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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 27-Dec-2003 00:47 Post subject: Project Chibi |
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I am working on, in conjuction with Joe [Recon], a Project of miniture proportions. This project code named Project Chibi or Project Small is an effort to take original 3025 mechs and reasonibly and effectivly miniturize them. In this project cost is not a factor. We are willing to paying more to get less thats more.
The limits of this project are that each design must match or very very closely match its parent design on it weapons load. We are shunning away from replacing Ballistics with Energy but the switching of ACs for LBXs or Gauss will occure. I will be over looking designs to insure they match the feel of there parent design in function.
So please enjoy.
ps: please forward any designs to me if you feel you want to contribute. i have rules and a direction i'm heading.
pss: please leave comments on each design. i just ask that you not post your own designs, and that you forward any to me to approve and post.
[ This Message was edited by: Vagabond on 2003-12-27 03:17 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 27-Dec-2003 00:48 Post subject: Atlas MKII AS7X-D |
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BattleMech Technical Readout
Type/Model: Atlas MKII AS7X-D
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 75 tons
Chassis: Foundation Type 100X Endo Steel
Power Plant: 300 Vlar Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special Standard
Armament:
3 Medium Lasers
1 Gauss Rifle
1 LRM 20
1 SRM 6
Manufacturer: Yori 'Mech Works, Defiance Industries, Independence Weaponry
Location: Al'Nair, Hesperus II, Quentin
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K
------------------------------------------------------------------------------
==Overview:==
The sight of BattleMechs lumbering across the terrain is a familiar one among
the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas
still manages to make even experienced MechWarriors break out in a sweat and
brings the bitter taste of bile to their mouths, a feeling of dread that
designers of the Atlas MKII hoped to keep.
==Capabilities:==
Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs
might be taller and heavier, none have the Atlas' aura. Considerable effort
went into making the Atlas' weapons as visible as possible, and this effort
was not lost on the design team creating the Atlas MKII.
The Atlas was the first 'Mech to mount such a large and devastating
autocannon. Even though it only carried ten rounds for its Class 20 AC, the
mere threat of such a large autocannon was often enough to send some 'Mechs
scurrying. The design team attempted very hard to keep this feature on the
Atlas MKII, yet were forced to go with something with less bulk. It was a
quick and easy choice in the end, the team decided on using a Gauss Rifle.
The original Atlas' long-range missile delivery system is a unique
design. Upon discovering that 20 launching tubes would not fit into the
'Mech's torso, the designers decided to install five tubes with a feed system
that can shoot four salvos within ten seconds. The feed system was fairly
reliable, and Techs needed only worry about shielding the ammo from heat
emitted from the nearby reactor. Reloading was quick, as each missile tube
system has its own ammunition clip. Designers toiled endlessly for months
reverse engineering the system then designing it for use in the Atlas MKII.
Many feel that only with the rediscoveries of the last two decades would this
feat have occurred.
The 'Mech's armor is thick, yet lacks in comparison with its father
design. Like the original the forward torso and legs are especially well
protected. Someone once calculated that if a battalion of Stinger 'Mechs
engaged an original Atlas, the Atlas would retire for repairs an hour later,
leaving only one Stinger still able to move. It's the design teams hope that
the Atlas MKII will do so against at least a company.
The head like the original is roomy enough to support a small second
generation disk antenna, giving the Atlas MKII limited surface-to-space
communications like its father. When entering battle, the pilot can fold up
the antenna and stow it in a protected portion of the Atlas MKII's head.
The originals medium lasers and short-range missiles made the 'Mech a
good close-range fighter. While it's internal structure gave the arms and
hands enormous power a feature that created many horror stories concerning
Atlases and their ability to pick-up medium-sized 'Mechs with one hand and
fling them to the ground as though they were mere toys. This is where the
design team took real pride in creating the Atlas MKII. With the overall drop
in size the ability to lift objects also dropped. The design teams searched
hard to find a way to recoup this lose, and the solution was found with the
Triple Strength Myomer. With the efficient use of switching off heat sinks the
pilot can gain up to twice the normal strength standard musculatures would
achieve.
The main drawback of the original Atlas was its slow speed. Intelligent
opponents would retreat before the forbidding machine, hoping either to draw
it into tight quarters, such as a city or woods, or sucker it into water or
mud. Once there, the Atlas' lack of mobility was compounded. This was avoided
as the same rated engine on lighter chassis resulted in a boost in speed, yet
designers were forced to use the bulkier yet lighter Light Fusion Engine in
order to avoid the extreme mass of the original engine.
==Variants:==
Only one variant exist that involves removing the remaining rear firing medium
laser and replacing it with an additional ammo bin. This ammo bin connects via
a linkage to the Gauss Rifle, doubling its ammo supply. A supply that many
felt to short on the original prototype, yet nearly matched the supply for the
original Atlas' Autocannon.
--------------------------------------------------------
Type/Model: Atlas MKII AS7X-D
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 14 4.00
(Endo Steel Loc: 1 HD, 4 LA, 4 RA, 1 CT, 2 LL, 2 RL)
Engine: 300 Light Fusion 10 14.50
Walking MP: 4 [5]
Running MP: 6 [8]
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 231 pts Standard 0 14.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 12
L/R Side Torso: 16 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 32/32
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Gauss Rifle RT 1 8 8 16.00
(Ammo Locations: 1 RT)
1 LRM 20 LT 6 12 7 12.00
(Ammo Locations: 2 LT)
1 SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 RT)
1 Medium Laser CT(R) 3 1 1.00
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 20 78 75.00
Crits & Tons Left: 0 .00
Calculated Factors:
Total Cost: 14,645,750 C-Bills
Battle Value: 1,815
Cost per BV: 8,069.28
Weapon Value: 3,393 / 3,393 (Ratio = 1.87 / 1.87)
Damage Factors: SRDmg = 33; MRDmg = 23; LRDmg = 12
BattleForce2: MP: 4, Armor/Structure: 6/4
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MH; Point Value: 18
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 27-Dec-2003 00:49 Post subject: Highlander MKII HGNX-729 |
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BattleMech Technical Readout
Type/Model: Highlander MKII HGNX-729
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 75 tons
Chassis: Star League XT MKII Endo Steel
Power Plant: 300 GM Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 HildCo Model 13 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Grumman-3 Standard
Armament:
1 LB 10-X AC
1 SRM 6
2 Medium Lasers
1 LRM 20
Manufacturer: StarCorps Industries
Location: (Unknown)
Communications System: Hector VII MKII
Targeting & Tracking System: Starlight Seeker LX-4K
------------------------------------------------------------------------------
==Overview:==
A multiple-purpose assault 'Mech with a variety of capabilities, the
ninety-ton Highlander was assigned to nearly every Star League Army unit soon
after its introduction in 2592. StarCorps is now attempting to do so again
with the production of the next generation Highlander named the Highlander
MKII.
==Capabilities:==
By the time the Highlander was introduced, the battlefield tactic of
Death from Above was well-developed. Designers knew that if they gave a 'Mech
jump-capability, some hotshot would attempt to use it by trying to land on
another 'Mech. For that reason, the designers provided impressively thick leg
armor while strengthening the interior skeleton of the feet and lower legs to
absorb the impact of landings The Highlander MKII keeps these features and
attempts to improve upon them.
The primary weapon of the Highlander was the Gauss Rifle. Though the
system requires large amounts of power to magnetize the projectile coils, it
produces very little heat. The rifle system must be heavily protected,
however, making it quite heavy. This forced designers to employ a second
choice. At first they tried to incorporate the lighter Light Gauss used in the
FWL, but supply problems plagued this choice. So the design team fell back on
the LB 10-X AC, a simple and reliable choice. Davion interest thou complicated
this choice when they requested a prototype version mounting the new Class 5
Rotary Autocannon. In a stroke of geniuses one of the designers proposed
mounting a universal assembly elbow on the right arm, which in turned allowed
the quick production of 3 variants.
Supporting the Gauss Rifle on the original were a pair of Holly missile
launchers, both long- and short-range, and torso-mounted twin medium lasers.
The missile launchers provide a mix of firepower at every range, and the
Harmon Starclass medium lasers permit the Highlander to engage in hand-to-hand
combat with both hands free. All features that the designers chose to keep in
the design of the MKII. Opponents of the original design pointed out that the
Highlander required almost constant ammo resupply and that in a prolonged
battle, the lack of significant energy weapons severely hampered the 'Mech's
ability to stay in the fight. Unfortunately A feature that remains on the
Highlander MKII.
The 'Mech is equipped with Grumman-3 Armor, Endo-Steel Internal
Structure, and Cellular Ammunition Storage Equipment shields the shells and
missiles in the right and left torso. Very reliable, the CASE system is
credited with saving countless 'Mechs and pilots across the Inner Sphere thou
with the use of a Light Fusion Engine overall survivability has decreased.
==Variants:==
There are three variants of the Highlander MKII. The first being produced for
general sale uses a LB 10-X AC as its primary weapon, and usually carries a
mix of slug and cluster ammo. The second being sold to House Davion uses a RAC
5 as its primary weapon with a three ton supply of ammo, giving the cannon
almost 2 minutes of operation at full fire. The third sold by special order
[mostly to House Marik] uses a Light Gauss as developers wanted, thou do to
its weight only one ton of ammo supplies the weapon.
--------------------------------------------------------
Type/Model: Highlander MKII HGNX-729
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 14 4.00
(Endo Steel Loc: 5 LA, 5 RT, 2 LL, 2 RL)
Engine: 300 Light Fusion 10 14.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 231 pts Standard 0 14.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 12
L/R Side Torso: 16 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 32/32
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 20 8 13.00
(Ammo Locations: 2 RA)
1 SRM 6 LA 4 15 3 4.00
(Ammo Locations: 1 LA)
2 Medium Lasers RT 6 2 2.00
1 LRM 20 LT 6 12 7 12.00
(Ammo Locations: 2 LT)
CASE Equipment: LT RT 2 1.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS: 18 74 75.00
Crits & Tons Left: 4 .00
Calculated Factors:
Total Cost: 13,329,750 C-Bills
Battle Value: 1,675
Cost per BV: 7,958.06
Weapon Value: 2,148 / 2,148 (Ratio = 1.28 / 1.28)
Damage Factors: SRDmg = 25; MRDmg = 18; LRDmg = 8
BattleForce2: MP: 4J, Armor/Structure: 6/4
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MH; Point Value: 17
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 28-Dec-2003 19:04 Post subject: Stalker MKII STKX-3F |
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By Joe [Recon]
BattleMech Technical Readout
Type/Model: Stalker MKII STKX-3F
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 65 tons
Chassis: Titan H1 Endo Steel
Power Plant: 260 Strand Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Jackson B5c LRM 10s
2 Magna Mk III Large Lasers
4 Magna Mk II Medium Lasers
2 Thunderstroke SRM 6s
Manufacturer: Triad Technologies
Location: (Unknown)
Communications System: Cronol PR
Targeting & Tracking System: Spar 3c Tight Band
------------------------------------------------------------------------------
==Overview:==
The Stalker is the most famous and most common heavy assault 'Mech. A
product of the Reunification War, the first prototype was produced as early as
2594. Early models were not very heavily armed, but field tests suggested that
the STK would be most effective if it mounted weaponry with differing optimal
ranges. Although the resulting 'Mech had far more weapons than could be fired
in a single salvo, it has an extremely flexible response capacity. The League
computer systems determined a target's range and suggested the optimum mix of
weapons for the situation. The resulting fire control system was the best
available. The STK represents BattleMech technology at its height.
The new Chibi Stalker not only is faster and lighter than the original,
but also mounts a prototype battle computer produced by the new Star League
for use in the SLDF 'Mechs. Thanks to these advancements, the new Stalker is
an even better heavy calvalry, with increased speed and massive firepower.
==Capabilities:==
Stalkers are often used to lead major advances while flanked by other
heavy 'Mechs. This heavily armored spearhead was intended to blow holes in the
enemy line through firepower and endurance. These steady advances suit the
Chibi Stalker as well. With a new higher maxium speed, the Chibi Stalker can
keep better pace on the modern battlefield, though it is still not a quick
machine by any standard. The Stalker instead makes an inexorable advance,
never stopping, never slowing, forcing the enemy to break and run under fire
from the Stalker's heavy guns.
In urban battles, the Chibi Stalker is a particularly deadly opponent.
With a wide range of short-range weaponry, the Chibi is most effective at
ranges of 30 to 270 meters. In cities, where most fighting occurs at close
range, the Chibi Stalker can take full advantage of its weight and short-range
weaponry. Often, the Chibi Stalker can appear behind its intended victim and
fire before the other 'Mech can turn.
The Chibi Stalker is also an adept defender. It can absorb tremendous
amounts of abuse before being forced to retreat, and its cross-section of
weapon types allows it to return fire effectively at any range. However, the
Chibi is more likely to carry the fight to the attackers rather than adopt a
defensive position. Because of its highly efficient short-range firepower, a
Chibi Stalker will usually attempt to close with the enemy and concentrate its
attack on the heaviest 'Mech.
The main thing that makes the Chibi Stalker so deadly are the massive
amounts of weaponry jammed into it's smaller frame. Combined with a
respectable speed and the new League battle computer, the Chibi Stalker can
usually find a range where the enemy is weak, and proceed to shell them until
their morale breaks.
==Variants:==
Currently, there are no planned variants of the Chibi Stalker.
--------------------------------------------------------
Type/Model: Stalker MKII STKX-3F
Mass: 65 tons
Equipment: Crits Mass
Int. Struct.: 104 pts Endo Steel 14 3.50
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 2 LT, 1 RT, 2 CT, 2 LL, 2 RL)
Engine: 260 Light Fusion 10 10.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 168 pts Standard 0 10.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 25
Center Torso (Rear): 8
L/R Side Torso: 15 19/19
L/R Side Torso (Rear): 6/6
L/R Arm: 10 15/15
L/R Leg: 15 23/23
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 10 LA 4 2 5.00
1 LRM 10 RA 4 24 4 7.00
(Ammo Locations: 2 RT)
1 Large Laser LT 8 2 5.00
1 Large Laser RT 8 2 5.00
2 Medium Lasers LA 6 2 2.00
2 Medium Lasers RA 6 2 2.00
1 SRM 6 LT 4 2 3.00
1 SRM 6 RT 4 30 4 5.00
(Ammo Locations: 2 RT)
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 44 66 65.00
Crits & Tons Left: 12 .00
Calculated Factors:
Total Cost: 9,902,475 C-Bills
Battle Value: 1,081
Cost per BV: 9,160.48
Weapon Value: 1,338 / 1,338 (Ratio = 1.24 / 1.24)
Damage Factors: SRDmg = 23; MRDmg = 15; LRDmg = 6
BattleForce2: MP: 4, Armor/Structure: 4/4
Damage PB/M/L: 3/3/1, Overheat: 4
Class: MH; Point Value: 11
Specials: if
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 28-Dec-2003 19:44 Post subject: Warhammer MKII WHMX-6R |
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BattleMech Technical Readout
Type/Model: Warhammer MKII WHMX-6R
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 55 tons
Chassis: StarCorp 100X Endo Steel
Power Plant: 275 VOX Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Leviathon Plus Standard
Armament:
2 PPCs
2 Medium Lasers
2 ER Small Lasers
2 Machine Guns
1 SRM 6
Manufacturer: StarCorps Industries
Location: (Unknown)
Communications System: O/P 3000 COMSET
Targeting & Tracking System: O/P 1500 ARB
------------------------------------------------------------------------------
==Overview:==
Construction of the Warhammer BattleMech, which was designed primarily as
an assault 'Mech, began in 2515 and continued up until after the fall of the
Star League. The original requisition by General Sternson to StarCorp
Industries called for "a mobile 'Mech with enough firepower to destroy or
severely damage any 'Mech of the same weight class or lower". A goal that the
newly designed Warhammer MKII attempts to fulfill as it father did hundreds of
years before.
==Capabilities:==
Because of its size and weaponry, the WHM-6R Warhammer is one of the most
dangerous and powerful 'Mechs ever placed in the field. This was why the
design team concentrated its efforts around this venerable machine when
designing the MKII. In particular, the original Donal PPCs and support weapons
gave it the sheer firepower the original needed as a first-line fighter. These
weapons would remain the primary system that the Warhammer MKII would use in
the field. Like all Warhammers the MKII is equipped with a special searchlight
that ties directly into its O/P 1500 ARB tracking system, making the 'Mech
like its father a formidable night-fighter. Mounted on the 'Mech's left torso,
the system can function either as a simple searchlight or as part of the
targeting system.
The WHM-6R is also equipped with both small lasers and machine guns,
making it a threat to any infantry and support craft foolhardy enough to close
in on it.
The original 6R carried 18 heat sinks, while some of the variant versions
of the original had as many as 20 heat sinks. Thus, the Warhammer had the
heavy weapons as well as the means to fire those weapons on a prolonged basis.
The new Warhammer MKII further improves upon that by mounting 11 second
generation double strength heat sinks. Allowing the MKII to maintain continues
operation of its PPCs without overheating, a feature that plagued the original
design during heavy operations.
--------------------------------------------------------
Type/Model: Warhammer MKII WHMX-6R
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 5 LT, 2 LL, 2 RL)
Engine: 275 Light Fusion 10 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 160 pts Standard 0 10.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 22
Center Torso (Rear): 9
L/R Side Torso: 13 17/17
L/R Side Torso (Rear): 8/8
L/R Arm: 9 20/20
L/R Leg: 13 15/15
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7.00
1 PPC LA 10 3 7.00
1 Medium Laser RT 3 1 1.00
1 ER Small Laser RT 2 1 .50
1 Machine Gun RT 0 100 2 1.00
(Ammo Locations: 1 RT)
1 SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
1 Medium Laser LT 3 1 1.00
1 ER Small Laser LT 2 1 .50
1 Machine Gun LT 0 1 .50
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 34 64 55.00
Crits & Tons Left: 14 .00
Calculated Factors:
Total Cost: 8,329,700 C-Bills
Battle Value: 1,142
Cost per BV: 7,293.96
Weapon Value: 1,253 / 1,253 (Ratio = 1.10 / 1.10)
Damage Factors: SRDmg = 22; MRDmg = 13; LRDmg = 5
BattleForce2: MP: 5, Armor/Structure: 4/3
Damage PB/M/L: 4/3/1, Overheat: 1
Class: MM; Point Value: 11
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 28-Dec-2003 20:07 Post subject: Grasshopper MKII GHRX-5H |
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BattleMech Technical Readout
Type/Model: Grasshopper MKII GHRX-5H
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 50 tons
Chassis: Mingh zx33/7 Endo Steel
Power Plant: 300 VOX Light Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Lexington Lifters Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Durallex Heavy Standard
Armament:
1 Diplan HD Large Laser
4 Diplan M3 Medium Lasers
1 Conan/S LRM 5
Manufacturer: Lantren Corporation
Location: (Unknown)
Communications System: Allet-C308
Targeting & Tracking System: Allet-T11
------------------------------------------------------------------------------
==Overview:==
When it first appeared on the battlefield in 2786, the Grasshopper was a
revolutionary design. Although it had a mass of 70 tons, it was jump-capable.
A heavy 'Mech, with all the firepower and armor of its weight classification,
the GHR-5H was designed as a highly mobile close-range fighter.
The GHR-5H was expected to engage and destroy light to medium 'Mechs at
close range, clearing the way for less mobile, better-armed units. In a duel
with another heavy 'Mech, the Grasshopper is usually out-gunned, but its heavy
armor and high mobility allows it to inflict substantial damage before having
to retreat.
The Grasshopper MKII is no exception to these traditions.
==Capabilities:==
The Grasshopper was not heavily armed, but it could keep up a much higher
rate of fire than many other heavy 'Mechs. That gave the GHR a reputation as a
high-intensity fighter. With 24 reloads for its Conan/S LRM-5 and needing no
ammunition for its lasers, the Grasshopper was able to continue its assaults
for long periods away from supply depots.
Its ability to operate independently made the 'Mech useful as a raider
and guerrilla fighter, and marked it quickly for redesign. Like the original
the MKII was designed to rely on surprise and superior mobility to overwhelm
its victims instead of relying on long-range bombardment to weaken the enemy's
defenses.
The original Grasshopper was also famous for its ability to outflank an
enemy and attack from the rear. With the improvements made to the MKII's
chassis and fusion engine, designers where able to increase the speed 150%
furthering the MKII's ability to outflank opponents.
The Grasshopper traditionally lead a lance of jump-capable 'Mechs and
during major offensives, it falls to this lance to outflank key enemy
positions, forcing their opponents to fight on two fronts. A role that is
hoped will again become the duty of a Grasshopper Battlemech.
==Variants:==
At this time, there are no common variants of the GHRX-5H Grasshopper.
--------------------------------------------------------
Type/Model: Grasshopper MKII GHRX-5H
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2.50
(Endo Steel Loc: 4 LA, 4 RA, 4 LT, 2 RT)
Engine: 300 Light Fusion 10 14.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 168 pts Standard 0 10.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 23
Center Torso (Rear): 8
L/R Side Torso: 12 18/18
L/R Side Torso (Rear): 6/6
L/R Arm: 8 16/16
L/R Leg: 12 24/24
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser CT 8 2 5.00
1 Medium Laser LT 3 1 1.00
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Medium Laser RT 3 1 1.00
1 LRM 5 HD 2 24 2 3.00
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 1 LT, 1 RT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 22 64 50.00
Crits & Tons Left: 14 .00
Calculated Factors:
Total Cost: 8,083,500 C-Bills
Battle Value: 1,321
Cost per BV: 6,119.23
Weapon Value: 1,313 / 1,313 (Ratio = .99 / .99)
Damage Factors: SRDmg = 23; MRDmg = 9; LRDmg = 2
BattleForce2: MP: 6J, Armor/Structure: 4/3
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MM; Point Value: 13
[ This Message was edited by: Vagabond on 2003-12-29 01:36 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 30-Dec-2003 20:18 Post subject: Rifleman Mk. II RFLX-3N |
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designed by Joe [Recon]
BattleMech Technical Readout
Type/Model: Rifleman Mk. II RFLX-3N
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 50 tons
Chassis: Kallon Type IV Endo Steel
Power Plant: 200 Pitban Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Kallon Royalstar Standard
Armament:
2 Mydron Model C Autocannon/5s
2 Magna Mk III Large Lasers
2 Magna Mk II Medium Lasers
Manufacturer: Kallon Industries
Location: (Unknown)
Communications System: Fox-Tech Model 2b Howler
Targeting & Tracking System: Garret D2j
------------------------------------------------------------------------------
==Overview:==
The first Rifleman was built for Star League by Kallon Industries in
2505. Designed as a medium fire-support vehicle, this early model was lighter
and less heavily armored than the current version, and mounted Kallon Class C
laser cannon. Chronic overheating forced the addition of more heat sinks and
the replacement of the old lasers with more efficient Magna IIs and IIIs.
However, due to technological advances, the current design on the board
for the aging Rifleman drops it far from the heavy category and back where it
started in the mediums. In this role, it packs maximum firepower onto a
minimum amount of framework, though the heat system can still be overtaxed.
==Capabilities:==
The current design of the Chibi Rifleman calls for dual Mydron medium
autocannons with underslung heavy Magna Mk III lasers to support them. Even
with the updated heatsinks, this machine tends run hot at times, but in the
hands of a capable pilot, the bulk of its massive firepower can be brought to
bear on the opponent safetly. For point defense, the design mounts two highly
efficient Magna Mk II lasers. These are rarely used, as the machine is
deisgned for ranged combat.
Though outclassed by better-armed vehicles such as the Warhammer and the
Hunchback, the versatile and reliable Rifleman can nevertheless perform as an
effective component in more complex battle plans.
The Rifleman's secondary role is that of anti-aircraft platform, as its
Garret D2j tracking system provides excellent acquisition of swift-moving
aerial targets.
Although the Rifleman is admirably suited to its fire-support role, its
lack of hands and comparatively low mass make it less effective in close
combat against larger machines. Despite this, the 'Mech easily overpowers
lighter opponents. Its pilot is well advised, however, to avoid head-on
confrontation with machines such as the Blitzkrieg, Hunchback and Enforcer.
Although the Garret T11-A com system is highly efficient, its wing-shaped
antenna system tends to draw fire, occasionally disrupting communications in
Rifleman-led units. Due to newer advancements, this troublesome system has
been replaced by the Federated manufactured unit, the Fox-Tech Model 2b
Howler. This unit utilizes the older antanae style as well, but the antanae is
merely for show, as the true components of the system are buried deep in the
'Mech's head and chest.
Initially, Fox-Tech was unwilling to sell the advanced system to other
nations, but due to need for more money in the FedSuns coffers after the
disastrous civil war, they entered into a limited agreement with Kallon
Industries at the urging of First Princess Yvonne Davion. This move has
started much needed C-Bills flowing into the Federated economy.
==Variants:==
Another variant drops 5 tons from the machine's mass, and replaces the
cannons with PPCs resulting in a heavier armed machine with better armor and a
lower profile. Likely this machine will see production in numbers approaching
the original.
--------------------------------------------------------
Type/Model: Rifleman Mk. II RFLX-3N
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2.50
(Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine: 200 Light Fusion 10 6.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 112 pts Standard 0 7.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 14
Center Torso (Rear): 5
L/R Side Torso: 12 12/12
L/R Side Torso (Rear): 4/4
L/R Arm: 8 10/10
L/R Leg: 12 16/16
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/5 RA 1 20 5 9.00
(Ammo Locations: 1 CT)
1 Large Laser RA 8 2 5.00
1 Autocannon/5 LA 1 4 8.00
1 Large Laser LA 8 2 5.00
1 Medium Laser RT 3 1 1.00
1 Medium Laser LT 3 1 1.00
--------------------------------------------------------
TOTALS: 24 66 50.00
Crits & Tons Left: 12 .00
Calculated Factors:
Total Cost: 5,759,250 C-Bills
Battle Value: 865
Cost per BV: 6,658.09
Weapon Value: 1,070 / 1,070 (Ratio = 1.24 / 1.24)
Damage Factors: SRDmg = 23; MRDmg = 15; LRDmg = 3
BattleForce2: MP: 4, Armor/Structure: 3/3
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 9
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 30-Dec-2003 20:20 Post subject: Cyclops Mk. II CPX-10-Z |
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designed by Joe [Recon]
BattleMech Technical Readout
Type/Model: Cyclops Mk. II CPX-10-Z
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 55 tons
Chassis: Stormvanger HV-7 Endo Steel
Power Plant: 220 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Starshield Special Standard
Armament:
1 ER Medium Laser
1 Medium Laser
1 Autocannon/20
1 LRM 10
1 SRM 2
Manufacturer: Stormvanger Assemblies, Unlimited
Location: (Unknown)
Communications System: Olmstead 840 with SatNav Module
Targeting & Tracking System: Tacticon Tracer 280
------------------------------------------------------------------------------
==Overview:==
Strormvanger Assemblies first placed the CP 10-Z Cyclops into production
in 2710. Designed as a heavy assault vehicle for use in assault lances, the
Cyclops also proved a favorite among headquarters troops in higher-echelon
formations. With its sophisticated holographic Tacticon B-2000 battle computer
and its planet-wide communications capability, the heavy 'Mech proved highly
useful in this role. Except when the Cyclops is part of an assault lance,
tactical doctrine usually places it in the reserve, where it can coordinate
and support the overall actions of the other BattleMechs in its command.
Due to higher technology levels, the Cyclops has recently been redesigned
with a smaller profile and a larger focus on what the original Cyclops tried
to accomplish: a fast moving heavy assaulter, capable of scrapping most other
'Mechs in short range combat.
==Capabilities:==
To this end, the Cyclops's chassis has been redesigned from the ground
up, incoroporating new endo-steel structure and triple strength mynomer. This
allowed the design team to drop 35 tons from the original weight of the
machine, putting it at the heavy end of the medium weight division. This
solidifies the 'Mechs role as an assault unit and brawler.
The Cyclops' weaponry is mixed so that it can attack or defend itself
against any opponent at any range necessary. The Delta Dart LRM pack is
capable of engaging the enemy at extreme range. The Zeus-36 Mark III
autocannon can be used in the middle ranges. Finally, the two Diverse Optics
Type 20 medium lasers with the Hovertec Streak SRM can take on anything that
gets nearer.
In the past, the Cyclops, with its diverse weaponry, was somewhat limited
in ammunition storage, and its projectile weapons tended to run out quickly in
extended battle situations. This is still true of the long range missile
launcher, but the Zeus cannon now carries ample ammunition, allowing the
Cyclops to be very agressive when pursuing targets.
Though the Cyclops is armored as heavily as its internal structure can
handle, the armor is somewhat inadequate. In battle situations, most enemy
'Mechs will automatically aim at the Cyclops, knowing any hits will soon
damage the internal structure and possibly set off the volatile ammunition.
Thankfully, the new Project Chibi Cyclops is equipped with case for its
ammunition, allowing the machine to survive even a devestating ammunition
exploision.
The new Cyclops works best when used agressively in close quarters, where
its strong physical attacks and massive short range weaponry can quickly crush
the opponent. If things get hectic, the machine can retreat while firing its
LRMs at pursuers. Although the armor is somewhat light, this is not expected
to increase the casuality rate more than the normal Cyclops, which carried a
similar percent of armor coverage.
Even with these minor drawbacks, the Cyclops could be a formidable weapon
found in the battle lances of almost every 'Mech regiment in the Successor
States if we recieve the order to begin construction.
==Variants:==
Three variants of the Chibi Cyclops are currently under consideration.
The first replaces the AC/20 with a Gauss rifle and two tons of ammunition.
Another more radical variant removes the triple strength mynomer, replaces the
engine with a Light version and adds 4 jump jets in the legs. The AC/20 is
also replaced with an LBX-20 AC. The third variant drops a half ton of armor
in favor of adding a small laser, giving pilots greater flexability when
imploying there TSM.
--------------------------------------------------------
Type/Model: Cyclops Mk. II CPX-10-Z
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 1 HD, 3 LA, 3 RA, 2 LT, 1 CT, 2 LL, 2 RL)
Engine: 220 Fusion 6 10.00
Walking MP: 4 [5]
Running MP: 6 [8]
Jumping MP: 0
Heat Sinks: 10 Single 2 .00
(Heat Sink Loc: 2 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 136 pts Standard 0 8.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 20
Center Torso (Rear): 5
L/R Side Torso: 13 17/17
L/R Side Torso (Rear): 4/4
L/R Arm: 9 14/14
L/R Leg: 13 16/16
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Medium Laser RA 5 1 1.00
1 Medium Laser LA 3 1 1.00
1 Autocannon/20 RT 7 15 13 17.00
(Ammo Locations: 3 LT)
1 LRM 10 LT 4 12 3 6.00
(Ammo Locations: 1 LT)
1 SRM 2 CT 2 50 2 2.00
(Ammo Locations: 1 LT)
CASE Equipment: LT 1 .50
--------------------------------------------------------
TOTALS: 21 74 55.00
Crits & Tons Left: 4 .00
Calculated Factors:
Total Cost: 5,968,224 C-Bills
Battle Value: 937
Cost per BV: 6,369.5
Weapon Value: 798 / 798 (Ratio = .85 / .85)
Damage Factors: SRDmg = 16; MRDmg = 7; LRDmg = 3
BattleForce2: MP: 4, Armor/Structure: 3/5
Damage PB/M/L: 2/2/-, Overheat: 3
Class: MM; Point Value: 9
Specials: if
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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CO_17thRecon Kell Hounds Major
Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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Posted: 30-Dec-2003 20:35 Post subject: RE: Cyclops Mk. II CPX-10-Z |
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Hmmm...
Well, I suppose I should put forth my thoughts...wish I had some. *chuckles* I'll comment on my designs here.
Well, the Rifleman was easiest...but since it was decided not to use the Davion Rifleman I had originally based it off of, I had to add 5 tons to cope with heavier cannons. I still like the 45 tonner with the PPCs and Lasers. It's just sick. I put firepower above everything on that design, and it shows. Still, ought to be fun lugging that in telling your opponent you're just bringing 45 tons.
The Stalker was a piece of cake, and as a technical piece, is probably the best, having improved greatly on the design of the original with better speed and CASE but also succeeding in making it smaller. However, the design seems rather sterile to me. It gets the job done though, no questions about that.
Ah, the Cylcops. My fave machine of the lot! I don't know why, but I really like the mental image of a scaled down Cyclops. I expect to take flak for not having increased the speed (though if you are careful with TSM, you can use that to punch it up), but I find the basic hardiness of the design and massive ammo for the cannon are the big selling points. I mean, the original Cyclops really only had the massive ammo count to recommend it (Unless you count the 4/6 speed as really awesome, which it might be considering the time frame of the design). I figure this design is easier to transport, but gets all the good of the original as well. Armor is a bit thin as well, but the machine was deisgned as all offense. Get close enough to use the cannon, then go to town.
_________________ Jarylan Blackwell
"What the...?! Where did you get THAT?!"
"Creative aquisition."
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Rarich Federated Suns Leftenant General
Joined: 05-Feb-2002 00:00 Posts: 991 Location: United States
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Posted: 15-Jan-2004 13:50 Post subject: RE: Stalker MKII STKX-3F |
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[quote]
BattleMech Technical Readout
Type/Model: Stalker MKII STKX-3F
Tech: Inner Sphere / 3067
Config: Biped BattleMech
[/quote]
I still like my full size version with arrow 4 better.
I think I posted it way back on one of the first 3 design pages.
http://www.mordel.net/barandgrill/viewtopic.php?topic=302&forum=3&3
[ This Message was edited by: Rarich on 2004-01-15 13:53 ] _________________ Duct tape is like the force. It has a light side & a dark side, and strings also lie under it all.
Life is a sexually transmitted terminal disease.
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 22-Mar-2005 13:56 Post subject: Fafnir MKII MFN-A0 |
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Designed by Cain
Even though this design is not an upgrade of a 3025 machine into a smaller frame, i will added to this project.
BattleMech Technical Readout
Type/Model: Fafnir MKII MFN-A0
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 65 tons
Chassis: Foundation Type 110 Endo Steel
Power Plant: 260 Magna Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Aldis Heavy Ferro-Fibrous
Armament:
4 Diverse Optics ER Medium Lasers
2 Imperator Light Gauss Rifles
1 Diverse Optics ER Small Laser
Manufacturer: Defiance Industries of Hesperus II
Location: Hesperus II
Communications System: Angst Clear Channel 3
Targeting & Tracking System: Angst Clear View 2A
--------------------------------------------------------
Type/Model: Fafnir MKII MFN-A0
Mass: 65 tons
Equipment: Crits Mass
Int. Struct.: 104 pts Endo Steel 14 3.50
(Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine: 260 Fusion 6 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 206 pts Ferro-Fibrous 14 11.50
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 CT, 2 LL, 2 RL)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 31
Center Torso (Rear): 10
L/R Side Torso: 15 22/22
L/R Side Torso (Rear): 7/7
L/R Arm: 10 20/20
L/R Leg: 15 29/29
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
1 Light Gauss Rifle RT 1 32 7 14.00
(Ammo Locations: 1 LT, 1 RT)
1 Light Gauss Rifle LT 1 5 12.00
1 ER Small Laser HD 2 1 .50
--------------------------------------------------------
TOTALS: 24 72 65.00
Crits & Tons Left: 6 .00
Calculated Factors:
Total Cost: 6,452,188 C-Bills
Battle Value: 1,293
Cost per BV: 4,990.09
Weapon Value: 1,858 / 1,858 (Ratio = 1.44 / 1.44)
Damage Factors: SRDmg = 25; MRDmg = 17; LRDmg = 9
BattleForce2: MP: 4, Armor/Structure: 5/5
Damage PB/M/L: 4/4/1, Overheat: 1
Class: MH; Point Value: 13
[ This Message was edited by: Vagabond on 2005-03-22 16:52 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 22-Mar-2005 16:42 Post subject: Victor MKII MVTR-10B |
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Designed by StarRaven
Equipment Names and Factory location altered by me.
BattleMech Technical Readout
Type/Model: Victor MKII MVTR-10B
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 60 tons
Chassis: Alshain Class Mini 920 Endo Steel
Power Plant: 240 Pitban Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 HildCo Model 12 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Durallex Heavy Standard
Armament:
1 Mydron Excel LB 20-X AC
2 Diverse Optics ER Medium Lasers
1 Guided Technologies 2nd Gen Streak SRM 6
Manufacturer: Independence Weaponry, HildCo Interplanetary
Location: Quentin (Independence), St. Ives (HildCo)
Communications System: Sipher Security Plus
Targeting & Tracking System: Matabushi Sentinel
--------------------------------------------------------
Type/Model: Victor MKII MVTR-10B
Mass: 60 tons
Equipment: Crits Mass
Int. Struct.: 99 pts Endo Steel 14 3.00
(Endo Steel Loc: 6 LA, 8 LT)
Engine: 240 Light Fusion 10 9.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 10 Double [20] 3 .00
(Heat Sink Loc: 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 201 pts Standard 0 13.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 30
Center Torso (Rear): 10
L/R Side Torso: 14 21/21
L/R Side Torso (Rear): 7/7
L/R Arm: 10 20/20
L/R Leg: 14 28/28
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 20-X AC RA 6 15 14 17.00
(Ammo Locations: 3 RT)
2 ER Medium Lasers LA 10 2 2.00
1 Streak SRM 6 LT 4 15 3 5.50
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 20 75 60.00
Crits & Tons Left: 3 .00
Calculated Factors:
Total Cost: 9,370,880 C-Bills
Battle Value: 1,519
Cost per BV: 6,169.11
Weapon Value: 1,676 / 1,536 (Ratio = 1.10 / 1.01)
Damage Factors: SRDmg = 34; MRDmg = 12; LRDmg = 0
BattleForce2: MP: 4J, Armor/Structure: 5/4
Damage PB/M/L: 5/4/-, Overheat: 0
Class: MH; Point Value: 15
[ This Message was edited by: Vagabond on 2005-03-22 16:51 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 14-Oct-2005 22:23 Post subject: Banshee Mark II M-BNC-3E |
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Created by StarRaven
BattleMech Technical Readout
Type/Model: Banshee Mark II M-BNC-3E
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 45 tons
Chassis: Foundation 210 Endo Steel
Power Plant: 180 GM Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Longanecker PlastiSteel Standard
Armament:
1 Rotary AC/5
1 PPC
1 C³ Slave Unit
1 ER Small Laser
Manufacturer: Defiance Industries of Hesperus II
Location: Hesperus II
Communications System: Angst Clear Channel 3G
Targeting & Tracking System: Angst Clear View 2A
--------------------------------------------------------
Type/Model: Banshee Mark II M-BNC-3E
Mass: 45 tons
Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 5 LA, 3 RA, 1 LT, 1 CT, 2 LL, 2 RL)
Engine: 180 Light Fusion 10 5.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 9 .00
(Heat Sink Loc: 1 RA, 2 LT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 153 pts Standard 0 10.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 21
Center Torso (Rear): 7
L/R Side Torso: 11 17/17
L/R Side Torso (Rear): 5/5
L/R Arm: 7 14/14
L/R Leg: 11 22/22
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Rotary AC/5 RT 1 60 9 13.00
(Ammo Locations: 3 RT)
1 PPC LT 10 3 7.00
1 C³ Slave Unit CT 0 1 1.00
1 ER Small Laser HD 2 1 .50
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 18 73 45.00
Crits & Tons Left: 5 .00
Calculated Factors:
Total Cost: 5,446,852 C-Bills
Battle Value: 1,119 (+154 for C³)
Cost per BV: 4,867.61
Weapon Value: 1,143 / 1,143 (Ratio = 1.02 / 1.02)
Damage Factors: SRDmg = 25; MRDmg = 17; LRDmg = 4
BattleForce2: MP: 4, Armor/Structure: 4/3
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 11
Specials: c3s
[ This Message was edited by: Vagabond on 2005-10-14 22:24 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 14-Oct-2005 23:23 Post subject: RE: Project Chibi |
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Didn't we do some thing like this a couple of years ago?
I remember sending you my low weight Battlemaster aka the Tomahawk...
_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 15-Oct-2005 01:06 Post subject: RE: Project Chibi |
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Quote:
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On 2005-10-14 23:23, Karagin wrote:
Didn't we do some thing like this a couple of years ago?
I remember sending you my low weight Battlemaster aka the Tomahawk...
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*Smack!!* Look at the dates on most of the posts! This thread IS from a couple years ago lol. 2003
*bonk!*
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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