The Vulture
More pictures of the Vulture
Spoiler
The Marauder
Spoiler
More pictures of the Marauder
More pictures of the Marauder
Spoiler
The Madcat
Spoiler
The Berserker (Own design)
Spoiler
The Piranhaskull (Own design)
Spoiler
The Man O' War
Spoiler
The Legionnaire (Own design)
Spoiler
The Centaur (Own design)
Spoiler
The Breaker (Own design)
Spoiler
The Longbow
Spoiler
The Uziel
Spoiler
The Annihilator
Spoiler
The PI1-1337 PAUL INOUYE (Own design)
Spoiler
"UNIT-1" (Own design)
Spoiler
The Mad Dog
Spoiler
The Lumberjack (Own design)
Spoiler
The Gladiator
Spoiler
These bad boys even have their own TROs now thanks to Chrona!
Chrona, on 21 May 2015 - 01:20 AM, said:
Centaur
Spoiler
Centaur CNT-3K
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3045
Cost: 3.752.000 C-Bills
Battle Value: 1.069
Chassis: Alshain Class 540 Endo-Steel
Power Plant: Magna 240 Fusion Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Starshield Ferro-Fibrous
Armament:
1 Victory Drumbeat Large Pulse Laser
4 Victory 23R Medium Lasers
2 Zippo Flamers
1 Yori Flyswatter Anti-Missile System
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Dawson IV
Targeting and Tracking System: Bk-320
Overview:
The Centaur is a 3045 Draconis Combine design. Designed amidst the resurgence
of Lostech, the Centaur makes use of an endo-steel internal skeleton to free up
weight for its rather heavy weapons load, especially given its tonnage. 6 tons
of ferro-fibrous weave provide ample protection, given its scout role. A Magna
240-rated standard engine provide it with more battlefield endurance than some
of the other 'Mech designs springing up, while also propelling it to a
respectable top speed of 97.2 km/h.
Capabilities:
For a scout 'Mech, the Centaur is rather heavily armed. The core of its
firepower is the Victory Drumbeat large pulse laser mounted in its right torso,
providing it with a powerful weapon which remains accurate even on the move.
Four medium lasers give it a nasty short range punch in addition to the pulse
laser. A Yori Flyswatter anti-missile system protects the 'Mech from incoming
missiles. To protect itself from infantry or cover up its retreat, the 'Mech
also carries two Zippo flamers mounted in the center torso.
Variants:
Centaur CNT-1K
An early prototype of the CNT-3K, the 1K still relies on single heat sinks to
cool its laser-heavy loadout. While it carries 4 more heat sinks than the 3K's
10, they dissipate only a little under three fourths of the heat the 3K's
double heat sinks can dissipate. Without the ferro-fibrous weave available, the
1K carries much lighter armour than the 3K, while it also uses a conventional
large laser instead of the more accurate pulse weapon.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2,00
Internal Locations: 7 LT, 7 RT
Engine: Fusion Engine 240 11,50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 1 RT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 107 6,00
Armor Locations: 7 LA, 7 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 16
Center Torso (rear) 4
L/R Torso 10 15
L/R Torso (rear) 4
L/R Arm 6 10
L/R Leg 10 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Flamers CT 6 2 2,00
Large Pulse Laser RT 10 2 7,00
Anti-Missile System LT 1 1 0,50
2 Medium Lasers RA 6 2 2,00
2 Medium Lasers LA 6 2 2,00
@Anti-Missile System (12) LT - 1 1,00
Free Critical Slots: 10
Centaur CNT-3K
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3045
Cost: 3.752.000 C-Bills
Battle Value: 1.069
Chassis: Alshain Class 540 Endo-Steel
Power Plant: Magna 240 Fusion Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Starshield Ferro-Fibrous
Armament:
1 Victory Drumbeat Large Pulse Laser
4 Victory 23R Medium Lasers
2 Zippo Flamers
1 Yori Flyswatter Anti-Missile System
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Dawson IV
Targeting and Tracking System: Bk-320
Overview:
The Centaur is a 3045 Draconis Combine design. Designed amidst the resurgence
of Lostech, the Centaur makes use of an endo-steel internal skeleton to free up
weight for its rather heavy weapons load, especially given its tonnage. 6 tons
of ferro-fibrous weave provide ample protection, given its scout role. A Magna
240-rated standard engine provide it with more battlefield endurance than some
of the other 'Mech designs springing up, while also propelling it to a
respectable top speed of 97.2 km/h.
Capabilities:
For a scout 'Mech, the Centaur is rather heavily armed. The core of its
firepower is the Victory Drumbeat large pulse laser mounted in its right torso,
providing it with a powerful weapon which remains accurate even on the move.
Four medium lasers give it a nasty short range punch in addition to the pulse
laser. A Yori Flyswatter anti-missile system protects the 'Mech from incoming
missiles. To protect itself from infantry or cover up its retreat, the 'Mech
also carries two Zippo flamers mounted in the center torso.
Variants:
Centaur CNT-1K
An early prototype of the CNT-3K, the 1K still relies on single heat sinks to
cool its laser-heavy loadout. While it carries 4 more heat sinks than the 3K's
10, they dissipate only a little under three fourths of the heat the 3K's
double heat sinks can dissipate. Without the ferro-fibrous weave available, the
1K carries much lighter armour than the 3K, while it also uses a conventional
large laser instead of the more accurate pulse weapon.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2,00
Internal Locations: 7 LT, 7 RT
Engine: Fusion Engine 240 11,50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 1 RT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 107 6,00
Armor Locations: 7 LA, 7 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 16
Center Torso (rear) 4
L/R Torso 10 15
L/R Torso (rear) 4
L/R Arm 6 10
L/R Leg 10 10
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Flamers CT 6 2 2,00
Large Pulse Laser RT 10 2 7,00
Anti-Missile System LT 1 1 0,50
2 Medium Lasers RA 6 2 2,00
2 Medium Lasers LA 6 2 2,00
@Anti-Missile System (12) LT - 1 1,00
Free Critical Slots: 10
Breaker
Spoiler
Breaker BRK-R1
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 9.839.680 C-Bills
Battle Value: 1.399
Chassis: Crucis Type VI Standard
Power Plant: Hermes 240 Fusion XL Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor Standard Armor w/ CASE
Armament:
2 Zeus LRM-15s
1 Magna Mk III Large Laser
3 Magna Mk II Medium Lasers
1 Hovertec Streak SRM-2
Manufacturer: Kali Yama Weapons Industries
Primary Factory: Kalidasa
Communications System: Irian Orator-5B
Targeting and Tracking System: Corean B-Tech
Overview:
Designed in 3050, just in time for the Clan Invasion, the Breaker is the Free
Worlds League's attempt at creating a fire support 'Mech in the vein of the
ancient Catapult heavy 'Mech. Using recently discovered technologies, the
Breaker doesn't just copy the Catapult's potent long range loadout, but also
adds a respectable suite of backup weapons.
Weight for this is freed up by the 240-rated extra-light engine powering the
design, propelling it up to a speed of 64.8km/h. This allows it to easily keep
the pace with assault lances, or make a timely retreat when kept in the rear.
Coupled with the 13 tons of armor protecting it, the Breaker is a very sturdy
'Mech given its role.
Capabilities:
Configured mainly for fire support, the Breaker is built for its two 15-tube
LRM racks. Spread across the right torso and right arm, the long range missiles
can put a blistering barrage downrange. The three tons of LRM ammo give it the
ability to either make good use of special munitions or keep up a non-stop LRM
barrage for two minutes; the eleven double heat sinks of the design keep the
LRM launchers heat neutral for these two minutes as well. The LRM ammo bins are
protected by CASE to prevent pilot injuries, and makes sure the expensive
engine isn't totally destroyed.
Its backup weaponry is surprisingly versatile and powerful, further augmenting
the 'Mech's already respectable durability in a brawl. A Magna-designed large
laser gives it a powerful mid-range weapon, while three Magna medium lasers and
a Streak SRM-2 provide it with a potent close range punch, giving it the
ability to defend itself until reinforcements arrive.
Variants:
Breaker BRK-R3
Introduced alongside the R1 variant in limited numbers, the R1 variant is what
the Centurion was to the Trebuchet - a short to medium range fighter. Removing
the LRM racks and the Streak launcher of the R1 variant has freed up enough
space for two six-tube SRM racks. Four jump jets enhance its mobility,
especially in the close confines of urban warfare. The medium lasers have been
upgraded to pulse versions to offset the poor accuracy of the 'Mech after
jumping, while an Artemis IV fire control system does the same for the SRM
racks, with the added benefit of additional accuracy during normal combat as
well. The large laser has been retained for mid-range combat. The 'Mech's role
as a close range combatant also allows it to make better use of the massive
battle fist mounted in the left arm, something that often goes unused in the R1
variant.
================================================================================
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 11(22) 1,00
Heat Sink Locations: 2 LT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 201 13,00
CASE Locations: 1 RT 0,50
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
--------------------------------------------------------------------------------
LRM-15 RT 5 3 7,00
Streak SRM-2 RT 2 1 1,50
3 Medium Lasers LT 9 3 3,00
LRM-15 RA 5 3 7,00
Large Laser RA 8 2 5,00
@Streak SRM-2 (50) RT - 1 1,00
@LRM-15 (24) RT - 3 3,00
Free Critical Slots: 19
Breaker BRK-R1
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 9.839.680 C-Bills
Battle Value: 1.399
Chassis: Crucis Type VI Standard
Power Plant: Hermes 240 Fusion XL Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor Standard Armor w/ CASE
Armament:
2 Zeus LRM-15s
1 Magna Mk III Large Laser
3 Magna Mk II Medium Lasers
1 Hovertec Streak SRM-2
Manufacturer: Kali Yama Weapons Industries
Primary Factory: Kalidasa
Communications System: Irian Orator-5B
Targeting and Tracking System: Corean B-Tech
Overview:
Designed in 3050, just in time for the Clan Invasion, the Breaker is the Free
Worlds League's attempt at creating a fire support 'Mech in the vein of the
ancient Catapult heavy 'Mech. Using recently discovered technologies, the
Breaker doesn't just copy the Catapult's potent long range loadout, but also
adds a respectable suite of backup weapons.
Weight for this is freed up by the 240-rated extra-light engine powering the
design, propelling it up to a speed of 64.8km/h. This allows it to easily keep
the pace with assault lances, or make a timely retreat when kept in the rear.
Coupled with the 13 tons of armor protecting it, the Breaker is a very sturdy
'Mech given its role.
Capabilities:
Configured mainly for fire support, the Breaker is built for its two 15-tube
LRM racks. Spread across the right torso and right arm, the long range missiles
can put a blistering barrage downrange. The three tons of LRM ammo give it the
ability to either make good use of special munitions or keep up a non-stop LRM
barrage for two minutes; the eleven double heat sinks of the design keep the
LRM launchers heat neutral for these two minutes as well. The LRM ammo bins are
protected by CASE to prevent pilot injuries, and makes sure the expensive
engine isn't totally destroyed.
Its backup weaponry is surprisingly versatile and powerful, further augmenting
the 'Mech's already respectable durability in a brawl. A Magna-designed large
laser gives it a powerful mid-range weapon, while three Magna medium lasers and
a Streak SRM-2 provide it with a potent close range punch, giving it the
ability to defend itself until reinforcements arrive.
Variants:
Breaker BRK-R3
Introduced alongside the R1 variant in limited numbers, the R1 variant is what
the Centurion was to the Trebuchet - a short to medium range fighter. Removing
the LRM racks and the Streak launcher of the R1 variant has freed up enough
space for two six-tube SRM racks. Four jump jets enhance its mobility,
especially in the close confines of urban warfare. The medium lasers have been
upgraded to pulse versions to offset the poor accuracy of the 'Mech after
jumping, while an Artemis IV fire control system does the same for the SRM
racks, with the added benefit of additional accuracy during normal combat as
well. The large laser has been retained for mid-range combat. The 'Mech's role
as a close range combatant also allows it to make better use of the massive
battle fist mounted in the left arm, something that often goes unused in the R1
variant.
================================================================================
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 11(22) 1,00
Heat Sink Locations: 2 LT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 201 13,00
CASE Locations: 1 RT 0,50
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
--------------------------------------------------------------------------------
LRM-15 RT 5 3 7,00
Streak SRM-2 RT 2 1 1,50
3 Medium Lasers LT 9 3 3,00
LRM-15 RA 5 3 7,00
Large Laser RA 8 2 5,00
@Streak SRM-2 (50) RT - 1 1,00
@LRM-15 (24) RT - 3 3,00
Free Critical Slots: 19
Edited by Iqfish, 21 May 2015 - 01:38 AM.