of standard armor all on a Endo-Steel frame. Visually, I felt the Wolftrap was the closest thing to what I wanted. The three rough configs were a LB 10-X w/three additional Med Lasers, a AC/20, and finally a Gauss Rifle (I had to pull two Jump Jets to make it work).
After I had gotten back into BT, I looked back at the notes I had for this design and just wasn't happy. Mainly on the AC/20 and Gauss design's. With the AC/20 version, it was like a Hunchback 4G with just two tons of ammo and one less Med Laser. With the Gauss Rifle version, it was the reduction of jump mobility. I felt like I needed just a little more tonnage. So I decided to go back and revisit the design.
For the most part, the Endo-Steel frame, the two Lt Torso Med Lasers, four of the Jump Jets, and the 10.5 tons of Armor remained. The biggest change was going to a 250 XFE. The downsizing of the Engine and Jump Jets netted me four tons, all of which went to 'pod' space. That allowed the Panzer to handle a total of 20.5 tons of Pod Space. I'd say that is a decent amount for a 50 ton Mech.
What follows are the various configurations for the Panzer. I worked it up as a Onmi mainly for visual presentation. All the loadouts are listed as if they're more conventional designs and grouped for the main Right Arm weapon(s). The 3 series are Ballistic weapons. The 4 series are Missile weapons. The 5 series are Energy weapons.
So here's my Panzer:
Panzer Omni PNZ-OX1
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Cost: 9,775,000 C-Bills
Battle Value: 891
Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 Medium Lasers
20.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 4 LT, 3 RT, 5 LA, 1 LL, 1 RL
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Standard Armor AV - 168 10.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 23
Center Torso (rear) 8
L/R Torso 12 17
L/R Torso (rear) 7
L/R Arm 8 16
L/R Leg 12 24
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers LT 6 2 2.00
Free Critical Slots: 23
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 9
5/3j 1 1 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
The main change, other than the Engine and Jump Jet downgrades, was a bit of a rerangement of Torso armor. My old notes showed a 21(10)/14(10) placement. I have no idea why I thought that would of been a good thing. What is shown above now is a better placement, I think.
================================================================================
Loadout Name: 3A (Prime) Cost: 10,979,688
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,390
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 RA
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 Medium Pulse Lasers RT 12 3 6.00
2 Medium Lasers LT 6 2 2.00
LB 10-X AC RA 2 6 11.00
@LB 10-X (Slug) (20) RT - 2 2.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5/3j 4 4 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
================================================================================
Loadout Name: 3A1 Cost: 10,968,438
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,401
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Pulse Lasers RT 8 2 4.00
2 Medium Lasers LT 6 2 2.00
Medium Pulse Laser LT 4 1 2.00
LB 10-X AC RA 2 6 11.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5/3j 4 4 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
The 3A and 3A1 are, in essence, the default versions of the Panzer. The 3A allows a full Alpha and run and remain Heat neutral. The 3A1 looses the added DHS for a third ton of LB Ammo (Cluster).
================================================================================
Loadout Name: 3B Cost: 10,555,938
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,282
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 RT 3 1 2.00
2 Medium Lasers LT 6 2 2.00
Autocannon/20 RA 7 10 14.00
@AC/20 (15) RT - 3 3.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
5/3j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, AC 2/2/0
================================================================================
Loadout Name: 3C Cost: 10,499,688
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,597
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-5 RT 2 1 2.00
2 Medium Lasers LT 6 2 2.00
Gauss Rifle RA 1 7 15.00
@Gauss Rifle (16) RT - 2 2.00
@LRM-5 (24) RT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
5/3j 3 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
The 3B and 3C are the two remaining 'original' designs. What I did with each was add a supporting missile weapon.
================================================================================
Loadout Name: 3D Cost: 10,956,250
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,253
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers LT 6 2 2.00
ER Medium Laser LT 5 1 1.00
2 LB 5-X ACs RA 2 10 16.00
@LB 5-X (Slug) (40) RT - 2 2.00
@LB 5-X (Cluster) (20) RT - 1 1.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
5/3j 2 3 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 0/1/1
The 3D is a lot like my Autohawk custom up thread (http://bg.battletech.com/forums/index.php?topic=49827.msg1288311#msg1288311).
================================================================================
Loadout Name: 3E Cost: 11,146,563
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,404
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE II Locations: 1 RT 1.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers LT 6 2 2.00
Guardian ECM Suite LT 0 2 1.50
2 Rotary AC/2s RA 2 6 16.00
@Rotary AC/2 (90) RT - 2 2.00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5/3j 3 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASEII, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: 3F Cost: 11,268,438
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,749
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE II Locations: 1 RT 1.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite RT 0 2 1.50
3 Medium Lasers LT 9 3 3.00
Rotary AC/5 RA 1 6 10.00
Large Laser RA 8 2 5.00
@Rotary AC/5 (40) RT - 2 2.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
5/3j 5 5 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASEII, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: 3F1 Cost: 11,193,438
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,725
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE II Locations: 1 RT 1.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite RT 0 2 1.50
2 Medium Lasers LT 6 2 2.00
Rotary AC/5 RA 1 6 10.00
Large Laser RA 8 2 5.00
@Rotary AC/5 (60) RT - 3 3.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
5/3j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASEII, SRCH, ES, SEAL, SOA
The 3E, 3F, and 3F1 a my nod to my Davion fanboy showcasing the Rotary ACs. I generally try to give enough ammo to allow three-round bursts for 12 to 15 turns. That is the main difference between the 3F and 3F1. I sacrificed better short range damage for better endurance with the RAC.
================================================================================
Loadout Name: 3G Cost: 10,980,156
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,274
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE II Locations: 1 RT 1.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Small Laser HD 2 1 0.50
2 Medium Lasers LT 6 2 2.00
3 Light AC/5s RA 3 6 15.00
@Light AC/5 (40) RT - 2 2.00
@LAC/5 (AP) (10) RT - 1 1.00
@LAC/5 (Precision) (10) RT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
5/3j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, AC 2/2/0
My final 3 series design showcases the LAC/5. With four tons of ammo to play with, I'm sure there's enough different ammo changes to make anyone happy.
================================================================================
Loadout Name: 4A Cost: 10,912,188
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,456
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers LT 6 2 2.00
2 LRM-15s RA 10 6 14.00
Artemis IV FCS RA - 2 2.00
@LRM-15 (Artemis) (32) RT - 4 4.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5/3j 3 4 3 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
The 4A is the Panzer's default Missile platform. In a lot of ways, it's a lighter and more agile Apollo.
================================================================================
Loadout Name: 4B Cost: 11,268,438
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,404
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RT 12 2 5.00
2 Medium Lasers LT 6 2 2.00
3 SRM-6s RA 12 6 9.00
Artemis IV FCS RA - 3 3.00
@SRM-6 (Artemis) (45) RT - 3 3.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5/3j 4 4 1 0 2 1 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: 4C Cost: 11,005,938
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,466
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RT 12 2 5.00
2 Medium Lasers LT 6 2 2.00
2 LRM-10s RA 8 4 10.00
Artemis IV FCS RA - 2 2.00
@LRM-10 (Artemis) (36) RT - 3 3.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5/3j 3 4 3 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
the 4B and 4C share a lot visually. Both versions having that Right Torso mounted ER Lg Laser and each having a good number of missle tubs mounted on that Right Arm. The only problem with the 4B is a overly zealous pilot wanting to Alpha. The ER Lg Laser on the 4B is meant for use when closing in on a target.
================================================================================
Loadout Name: 4D Cost: 10,724,688
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,256
Rules Level: Advanced Rules
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers LT 6 2 2.00
Medium VSPL LT 7 2 4.00
2 MML-9s RA 10 10 12.00
@MML-9 (LRM) (26) RT - 2 2.00
@MML-9 (SRM) (22) RT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
5/3j 5 4 1 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
The 4D is my only MML version. This is also the first design I've made use of a VSPL weapon. I figured using a Med VSPL would be decent as a more close range weapon.
Bloody Forum limits. I'll have to showcase the 5 series Panzers in a follow-up post...
Enjoy...
-
And now the 5 series Panzer:
================================================================================
Loadout Name: 5A Cost: 11,064,531
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,645
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
2 Medium Lasers LT 6 2 2.00
2 ER PPCs RA 30 6 14.00
Medium Laser RA 3 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
5/3j 4 3 2 0 2 1 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
While I'm not sure I would call the 5A the default Energy Weapon platform, it can function well as a potent sniper. I can see the use of a 2/2/1 or a 2/2/2/1 firing cycle, depending on if you want the heat movement mod or not.
================================================================================
Loadout Name: 5B Cost: 10,964,688
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,436
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 LT, 1 RT, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Pulse Laser RT 4 1 2.00
Guardian ECM Suite RT 0 2 1.50
2 Medium Lasers LT 6 2 2.00
2 Large Pulse Lasers RA 20 4 14.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
5/3j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
The 5B is the 'Brawler' of the 5 series Panzer, sporting two Lg Pulse Lasers in the Right Arm. What I wouldn't give for a couple of Clan LPLs for the 5B instead. Mini Rifleman IIC anyone?
================================================================================
Loadout Name: 5C Cost: 10,863,438
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,530
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LT, 1 LA, 2 RA
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-10 RT 4 2 5.00
2 Medium Lasers LT 6 2 2.00
2 ER Large Lasers RA 24 4 10.00
@LRM-10 (12) RT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5/3j 3 3 3 0 2 1 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
The 5C is sort of a inverse of the 4C. Where the LRM-10 is supporting twin ER Lg Lasers, instead of a ER Lg Laser Supporting twin LRM-10s. Like all of the 5 series Panzers, heat management is a tricky thing here. Keeping an eye on what to fire when is a must.
================================================================================
Loadout Name: 5D Cost: 10,577,031
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,531
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 2 RA
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Small Laser HD 2 1 0.50
Large Laser RT 8 2 5.00
ER Medium Laser RT 5 1 1.00
2 Medium Lasers LT 6 2 2.00
Binary Laser Cannon RA 16 4 9.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5/3j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
And here's a variant for all you Blazer Mafia guys out there: the 5D! This is one 5 series Panzer that has a more manageable heat curve.
================================================================================
Loadout Name: 5E Cost: 11,208,438
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,844
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LL, 1 RL 0.00
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Guardian ECM Suite RT 0 2 1.50
2 Medium Lasers LT 6 2 2.00
2 Small Pulse Lasers LT 4 2 2.00
2 Plasma Rifles RA 20 4 12.00
@Plasma Rifle (40) RT - 4 4.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 18
5/3j 4 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, HT1, SRCH, ES, SEAL, SOA
And finally, my last 5 series Panzer. The 5E carries twin Plasma Rifles in the Right Arm, supported by two tons of ammo for each PR. With the addition of 2 Sm Pluse Lasers, the 5E is geared for anti-armor and anti-infantry duties. The 5E can aslo make any Mech's day hell as well.
I hope you all enjoy this little creation of mine.
Enjoy...
-
There's been a lot of chatter lately on the venerable Stalker.
It is a solid Assault Mech and one of the more common of it's class. And there's just something a bit menacing about it as well. This got me thinking about a couple of recovered tech and more variants I've worked up.
My recovered tech version of the Stalker goes in a rather different direction than most. I started this around a 340 XFE, giving my STK-6P a 4/6/0 movement. Otherwise, it was mainly just upgrading the Lg Lasers to their ER versions, CASEing ammo, and going to 17 DHS. I was also able to up the Armor by half a ton, spreading it along the Arms and Torsos.
The upside to the 17 DHS is a good amount of heat management. You can fire both ER Lg lasers and LRM-10s plus run and remain heat neutral. And as you close, the same can be said using the SRM-6s instead of the LRMs. And you can alternate between the Med Lasers and one ER Lg Laser.
I think this is a good take on the Stalker.
So here's my STK-6P Stalker:
Stalker STK-6P
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 20,107,958 C-Bills
Battle Value: 1,705
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 ER Large Lasers
2 LRM-10s
2 SRM-6s
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LA, 2 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 224 14.00
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 38
Center Torso (rear) 11
L/R Torso 18 26
L/R Torso (rear) 8
L/R Arm 14 24
L/R Leg 18 25
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RT 12 2 5.00
SRM-6 RT 4 2 3.00
ER Large Laser LT 12 2 5.00
SRM-6 LT 4 2 3.00
2 Medium Lasers RA 6 2 2.00
LRM-10 RA 4 2 5.00
2 Medium Lasers LA 6 2 2.00
LRM-10 LA 4 2 5.00
@LRM-10 (12) RT - 1 1.00
@SRM-6 (15) RT - 1 1.00
@LRM-10 (12) LT - 1 1.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
4 4 5 2 0 4 1 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0, IF 1
As I mentioned above, the recent chatter about the Stalker got me thinking about the above variant again. But then I started to wonder, "Could I work a MML variation somehow?"
For all the versatility the MML systems offer, there is one downside: there relatively huge! I had thought of trying to fit four MML-7s into this, but if I wanted to keep the full 17 DHS' I had, there just wasn't the room. So instead, I opted for two MML-9s and three tons of CASE II'ed Ammo for each launcher. I kept the ER Lg Lasers and upgraded the Med Lasers of the 6P to their ER versions. Those changes make heat management a little trickier, but it is still doable.
I was also able to add a additional ton of Armor, taking the STK-7P to 15 tons of standard Armor. It is mainly spread across the Arms, Legs, and Center Torso.
So here's my STK-7P Stalker:
Stalker STK-7P
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 20,681,458 C-Bills
Battle Value: 1,788
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 ER Large Lasers
2 MML-9s
4 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 240 15.00
CASE II Locations: 1 LT, 1 RT 2.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 11
L/R Torso 18 26
L/R Torso (rear) 8
L/R Arm 14 26
L/R Leg 18 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RT 12 2 5.00
ER Large Laser LT 12 2 5.00
MML-9 RA 5 5 6.00
2 ER Medium Lasers RA 10 2 2.00
MML-9 LA 5 5 6.00
2 ER Medium Lasers LA 10 2 2.00
@MML-9 (LRM) (26) RT - 2 2.00
@MML-9 (SRM) (11) RT - 1 1.00
@MML-9 (LRM) (26) LT - 2 2.00
@MML-9 (SRM) (11) LT - 1 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 18
4 4 4 2 0 4 2 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
Enjoy...
-
I had recently started a thread sort in response to a thread about a Command Console Locust (http://bg.battletech.com/forums/index.php?topic=59289.0), but instead using the Hussar (http://bg.battletech.com/forums/index.php?topic=59297.0). And I guess for completeness sake I should post the Variant I originally devised that the CC Hussar is based on.
Now, as mentioned in my OP, I really don't have a lot of material after the FASA produced TRO 3055. So I had no real idea about any Hussar variants after the original HSR-200-D was introduced in TRO 2750. In a lot of ways, my 200-P variant is similar to the Royal version. Both go with the 270 XFE, but my 200-P goes for more standard Armor and some jump mobility, only 120m.
Maybe not the best in ideas, but it has speed, well armored for a Light Mech, and can operate in complicated terrain.
So here's my HSR-200-P Hussar:
Hussar HSR 200-P
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3050
Cost: 5,067,140 C-Bills
Battle Value: 909
Construction Options: Fractional Accounting
Chassis: Unknown Standard
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 ER Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.000
Engine: XL Fusion Engine 270 7.250
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 3.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 104 6.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 14
Center Torso (rear) 5
L/R Torso 7 10
L/R Torso (rear) 4
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser CT 12 2 5.000
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
9/3j 1 1 1 0 1 0 Structure: 1
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Enjoy...
-
Over the past week or so, there's been chatter on Locusts and that got me thinking on a couple of things.
Now for starters, like most, you would of thought to do a variant on the original LCT-1V. In my case, just of my views on MG Ammo, the MGs (and their Ammo Bomb) went bye-bye. In replacement went in four Sm Lasers. And with the 10 standard sinks, running will be the only normal time you'll Alpha and overheat.
So here's my LCT-1P Locust:
Locust LCT-1P
Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 3025
Cost: 1,553,200 C-Bills
Battle Value: 500
Chassis: Unknown Standard
Power Plant: Unknown 160 Fusion Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
4 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 33 points 2.00
Engine: Fusion Engine 160 6.00
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 64 4.00
Internal Armor
Structure Factor
Head 3 8
Center Torso 6 10
Center Torso (rear) 2
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 4
L/R Leg 4 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
2 Small Lasers RA 2 2 1.00
2 Small Lasers LA 2 2 1.00
Free Critical Slots: 42
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
8 2 1 0 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Now before I worked up a variant to Wrangler's Command Locust (http://bg.battletech.com/forums/index.php?topic=59289.msg1362666#msg1362666), I had never really gave the Light PPC (http://www.sarna.net/wiki/Light_PPC) much of a thought before. It is a weapon I had never been introduced to before and was developed well after I had stopped playing BT. I'll be honest though, it's seems a decent enough weapon. In essence, a half-sized standard PPC.
After working up the above mentioned variant, I just had thoughts of what a LPPC type Locust might be like. And I was surprised, after looking at Sarna's Locust listing (http://www.sarna.net/wiki/Locust), that there's no LPPC version! Ok, so I've worked up a couple...
The LCT-6P is a tech'ed up version of my LCT-1P. It starts with a Endo-Composite frame supporting a 160 LFE and four tons of Light-Ferro Armor, just two points off of max. The LPPC replaces the standard Med Laser and the Sm Lasers of my 1P get the ER upgrade. This way you can switch to the ER Sm Lasers inside the LPPC's minimum.
So here's my LCT-6P Locust:
Locust LCT-6P
Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 2,288,400 C-Bills
Battle Value: 633
Chassis: Unknown Endo-Composite
Power Plant: Unknown 160 Light Fusion Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 Light PPC
4 ER Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 33 points 1.50
Internal Locations: 1 LT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: Light Fusion Engine 160 4.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Light Ferro-Fibrous AV - 67 4.00
Armor Locations: 2 LT, 1 RT, 2 LA, 2 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 6 10
Center Torso (rear) 2
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 5
L/R Leg 4 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC CT 5 2 3.00
2 ER Small Lasers RA 4 2 1.00
2 ER Small Lasers LA 4 2 1.00
Free Critical Slots: 23
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
8 2 2 1 0 1 0 Structure: 0
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Now I also worked up two other slight variants of the LCT-6P.
The 6P1 trades the ER Sm Lasers for two Sm Pulse Lasers, one in each arm. The 6P1 comes out at 550 BV.
The 6P2 trades two of the ER Sm Lasers, one from each arm, and installs a Targeting Computer in the Head. The 6P2 comes out at 627 BV.
Enjoy...
-
If you're going to stick a computer in the head, why not a C3 slave? A nice zippy bug to close in and get the ranges down for your force is always nice, or it can sit back and plink from a distance with much improved to-hit numbers. (Walk 7, hit on 6+ from 18 hexes with a stock pilot, enemy that walks 3 needs a 12+ to hit back - it'll out-damage an Awesome in a PPC duel if it can play that game)
-
Don't get me wrong, C3 systems are nice. How I envision using any of the 6P versions is keeping them at 8-12 hexes mainly. That way you're using not only speed, but distance well. And with the 6P2, it's only +1 plus movement in that range bracket.
-
Recently Major Headcase posted a interesting Quad Design called the Fire Ant (http://bg.battletech.com/forums/index.php?topic=59454.0). And for a SW era design, it's interesting.
Well that got me thinking on a Canonical Light Quad: the Tarantula (http://www.sarna.net/wiki/Tarantula). Now I've always liked the concept and the visual of the Tarantula ever since it was presented in TRO 3055 (FASA). Yea, the armor is a little lighter than I care for, but between the ground speed and the 240m jump range, I can live with it. About the only thing I dislike about the ZPH-1 is the bloody SSRM-2! I think I've stated my views on that more than enough.
So my biggest desire was trying to figure out a way to go from the SSRM-2 to a SRM-4. The real problem was crit room. between the jump jets in the legs and the 2 external DHS, besides it being a Quad, really didn't give me much to work with. I can't say my solution is all that great, but it makes it interesting.
So I converted the 10 DHS to their single versions. That opened up four crits, just enough to add Ferro-Fibrous armor. Now I needed a half ton to do the SRM upgrade. That came at the cost of half a ton of armor. At least going the F-F route, the overall loss was only one armor point (Taken off the rear CT). Like I mentioned, not the best of solutions, but it gets me where I wanted it.
I think this could be a unique take on the Tarantula.
So here's my ZPH-1P Tarantula:
Tarantula ZPH-1P
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3058
Cost: 3,585,417 C-Bills
Battle Value: 687
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 240 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 Medium Lasers
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 47 points 2.50
Engine: XL Fusion Engine 200 4.50
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 2 FLL, 2 FRL, 2 RLL, 2 RRL 4.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Ferro-Fibrous AV - 71 4.00
Armor Locations: 7 LT, 7 RT
Internal Armor
Structure Factor
Head 3 6
Center Torso 8 10
Center Torso (rear) 5
L/R Torso 6 7
L/R Torso (rear) 4
L/R Front Leg 6 7
L/R Rear Leg 6 7
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 CT 3 1 2.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 7
8j 2 2 0 0 1 0 Structure: 1
Special Abilities: SRCH, ES, SEAL, SOA
Enjoy...
-
Honestly, the Fire Ant isn't that bad. She's a bit warm running....but its a decent "side-grade".....I would have preferred to keep the double heat sinks myself....Maybe if you look at Lite FF Armor. Not quite as good of protection, but it will free up some crits.
EDIT:
YUP...Just built it in a mech editor on my phone.... Swap the FF to LFF armor and you can get back the double heat sinks and upgrade the mediums to ER's. Armor coverage drops to 67points from 71. Not a terrible drop.
-
Well I mentioned about Major Headcase's recent posting because that got me interested into looking at the Tarantula again.
The thing about the Tarantula, like I mentioned above, is how tight on Crits it is. The 2A & 3A are reasonable progressions in development. The 4A/5A are so out of left field, its just surprising.
And while I initially thought of going the Light F-F route, there would of been a 5 point armor loss over the ZPH-1 (4T of Light F-F only gives 67 points). Now maybe as a slight tweak to the 2A, that could be interesting.
EDIT: And you caught onto why I didn't go the Light F-F route.
Now for standard Med Lasers and the SRM -4, ten SHS can work reasonably well. Yes, you'll spike to +7 on a alpha and full jump. I don't see that as a bad trade off for up to an additional six points of damage for a slight loss of rear armor.
And like I mentioned, using Light F-F on the 2A, which does the ER upgrade, could be interesting.
-
I also looked at swapping all weaponry for a pair of LPPCs. Have to go LFF armor and then need to grab a ton from somewhere....a XL Gyro will work. Then you can stay at longer range and be more difficult to hit. Just a thought.
-
Its been a while since I put anything up. So let's correct that...
Atlas
In SW Era play, one of a handful of Mechs you really didn't want to come across. A rather potent assault Mech with a noted history.
Back in October '17, for the Chicagoland BT game (http://bg.battletech.com/forums/index.php?topic=58340.0) that was held, I brought a Atlas variant, which I'll be posting, my LB version Speedback (http://bg.battletech.com/forums/index.php?topic=49827.msg1150462#msg1150462), my Gauntlet (http://bg.battletech.com/forums/index.php?topic=49827.msg1171799#msg1171799) Lance (http://bg.battletech.com/forums/index.php?topic=49827.msg1171802#msg1171802), and a custom Franken-mech. Since I really wasn't sure what I wanted to run until I got there. I finally decided on the Atlas and had a rather good time with it. But before I show off that version, I feel I need to showcase the initial variant I worked up first.
My AS7-P3 uses some recovered tech and ups the overall fire power of the AS7-D a bit. The main change was going with 12 DHS over the regular 20 of the AS7-D. That way I can get decent heat management and have all the DHS engine mounted. With the remaining tonnage, I added a ER Lg Laser, a third forward Med Laser, a Sm Laser, added ammo for the AC/20 and a CASE for the Lt Torso. To fit every thing required some internal changes.
I swapped the locations of the AC/20 ammo and the SRM-6. While that makes a huge ammo bomb in the Lt Torso, having the ammo CASEd and running a SFE still allows the Mech to function even when everything cooks off. I also consolidated all the forward firing Med Lasers to the Lt Arm and mounted the ER Lg Laser to the Rt Arm. It makes for some interesting changes for sure. The Sm Laser is head mounted. About the only thing I can think of for placement is so that it can fire out of one of the eyes.
So here's me AS7-P3 Atlas:
Atlas AS7-P3
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3045
Cost: 10,118,500 C-Bills
Battle Value: 2,142
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-20
1 Autocannon/20
1 ER Large Laser
1 SRM-6
5 Medium Lasers
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 304 19.00
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 14
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 41
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
2 (R) Medium Lasers CT 6 2 2.00
Autocannon/20 RT 7 10 14.00
SRM-6 RT 4 2 3.00
LRM-20 LT 6 5 10.00
ER Large Laser RA 12 2 5.00
3 Medium Lasers LA 9 3 3.00
@AC/20 (15) LT - 3 3.00
@SRM-6 (15) LT - 1 1.00
@LRM-20 (12) LT - 2 2.00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 21
3 4 5 2 0 4 1 Structure: 8
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 1/1/0, IF 1
This next variant, the AS7-P3CX, is what I used at the game mentioned above. You can look at the P3CX as a slight Clan tech refit.
The changes aren't that expansive. Replacing the SRM-6 with the Clan version opens a little tonnage. Using that and the removal of the Sm Laser allows two additional DHS (Still IS versions). That really helps in the overall heat management. Otherwise, the standard IS CASE gets replaced with a Clan CASE II and the rear Med Lasers are replaced with Clan Sm Pulse Lasers.
I'd like to say that using this in that game went really well, but I can't. On the first turn, I got sandblasted by a full HAG 40 and wound up with two floating Crits in the Lt Torso. One took out the LRM-20 and the other Critted the SRM ammo. Thank gawd for the CASE II. I eventually died from pilot hits coming from a couple of SRM hits to the head and two of the AC/20 Bins going off. So I can say the P3CX held up well after that initial plastering.
So here's my AS7-P3CX Atlas:
Atlas AS7-P3CX
Mass: 100 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3060
Cost: 10,274,000 C-Bills
Battle Value: 2,150
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 (IS) LRM-20
1 (IS) Autocannon/20
1 (IS) ER Large Laser
1 (CL) SRM-6
3 (IS) Medium Lasers
2 (CL) Small Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: (IS) Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 304 19.00
CASE II Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 14
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 41
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (R) (CL) Small Pulse Lasers CT 4 2 2.00
(IS) Autocannon/20 RT 7 10 14.00
(CL) SRM-6 RT 4 1 1.50
(IS) LRM-20 LT 6 5 10.00
(IS) ER Large Laser RA 12 2 5.00
3 (IS) Medium Lasers LA 9 3 3.00
@AC/20 (15) LT - 3 3.00
@LRM-20 (12) LT - 2 2.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 22
3 5 5 2 0 4 0 Structure: 8
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, AC 2/2/0, LRM 1/1/1, IF 1
While I could left off with just the P3CX, I wanted to take this variant a little more full Clan tech. And so the P3CX1...
The P3CX1 takes nearly all the weapons to their Clan versions. The AC/20 goes the LB route, with a fourth ton of ammo. The LRM-20 is replaced with it's Clan version, netting five tons in the process. The ER Lg Laser gets replaced by a Clan Lg Pulse Laser. The Med Lasers get the ER upgrade, but I kept them IS models. I decided that more for the bracketing along with the LB 20-X. The remaining freed up tonnage went into three additional DHS, now all Clan versions, and a Angel ECM.
I would love to bring this into play some day. Getting within 12 hexes would ruin someone's day.
So here's my AS7-P3CX1 Atlas:
Atlas AS7-P3CX1
Mass: 100 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3065
Cost: 12,600,000 C-Bills
Battle Value: 2,626
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 (CL) Large Pulse Laser
1 (CL) LB 20-X AC
1 (CL) LRM-20
3 (IS) ER Medium Lasers
1 (CL) SRM-6
2 (CL) Small Pulse Lasers
1 Angel ECM
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: (CL) Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LA, 1 RA, 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 - 304 19.00
CASE II Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 14
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 41
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (R) (CL) Small Pulse Lasers CT 4 2 2.00
(CL) SRM-6 RT 4 1 1.50
(CL) LB 20-X AC RT 6 9 12.00
Angel ECM RT 0 2 2.00
(CL) LRM-20 LT 6 4 5.00
(CL) Large Pulse Laser RA 10 2 6.00
3 (IS) ER Medium Lasers LA 15 3 3.00
@SRM-6 (15) LT - 1 1.00
@LB 20-X (Slug) (15) LT - 3 3.00
@LB 20-X (Cluster) (5) LT - 1 1.00
@LRM-20 (12) LT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 26
3 6 6 3 0 4 0 Structure: 8
Special Abilities: AECM, CASEII, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/0
Enjoy...
-
For a little while now, there's been a ongoing discussion about Mech-based artillery (http://bg.battletech.com/forums/index.php?topic=59966.0). And while there are several canonical examples, part of the discussion sidetracked into what you could do to the venerable Hunchback. That sidetrack got me thinking though, besides the Hunchback, what else could be used for Mech-based artillery? My first thought was the Rifleman.
Even canonically, the Rifleman is intended as a support Mech, and you can't beat at least one artillery weapon on that frame. That is the approach I took with my RFL-5PA (Artillery) Rifleman: one arm artillery, one arm AC/Lg Laser pair. The artillery arm is filled by a Thumper and the other is a Light AC/5 & standard Lg Laser. I decided on that pairing mainly for range bracketing and weight savings for the Thumper. Each ammo gun is supported by two tons of CASEd ammo each. This at least allows a limited variation in ammo types. For more close up needs are two standard Med Lasers. I just didn't think the extra heat was warranted on this design.
While putting a 240 XFE on this seems risky, I need the weight, again, for the Thumper and for ten tons of Ferro-Fibrous armor. There's more than enough coverage if this gets dragged into a fight.
So here's my RFL-5PA Rifleman:
Rifleman RFL-5PA
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 9,896,800 C-Bills
Battle Value: 1,045
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 Large Laser
1 Light AC/5
2 Medium Lasers
1 Thumper
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 240 6.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 179 10.00
Armor Locations: 2 CT, 5 LT, 3 LA, 2 LL, 2 RL
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 27
Center Torso (rear) 7
L/R Torso 14 23
L/R Torso (rear) 5
L/R Arm 10 20
L/R Leg 14 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Thumper RT/RA 6 5/10 15.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
Light AC/5 LA 1 2 5.00
Large Laser LA 8 2 5.00
@Thumper (20) RT - 1 1.00
@Thumper (Cluster) (20) RT - 1 1.00
@Light AC/5 (20) LT - 1 1.00
@Light AC/5 (Flak) (20) LT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 10
4 4 3 0 0 3 0 Structure: 3
Special Abilities: ARTT, CASE, SRCH, ES, SEAL, SOA
Now while I figure just doing a version with a Thumper could be good enough, doing a Arrow IV version might as well be done too.
There really isn't any differences between the Arrow IV version, the RFL-5PA1, and the Thumper version. The most notable is the number of shots you'd have with the Arrow IV. You have only a quarter of the shots compared to the Thumper. And I really can't alter that without cutting something else.
SO here's my RFL-5PA1 Rifleman:
Rifleman RFL-5PA1
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 10,316,800 C-Bills
Battle Value: 1,321
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 Arrow IV Missile
1 Large Laser
1 Light AC/5
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 240 6.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 179 10.00
Armor Locations: 2 CT, 5 LT, 3 LA, 2 LL, 2 RL
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 27
Center Torso (rear) 7
L/R Torso 14 23
L/R Torso (rear) 5
L/R Arm 10 20
L/R Leg 14 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RT 3 1 1.00
Arrow IV Missile RT/RA 10 5/10 15.00
Medium Laser LT 3 1 1.00
Light AC/5 LA 1 2 5.00
Large Laser LA 8 2 5.00
@Arrow IV (Homing) (5) RT - 1 1.00
@Arrow IV (Cluster) (5) RT - 1 1.00
@Light AC/5 (20) LT - 1 1.00
@Light AC/5 (Flak) (20) LT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
4 4 2 0 0 3 1 Structure: 3
Special Abilities: ARTAIS, CASE, SRCH, ES, SEAL, SOA
Enjoy...
-
A little while back Cannonshop started a shared-engine challenge (http://bg.battletech.com/forums/index.php?topic=60069.0) that was kinda of interesting. One of the designs I submitted for this just kept nagging at me to explore it further. The following is the result.
One of the Mechs in above challenge needed to be a light Mech. What I worked up was a 30 ton Quad named Cheetah. The submitted version can be found in my entry in Cannonshop's thread (http://bg.battletech.com/forums/index.php?topic=60069.msg1378893#msg1378893). While I did like it, even going the eventual ER route with the weapons the CEA-1 carried, I just felt something was missing. I think part of that is only having 4.5 tons for Weapons.
So what I did with the 2 Series Cheetah was downgrade the engine from a 300 XFE to a 270 XFE. While that does drop the movement to 9/14 from the Series 1's 10/15, that is still reasonably good basic movement. I'm also retaining the 120m jump as well. That netted me two additional tons to work with and I can still engine mount the ten DHS.
The loadout for the CEA-2 keeps some of what I liked of the CEA-1, but tweaks it a bit. Starting with the pulling of the regular Sm Lasers for a single Sm X-Pulse Laser. The two of the turret-mount Med Lasers stay and are bettered with the addition of a Light PPC. At least that gives the CEA-2 some added reach.
Here's the CEA-2 Cheetah:
Cheetah CEA-2
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,398,250 C-Bills
Battle Value: 1,046
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 Light PPC
2 ER Medium Lasers
1 Small X-Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (T) ER Medium Lasers RT 10 2 2.00
(T) Light PPC RT 5 2 3.00
Small X-Pulse Laser LT 3 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
9/3j 2 2 1 0 1 0 Structure: 0
Special Abilities: ENE, SRCH, ES, SEAL, SOA
The CEA-2A exchanges the turret weaponry for a ER Lg Laser.
Here's the CEA-2A Cheetah:
Cheetah CEA-2A
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,255,250 C-Bills
Battle Value: 926
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 ER Large Laser
1 Small X-Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) ER Large Laser RT 12 2 5.00
Small X-Pulse Laser LT 3 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
9/3j 2 2 1 0 1 0 Structure: 0
Special Abilities: ENE, SRCH, ES, SEAL, SOA
The CEA-2E is the Recon variant, using most of the available tonnage for electronics. Though there are two, turret-mount, Sm Lasers along with the Sm X-Pulse Laser for protection.
Here's the CEA-2E Cheetah:
Cheetah CEA-2E
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,609,500 C-Bills
Battle Value: 711
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 Small X-Pulse Laser
2 ER Small Lasers
1 Beagle Active Probe
1 Guardian ECM Suite
1 TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
TAG HD 0 1 1.00
Beagle Active Probe RT 0 2 1.50
2 (T) ER Small Lasers RT 4 2 1.00
Small X-Pulse Laser LT 3 1 1.00
Guardian ECM Suite LT 0 2 1.50
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
9/3j 1 1 0 0 1 0 Structure: 0
Special Abilities: PRB, RCN, ECM, TAG, ENE, SRCH, ES, SEAL, SOA
The CEA-2M is the first of several Missile variants I worked up. Like I mentioned in the challenge thread, I had thoughts of using a LRM-5 or a SRM-4 with a ton of non-CASEd ammo as variants to the CEA-1. The issue, of course, was trying to work CASE in without pulling all close-up support. What I decided on was to go with only a single ER Sm laser in all the Missile variants. So besides that, the CEA-2M is centered on a single MML-5 with two tons of CASEd ammo.
Here's the CEA-2M Cheetah:
Cheetah CEA-2M
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,132,075 C-Bills
Battle Value: 616
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
1 MML-5
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 3 LT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) MML-5 RT 3 3 3.00
ER Small Laser LT 2 1 0.50
@MML-5 (LRM) (24) RT - 1 1.00
@MML-5 (SRM) (20) RT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
9/3j 1 1 1 0 1 0 Structure: 0
Special Abilities: CASE, SRCH, ES, SEAL, SOA
The CEA-2ML & 2MS are the LRM and SRM Missile variants of the 2M. And they are similar in design: two of the same launcher turret-mounted sharing one ton of CASEd ammo.
Here's the CEA-2ML Cheetah:
Cheetah CEA-2ML
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,112,575 C-Bills
Battle Value: 732
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
2 LRM-5s
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 3 LT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (T) LRM-5s RT 4 2 4.00
ER Small Laser LT 2 1 0.50
@LRM-5 (24) RT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
9/3j 1 1 1 0 1 0 Structure: 0
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
Here's the CEA-2MS Cheetah:
Cheetah CEA-2MS
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 5,190,575 C-Bills
Battle Value: 700
Chassis: Unknown Endo-Composite
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
2 SRM-4s
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 55 points 2.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 93 5.50
Armor Locations: 3 LT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 10
L/R Rear Leg 7 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (T) SRM-4s RT 6 2 4.00
ER Small Laser LT 2 1 0.50
@SRM-4 (25) RT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
9/3j 2 2 0 0 1 0 Structure: 0
Special Abilities: CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0
Enjoy...
-
Like I mentioned on my first post about the Cheetah, there was just something about this overall design that just kept nagging at me. So much so that I didn't even bother with doing mixed tech versions like I've done in the past. I just went into the deep end and going full Clan Omni.
The Clan Omni version of the Cheetah takes the 2 Series versions to the edge and then some.
Construction wise, I took the Cheetah Omni to Clan Endo-Steel and Ferro-Fibrous along with a 270 XFE, netting tonnage, space, and armor protection. Now I have 7.5 tons of pod space to work with. Granted, its not much more than the 2 Series Cheetahs, but what I get out of it is rather interesting.
So here's my Cheetah Omni:
Cheetah Omni CEA-OX
Mass: 30 tons
Tech Base: Clan
Chassis Config: Quad Omnimech
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 6,152,250 C-Bills
Battle Value: 548
Chassis: Unknown Endo-Steel
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
7.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 55 points 1.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 270 7.50
Walking MP: 9
Running MP: 14
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Ferro-Fibrous AV - 105 5.50
Armor Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 5
L/R Torso 7 11
L/R Torso (rear) 3
L/R Front Leg 7 12
L/R Rear Leg 7 12
================================================================================
Loadout Name: Base Cost: 6,152,250
Tech Rating/Era Availability: E/X-X-E-A BV2: 548
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
The Prime Configurations match the 2A Cheetah to an extent. A single long range Laser with a supporting close up one. Those are tied into a Targeting Computer, something seen in a lot of the Energy Weapon focused Configurations. Also of note is the use of a ECM suite in the Head. A feature seen in a lot of the Configurations as well.
Of note with the Prime 1 Configuration is the use of a Improved Heavy Lg Laser. Granted, the excessive heat, size (for Clan weapons), and the slight boom when Cirtted hardly makes up for Gauss Rifle level damage, but I feel the overall movement the Cheetah has is worth the risk.
================================================================================
Loadout Name: Prime Cost: 6,852,625
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,463
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
(T) ER Large Laser RT 12 1 4.00
Small Pulse Laser LT 2 1 1.00
Targeting Computer LT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
9/3j 2 2 2 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Prime 1 Cost: 7,258,875
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,610
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
(T) Imp. Hvy Large Laser RT 18 3 4.00
Small Pulse Laser LT 2 1 1.00
Targeting Computer LT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
9/3j 3 3 0 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
The A and A1 Configurations are a slight tweak on the Prime Configurations. Instead of the Targeting Computer, a ER Med Laser is on the turret along with the Lg Laser. It especially works well with the A1's IHvy Lg Laser's range brackets. While there is a ECM suite on the A, it is removed on the A1 in favor of a added DHS. Even then it doesn't even cover the firing of both turret weapons.
================================================================================
Loadout Name: A Cost: 6,966,375
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,561
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
(T) ER Large Laser RT 12 1 4.00
(T) ER Medium Laser RT 5 1 1.00
Small Pulse Laser LT 2 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
9/3j 3 3 1 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: A1 Cost: 7,057,375
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,593
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) Imp. Hvy Large Laser RT 18 3 4.00
(T) ER Medium Laser RT 5 1 1.00
Small Pulse Laser LT 2 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
9/3j 3 3 0 0 1 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
The B Configuration shares similarities to both the CEA-1 and 2 with a number of Med Lasers turret mounted. In this case, four ER Med Lasers, along with the Torso mounted Sm Pulse Laser, tied into a Targeting Computer. The B Configuration also carries the Head mounted ECM Suite.
================================================================================
Loadout Name: B Cost: 7,047,625
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,025
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
4 (T) ER Medium Lasers RT 20 4 4.00
Small Pulse Laser LT 2 1 1.00
Targeting Computer LT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 20
9/3j 4 4 0 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
The C Configuration is intended for Anti Infantry/Anti Vehicle duties. Wielding four AP Gauss Rifles and a ER Med Laser in the Turret is a intimidating thing. Having those, along with the Sm Pulse Laser tied to a Targeting Computer makes it even worse. Then add the ECM Suite on top of that? Yea, that's not going to make anyone's day good.
================================================================================
Loadout Name: C Cost: 6,803,875
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,300
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
4 (T) AP Gauss Rifles RT 4 4 2.00
(T) ER Medium Laser RT 5 1 1.00
Small Pulse Laser LT 2 1 1.00
Targeting Computer LT - 1 1.00
@AP Gauss Rifle (40) RT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
9/3j 3 3 0 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA
The D Configuration is a lot like the Phantom C : lots of little cuts right in your face. In this case, six ER Sm Lasers mounted on the Turret along with two, Torso Mounted, Sm Pulse Lasers tied into a Targeting Computer. The D Configuration also has the Head mounted ECM Suite.
================================================================================
Loadout Name: D Cost: 6,663,313
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,347
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
6 (T) ER Small Lasers RT 12 6 3.00
2 Small Pulse Lasers LT 4 2 2.00
Targeting Computer LT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
9/3j 5 5 0 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
The E and E1 Configurations are much like the CEA-2E. Though each Configuration works a little differently.
The E Configuration Carries a Angel ECM along with a Active Probe and a Light TAG. Offensively, a pair of ER Med Lasers and a ER Sm Laser reside in the Turret along with the Torso mounted Sm Pulse Laser.
The E1 Configuration is geared with the use of a Narc Beacon system. The Narc launcher replaces the Turret mounted ER Med Lasers and the Angel ECM is downgraded to a standard suite to allow one ton of Launcher rounds.
================================================================================
Loadout Name: E Cost: 8,073,406
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,366
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light TAG HD 0 1 0.50
2 (T) ER Medium Lasers RT 10 2 2.00
(T) ER Small Laser RT 2 1 0.50
Angel ECM LT 0 2 2.00
Active Probe LT 0 1 1.00
Small Pulse Laser LT 2 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
9/3j 3 3 0 0 1 0 Structure: 2
Special Abilities: OMNI, AECM, PRB, RCN, LTAG, ENE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: E1 Cost: 7,163,406
Tech Rating/Era Availability: F/X-X-E-A BV2: 858
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light TAG HD 0 1 0.50
(T) Narc Launcher RT 0 1 2.00
(T) ER Small Laser RT 2 1 0.50
Small Pulse Laser LT 2 1 1.00
Active Probe LT 0 1 1.00
ECM Suite LT 0 1 1.00
@Narc (Homing) (6) RT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 9
9/3j 1 1 0 0 1 0 Structure: 2
Special Abilities: OMNI, SNARC, PRB, RCN, ECM, LTAG, CASE, SRCH, ES, SEAL, SOA
And finally, the M Configurations. Much like the CEA-2M, 2ML, and 2MS, the M, M1, and M2 feature different ranged and close support capabilities.
The M Configuration, much like the 2M, focuses on a multi munition launcher, in this case a ATM-6 supported by a ER Med Laser. Both located in the Turret along with a Torso mounted ER Sm Laser. There's one ton each of Standard and HE missiles for the ATM-6.
The M1 Configuration, like the 2ML, has several LRM systems. The M1 carries three LRM-5s, supported by two tons of ammo, and a ER Med Laser in the Turret along with a Torso mounted Sm Pulse Laser.
The M2 Configuration is the SRM version of the M1, Using three SRM-4 systems in the Turret. The other change is the use of a IHvy Med Laser in the Turret instead of a ER Med Laser. I went with the IHvy to better range bracket with the SRMs.
================================================================================
Loadout Name: M Cost: 6,593,031
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,271
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: LT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) ATM-6 RT 4 3 3.50
(T) ER Medium Laser RT 5 1 1.00
ER Small Laser LT 2 1 0.50
@ATM-6 (10) LT - 1 1.00
@ATM-6 (HE) (10) LT - 1 1.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
9/3j 3 3 1 0 1 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: M1 Cost: 6,543,875
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,307
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: LT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 (T) LRM-5s RT 6 3 3.00
(T) ER Medium Laser RT 5 1 1.00
Small Pulse Laser LT 2 1 1.00
@LRM-5 (48) LT - 2 2.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
9/3j 2 2 1 0 1 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: M2 Cost: 6,885,125
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,144
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 LT, 1 RT 0.00
CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 (T) SRM-4s RT 9 3 3.00
(T) Imp. Hvy Medium Laser RT 7 2 1.00
Small Pulse Laser LT 2 1 1.00
@SRM-4 (50) LT - 2 2.00
Quad Mech Turret RT - 1 0.50
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 11
9/3j 4 4 0 0 1 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0
So what do you all think?
Enjoy...
-
Recently there's been a ongoing discussion over the Clan LB 10-X (http://bg.battletech.com/forums/index.php?topic=60080.0). While slightly lighter and smaller than its IS original, it's looked upon like some kind of red-headed stepchild. Which is a shame. Though if I had the choice of a Ultra/10 or the LB 10-X, I'd go with the LB every time.
And the above round-abundantly brings me to Mech I wish to showcase. A custom configuration for the Daishi/Dire Wolf I call the Constant.
Inspired in some ways by the Prime configuration, and I guess by the E configuration as well, the Constant's core weapons are a pair of LB 10'X ACs supported by a LRM-10 and a array of various Energy Weapons. At long range are two ER Lg Lasers, followed by a pair of ER Med Lasers and a quartet of Med Pulse Lasers. Each LB 10-X is supported by three tons of ammo and the LRM-10 has two tons allowing near constant use of all three weapons. To help offset the heat issues, two additional DHS are added.
The intent is the continuous use of the LBs and LRM-10 and bracketed use of the Energy Weapons. While you won't auto-shutdown on a Alpha, you'll be darn close and breaking even on seeing the ammo cooking off. All in all though, I think this is a usable Configuration.
Here's my Daishi Constant:
Daishi Constant
Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D-A
Production Year: 3050
Cost: 23,544,000 C-Bills
Battle Value: 2,762
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 ER Large Lasers
2 LB 10-X ACs
4 Medium Pulse Lasers
1 LRM-10
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 1 LT, 2 RT, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 304 19.00
CASE Locations: LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 14
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 41
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-10 LT 4 1 2.50
LB 10-X AC RA 2 5 10.00
ER Large Laser RA 12 1 4.00
ER Medium Laser RA 5 1 1.00
2 Medium Pulse Lasers RA 8 2 4.00
LB 10-X AC LA 2 5 10.00
ER Large Laser LA 12 1 4.00
ER Medium Laser LA 5 1 1.00
2 Medium Pulse Lasers LA 8 2 4.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LRM-10 (24) LT - 2 2.00
@LB 10-X (Slug) (20) LT - 2 2.00
@LB 10-X (Cluster) (10) LT - 1 1.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 28
3 6 6 3 0 4 3 Structure: 5
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy...
-
Recently, there was a MotW Article (https://bg.battletech.com/forums/index.php?topic=60674.0) done on the Lancelot (http://www.sarna.net/wiki/Lancelot). It's not one I recalled and it took me looking into my copy of TRO: 2750 to go "Oh, that one." Simply, a low-end, very fast, Heavy energy boat.
The MotW Article is good, but something surprised me and its not the author's fault. Both in the article and on Sarna, there's a listing for the Royal version of the Lancelot, LNC20-01sl. Apparently though there hasn't been an actual record sheet produced. Only a mention from Era Report: 2750. And all that entails is the armor is upgraded to Ferro-Fibrous, the main weapons are replaced with a trio of ER Lg Lasers and the remaining tonnage goes to added DHS. In essence, making the 01sl a faster and more fragile Flashman.
Those changes aren't a issue, but having no record sheet produced doesn't help in the armor and crit changes that were made. So I figured "Why not rough out what it could be?" The biggest things were: 1) Where to add the extra armor, and 2) Where to mount the extra DHS? Well #2 was a bit easier to do. Using the two tons gained from changing out the PPC for DHS, one got engine folded leaving only one DHS external. That went in the Lt Torso opposite the Rt Torso mounted ER Lg Laser. The armor wasn't a huge issue, but makes some things better. When I was looking over the TRO: 2750 stats, I really didn't realize that the LNC25-01's Head only had 7 points of armor. Well there goes two points of the 18 gained for going Ferro-Fibrous. Most of the remaining armor went to the legs. At least now either leg can take a AC/20. The Arms got the remainder. At least they are a solid as the front side torsos.
Here's my take on the LNC25-01sl (T)Lancelot (Royal Theoretical):
Lancelot (Royal) LNC25-01sl (T)
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 13,516,800 C-Bills
Battle Value: 1,546
Chassis: Unknown Standard
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
3 ER Large Lasers
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 360 16.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 170 9.50
Armor Locations: 1 CT, 2 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 21
Center Torso (rear) 16
L/R Torso 14 16
L/R Torso (rear) 10
L/R Arm 10 16
L/R Leg 14 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
ER Large Laser RT 12 2 5.00
ER Large Laser RA 12 2 5.00
ER Large Laser LA 12 2 5.00
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
6 3 3 2 0 3 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Enjoy...
-
Interesting. It has pretty good long-range firepower, but if you fire all three of the ER-LL and run you are at 8 overheat, which hampers your effectiveness in the next round. I did a Royal Variant a few years ago that uses two ER-LL, a Large Pulse Laser (instead of the PPC) and a Medium Pulse Laser (both for close combat). It has enough heat sinks to fire both ER-LL and run, and thanks to Ferro-Fibrous and Endo-Steel it carries the maximum possible amount of armor.
-
Aldan,
You have to remember I'm roughing out something that is canonical. The LNC25-01sl just never had a actual sheet done.
Even the author of the MotW article notes the heat issues with the 01sl.
Granted improvements can be made, but that would go outside the scope of what I was doing.
-
Aldan,
You have to remember I'm roughing out something that is canonical. The LNC25-01sl just never had a actual sheet done.
Even the author of the MotW article notes the heat issues with the 01sl.
Granted improvements can be made, but that would go outside the scope of what I was doing.
Yeah, just looked it up. And I actually don't think that this machine is a Royal Unit. I think it was just a machine for regular SLDF units. Mainly because most of the Royal variants have a lowercase b at the end of their designation number (WHR-6Rb Warhammer, HSR-200Db Hussar or HGN-732b Highlander). I could be wrong, though. I designed my Royal variant along the lines of the Royal variants from TRO 3075.
-
I know its been a while...
So here I go...
Recently there's been a lively discussion (https://bg.battletech.com/forums/index.php?topic=61643.0) on the Quickdraw (http://www.sarna.net/wiki/Quickdraw). Granted, the QKD-4G is a ok mech for SW-era play, I wasn't all too thrilled with the 5M (TRO 3050 (FASA)). At least the 5K added DHS and went the Ferro-Fibrous route, so that is something. But I really like keeping the LRM-10 on this guy. So, I went and worked up my own variant.
The QKD-5P starts with taking the stock 4G's 300 SFE to a 300 XFE and converting the 13 standard sinks to DHS. The only changes to the weapons are the addition of two Med Pulse Lasers, front firing, to the Right Torso. The other big upgrade, besides CASEing both torsos, is a roughly 50% increase in armor coverage. The QKD-5P is covered with 12.5 tons of Standard Armor.
All-in-all, I think, the QKD-5P is a solid upgrade on the 4G.
So here's my QKD-5P Quickdraw:
Quickdraw QKD-5P
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Cost: 11,722,560 C-Bills
Battle Value: 1,519
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-10
2 Medium Pulse Lasers
4 Medium Lasers
1 SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 200 12.50
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 10
L/R Torso 14 20
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 14 28
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 CT 3 1 2.00
2 (R) Medium Lasers RT 6 2 2.00
2 Medium Pulse Lasers RT 8 2 4.00
LRM-10 LT 4 2 5.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
@SRM-4 (25) RT - 1 1.00
@LRM-10 (12) LT - 1 1.00
Free Critical Slots: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
5j 4 4 1 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
Now at some point, I got it in my head to try and incorporate some of the newer tech I've been introduced to to the 5P. What came out is a rather potent thing.
Starting with a Endo-Steel frame, like the 8K, the main changes for the QKD-6P are in it's weapons. Both missile systems were scrapped for a Artemis IV equipped MML-9 with two tons of CASE II'ed ammo (1T each LRM & SRM). All that ammo and CASE II now reside in the Right Torso. The Med Pulse Lasers of the 5P were converted to their X-Pulse versions and a third was mounted in the Center Torso in place of the SRM-4. The Arm mounted Med Lasers were upgraded to their ER versions and the rear firing ones were changed to Sm X-Pulse Lasers. Beyond adding one more DHS, no other changes, except the above, were made.
So here's my QKD-6P Quickdraw:
Quickdraw QKD-6P
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 12,506,560 C-Bills
Battle Value: 1,723
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 MML-9 w/ Artemis IV FCS
3 Medium X-Pulse Lasers
2 ER Medium Lasers
2 Small X-Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 HD, 1 LT, 4 LA, 4 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 200 12.50
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 10
L/R Torso 14 20
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 14 28
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium X-Pulse Laser CT 6 1 2.00
2 Medium X-Pulse Lasers RT 12 2 4.00
2 (R) Small X-Pulse Lasers RT 6 2 2.00
MML-9 LT 5 5 6.00
Artemis IV FCS LT - 1 1.00
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
@MML-9 (LRM Art-IV) (13) RT - 1 1.00
@MML-9 (SRM Art-IV) (11) RT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
5j 4 4 1 0 3 1 Structure: 3
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1
Enjoy...
-
Man...
Over a year and a half since I posted something here.
Well let's fix that!
Recently I posted a side variant to my CGR-1P5 Charger up thread in mbear's Charger-Enforcer Hybrid thread (https://bg.battletech.com/forums/index.php?topic=67571.msg1563553#msg1563553). I was a little surprised it worked out well enough.
Pulling the LRMs, Ammo, two of the Med Lasers, and a couple of Heat Sinks to fit the AC/10, Ammo, and Lg Laser in. So that got me thinking on updating with Recovered Tech and beyond. Turns out, the updates using the Endo-Steel frame and basic setup in the 4P6 & 5P2 Chargers makes for a interesting side variant.
The CGR-4P-ENF Charger uses the Chassis, Engine, Heat Sinks, Jump Jets, and Armor of the 4P6 & 5P2 Chargers, but mostly follows the 1P-ENF's loadout with upgrades. The Lg Laser is upgraded to it's ER version and the AC/10 becomes a LB 10-X with now three tons (2T Slug/1T Cluster) of CASE'd Ammo. While the 10 DHS can handle bracketed firing and movement, doing a full Alpha and movement is gonna do a mild heat spike.
All in all, I'm pleased with this upgrade.
Here's my CGR-4P-ENF Charger:
Charger CGR-4P-ENF
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Dry Cost: 21,415,920 C-Bills
Total Cost: 21,459,920 C-Bills
Battle Value: 1,924
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER Large Laser
1 LB 10-X AC
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.000
Internal Locations: 1 CT, 3 LT, 2 RT, 4 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.250
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
Heat Sinks: Double Heat Sink 10(20) 0.000
Gyro: Standard 4.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Standard Armor AV - 240 15.000
CASE Locations: 1 RT 0.500
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 14
L/R Torso 17 22
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.000
Medium Laser RT 3 1 1.000
Medium Laser LT 3 1 1.000
LB 10-X AC RA 2 6 11.000
ER Large Laser LA 12 2 5.000
@LB 10-X (Slug) (20) RT - 2 2.000
@LB 10-X (Cluster) (10) RT - 1 1.000
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
5j 3 3 2 0 4 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
The CGR-5P-ENF Charger doesn't change all that much, but I kinda like them.
The Armor goes from 15 tons Standard to 14.5 tons Light Ferro-Fibirous, allowing slight increases to the front Torsos and the Legs. That extra half-ton goes into upgrading the Right Torso CASE to CASE II. The real changes are with the side Torso and Head Med Lasers. The Torso Med Lasers are now ER Med Lasers and the Head one becomes a Sm X-Pulse Laser. It does increase the heat spikes from the 4P-ENF, the slight increase range on the ER Meds should help in bracketing fire and the Sm X-Pulse is there for AI needs, mostly.
I feel it's a fair second stage upgrade on this Charger-Enforcer Hybrid concept.
Here's my CGR-5P-ENF Charger:
Charger CGR-5P-ENF
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3060
Dry Cost: 21,890,220 C-Bills
Total Cost: 21,934,220 C-Bills
Battle Value: 1,992
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 ER Large Laser
1 LB 10-X AC
2 ER Medium Lasers
1 Small X-Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 1 CT, 3 LT, 2 RT, 4 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Light Ferro-Fibrous AV - 245 14.50
Armor Locations: 4 LT, 1 RT, 2 LA
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 14
L/R Torso 17 23
L/R Torso (rear) 11
L/R Arm 13 26
L/R Leg 17 33
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small X-Pulse Laser HD 3 1 1.00
ER Medium Laser RT 5 1 1.00
ER Medium Laser LT 5 1 1.00
LB 10-X AC RA 2 6 11.00
ER Large Laser LA 12 2 5.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 20
5j 2 2 1 0 4 1 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy!
-
Well over the last couple of weeks there's been a uptic in Marauder fan design articles (here (https://bg.battletech.com/forums/index.php?topic=67823.0), here (https://bg.battletech.com/forums/index.php?topic=67846.0), here (https://bg.battletech.com/forums/index.php?topic=67866.0), and ya... here (https://bg.battletech.com/forums/index.php?topic=67849.0)) going into a mostly Clan tech rebuild/refit binge. While I could of added the following to any of them, I figured I'd just add them into the thread...
The MAD-5PX Marauder is a slight tech upgrade on the my 5P variant upthread.
The biggest change is the loss of a half ton of armor, but that becomes 12 tons of Light Ferro-Fibrous. Granted there's only a 3-pip increase, but that half ton upgrades the CASE to CASE II. Then the Arm mounted Med Lasers go the ER route.
Yea, there's still only the 16 DHS', and the heat spike gets higher with the ER Med Lasers, but that just means alternating fire between the two ER PPCs and one ER PPC and the two ER Med Lasers. I do like it though...
Here's my MAD-5PX Marauder:
Marauder MAD-5PX
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3070
Dry Cost: 16,460,500 C-Bills
Total Cost: 16,484,500 C-Bills
Battle Value: 1,869
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
2 ER PPCs
1 LB 10-X AC
2 ER Medium Lasers
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
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Light Ferro-Fibrous AV - 203 12.00
Armor Locations: 1 HD, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
CASE II Locations: 1 LT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 36
Center Torso (rear) 10
L/R Torso 16 22
L/R Torso (rear) 9
L/R Arm 12 22
L/R Leg 16 21
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RT 2 6 11.00
ER PPC RA 15 3 7.00
ER Medium Laser RA 5 1 1.00
ER PPC LA 15 3 7.00
ER Medium Laser LA 5 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 19
4j 3 3 2 0 3 1 Structure: 3
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1
The MAD-5PC is, well..., my Clan tech take on my 5P Variant.
The Weapons, Engine, and DHS all get the usual Clan tech upgrades. With that tonnage , and Clan auto-CASE, a third ton LB 10-X ammo (Cluster), a ECM Suite, and two Clan DHS are added. The best part is going with 12 tons of Clan Ferro-Fibrous, so pretty much max armor for the chassis.
I do admit, I do like this...
So here's my MAD-5PC Marauder-C:Marauder-C MAD-5CP
Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D-A
Production Year: 3055
Dry Cost: 16,717,750 C-Bills
Total Cost: 16,761,750 C-Bills
Battle Value: 2,771
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 ER PPCs
1 LB 10-X AC
2 ER Medium Lasers
1 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
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT 4.00
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 2 LT, 1 LA, 1 RA, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 230 12.00
Armor Locations: 2 LT, 1 RT, 2 LA, 2 RA
CASE Locations: RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 23
L/R Torso (rear) 9
L/R Arm 12 24
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
LB 10-X AC RT 2 5 10.00
ER PPC RA 15 2 6.00
ER Medium Laser RA 5 1 1.00
ER PPC LA 15 2 6.00
ER Medium Laser LA 5 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 28
4j 5 5 4 0 3 0 Structure: 4
Special Abilities: ECM, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy!
-
Well... To give me something to do on my B-Day (Yes, it actually is...), here's something interesting...
Recently, I got thinking about what a slight upgrade to my CGR-4P6 Charger custom could be. To be honest, it didn't take much.
I dropped a half ton of armor and converted it to Light Ferro-Fibrous, which actually netted me 5 points. That half ton went into upgrading the Right Torso CASE to CASE II. Otherwise I just upgraded the Arm mounted Med Lasers to ERs.
While the ER upgrades add to a Alpha heat spike, it at least allows a little intermixing with the LRMs.
Think is a fair upgrade, I think...
So here's my CGR-4P7 Charger:
Charger CGR-4P7
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3070
Dry Cost: 21,600,420 C-Bills
Total Cost: 21,690,420 C-Bills
Battle Value: 2,057
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
2 LRM-15s
2 ER Medium Lasers
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 1 CT, 3 LT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Light Ferro-Fibrous AV - 245 14.50
Armor Locations: 1 LT, 3 LA, 3 RA
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 14
L/R Torso 17 24
L/R Torso (rear) 10
L/R Arm 13 26
L/R Leg 17 33
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.00
Medium Laser RT 3 1 1.00
LRM-15 RT 5 3 7.00
Medium Laser LT 3 1 1.00
LRM-15 LT 5 3 7.00
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
@LRM-15 (24) RT - 3 3.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 21
5j 3 3 2 0 4 1 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
Enjoy!
-
There was a off handed comment in Most Powerful single mech by rules level (https://bg.battletech.com/forums/index.php?topic=68463.0) thread in General Discussions about the Xanthos (https://www.sarna.net/wiki/Xanthos) that had me looking into this Mech. Now not only was this originated out of MW:DA, but it was included in one of the later TROs I don't own. It's slower than I personally care for in a Quad, but the fact it's carrying max armor for it's weight is a frightening thing.
So I got to thinking, "Could the XNT-30 be upgraded?" Well... sort of...
Much like my Marauder II variant (http://bg.battletech.com/forums/index.php?topic=49827.msg1289233#msg1289233), I went to DHS, 12 total, and used the remaining tonnage for everything else.
To start with, I went with a Compact Gyro to open up some room in the Center Torso. The rear Sm Laser gets upgraded to a Sm X-Pulse and the SRM-6 becomes a MML-5 and both move to the Center Torso. The AC-20 goes the LB route and two of the Med Lasers and the PPC go the ER route. The third Med Laser becomes a Med VPSL.
Now the fun is with the ammo... The two tons for the MML (1T SRM, 1T LRM) and three tons of LB ammo are CASE II'ed in the Left Torso. Two additional tons are CASE II'ed in the Rear Legs, one ton and CASE II in each Leg.
While a frontal Alpha is gonna carry a decent heat spike, that's a fair amount of damage and at somewhat better ranges overall.
So here's my XNT-35 Xanthos:
Xanthos XNT-35
Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3080
Dry Cost: 13,596,000 C-Bills
Total Cost: 13,781,000 C-Bills
Battle Value: 2,225
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 LB 20-X AC
1 ER PPC
2 ER Medium Lasers
1 Medium VSPL
1 MML-5
1 Small X-Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 160 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Compact 4.50
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 323 20.50
CASE II Locations: 1 LT, 1 RLL, 1 RRL 3.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 46
Center Torso (rear) 16
L/R Torso 21 32
L/R Torso (rear) 10
L/R Front Leg 21 42
L/R Rear Leg 21 42
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser HD 5 1 1.00
(R) Small X-Pulse Laser CT 3 1 1.00
MML-5 CT 3 3 3.00
LB 20-X AC RT 6 11 14.00
ER Medium Laser RT 5 1 1.00
ER PPC LT 15 3 7.00
Medium VSPL LT 7 2 4.00
@LB 20-X (Slug) (5) LT - 1 1.00
@LB 20-X (Cluster) (10) LT - 2 2.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
@LB 20-X (Slug) (5) RRL - 1 1.00
@LB 20-X (Slug) (5) RLL - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 11 Points: 22
3 3 3 1 0 4 2 Structure: 8
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/0
Enjoy!
-
Hi Tymer,
Thanks for maintaining this thread, it has given me some ideas. I wrote my own campaign some time back set in the Golden Century, and was looking for a way to present the designs that were part of the setting for my players. I really like your format!
S.gage
-
@S.gage
Thank you.
While I don't add to it as often as I could, it's surprising what I've put in here over the nearly 4 & 1/2 years (as of this post) since I started it.
This is just a place where I can let some of my thoughts and concepts out.
-
So...
A few weeks back I started following a youtuber's replaying of the HBS' Battletech Campaign mode with all three DLCs installed. Beyond this person's quibbles about the unfairness of the Melee combat (to a point of tuning it into a drinking game...), a couple of Mech alterations this person's made sparked some interest to me.
Now in the game, after you secure the Argo for the Lady of the Reach, you're rewarded with a CN9-A Centurion. A solid medium Mech in SW era play for sure. Now what this youtuber did was interesting. Instead of keeping it as long-to-medium range supporter, this person took theirs and turned it into a short range missile boat with a light ranged support.This player pulled everything. Replaced the AC/10 and Ammo with a AC/5 and one ton of Ammo and replaced the other Weapons and Ammo with 2 SRM-6s, a SRM-4, three tons of Ammo (gotta remember it works a little differently there..., some Armor, and finally a 120m jump rate.
Now I'm not gonna try and replicate that rebuild, but it got me thinking on a variant keeping the AC/10, but replacing the LRM-10 with SRMs and Jump Jets instead. In all honesty, it's not that bad of a rebuild to do.
It starts by removing the LRM-10 and Ammo and the rear Med Laser. Then adding two SRM-4s and a ton of ammo (allowing 12 shots with both and 13th for one...), the 120m jump capability, and a extra ton of Armor (mostly added to the front Torsos and the Legs...). I actually kinda like this. Granted there'll be a spike on a just a Alpha, but if most of the missiles connect with the AC/10, you're looking at a PSR for sure. So I can take that as a fair enough trade.
So here's my CN9-AX Centurion:Centurion CN9-AX
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Dry Cost: 3,604,750 C-Bills
Total Cost: 3,643,750 C-Bills
Battle Value: 1,036
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 Autocannon/10
1 Medium Laser
2 SRM-4s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Standard Armor AV - 152 9.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 22
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 17
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
2 SRM-4s LT 6 2 4.00
Autocannon/10 RA 3 7 12.00
@AC/10 (20) RT - 2 2.00
@SRM-4 (25) LT - 1 1.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4j 3 3 0 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA, SRM 1/1/0
Now, as I tend to do, if I'm working up something at Introtech type level, there's gonna be more advanced tech versions done too.The CN9-PX is the first of those refits. The PX starts with the same framework as my CN9-P redesign (https://bg.battletech.com/forums/index.php?topic=49827.msg1272262#msg1272262): Endo-Steel Frame, 250 XFE, LB 10-X AC, and increased Armor over the CN9-A. But I decided to do a few things differently with the PX over the P, well besides the SRMs and Ammo of the AX, of course. First was going to DHS right off the bat. That'll help with the overall heat load even while jumping. Speaking of that, unlike the P, the PX goes the full 150m Jump range. Otherwise, both Med Lasers are kept, both firing front, the LB 10-X has three tons (2 tons Slug, 1 ton Cluster), along with the single ton of SRM, CASEd Ammo, and finally a Sm Pulse Laser is added to the Left Arm for the hell of it. There's also a extra half ton of Armor added, mostly to the Center torso and the Legs. I mean overall, this is a rather solid mech.
So here's the CN9-PX Centurion:Centurion CN9-PX
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3045
Dry Cost: 8,836,250 C-Bills
Total Cost: 8,907,250 C-Bills
Battle Value: 1,333
Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 10-X AC
2 Medium Lasers
2 SRM-4s
1 Small Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Standard Armor AV - 160 10.00
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
2 SRM-4s LT 6 2 4.00
Medium Laser LT 3 1 1.00
LB 10-X AC RA 2 6 11.00
Small Pulse Laser LA 2 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@SRM-4 (25) RT - 1 1.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5j 4 3 1 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0, FLK 1/1/1
Now I also wanted to do a version that had a MML in place of the twin SRMs. I figured that adding some added long ranged fire might not be a bad thing. The way I did it kinda works...
The CN9-PX1 uses a MML-7 in place of the twin SRM-4s. Getting the extra half ton required the pulling of the SM Pulse Laser. The upside though, was using the other half ton to upgrade the CASE to CASE II. So that's something...To get a ton of LRM Ammo for the MML required the pulling of the Lt Torso mounted Med Laser, but I upgraded the Center Torso mounted one to its ER version. That'll at least give mid-range support a bit of a boost. Otherwise nothing else changed.
What really boggles my mind is a four BV difference between the PX (1333) and the PX1 (1337). I mean, yea, you loose some close up firepower for a little more long range fire and gain added CASE protection, but I would of expected a higher difference, that's all.
So here's the CN9-PX1 Centurion:Centurion CN9-PX1
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Dry Cost: 8,977,250 C-Bills
Total Cost: 9,078,250 C-Bills
Battle Value: 1,337
Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 LB 10-X AC
1 MML-7
1 ER Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 3 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 250 6.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Standard Armor AV - 160 10.00
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser CT 5 1 1.00
MML-7 LT 4 4 4.50
LB 10-X AC RA 2 6 11.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@MML-7 (LRM) (17) RT - 1 1.00
@MML-7 (SRM) (14) RT - 1 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5j 2 2 1 0 2 0 Structure: 2
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1
Enjoy...
-
I don't often do IS mech's.
But when I do, it's when I'm inspired.
Feedback please? Permission to swipe/steal/copy granted, if interested.
Centurion CNT-8S
Designation might be taken; idea still stands.
Centurion CNT-8S
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 6,268,500 C-Bills
Battle Value: 1,189
Chassis: Unknown Standard
Power Plant: Unknown 200 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
1 LB 10-X AC
2 ER Medium Lasers
1 MML-5
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Light Fusion Engine 200 6.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Light Ferro-Fibrous AV - 168 10.00
Armor Locations: 1 HD, 2 LT, 2 RT, 2 LA
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 24
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
MML-5 LT 3 3 3.00
2 ER Medium Lasers CT 10 2 2.00
@LB 10-X (Cluster) (10) RA - 1 1.00
@LB 10-X (Slug) (20) RA - 2 2.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4j 3 3 1 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
Two MML 5's, drops Light FF for ES, removes 1 ER Med
Centurion CNT-8S-1
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 6,283,500 C-Bills
Battle Value: 1,166
Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LB 10-X AC
1 ER Medium Laser
2 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 1 HD, 1 CT, 1 LT, 4 RT, 7 LA
Engine: Light Fusion Engine 200 6.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 168 10.50
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 24
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RA 2 6 11.00
2 MML-5s LT 6 6 6.00
ER Medium Laser CT 5 1 1.00
@LB 10-X (Cluster) (10) RA - 1 1.00
@LB 10-X (Slug) (20) RA - 2 2.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4j 3 2 2 0 2 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
-
As I mentioned in the previous post, there were two mechs this youtuber worked with that interested me. The second was a BNC-3E Banshee. Yes, a 3E Banshee...
Now as groan-worthy as it seems, what this person did with it is interesting. As this player's progression through building Pirate rep continued, this player acquired enough salvage to construct the Banshee and decided to turn it into a Close Quarters brawler of sorts. Now granted Melee in Battletech works differently than in Table Top, but what this player decided to do, I like.
What this player decided to do is make their 3E Banshee more like a 3Q. Yes, the AC/20 Banshee...
::: Side Tangent :::
Now I kinda remember the mention of the 3Q in TRO: 3025, but never really looked at it. When I did, I headdesked! Who in their god forsaken mind would want to pilot a 4/6/0, heavily armored, mech with a Sm Laser and a AC/20 with SIX TONS AC/20 Ammo?
::: /Side Tangent :::
What this player did was, like the 3Q, pull the PPC & AC/5 & Ammo in put in a AC/20. Now unlike the 3Q, this person pulled a number of Heat Sinks for a total of three tons of Ammo and four additional Sm Lasers. Now considering how Melee works in Battletech, Sm Lasers are considered Support Weapons. So they can fire when making a Melee attack. That, to me, seems to work reasonably well enough. Even if you miss the Melee attack (Which happens a lot to this youtuber a lot, in general...), those Sm Lasers will do something at least with minimal heat build-up.
So then...
Being inspired by this, I'd thought I'd replicate it. It really isn't that difficult.
Pulling the PPC and AC/5 give you the tonnage for the AC/20 and one ton of Ammo. The AC/5's single ton of Ammo goes AC/20, for a total of two. By pulling three Heat Sinks, a third ton of AC Ammo and four Sm Lasers can be fit. All four of those Sm Lasers went into the Lt torso. The AC Ammo is split between the Right Torso (one ton) and the Center Torso (two tons). Now even I'll admit that the CT Ammo placement is risky, but I feel the 40/17 Armor placement is decent enough. Just go through it first...
So here's my BNC-3P Banshee:Banshee BNC-3P
Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Dry Cost: 9,549,378 C-Bills
Total Cost: 9,579,378 C-Bills
Battle Value: 1,414
Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Autocannon/20
5 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: Fusion Engine 380 41.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 13 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 240 15.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 40
Center Torso (rear) 17
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 21
L/R Leg 20 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
Autocannon/20 RT 7 10 14.00
4 Small Lasers LT 4 4 2.00
@AC/20 (10) CT - 2 2.00
@AC/20 (5) RT - 1 1.00
Free Critical Slots: 29
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 14
4 4 2 0 0 4 0 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0
Now I did do one slight upgrade to the 3P.
The BNC-3PX Banshee gets the 15 tons of regular Armor upgraded to Ferro-Fibrous, netting 28 points, with the crits evenly split in the arms. The Legs got a nine point boost each and the Arms received a five point boost. The only other Armor change was taking two point from CT rear to CT front. Making the Armor placement: 9 / 42(15) / 30(10) / 26 / 35.The BNC-3PX comes out to 1498 BV, an 84 point increase. For the increased protection, I can live with that.
Normally, I'd be working up a version with a lot of recovered tech. Outside of the ferro upgrade of the 3PX, I really didn't want to rework Ammo placement for CASE or crit splitting on the AC/20 for a XFE. I'd save that for a post Clan Invasion upgrade.
The next version of the 3P/3PX, the BNC-4P, is that serious upgrade.The 4P is mainly a weapon upgrade version incorporating a 380 LFE and 10 DHS into the mix. The AC/20 is replaced by a LB 20-X with 4 tons of CASE II'ed Ammo (3T Slug / 1T Cluster). The Sm Lasers are up graded to their ER versions, with one moved to the Center Torso. And finally, to give a little long range fire, a Light PPC is placed in the Left Torso to give a semblance back to it's 3E roots.The only remaining big change was the addition of 120m jump capacity. I figured with a lot of the tonnage gained from going to the Light Engine, why not?
So here's my BNC-4P Banshee:Banshee BNC-4P
Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Dry Cost: 21,144,728 C-Bills
Total Cost: 21,238,728 C-Bills
Battle Value: 1,913
Chassis: Unknown Standard
Power Plant: Unknown 380 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 LB 20-X AC
1 Light PPC
5 ER Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: Light Fusion Engine 380 31.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 8.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 268 15.00
Armor Locations: 7 LA, 7 RA
CASE II Locations: 1 LT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 42
Center Torso (rear) 15
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 26
L/R Leg 20 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Small Laser HD 2 1 0.50
LB 20-X AC CT/RT 6 1/10 14.00
ER Small Laser CT 2 1 0.50
3 ER Small Lasers LT 6 3 1.50
Light PPC LT 5 2 3.00
@LB 20-X (Slug) (15) LT - 3 3.00
@LB 20-X (Cluster) (5) LT - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 19
4j 3 4 1 0 4 0 Structure: 5
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/0
Enjoy!
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@Karack Blackstone
Honestly, both Centurion workups you posted seem fine. With the only downside maybe being a little slow for Mediums in a Early Republic/Dark Ages era. But that comes down to personal preference.
The 8S should work just fine. The 8S-1 I would make one change to though. I would take the twin MML-5s out and put a MML-9 in instead. It's the same weight and a crit smaller. And the 1 to 2 points of damage loss is manageable in this case.