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#1 Rendall

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Posted 16 November 2011 - 03:13 AM

Give it a go. only rules are Table Top rules specifc. no book barred, no tech limit, no time table, just post a custom variant mech of your own home brew, and show it off!! Please include a short synopsis of the mech's intended purpose at the bottom!

ps: Clan tech on Inner Sphere is fine, and vice versa. Also, Experimental is fine as well. This isnt meant to be a clan vs IS thread.

pps: Also, if you can, give a price tag on the mech you are posting!

Edited by Rendall, 16 November 2011 - 03:14 AM.


#2 Vorastix

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Posted 16 November 2011 - 03:47 AM

Mad Cat Mk II Vora (prime)

Mass: 90 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: F/X-D-D
Production Year: 0
Cost: 24,287,700 C-Bills
Battle Value: 3,153

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 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
2 LRM-20s
1 ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 138 points 4.50
Internal Locations: 3 LA, 4 RA
Engine: XL Fusion Engine 360 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 8.00
Heat Sinks: Double Heat Sink 20(40) 10.00
Heat Sink Locations: 1 CT, 2 LT, 2 RT, 1 LA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 279 15.00
Armor Locations: 3 LA, 4 RA
CASE Locations: LT, RT 0.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 29 44
Center Torso (rear) 14
L/R Torso 19 29
L/R Torso (rear) 9
L/R Arm 15 30
L/R Leg 19 38

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ECM Suite HD 0 1 1.00
LRM-20 RT 6 4 5.00
LRM-20 LT 6 4 5.00
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
@LRM-20 (12) RT - 2 2.00
@LRM-20 (12) LT - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 32
4j 3 3 3 0 4 0 Structure: 5
Special Abilities: ECM, CASE, SRCH, ES, SOA, LRM 2/2/2, IF 2



Synopsis: This is a basic long range support mech. I personally didn't like the options on the original MkII so I tend to always refit it with ER PPC's.

Note: this is an export from solaris skunk werks.

Edited by Vorastix, 16 November 2011 - 03:49 AM.


#3 Rendall

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Posted 16 November 2011 - 04:08 AM

Racing Flea

Tech Base: Inner Sphere
Tonnage 20


Equipment Mass Total Price
Internal Structure: Endo Steel 1.0 1.0 32,000
Engine: XXL Fusion 380 14.0 15.0 10,133,335
Walking 19
Running 28
Jumping 0

Heat Sinks: 10 Double 0.0 60,000
Gyro: XL 2.0 17.0 1,500,000
Cockpit: Small 2.0 19.0 175,000
Armor Type: Standard
Armor Factor: 16 1.0 20.0 10,000




Meant for Racing only. Has a Racing Stripes paint job in red and yellow. I resisted the urge to call it "The Love Bug"
Total price: 11,910,335 C-bills

Edited by Rendall, 16 November 2011 - 11:03 AM.


#4 AC

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Posted 16 November 2011 - 10:46 AM

Razorback AC
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Production Year: Classified
Cost: 9,977,600 C-Bills
Battle Value: 1,853
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 Plasma Rifles
4 ER Medium 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, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: Light Fusion Engine 300 14.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 1 LT, 2 RT, 1 CT, 1 LH, 1 RH
Gyro: None 0.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 176 11.00
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 26
Center Torso (rear) 9
L/R Torso 14 22
L/R Torso (rear) 6
L/R Arm 10 18
L/R Leg 14 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers CT 10 2 2.00
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
@Plasma Rifle (40) LT - 4 4.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
5 4 4 0 0 3 0 Structure: 3
Special Abilities: ENE, HT1, SRCH, ES, SOA


Posted Image


IS Experimental attempt to remove the Gyro and utilize advanced myomer muscles for balance. No gyro hits, but it has a +1 modifier to all piloting rolls.

#5 Rendall

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Posted 19 November 2011 - 02:43 AM

Common Name: Hussar
Technology Base: Inner Sphere
Tonnage: 30
Class: Light
Legs: 2

Type Number Tonnage used Total Tonnage Used Location Mounted Slots Required

Internal Structure: Endo Steel N/A 1.5 1.5 RA/LA 7/7
Engine: XL 270 1 7.5 9.0 CT/RT/LT 6/3/3
Gyroscope: XL 1 1.5 10.5 CT 6
Jump Jets: Standard 2 1.0 11.5 LL/RL 1/1
Cockpit: Compact 1 2.0 13.5 HD 4
Myomers: Standard N/A 0 13.5 N/A 0
Heat Sinks: Double 10 (20) 0 12.5 N/A 0
Armor: Ferro Fibrous 42 2.5 15.0 RA/LA/RT/LT 2/2/5/5
Weapon: ER Large Laser 2 10.0 25.0 RT/LT 2/2
Weapon:
Weapon:
Weapon:
Weapon:
Weapon:
Weapon:
Ammunition:
Ammunition:
Ammunition:
Ammunition:
Ammunition:
Ammunition:
Equipment: MASC 1 2.0 27.0 RT 2
Equipment: Targeting Computer 1 3.0 30.0 LT 3

#6 Stahlseele

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Posted 19 November 2011 - 03:41 AM

Good old Warhammer with Marauder-Arms for PPC/MLAS without the MG's, ammo for the MG's and without the small lasers.
Imstead 2 more Heatsinks so it stays cold.

#7 Jack Gallows

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Posted 19 November 2011 - 05:26 AM

View PostAC, on 16 November 2011 - 10:46 AM, said:

IS Experimental attempt to remove the Gyro and utilize advanced myomer muscles for balance. No gyro hits, but it has a +1 modifier to all piloting rolls.


Can't remove the gyro, muscle can't provide "balance" it doesn't work that way.

Anyway...

Wild Weasel WW-1D

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E
Production Year: 3049
Cost: 9,257,250 C-Bills
Battle Value: 1,078

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 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 w/ CASE
Armament:
2 Ultra AC/5s
1 TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The WW-1D is an experimental Davion design originally laid down in late 3042,
with the first prototype being constructed in 3045. The desire of Davion
Military Command was to develop a mech able to fill two roles on the
battlefield by incorporating the newest of technologies. These roles were as a
long range harasser that can spot for artillery/fire support mechs while also
providing defense for these units in a jam, and to act as a hunter/killer for
enemy missile encampments or tanks.


To achieve these roles, the Wild Weasel mounts two Ultra AC/5s with enough ammo
to sustain a high rate of fire from both weapons for long engagements without
having to rearm if away from friendly supply lines, adding in CASE protecting
it's ammunition from disabling the 'mech.

The long range of the Ultra AC/5s, combined with a TAG and a top speed of over
97 kp/h, help protect the Wild Weasel while it carries on it's mission, backed
by 9.5 tons of armor should it run into something it can't outpace/kill.


A few detractor's note it's lack of weapon diversity, and reliance on new and
costly technology that might hamper it's widespread production should it prove
itself a valuable addition to the armies of the Federated Sun. Time will tell
if this machine will live up to it's designation that harkens back to the
ancient warbirds of Terran militaries.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 1 HD, 2 CT, 5 LT, 5 RT, 1 LA
Engine: XL Fusion Engine 300 9.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
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
Armor: Ferro-Fibrous AV - 169 9.50
Armor Locations: 3 RT, 7 LA, 2 LL, 2 RL
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 8
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
--------------------------------------------------------------------------------
TAG RT 0 1 1.00
2 Ultra AC/5s RA 2 10 18.00
@Ultra AC/5 (60) LT - 3 3.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 11
6 2 2 2 0 2 0 Structure: 2
Special Abilities: TAG, CASE, SRCH, ES, SOA

Edited by Jack Gallows, 19 November 2011 - 05:56 AM.


#8 Melissia

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Posted 19 November 2011 - 05:35 AM

I would probably make a Raven-IIC (IE, a clan-upgraded Raven-- think like the Hunchback IIC, RIfleman IIC, Jenner IIC, etc) which turns it into an omnimech with upgraded (and lighter/smaller) ECM/BAP/TAG/Narc equipment, clan double heat sinks, allowing it to make room for either extra medium lasers or more missiles. Endo-steel might also help.

Edited by Melissia, 19 November 2011 - 05:37 AM.


#9 Jack Gallows

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Posted 19 November 2011 - 05:36 AM

And now for a Clan mech!

Nova Wolf

Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3070
Cost: 14,348,800 C-Bills
Battle Value: 1,812

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 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
Armament:
6 Heavy Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Working with recently abjured Nova Cat Clan scientists in secret, Clan
Wolf-in-Exile began designing a mech reminiscent to the Nova Cat design, while
trying to fit it to their battle philosophy and add a strong line unit to their
Touman. Their desire was to build an ammo independent design that could move
around the battlefield with unprecedented mobility without sacrificing armor
and bite. It's also a signal showing the Wolf's decision to help aid the
abjured Clan for it's stance to help protect the Inner Sphere.


While dropping the weight tonnage of the Nova Cat by ten tons required the
reduction of armor, the Nova Wolf still retains maximum armor for it's weight
class at 11.5 tons of Ferro-Fiberous. To help build on their design vision, the
mech mounts an extra light engine that propels it to speeds of up to 97.2 km/h
with added jump jets capable of launching it over 180 meters. This
allows the Nova Wolf to take command of a battlefield by being able to move
unhindered by terrain, and to outpace anything it can't kill by itself, which
should be few with it's built in weaponry of six Medium Heavy Lasers.


These weapons combined with the mech's inherent mobility allow it to be a very
dangerous asset to commanders on the battlefield, making it so they can apply
some serious pressure and firepower in short notice to anywhere they need it.
Since it uses no ammunition it never has to leave a fight unless destroyed,
with 21 double heat sinks allocated to help dissipate the tremendous heat generate
by it's weapon systems. While the Heavy Lasers mess with targeting slightly,
tech's deemed it inconsequential with how good Clan Mechwarriors are at their
craft. The mech can still run pretty hot, but it can keep a high rate of fire
without having to hold too much back.


The decision to make it a standard battlemech instead of an omnimech was a hard
one for Clan commanders, as this unit is designed for front line and second
line use. So far, though, there seems to be few complaints once they get their
hands on the mech.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 LT, 2 RT, 2 LA, 2 RA
Engine: XL Fusion Engine 360 16.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 2 LT, 2 RT 6.00
Heat Sinks: Double Heat Sink 21(42) 11.00
Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 201 10.50
Armor Locations: 1 HD, 2 LT, 2 LA, 2 RA

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 30
Center Torso (rear) 10
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 28

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Heavy Medium Laser RT 7 2 1.00
Heavy Medium Laser LT 7 2 1.00
2 Heavy Medium Lasers RA 14 4 2.00
2 Heavy Medium Lasers LA 14 4 2.00
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18
6j 6 6 0 0 3 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SOA

Edited by Jack Gallows, 19 November 2011 - 05:57 AM.


#10 Alizabeth Aijou

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Posted 19 November 2011 - 05:38 AM

Eh, since you asked for it...
Spoiler

Edited by Alizabeth Aijou, 19 November 2011 - 08:32 AM.


#11 itchies

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Posted 19 November 2011 - 06:05 AM

NOT posting because that will give you an unfair advantage over my designs. You're not going to know what hit you when i come out with my custom designs. :)

#12 Nik Van Rhijn

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Posted 19 November 2011 - 06:22 AM

Unfortunately i will be dead before I could use Alizabeth's design in this game :)

#13 DocBach

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Posted 19 November 2011 - 09:47 AM

View PostAlizabeth Aijou, on 19 November 2011 - 05:38 AM, said:

Eh, since you asked for it...


Dude, for real? You call my Devastator IIC out as munchtech, but you post a 180-ton 'Mech equipped solely with level 3 experimental equipment? Sort of painting the kettle black here man.

#14 feor

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Posted 19 November 2011 - 10:25 AM

Based on a loadout I've been running in the MW4:M campaign.

Marauder MAD-8S

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
Production Year: 3073
Cost: 7,425,250 C-Bills
Battle Value: 1,555

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 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 Large Pulse Lasers
1 Light PPC
2 Medium Pulse Lasers
Manufacturer: Defiance Industries
Primary Factory: Kwangjong-ni
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Originally a field refit by ammunition strapped units in the field during the
Word of Blake Jihad the Marauder 8S was eventually picked up and put into
production by Defiance Industries on Kwangjong-ni.


Based on the Marauder 5T, the ammo hungry RAC was replaced by a Light PPC in
the more traditional dorsal mount, extending its range back to that of the
original Marauder's AC/5, at the cost of heat. The mech was also refitted with
a quartet of Jump Jets, similar to those of the 5M, adding to its overall
mobility.


The design came to be known as the "Finned Marauder" by troops in the field for
the large banks of heat sinks added to the mech's left and right torsos.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 3 LT, 3 RT, 4 LA, 4 RA
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 3 LT, 3 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 208 13.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 33
Center Torso (rear) 8
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 21
L/R Leg 16 26

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC CT 5 2 3.00
Large Pulse Laser RA 10 2 7.00
Medium Pulse Laser RA 4 1 2.00
Large Pulse Laser LA 10 2 7.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
4j 4 4 1 0 3 0 Structure: 6
Special Abilities: ENE, SRCH, ES, SOA


#15 EDMW CSN

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Posted 19 November 2011 - 10:36 AM

BattleMech Technical Readout

Type/Model:    Aggressor AGG-X2
Tech:          Inner Sphere / 3061
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       AGG-X-Lite  Endo Steel
Power Plant:   220 General Motors Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 McCloud Specials (Reinforced) Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Durallex Tensile-4 with CASE Standard
Armament:      
  4 Intek Hellborer Medium Lasers
  2 FarFire LRM 15s
Manufacturer:  Stormwind Heavy Industries
  Location:    Small World / Galatea
Communications System:  Sipher CommCon SCU-4
Targeting & Tracking System:  GuideRite with Laser Coordination Link

------------------------------------------------------------------------------
==Overview:==
    Basically a relatively simple refit of the AGG-X1, this upgrades involves
removing the Flamer for a pair of CASE in the torso to protect the mech from
an ammunition explosion.

==Capabilities:==
    Although weaponary wise the AGG-X2 is similar to that of the AGG-X1. The
inclusion of CASE in the side torsos made the mech much more reliable and it
is often a huge relief for the pilot. At least he know he will be alive in
case the ammo blows.

==Deployment==
    Logically speaking the AGG-X2 should have phase out the X1 the moment it
came out, but that is not the case (pardon the pun). CASE ammunition up adds
another hundred and fifty thousand C-Bills on top of the Chaos March costly
AGG-X1. Most minor lords don't really care and they just want to save whatever
money they can get.

    Thus the X2 only see modest sales among the minor lords. However, it
exceeded the sales of the X1 when it came to the mercenary markets which
ironically, meant that mercenaries value their warriors more than minor lords
(and mercenaries are supposed to be, well, mercenary in nature).

--------------------------------------------------------
Type/Model:    Aggressor AGG-X2
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel            14      3.00
 (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine:        220 Fusion                    6     10.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     10 Double [20]               6       .00
 (Heat Sink Loc: 1 LT, 1 RT)
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:  176 pts Standard              0     11.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         25      
   Center Torso (Rear):                  8      
   L/R Side Torso:           13      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   9      17/17      
   L/R Leg:                  13      24/24      

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 LRM 15                 RT      5   32      7     11.00
  (Ammo Locations: 2 LT, 2 RT)
1 LRM 15                 LT      5           3      7.00
2 Medium Lasers          CT      6           2      2.00
CASE Equipment:          LT     RT           2      1.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         22          71     55.00
Crits & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        5,276,924 C-Bills
Battle Value 2:    1,518 (old BV = 1,372)
Cost per BV2:      3,476.23
Weapon Value:      1,411 / 1,411 (Ratio = .93 / .93)
Damage Factors:    SRDmg = 24;  MRDmg = 16;  LRDmg = 8
BattleForce2:      MP: 4J,  Armor/Structure: 4/5
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MM;  Point Value: 15
                   Specials: if

Mini-archer and stay back !

Edited by [EDMW]CSN, 19 November 2011 - 10:38 AM.


#16 UncleKulikov

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Posted 19 November 2011 - 11:53 AM

IS Chassis:
Atlas.

Swapped out the SRM 4 for an SRM 6, swapped the LRM 15 for a PPC.
Cost: 9,192, 000
BV: 1892

Clan Chassis
Timberwolf

2 RAC 2s
2 ER Medium Lasers
2 SRM 4
1 ER Small Laser

BV: 2242
Cost: 23,711, 953

#17 Alizabeth Aijou

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Posted 19 November 2011 - 03:42 PM

View PostDocBach, on 19 November 2011 - 09:47 AM, said:


Dude, for real? You call my Devastator IIC out as munchtech, but you post a 180-ton 'Mech equipped solely with level 3 experimental equipment? Sort of painting the kettle black here man.

At least you won't be seeing mine until after the Big Toaster Party of 3067-3081.
Also, "level 3" tech has been dead since at least 2007.

Plus, do you have any idea how sodding much work it is to work the entire damn thing out by hand since no design program exists that handles Super-Heavy BattleMechs? Plus, the damn thing is limited in how munchy it can be since the base chassis has to be 100% Inner Sphere tech, so no 2-crit Clan DHS or smaller XL/XXL Engines. Or the super low crit Endo/Ferro.

Also, my entry for most munchy 'mech is this one:
Posted Image
Followed by a Supernova 4.

#18 feor

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Posted 19 November 2011 - 03:47 PM

The Drawing Board did Superheavy mechs...

Just, ya know, saying. :)

#19 Alizabeth Aijou

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Posted 19 November 2011 - 04:04 PM

Using fanon rules, yes.
I'm using canon rules (ref. Jihad: Final Reckoning).
It even includes one canon Super-Heavy:
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3× Gauss, 2× LB 10-X.

#20 feor

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Posted 19 November 2011 - 04:25 PM

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Using fanon rules, yes.

Fanon? I was under the impression they were from the old... what was it called, the Level 3 book that predated Max Tech.





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