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Create Your Own BattleMech! Bragging Rights for Winner(s)!


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#1 Connor Macleod

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Posted 03 December 2011 - 01:49 AM

Okay we've all wanted to do it at some point, and maybe some of us already have, within the confines of our imagination. I mean, the existing models of BattleMechs are nothing short of epic, but there's nothing quite like the feeling of fielding a 'Mech of your own creation into the battle. So, mainly to share my ideas for a created BattleMech, and because I want to hear and see all of your designs and ideas as well, I have created this thread. Here's the rules:

1. In order to avoid completely unrealistic or severely overpowered Mechs, all Mechs need to be "constructed" using the BattleTech Tabletop Construction rules. (I am currently using the actual book "Classic BattleTech Master Rules Revised Edition". I however do not have a link to find them on the internet, so if anybody has a link to said rules, please feel free to post it)
2. All Mechs created here can only use technology from right before Operation Bulldog (Meaning anything before 3059)
3. Inner Sphere cannot use Clan Technology and vice versa.
4. No variants of existing BattleMechs. You can take certain elements from other 'Mechs to use them in your design, however do not make look-a-likes. This rule is also extended to other 'Mechs and giant robots outside of the BattleTech Universe i.e. NO GUNDAM LOOKALIKES (or Robotech, Armored Core, etc.)
5. You may create Clan 'Mechs, but you may or may not be chastised by me or others. Nothing against the Clans, but their tech is extremely superior and it is far easier to create a Clan BattleMech than an Inner Sphere BattleMech due to reduced weight and critical slot designations. Don't worry, if I do give you a hard time, it will be far short of cyber abuse, which is against the terms of use for this website anyway. :lol:
6. Original artwork is encouraged, however if you are artistically challenged, like myself, and/or have no access to a scanner/camera, again like myself, physical descriptions are just as acceptable.
7. We're only human. Therefore, if your math is slightly off and I do catch it, I'll politely let you know that you need to revise your design. We all make mistakes, right?
8. Last but not least, have fun. I mean if you can't have fun while doing this, why are you doing this in the first place? It's not like I'm standing over you in a Devastator with my Gauss rifles aimed at you, growling "DO IT OR ELSE!" Go outside, read a book, something, as long as you're not doing this and you can't have fun ^_^

WINNERS:

LIGHT 'MECH: TBD

MEDIUM 'MECH: TBD

HEAVY 'MECH: TBD

ASSAULT 'MECH: PLD-1F Paladin (Jack Gallows) http://mwomercs.com/...dpost__p__56906



NOTABLE MENTION: TBD

Trial of Bloodright 'Mech Naming Sub-Contest

Alright, this is a contest within a contest specifically aimed at those who are fans of the Clans. Instead of competing to see who has the best 'Mech idea, however, those taking part in this sub-contest are competing to see who has the best possible 'Mech to be bestowed with the legendary name of "Kerensky". All of the above rules for the original contest apply, however there are special rules that apply to this contest only.

1. All 'Mechs will be designed using Clan Technology (Goes without saying; Aleksandr Kerensky was more legendary within the Clans than within the Inner Sphere.)
2. In the "Name" section, there will be no name. Instead put in parenthesis "Competing for the name Kerensky"
3. All 'Mechs within this sub-contest will be either Heavy or Assault 'Mechs.
4. The actual physical design (Be it a picture or a physical description) counts just as much, if not more, than the loadout specs (Because lets face it, it's easy to throw almost everything under the sun with all the bells and whistles on an Assault Clan 'Mech that just makes it devastating.) So if you can't draw, put some thought in the physical description area to make it easy to imagine what the 'Mech looks like.

Think you're up to the task? Well lets see you put your money where your mouth is.

THE KERENSKY: TBD (WINNER OF THE SUB-CONTEST)

NOTABLE MENTION: TBD


EDIT: YOU MAY ENTER AS MANY DESIGNS AS YOU WANT IN AS MANY CATEGORIES AS YOU WANT.

ALSO. DUE TO THE SIZE OF EVERYONE'S POSTS, PLEASE USE THE "SPOILER" FOR ALL THE SPECS AND LEAVE DESCRIPTIONS/PICS AND OVERVIEWS OUT OF THE SPOILER AREA FROM NOW ON.

Edited by Connor Macleod, 07 January 2012 - 12:25 PM.


#2 Connor Macleod

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Posted 03 December 2011 - 01:52 AM

Name: Hunter
Technology: Inner Sphere
Cost: 10,129,500 C-Bills
Weight Class: Medium
Tonnage: 50
Internal Structure: Endo Steel
Engine Type/Rating: Extra-Light/300
Cruising Speed/Top Speed: 64.8 km/h; 97.2 km/h
Heat Sinks: 10 (Double)
Jump Jets: Yes (180 Meters)
Armor Type/Rating: Standard/120
Equipment:
PPC
LB 10X AC (2 Tons of Ammo)
ER Medium Laser
CASE

History:
Featuring some of the latest rediscovered technology from the Star League Era, the Hunter got its start as the brain child of an unnamed engineer and scientist of the New Avalon Institute of Science. The unnamed engineer (We'll call him Jack for naming purposes) was inspired by ‘Mechs such as the Enforcer and the Centurion, but felt that such designs were outdated, especially with the (re)discovery of several LosTech from the Star League era. Jack completed his design and submitted them to the Institute, who used their resources to create a prototype. Once built, the Institute put the prototype through several rigorous tests, which it passed flawlessly. Production began in 3058, but due to high production costs and the FedCom Civil War breaking out, mass production was halted in 3063 and the project was terminated. The few that were produced have seen limited service during Operation Bulldog and the FedCom Civil War

Physical Description:
The Hunter is a humanoid ‘Mech with a few similarities to existing models of ‘Mechs. It has an almost identical cockpit/head of a Hunchback, while the Particle Projection Cannon on the right arm is attached in the same manner as the PPC on a Black Knight. The LB 10X Autocannon, the ‘Mech’s other main weapon, is attached to the left arm in a similar way as well. The torso is of a slim to medium build, similar in size to that of an Enforcer, and sports an ER Medium Laser in the left torso up near the shoulder area. The legs are humanoid, with forward facing knees.

Tactics:
Superior to many ‘Mechs of equal tonnage in speed, maneuverability, and firepower, the Hunter is an effective Light ‘Mech Hunter-Killer (hence the name). Meant for rough terrain and mountainous battlegrounds outside the urban areas of big cities, the 50 ton ‘Mech utilizes its speed and maneuverability to full advantage, running down lighter and sometimes faster ‘Mechs, all the while, peppering their hulls with PPC fire until their within effective range for the LB 10X Autocannon. Unfortunately, with only 7.5 tons of standard armor, The Hunter lacks the protection necessary in prolonged fights with heavier 'Mechs. The MechWarrior then has to rely on his speed, piloting skills, and luck to survive any such encounters.

Spoiler


(The blank areas are because before I could calculate everything, I had to return the book I was borrowing from a friend. So if someone could help me out, that'd be great. I know, I know, I'm the OP, I shouldn't need help, but hey, everybody needs help sometimes.)



Alright phew. This is mine, feel free to critique. Think you can do better? Then post one!

EDIT- Here is the new and improved Hunter.

Edited by Connor Macleod, 10 December 2011 - 06:03 PM.


#3 Nik Van Rhijn

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Posted 03 December 2011 - 02:38 AM

I like AC's, especially in Urban combat, so;
BrawlerA BRW 2R

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 7,659,750 C-Bills
Battle Value: 1,509

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
2 LB 10-X ACs
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
The Brawler looks like a Thug with hands, The torso mounted AC's projecting a la Atlas.

Overview:
House Davion has always used Autocannon. With the advent of the LBX series they
looked at a number of ways of utilising it. this variant was intended as a
close range mech with some ability at medium range. The double heat sinks mean
that this mech runs extremely cool, even when firing all weapons. Ratehr than
increasing weapons or maxing out the armour it was decided to give 3 tons of
case protected ammo to allow it to operate for longer periods without resupply.
The mix of slugs and cluster extends the options. It is hoped that this will
provide a good solid front line mech urtilising all the newly rediscovered
technology. A further possible change could be the droppinh of 1/2 ton of
armour to fit an AMS to give protection against missiles.

First however it needs to undergo in use trials to see if it's promise is born
out in the field.
Tactics;
The Brawler is intended as a solid line mech for medium to close range support, in particular to defend fire support mechs, where it's lack of speed is no handicap. It's intended to be durable, hence the lack of an XL engine.

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 170 9.50
Armor Locations: 2 CT, 1 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 24
Center Torso (rear) 7
L/R Torso 16 22
L/R Torso (rear) 6
L/R Arm 12 16
L/R Leg 16 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RT 2 6 11.00
Medium Laser RT 3 1 1.00
LB 10-X AC LT 2 6 11.00
Medium Laser LT 3 1 1.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
@LB 10-X (Cluster) (20) RT - 2 2.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LB 10-X (Cluster) (20) LT - 2 2.00
@LB 10-X (Slug) (10) LT - 1 1.00
Free Critical Slots: 9

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
4 4 4 2 0 3 0 Structure: 6
Special Abilities: CASE, SRCH, ES, SOA, FLK 1/1/1

Courtesy of SSW

Edited by Nik Van Rhijn, 09 December 2011 - 05:47 PM.


#4 Adridos

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Posted 03 December 2011 - 03:02 AM

Nik Van Rhijn, you have to draw a pictue of it, or describe how it looks, not just tech data and story. ^_^

#5 Connor Macleod

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Posted 03 December 2011 - 03:09 AM

Geez dude, I know I said BTTP rules, but you didn't have to go that far LoL. Still, great 'Mech. I'm a fan of LBX Autocannons myself. Just wouldn't use them in an Urban environment. The scatter would seem like there would be more collateral damage and/or casualties. But hey, civilians should evacuate warzones anyway.

EDIT: Adridos is right, need description and tactics

EDIT 2: Actually after reviewing the rules of my own thread, and the fact that I did not post a template with OP, only the physical description and/or pic is needed.

Edited by Connor Macleod, 03 December 2011 - 04:24 AM.


#6 Brakkyn

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Posted 03 December 2011 - 04:26 AM

Shoot, I have over 150 personal BattleMech designs, but can't draw worth a darn. Most of them include simple weapon loadouts. If I COULD draw, I might be as good as the almighty Plog.

Edited by Brakkyn, 03 December 2011 - 04:28 AM.


#7 Connor Macleod

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Posted 03 December 2011 - 04:35 AM

View PostBrakkyn, on 03 December 2011 - 04:26 AM, said:

Shoot, I have over 150 personal BattleMech designs, but can't draw worth a darn. Most of them include simple weapon loadouts. If I COULD draw, I might be as good as the almighty Plog.


Not asking you to draw, man. Just describe what it looks like and give us the specs. Use my post as a reference.

#8 Mason Grimm

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Posted 03 December 2011 - 09:00 AM

CAE-1A Caedmon (the name means Wise Warrior)
Method of Creation: Solaris Skunkworks

Mass: 75 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: 3040
Cost: 15,730,750 C-Bills
Battle Value: 2,213

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine

Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Yes (yep, that's right. It can jump)
Jump Capacity: 90 meters

Armor: Standard Armor (14.5 tons of it)

Armament:
1x Gauss Rifle
2x ER Large Lasers
7x Medium Lasers

================================================================================

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 2 LT, 5 LA, 5 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 2 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 231 14.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 11
L/R Torso 16 22
L/R Torso (rear) 10
L/R Arm 12 24
L/R Leg 16 32

================================================================================

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.00
Medium Laser CT 3 1 1.00
Gauss Rifle RT 1 7 15.00
Medium Laser LT 3 1 1.00
2 Medium Lasers RA 6 2 2.00
ER Large Laser RA 12 2 5.00
2 Medium Lasers LA 6 2 2.00
ER Large Laser LA 12 2 5.00
@Gauss Rifle (16) RT - 2 2.00
Free Critical Slots: 0

Physical Description: I have no idea. In my mind everything looks close to combinations of Marauders and Marauder IIs (seen, reseen, unseen, maybe seen, soon to be seen, never seen, seen what?). So imagine something big, ugly and extremely competent at multiple ranges. Now imagine it DFA-ing you as the ultimate surprise.

Tactics: When using this mech you have a range of choices depending on... well... your range...

1 hex away? Use your ER Large lasers and Medium Lasers. Or you can DFA then for **** and giggles.

2 hex away? Use your ER Large lasers, your medium lasers or your Gauss Rifle. Again, you can DFA if you want.

3-9 hex away? 7x medium lasers and still heat neutral or you can stagger using medium lasers as well as your ER large lasers.

7-19 (22) hex away? Fire up the 2x ER Larges and the 1x Gauss Rifle.

Notes and other Fluff:

Notice the overlap between short and long ranges? The medium lasers and the large lasers have an overlap so that you have all ranges covered and can utilize your weapons more effectively depending on heat levels and desired damage outcomes. Since the ER larges have no minimum range you can use them as short, medium or long weapons. Your Medium Lasers cover short and medium ranges and your Gauss can cover short, medium and long ranges with no heat buildup.

It should also be noted that this machine is built to take a licking and keep on ticking! I could have placed big powerful weapons on here (dual gauss anyone?) but having weapons systems knocked out through combat severely limits what you can give back in terms of damage. This machine was designed to still remain combat effective even if some systems are knocked out.

Missing a medium laser or two? No problem, stagger your large laser(s) to compensate.

Missing a large laser? No problem, you've still got another ER large as well as the Gauss.

Missing several medium lasers? We got that too! Your gauss can fire with a min of 2 hexes away and can act as a short range weapon.

Missing everything but 1 medium laser, spit and harsh language? You can still DFA them with some flair! Style points count!

This is not an ammo dependent machine. Yes it has a gauss rifle (with 2 tons of ammo I might add. That is 16 shots) but it also has energy weapons and can remain fairly heat neutral if the pilot isn't alpha striking.

Finally; ammo explosions due to heat or someone crit seeking? Nope! Although I hear the gauss itself can explode but it's ammo will not. Yaaaaaaaaaaaaaay ^_^

Edited by Mason Grimm, 03 December 2011 - 09:43 AM.


#9 Slade Deleportas

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Posted 03 December 2011 - 09:28 AM

Here, for your construction pleasures: Solaris Skunk Werks: http://www.solarissk...s.com/downloads You will want SSW_0.6.76.zip and SSW Master.zip (ALL of the mechs from 2750 to 3075ish) Uses the new Total Warfare rules for building etc. This was created by Skyhigh and a few others. Skyhigh also created http://www.solaris7.com a great resource for canon and fanon material.

Edited by Slade_Deleportas, 03 December 2011 - 09:29 AM.


#10 Connor Macleod

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Posted 03 December 2011 - 09:31 AM

View PostMason Grimm, on 03 December 2011 - 09:00 AM, said:

CAE-1A Caedmon (the name means Wise Warrior)
Method of Creation: Solaris Skunkworks

Mass: 75 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: 3040
Cost: 15,730,750 C-Bills
Battle Value: 2,213
etc etc. Not gonna quote the whole d*** post. That's just bad forum etiquette ^_^


Wow. Now that's a Heavy 'Mech I'd like to pilot. Its speed is a bit of a turn-off for me, but its versatility at different ranges plus its effectiveness even in the face of battle damage still makes this a true terror to behold. Anyways, I know I said BTTP rules, but the extra "Heat Critical Mass" isn't needed for this. I do however need to go edit my post to show Battle Value and cost. Anyways, loved the tactics portion (DFA just for s**** and giggles. Priceless), although description does lose you some imagination points. Still, it put a good general picture of what the Caedmon looks like in my head, and just from my imagination, it is indeed an ugly, gruesome, and possibly grotesque 'Mech. Which equals pretty effing epic in my book :lol: .

#11 Alizabeth Aijou

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Posted 03 December 2011 - 10:08 AM

Alright, here's my entry:

The Heikegani was an attempt to incorporate the best features of the venerable King Crab design with features taken from the popular Marauder-chassis. The result is a 'Mech that visually resembles the King Crab, with a dorsal-mounted IDC Large X-Pulse Laser, strongly inspired by the Marauder's GM Whirlwind autocannon mount. Supplementing this is a Shigunga Medium Range Missile 20-Launcher in a mount reminiscent to the King Crab's Simpson-15 launcher. A head-mounted Tanadi Citizen C3 Slave Computer allows it to coordinate fire with lance-members. From the skull-like body of the 'Mech protrude two arms that are a a definite hybrid of the Crab's and the Marauder's, each incorporating a Dragon's Fire Gauss Rifle, supported by an IDC Medium X-Pulse Laser in the right arm, and an IDC Small X-Pulse Laser in the left.
Spoiler

Sorry, but I'm crap at drawing.
Its inspired by the mythological yōkai/yūrei creature - a crab whose shell resembles a human face (skull in this case, rather), supposedly the reincarnated Heike warriors who were defeated in the Battle of Dan-no-ura (1185).

Edited by Alizabeth Aijou, 03 December 2011 - 10:21 AM.


#12 Datum

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Posted 03 December 2011 - 10:44 AM

The Stiletto (yes, it's a clan omni. shut up)
Posted Image

Stilleto

Mass: 35 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 6,374,531 C-Bills
Battle Value: 515

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 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:
11.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 1 HD, 1 RT, 2 LA, 3 RA
Engine: XL Fusion Engine 210 4.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 105 5.50
Armor Locations: 4 LA, 3 RA

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 14
Center Torso (rear) 4
L/R Torso 8 13
L/R Torso (rear) 3
L/R Arm 6 10
L/R Leg 8 13



================================================================================
Loadout Name: Prime Cost: 7,182,000
Tech Rating/Era Availability: F/X-X-E BV2: 1,592

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 6 (Standard)
Jump Jet Locations: 3 LT, 3 RT 0.00
CASE Locations: RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RT 3 1 2.00
Large Pulse Laser LT 10 2 6.00
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
@Streak SRM-4 (25) RT - 1 1.00
Free Critical Slots: 9

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


================================================================================
Loadout Name: Alpha Cost: 7,156,688
Tech Rating/Era Availability: F/X-X-E BV2: 1,571

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 6 (Standard)
Jump Jet Locations: 3 LT, 3 RT 0.00
CASE Locations: RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RT 3 1 2.00
ER Large Laser LT 12 1 4.00
Medium Pulse Laser RA 4 1 2.00
Medium Pulse Laser LA 4 1 2.00
@Streak SRM-4 (25) RT - 1 1.00
Free Critical Slots: 10

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


================================================================================
Loadout Name: Beta Cost: 7,285,781
Tech Rating/Era Availability: F/X-X-E BV2: 1,621

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 6 (Standard)
Jump Jet Locations: 3 LT, 3 RT 0.00
CASE Locations: RT 0.00
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RT 3 1 2.00
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
@Streak SRM-4 (25) RT - 1 1.00
Free Critical Slots: 13

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

#13 guardiandashi

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Posted 03 December 2011 - 10:50 AM

sigh I have so many designs... that I have done dome are major changes and some less so.

the BLR-2G battlemaster varient, changes of note... reduces close in firepower for more ranged firepower. disgards srm6, ammo, and machineguns and ammo for a second ppc it was the old classic battlemaster, and has a second "gun"

"wolf pup" class omnimech, This unit was designed by clan WiE to help suppliment their shortage of recon designs, it also addresses percieved issues with the "fire moth, aka Dasher" design. While the dasher is a fine design and has an unriveled maximum speed, it does suffer drom being ... fragile if any weapons successfully hit it. The wolf pup addresses those concerns.

Appearance: The wolf pup shows its heritage it has legs that greatly resemble those of the Timberwolf class omni, along with its distinctive hip assembly, on a reduced scale, the body however is more rounded and brings to mind the (unseen) marauder's (aka robotech officer battlepod) the arms are impossible to determine which design they came from due to the fact that they are essentually identical.

deployment: wolf pups are still uncommon enough that they are rarely deployed in groups, when they are, they take advangage of the omni technology they incorperate to make "minor" changes to better support the overall star composition. Typically they vary the "advanced electronics" even if the weapons loadout are otherwise identical.

base chassis stats
25 tons, movement 8/12/0 aka 86.4 kph cruising 129.6 kph running
chassis endosteel 1.25 tons engine 200XL 4.25 tons, gyro 2 tons cockpit 3 tons
armor 4.5 tons clan ferrofibrous biased towards the front, (all 3 rear torsos only have 2 armor per section) a total of 86 "points" of armor thus providing 96% of chassis maximum the reduced coverage locations are: head 8 of 9 possible armor, and legs mounting 11 of 12 maximum armor the remaining free weight is devoted to pod space providing a (relatively) massive 10 tons (under "non fractional accounting" this is reduced to only 9.5 tons)
due to the design being intended for recon, raiding, and extended skirmishing, The most common configurations mount heavy energy weapons loadouts.

primary configuration:
ct 1 er large laser
R/L arm, 1 er medium laser over 1 er small laser
2 additional DHS
1 ton of "advanced electronics" typically, active probe, or ecm (most common) tag or similar less common, when available "watchdog" suites are the package of choice.

A configuration
this configuration is less common than the prime due to the heat burden and reduced range but many warriors like the increased punch.
ct ERPPC
R/L Arm 1 ermedium laser over 1 er small laser
1 ton advanced electronics ... see primary

B configuration
this is also a less common config as it is a "sniper" config
2 ER Large lasers
2 ton targeting computer

#14 Datum

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Posted 03 December 2011 - 11:01 AM

Aaaand, I know it's kind of a variant, but here's my Rocker RcK-3R
(It's just an old stalker chassis completely gutted and refitted)
At least it's Inner Sphere. ^_^
Posted Image


Rocker RcK-3R

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 13,274,675 C-Bills
Battle Value: 1,956

Chassis: Unknown Standard
Power Plant: Unknown 255 Light Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
1 Rotary AC/5
1 Large Pulse Laser
1 LRM-10
2 SRM-6s
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Light Fusion Engine 255 10.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 3.00
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT, 2 RT, 2 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 248 15.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 39
Center Torso (rear) 10
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 26
L/R Leg 18 33

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.00
Medium Laser CT 3 1 1.00
Medium Laser RT 3 1 1.00
LRM-10 RT 4 2 5.00
Large Pulse Laser LT 10 2 7.00
Rotary AC/5 RA 1 6 10.00
2 SRM-6s LA 8 4 6.00
@LRM-10 (12) RT - 1 1.00
@SRM-6 (30) LT - 2 2.00
@Rotary AC/5 (20) RA - 1 1.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 20
3j 5 5 1 0 4 0 Structure: 5
Special Abilities: SRCH, ES, SOA, SRM 2/2/0

Edited by Datum, 03 December 2011 - 11:04 AM.


#15 Connor Macleod

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Posted 08 December 2011 - 10:12 PM

Nice solid designs, all of you. Even you, Datum, but unfortunately you broke two rules (Year availability and the no variants rule). Anyways, I'll be editing my own 'Mech shortly, mainly because I wasn't satisfied with the overall design and capability. I think it goes without saying that my 'Mech will therefore be DQ'd from the "contest" although, it was never really going to win in the first place.

On a seperate note, I have an idea for a sub-contest within this contest for all you Clanners. I've been thinking, what would be the capabilities and the design of a Clan BattleMech named the "Kerensky"? Bold? Yes. Arrogant? Most likely. Crossing several lines? Possibly. But it'll be alot of fun. Plus, it is similar to a Trial of Bloodright, only it's 'Mechs competing for the name Kerensky instead of their pilots. I'll post the rules for this sub-contest in the original post. And we'll call it a Trial of Bloodright Mech Naming Subcontest! Okay, sounds lame I know, but I am a master of lame.

#16 feor

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Posted 08 December 2011 - 11:27 PM

Oh, what to select, so many mechs designed over the years. How about the Katar? I've got a picture for that, and there's the the unsuccessful 1L prototype, which was entirely 3049 legit tech (even if background wise it was designed in 3059)

Posted Image

Katar KTR-1L

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 3,896,875 C-Bills
Battle Value: 1,128

Chassis: Hollis Mk III Standard
Power Plant: Magna 180 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Anderson Propulsion 18
Jump Capacity: 120 meters
Armor: Derallex Medium Standard Armor w/ CASE
Armament:
2 SRM-6s w/ Artemis IV FCS
4 Martell Medium Lasers
1 Apple Churchill Beagle Active Probe
Manufacturer: Hollis Incorporated
Primary Factory: Corey
Communications System: O/P COM-232
Targeting and Tracking System: O/P 1220

Overview:
The design for the Katar began in November of 3059. Hollis wanted a mech to
provide close range support for its popular Catapult chassis. Their original
prototype, the KTR-1L, while capable at its task, did not meet up to the
potential Hollis envisioned for its designs. Refitting the Katar, they
rereleased it into the Capellan market. however, they found their profits
suffering from the traditional look and name of the Katar. The Chancellor's Xin
Sheng movement was driving down orders for the Katar in favor of other, more
patriotically designed battlemechs. Deperate to bouy profits on the design
after so many years of work Hollis began to market the Katar as export to other
houses through the new Star League. They became popular as close range support
for all forms of Missile boat mechs, including the Archer, Catapult, and
Salamander.


Capabilities:
The Katar's strength lies in the matching range of its weapons, both its quad
Medium Lasers and Streak missile systems have an optimal range of 180 meters,
allowing them to come into their own just as LRMs begin to be hampered by the
proximity of the enemy. The Katar's Apple Churchill Beagle Active Probe furthur
enhances it's ability to cover its charges, enabling it to detect hidden units
which could potentially activate too close for most missile boats to defend
themselves successfully. The Katar's design is rounded out by 12 tons of armor
and a powerful 220 rated Magna engine with a quartet of Jump jets. This allows
it acceptable endurance in combat while being able to keep up with its
benchmark unit, the Catapult. The Katar's longevity is helped by the fact that,
often, when facing heaver forces, those forces will already have waded through
several barrages of LRMs from whatever unit the Katar may be protecting.


Battle History:
One of the most amazing battle ROMs available featuring the Katar has a lance
of 2 Katars and 2 Longbows engaging a pair of Clan Warhammer IICs. One of the
Longbows was crippled, but the Katars performed excellently under the
circumstances and managed to successfully destroy the two Clan mechs before
they could completely destroy either of the Longbows.


Deployment:
The Katar is starting to see service with many Inner Sphere houses and
Mercenary regiments. A number of units have bought it not for its Missile
escort abilities, but because its loadout also lends itself exceedigly well to
Close Combat. There have already been several inquiries from various Solaris
VII stables requesting performance information on the Katar.


Variants:
The Katar 1L, the original Prototype of the Katar mounted a pair of SRM6s with
Artemis IV, 4 tons of SRM ammo, and quad Medium Lasers. Although the 2L mounts
less ammunition, the Streak nature of the launchers leads to better average
damage and ammunition economy.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.50
Engine: Fusion Engine 180 7.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LT, 1 LA, 1 RA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 136 8.50
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 14 18
Center Torso (rear) 7
L/R Torso 11 14
L/R Torso (rear) 6
L/R Arm 7 12
L/R Leg 11 19

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Beagle Active Probe CT 0 2 1.50
SRM-6 RT 4 2 3.00
Artemis IV FCS RT - 1 1.00
SRM-6 LT 4 2 3.00
Artemis IV FCS LT - 1 1.00
2 Medium Lasers RA 6 2 2.00
2 Medium Lasers LA 6 2 2.00
@SRM-6 (Artemis) (60) RT - 4 4.00
Free Critical Slots: 21

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 11
4j 4 4 0 0 2 0 Structure: 4
Special Abilities: PRB, RCN, CASE, SRCH, ES, SOA


#17 Nowan123

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Posted 09 December 2011 - 08:37 AM

...
I think this will have loads of frankenmechs
:ph34r:
Anyways, posting to watch

#18 Biggs McIntosh

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Posted 09 December 2011 - 12:00 PM

Edit: Added "Tactics" and "Appearance" to entries. Consolidated entrance into one post.
---
COY-1A Coyote (Light Entrant)
Spoiler

---
FRB-0A Freebooter (Medium Entrant)

Spoiler

---

KOM-1E Kommandant (Heavy Entrant)
Spoiler

---

DP0-A Desperado (Assault Entrant)
Spoiler

---
Crab Spider (Aleksandr Entrant)
Spoiler

Edited by Biggs McIntosh, 21 December 2011 - 02:30 PM.


#19 Biggs McIntosh

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Posted 09 December 2011 - 12:07 PM

My original plan was to copy all the legal entrance into one post for easy viewing, but with formatting issues and just the amount of time needed to do that (I wont share how long I spent combing just through the Light and Medium entrants) I have decided on a new system. Below are a group of direct links to the posts of the legal entries. Since I do not plan on voting in the Name of Kerensky competition, I will leave sorting out the clanners to some other soul with free time.

Legal entries are those that (short Version):

1. are 3058 legal.

2. are not variants of standard mechs.

3. have art or a detailed appearance section.

4. have some fluff regarding tactics/use.



Light Entrants

COY-1A Coyote (Biggs McIntosh) http://mwomercs.com/...dpost__p__56832

KTR-1L Katar (Feor) http://mwomercs.com/...dpost__p__56289

GWF-2K Ghost Wolf (Jack Gallows) http://mwomercs.com/...dpost__p__56906

LRS-7 Hound (Ace Twain) http://mwomercs.com/...dpost__p__56953

Mercury II (Mythosha) http://mwomercs.com/...dpost__p__57896

IRQ-9S Iroquois (Big Willie) http://mwomercs.com/...dpost__p__59722



Medium Entrants

FRB-0A Freebooter (Biggs McIntosh) http://mwomercs.com/...dpost__p__56832

Hunter (Connor Macleod) http://mwomercs.com/...dpost__p__50938

WW-1D Wild Weasel (Jack Gallows) http://mwomercs.com/...dpost__p__56906

RNG-1R Ranger (Nik Van Rhijn) http://mwomercs.com/...dpost__p__57109

CS - EM - Mk1 (Mythosha) http://mwomercs.com/...dpost__p__57853

MAR-2N Marten (Dayuhan) http://mwomercs.com/...dpost__p__58108



Heavy Entrants

KOM -1E Kommandant (Biggs McIntosh) http://mwomercs.com/...dpost__p__56832

A-BRW-2R Brawler (Nik Van Rhijn) http://mwomercs.com/...dpost__p__50958

CAE-1A Caedmon (Mason Grimm) http://mwomercs.com/...dpost__p__51050

Triclops (Feor) http://mwomercs.com/...dpost__p__57496

OWL-1D Night Owl (Big Willie) http://mwomercs.com/...dpost__p__57877

Beamer (Mythosha) http://mwomercs.com/...dpost__p__57925

FLA-1A Falchion (Outlaw) http://mwomercs.com/...dpost__p__58820



Assault Entrants

DP0-A Desperado (Biggs McIntosh) http://mwomercs.com/...dpost__p__56832

HKG-2K Heikegani (Alizabeth Aijou) http://mwomercs.com/...dpost__p__51099

PLD-1F Paladin (Jack Gallows) http://mwomercs.com/...dpost__p__56906

Breaker (Mythosha) http://mwomercs.com/...dpost__p__57948

HVL-1L Havoc Lord (Gunman5000) http://mwomercs.com/...dpost__p__57994

WHMM-1R Warhammer II (Feor) http://mwomercs.com/...dpost__p__58126

Battle Escort (Wolf74) http://mwomercs.com/...dpost__p__58878

CHK-N5 Noris (Big Willie) http://mwomercs.com/...dpost__p__59820

DM-3R Dominator (DocBach) http://mwomercs.com/...dpost__p__60089

---

In going through the clan mechs for the “Name of Kerensky” competition, I found a few light and medium designs (technically just lights, but work with me here). The NoK specifically asks for heavy and assault designs. So in the name of overstepping my bounds, I've decided to create the Name of Aleksandr competition and confine all the acceptable light and medium clan mechs posted to it. Objections? Quineg? Excellent.



Name of Aleksandr

Crab Spider (Biggs McIntosh) http://mwomercs.com/...dpost__p__56832

Stiletto (Datum) http://mwomercs.com/...dpost__p__51117

Wolf Pup (GuardianDashi) http://mwomercs.com/...dpost__p__51122



Name of Kerensky

GLD-DG3N Golden Dragon (Kevin Kirov) http://mwomercs.com/...dpost__p__58070

Fire Mole (ManDaisy) http://mwomercs.com/...dpost__p__58528

Lancer LNC-1R (Kevin Kirov) http://mwomercs.com/...dpost__p__64887



Somehow I thought there were more acceptable clan mechs when I was skipping them to compile the IS lists … perhaps I'll have to swallow my prejudice and make an entry for each to add more choice.

---

I'll keep this updated until Connor closes the competition. If your design was not listed and you wish it to be, check that it has the required fluff, edit the post if needed, and shoot me a PM.

Edited by Biggs McIntosh, 21 December 2011 - 02:32 PM.


#20 Jack Gallows

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Posted 09 December 2011 - 01:40 PM

Saving this post for my entries (going to do a few normal entries, the Kerensky is technically the Orion IIC :ph34r:)

Looks like there is already stiff competition in the medium weight class, interesting...

My Medium 'Mech Entry~

Spoiler


My Assault 'Mech Entry~

Spoiler


My Light 'Mech Entry~

Spoiler


My Heavy 'Mech Entry~ (Description and Overview to follow)

Spoiler



*Edits* Seems you had a similar idea with the Hunter, Connor. :blink: I have a variant of the Weasel with jump jets, but it forces the engine speed down to 5 walking and 8 running, because the ultra autocannons are so heavy compared to your load out and I like the idea of this mech engaging almost purely at range. I like the mix of weapons on the Hunter, especially if you're packing a few cluster rounds on that LBX if you happen to pounce on a mech. I also figure that, I could min max the mech all I like, but having a few limitations on it makes it feel more real within the constraints of the universe.

Edited by Jack Gallows, 11 December 2011 - 06:16 PM.






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