Chassis: DUN T1 Standard – 6.0 tons
Gyro: Standard 3.00
Cockpit: Standard 3.00
Power Plant: 240 Pitban Fusion 240 Fusion Engine – 11.5 tons (4/6/0 movement)
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Heat sinks: 12 (single heat sinks, 9 in engine)
Armament:
1 Parti-Kill Heavy PPC – 7 tons
1 Ceres Arms Model T Autocannon/10 – 12 tons
2 Martell Medium Lasers – 2 tons
2 tons AC/10 ammo – 2 tons
Armor: Maxmillian 43 Standard Armor – 11.5 tons (184 pts)
Head: 3/9 – heat sink
Center torso: 20/28/7 – heat sink
Right torso: 14/23/5 - medium laser
Left torso: 14/23/5 - AC/10, ammo, ammo, heat sink, medium laser
Right arm: 10/18 - PPC
Left arm: 10/18
Right leg: 14/24
Left log: 14/24
Overview
The Night Owl OWL-1D was introduced in 3028 during the 4th Succession War by
the Majesty Metals and Manufacturing company exclusively for the Magistracy of
Canopus. Designed to supplement an aging and limited Marauder production, the Night Owl would be built from supplies on-hand at the Dunianshire factory, and without subverting supplies from the existing Marauder and Shadow Hawk supply chain. With these limitations in mind, engineers designed the Night Owl, a heavy mech with fire support, assault, and harassment capabilities. Unfortunately this innovative mech would quickly see obsolescence due to the enormous leaps in IS technology in the coming decades. However due to the durability and firepower of the Night Owl it still sees service in Rimward worlds, and may yet be revived as advanced technology trickles to the Periphery.
Capabilities:
The Night Owl design principle has one major tenet, sustained crippling damage at all ranges, this means 20 point of damage (enough to cause a piloting role) at any range. Therefor the prominent weapon system is an AC/10. Which will be combined with the PPC at ranges of 6x or greater, while at closer ranges (less than 6x) the less heat intense medium lasers would be combined with the AC/10 to reach the desired damage threshold.
Edited by Big Willie, 10 December 2011 - 03:14 PM.
Name: Mercury 2 IS
Technology: Inner Sphere
Cost: 7.604.460 C-Bills
Weight Class: Light
Tonnage: 35
Internal Structure: Endo Steel
Engine Type/Rating: Extra-Light/280
Cruising Speed/Top Speed: 86.4 km/h; 129,6 km/h (172,8 km/h)
Heat Sinks: 10 (Double)
Jump Jets: Yes (210 Meters) 1CT / 3LT / 3RT
Armor Type/Rating: Standard/112
Equipment (Location)
---------------------------------------
ER Medium Laser (HD)
2 ER Medium Lasers (RT)
2 ER Medium Lasers (LT)
Beagle Active Probe (RT)
MASC (LT)
Geschichte:
Um einen Scout zu schaffen der den schnelleren und härteren Gefechten gerecht wird wurde der Mercury aufgewertet.
Dies verdoppelte zwar fast sein Gewicht, aber das Ergebniss war mehr als zufrieden stellend.
Er war genauso schnell, aber Sprungfähig, und mit erheblich besserer Bewaffnung und Sensorausstattung versehen.
Erscheinungsbild:
Mercury!
Taktiken:
Dieser Mech ist für den Einsatz als Scout gedacht, kann aber aufgrund seiner guten Bewaffnung und der hervoragenden Beweglichkeit, aufgrund des MASC und der Sprungdüsen, auch Störangriffe durchführen.
The other problem with that design is that the Inner Sphere didn't develop the LB-20X until 3058, putting him in violation of the tech availability rules.
Im not all that great with table top. Maybe spent a month dabbling in it. BUT! I have an idea. I will throw up some pic's and you guys can fit them how you think they fit. You all know it much better then I do.
Name: Beamer
Technology: Inner Sphere
Cost: 15.392.000 C-Bills
Weight Class: Heavy
Tonnage: 60
Internal Structure: Endo Steel
Engine Type/Rating: Extra-Light/360
Cruising Speed/Top Speed: 64,8 km/h (75,6 km/h); 97,2 km/h (118,8 km/h)
Heat Sinks: 10 (Double)
Jump Jets: Yes (180 Meters) 2CT / 2LT / 2RT
Armor Type/Rating: Standard/200
Equipment (Location)
---------------------------------------
Medium Pulse Laser (HD)
Medium Pulse Laser (LT)
Medium Pulse Laser (RT)
2 Medium Lasers (RA)
ER - PPC (LA)
Dreifachmyomer (LT/RT/LA/RA/LL/RL)
Geschichte:
Um die die altgediente Guillotine an die derzeitigen Gegebenheiten und Technologie anzupassen wurde ihr Chassie komplett überarbeitet.
Dabei kam ein absolut adäquates Pondon heraus, welches aber leichter, schneller und besser Bewaffnet war.
Erscheinungsbild:
Guillotine!
Taktiken:
Dieser Mech ist für die Nahdistanz entwickelt und besitzt deshalb auch nur 1 wirkliche ReichweitenWaffe.
Das Dreifachmyomer, die Batterie einfacher als auch gepulster Mittelschwerer Laser machen aus diesem Mech eine absolute Gefahr für jeden Gegner der ihn Nah genug heranlässt und das ist aufgrund seiner Geschwindigkeit zumeist nicht einmal abwendbar.
Ein Tritt dieses Mechs bei aktiviertem Dreifachmyomer kann so ziemlich jedes Bein verwüsten oder schwer anschlagen und in Verbindung mit dem Laserfeuer, welches Aufgrund der unübertroffenen Beweglichkeit eines Mechs dieser Tonnage, meist den Rücken eines Gegners aufschneidet, kann einen Kampf in wenigen Sekunden entscheiden.
Geschichte:
Um einen Überschweren Mech zu schaffen der sowohl Feueruntserstützungs- als auch Durchbruchsmissionen durchführen kann, stattete mann ihn fast ausschließlich mit Munitionsabhängigen Waffen aus, dies erhöhte die Schlagkraft für einen fest umrissenen Zeitraum erheblich und durch eine Munitionskapazität welche so kalkuliert wurde das sie für 1 - 1,5 Gefechte reicht, wurde dieses Ziel erreicht.
Erscheinungsbild:
Ein Devastator mit einem Naginata Seitentorso ... nicht schön aber effizient
Taktiken:
Fast ausschließlich als Feuerunterstützer gedacht, erfüllt er diese Aufgabe mit bravur.
Durch den ansehnlichen Panzerschutz ist es ihm aber auch gestattet feindliche Stellungen im Frontalangriff anzugehen, auch wenn dies besser in enger zusammenarbeit mit anderen Einheiten geschieht, da seine Bewaffnung Reichweitentechnisch unterlaufen werden könnte.
Im not all that great with table top. Maybe spent a month dabbling in it. BUT! I have an idea. I will throw up some pic's and you guys can fit them how you think they fit. You all know it much better then I do.
LocationGlenfinnan, Scotland near the shores of Lock Shiel
Posted 10 December 2011 - 05:48 PM
Omigir, on 10 December 2011 - 03:30 PM, said:
Im not all that great with table top. Maybe spent a month dabbling in it. BUT! I have an idea. I will throw up some pic's and you guys can fit them how you think they fit. You all know it much better then I do.
Ok, you are a talented artist. Those look really good. Anyways, Jack used info from your original idea to make your 'Mech Tabletop Legal. Personally I would downgrade the LB 20 X's to Ultra AC 10s. Why you might ask? Same damage output as LB 20Xs (Ultra AC 10s can fire twice in one "turn" as compared to once per "turn" with all other Autocannons save the Rotary, with 10 damage per shot), with the added mobility of arm mounted weapons that can fire to the side and straight forward, as opposed to just straight forward. With your original designs, you would have had to split the crit requirement with your torso, resulting in a "torso-mounted" weapon with only the capability of firing forward, which leaves you at a disadvantage. Not only that, but this way you get to keep your actuators in the arms. Believe me you want them, 'cause it's a b**** to try and stand without them if you're knocked down, leaving you an easy target while you attempt to get to your feet.
On a side note, you seem to be a fan of the Timber Wolf (Mad Cat) design, because the torso, cockpit and legs of most of your drawings look heavily influenced by it. At least that's what I see, and I could be wrong.
Also, I hate to be a d*** Mythosha, however whatever language you're typing in, I can't read or understand it. Translation would be nice, if you speak any English? I slacked off in high school, so I'm not even partially bilingual like most of my classmates.
EDIT: Okay nvm, I can really only see the Timber Wolf influence in the first pic as well as the artwork for the 'Mech you entered into the contest. BTW is that third pic your take on a Cougar? Pretty bad a** if I do say so myself.
Edited by Connor Macleod, 10 December 2011 - 05:54 PM.
Decided to repost this and delete my old post simply because there was a large number of changes to make and wanted to make sure it was this post that was entered.
******BattleMech Technical Readout******
Spoiler
Type/Model: Havoc Lord HVL-1L
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 3, Custom design
Mass: 85 tons
Chassis: Alshain Class 920 Endo Steel
Power Plant: 340 Edasich Motors XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: StarSlab/11.5 Type HVA Hardened
Armament:
1 Grizzard Model 200 Gauss Rifle
2 Exostar Small Pulse Lasers
4 Blankenburg Technologies Medium Lasers
1 SureShot Mk VI SRM 6
Manufacturer: Blankenburg Technologies
Location: Terra
Communications System: Cyclops 14
Targeting & Tracking System: Cyclops Multi-Tasker 10
******Battlemech Overview and Capabilities******
Spoiler
------------------------------------------------------------------------------
==Overview:==
The Havoc Lord was designed by Captain Adam Wolf of the Legionnaires mercenary
company. The design was based upon a combination of the Thunderbolt TDR-5S and
the BattleMaster BLR-4S. Similar in size and stature to the BattleMaster the
final design also weighed the same.
An angular and squared off cockpit protruded from the 'mech's center and right
torsos somewhat similar in appearance to the Archer ARC-2R except that it is
offset to the right side. Heavily armoured shoulders extend down into humanoid
arms like the Thunderbolt and BattleMaster that inspired the Havoc Lord. On
the right arm the Grizzard Model 200 gauss rifle is mounted in an underslung
position while the twin Exostar small pulse lasers on the left are mounted one
above and one below the wrist. The four Blankenburg Technologies medium lasers
are mounted in the side torsos, two each. The right torso weapons are mounted
immediately below the cockpit and almost look like chin mounted weapons while
the left torso lasers are mounted low near the hip (like an Orion's AC. The
SureShot Mk VI SRM-6 launcher is mounted in a cylinderical shoulder mount in
the left torso in a similar fashion to the Thunderbolt, but more integral to
the torso itself. Finally a pair of robust looking legs lead to a set of
clawed feet that appear taken straight from a Catapult.
The Havoc Lord is designed as a primarily defensive 'mech having more weight
devoted to armour than firepower. This is achieved by using the Hardened
Armour in recent development by the Federated Commonwealth. Despite being
prohibitively expensive and the detrimental effect on the 'mechs overall top
speed, the armour offers superior defense against all known weapons including
those of Armour Piercing design. Mounting a total of 29.75 tonnes of Hardened
Armour means that the Havoc Lord has the equivalent of 476 points of armour,
more than the heaviest Assault can normally boast.
==Capabilities:==
The Havoc Lord HVL-1L is an extremely capable fighter and one of the most
durable 'mechs in the field. Meant to be able to hold defensible positions for
extended periods of time, or to act as a rear guard during tactical
withdrawals or evacuations.
The 'mech's primary weapon, its Grizzard Model 200 gauss rifle provides a
powerful long range punch and 3 tonnes of ammunition ensures an adequate
supply for most engagements.
A lack of mid-range weapons seems odd for a defensive 'mech but Adam Wolf felt
that the added protection of the hardened armour and the additional gauss
rifle ammunition was a fair trade that made up for it.
Once an enemy closed within 300m the 4 Blankenburg Technologies medium lasers
can chew through what's left of them after the gauss rifle while 11 double
heat sinks are able to handle heat with little difficulty. As well the SRM-6
can seek out any weakpoints created by the lasers and finish off most
opponents.
Finally if the enemy makes it within 180m a pair of Exostar small pulse lasers
can exploit any holes in the armour and are equally efficient at dealing with
infantry and light vehicles.
The hardened armour provides an amazing level of durability to the 'mech
despite its XL engine making it vulnerable to side torso destruction. This
increased durability argueably offsets the increased difficulty of piloting a
'mech armoured with the bulky, overlapping plates and the decreased top
speed.
Despite having a reduced top speed the Havoc Lord is still able to keep pace
with most Assault 'mechs and being primarily designed as a defensive 'mech for
stationary installations means the top speed of 54km/h is of little concern.
==Variants:==
No known variants
==Notable 'Mechs & MechWarriors:==
The only known pilot of a Havoc Lord is the Captain of The Legionnaires
mercenary company, Adam Wolf. Traditionally piloting a Thunderbolt 'mech after
his original Battle Master was destroyed in combat, he decided to create this
'mech after nearly losing two lancemates during a fighting retreat with a
mercenary company employed by the Draconis Combine when his 'mech's leg was
crippled by a PPC. He felt that had his 'mech been more heavily armoured he
would have been able to continue holding a rearguard position and the other
two mechwarriors would not have had to protect his gimped 'mech.
Connor Macleod, on 10 December 2011 - 05:48 PM, said:
Ok, you are a talented artist. Those look really good. Anyways, Jack used info from your original idea to make your 'Mech Tabletop Legal. Personally I would downgrade the LB 20 X's to Ultra AC 10s. Why you might ask? Same damage output as LB 20Xs (Ultra AC 10s can fire twice in one "turn" as compared to once per "turn" with all other Autocannons save the Rotary, with 10 damage per shot), with the added mobility of arm mounted weapons that can fire to the side and straight forward, as opposed to just straight forward. With your original designs, you would have had to split the crit requirement with your torso, resulting in a "torso-mounted" weapon with only the capability of firing forward, which leaves you at a disadvantage. Not only that, but this way you get to keep your actuators in the arms. Believe me you want them, 'cause it's a b**** to try and stand without them if you're knocked down, leaving you an easy target while you attempt to get to your feet. On a side note, you seem to be a fan of the Timber Wolf (Mad Cat) design, because the torso, cockpit and legs of most of your drawings look heavily influenced by it. At least that's what I see, and I could be wrong.
EDIT: Okay nvm, I can really only see the Timber Wolf influence in the first pic as well as the artwork for the 'Mech you entered into the contest. BTW is that third pic your take on a Cougar? Pretty bad a** if I do say so myself.
O__O whoa, your the man! or woman.. i dunno which.. ima guess man. Either way that is a really sick break down, thank you! if the behemoth wins, i think that falls on you because well.. <__< >__> you made it work i just drew it.
and yeah, The cougar, timber wolf, daishi, masakari, warthog (mektek) among other 'bird legged' mechs are my favored kind. I think they are more elegant and lethal looking mech's for some reason. I think human like mechs tend to be more tank like in the end.
LocationGlenfinnan, Scotland near the shores of Lock Shiel
Posted 10 December 2011 - 06:25 PM
Omigir, on 10 December 2011 - 06:05 PM, said:
O__O whoa, your the man! or woman.. i dunno which.. ima guess man. Either way that is a really sick break down, thank you! if the behemoth wins, i think that falls on you because well.. <__< >__> you made it work i just drew it.
and yeah, The cougar, timber wolf, daishi, masakari, warthog (mektek) among other 'bird legged' mechs are my favored kind. I think they are more elegant and lethal looking mech's for some reason. I think human like mechs tend to be more tank like in the end.
Don't worry, I'm a dude . I don't know any chicks that are fans of Highlander, which is where I got the name "Connor MacLeod" from. Also, you might want to thank Jack Gallows as well, as he's the guy who came up with the TT Legal specs for your 'Mech. All I did was recommend a weapon switch-out.
I shall take a crack at them for you, and build what I see in the picture. You may use the designs for your own entries into the contest if you like, sharing helps bring the community together...right? I can also tweak any of them if weight class/etc isn't to your liking. You can then add your own fluff to make them your own, I'm just doing the data leg work
Ok, so this one on your deviant art is Random Mech 2, this is what I've whipped up for it. Decent speed for it's size, made it a low end heavy mech with jumpjets. Could make it move walk of 6 and run of 9, but shaved off speed for a bit more armor and overall ammo for the LRM (and so it wasn't a dinky LRM 5.)
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 ER Large Lasers
1 LRM-10 w/ Artemis IV FCS
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 HD, 1 CT, 3 LT, 1 RT, 4 LA, 4 RA
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 192 12.00
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 8
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 25
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RT 10 2 2.00
LRM-10 LT 4 2 5.00
Artemis IV FCS LT - 1 1.00
ER Large Laser RA 12 2 5.00
ER Large Laser LA 12 2 5.00
@LRM-10 (Artemis) (24) LT - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 18
5j 3 3 2 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SOA
This one is labeled the "Pred Cat" Pic says 65 tons, so I'm going to work with that. I made a variant without jump jets in favor of it hitting harder. The model with jump jets didn't strike very hard, but then I also loaded it up as an ewar boat as well. (Interesting side note...it's one of the only IS 'mechs I've ever designed with both ferro-fiberous and endo-steel. Usuaully it's far too crit costly for IS mechs to mount both.)
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 33
Center Torso (rear) 8
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 15 28
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
ER Medium Laser CT 5 1 1.00
ER Medium Laser RT 5 1 1.00
Beagle Active Probe RT 0 2 1.50
ER Medium Laser LT 5 1 1.00
Guardian ECM Suite LT 0 2 1.50
2 Medium Pulse Lasers RA 8 2 4.00
ER Large Laser LA 12 2 5.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
6 4 4 1 0 3 0 Structure: 3
Special Abilities: PRB, RCN, ECM, C3S, ENE, SRCH, ES, SOA
Assasin 2k is what you've named this one on deviantart, and here's a rough idea of what it might turn out to be. Another mech with both ferro-fiberous and endo-steel, seems easier on lighter mechs due to not being able to fit more of the bigger weps due to tonnage limit. (Note, it's heavier then the original Assassin while keeping a similiar but higher damage and mobility profile.)
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 36
Center Torso (rear) 9
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 29
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RT 5 1 1.00
LRM-5 RT 2 1 2.00
Artemis IV FCS RT - 1 1.00
ER Medium Laser LT 5 1 1.00
Ultra AC/10 RA 4 7 13.00
Large Pulse Laser LA 10 2 7.00
@LRM-5 (Artemis) (24) RT - 1 1.00
@Ultra AC/10 (30) RT - 3 3.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
5 3 4 2 0 3 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SOA
Remember, these are your designs, I'm just trying to help. Whatever you want changed we can hash out and I can tell you what does and doesn't work, even if it changes based on the "look" of the design.
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 11
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 28
L/R Leg 18 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-20 RT 6 5 10.00
ER Medium Laser LT 5 1 1.00
Beagle Active Probe LT 0 2 1.50
Ultra AC/10 RA 4 7 13.00
Ultra AC/10 LA 4 7 13.00
@Ultra AC/10 (10) RT - 1 1.00
@LRM-20 (Artemis) (12) RT - 2 2.00
@Ultra AC/10 (10) RA - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 18
4 4 4 3 0 4 0 Structure: 4
Special Abilities: PRB, RCN, CASE, SRCH, ES, SOA, LRM 1/1/1, IF 1
*Edit* He's definitely got some Clan mech influence, but it is used to great effect imho. I very much like how your designs come together and don't look too outlandish, and all work as actual mechs. There's a bit of Couger in that one pic, and a wee bit of Marauder in another...but they aren't carbon copies and it looks feasible as an actual influence and not a rip off. You make the designs your own, and I really like that. Even with the back canted legs on the more humanoid mechs, they look very nice.
Edited by Jack Gallows, 10 December 2011 - 07:03 PM.
Artanis Creed, on 10 December 2011 - 02:45 PM, said:
My first time using the Skunkworks program, hell first time creating a mech from scratch. If anything doesnt look right let me know an i'll try an fix it. Phlegethon
Spoiler
Mass: 40 tons Tech Base: Inner Sphere Chassis Config: Quad Rules Level: Experimental Tech Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E Production Year: 3059 Cost: 2,908,103 C-Bills Battle Value: 880 Chassis: Unknown Standard Power Plant: Unknown 160 Fusion Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Light Ferro-Fibrous Armament: 1 Large Laser 4 Flamers 2 Spikess 1 Guardian ECM Suite Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Overview: Descriptions of the Phlegethon vary wildly due to the mental duress survivers have suffered after nearly being roasted alive. The only common featuers are the dark paint scheme and quadrapedal form. Turrets are placed near the forward right leg (flamers) and rear left leg (LL). The turrets are setup in this way, it seems, to give the flamer turret a much easier time tracking targets. (Vaguely Command Wolf but with the bulkiness of a Shield Liger.) Capabilities: The Phlegethon's single "ranged" weapon, a large caliber laser, coupled with the jump jet capacity allows it to strike and fade until it is up close. It will overheat it's target until shutdown then repeatedly smash the shutdowned mech with its spiked front legs with ocasional bursts of flame to keep the mech disabled. The 8.5 tons of armor should be more than enough to allow the pilot to get behind cover until it can regain tactical advantage. ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 75 points 4.00 Engine: Fusion Engine 160 6.00 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LT, 2 RT 2.00 Heat Sinks: Single Heat Sink 14 4.00 Heat Sink Locations: 3 LT, 3 RT, 1 RLL, 1 RRL Gyro: Standard 2.00 Cockpit: Small 2.00 Actuators: L: H+UL+LL+F R: H+UL+LL+F Armor: Light Ferro-Fibrous AV - 144 8.50 Armor Locations: 1 CT, 1 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL Internal Armor Structure Factor Head 3 9 Center Torso 12 17 Center Torso (rear) 6 L/R Torso 10 15 L/R Torso (rear) 5 L/R Front Leg 10 16 L/R Rear Leg 10 20 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Guardian ECM Suite HD 0 2 1.50 Large Laser RT 8 2 5.00 4 Flamers LT 12 4 4.00 Spikes FRL - 1 0.50 Spikes FLL - 1 0.50 Free Critical Slots: 7 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 9 4j 2 1 0 0 2 0 Structure: 3 Special Abilities: MEL, ECM, ENE, HT1, SRCH, ES, SOA
Quad mechs: rare. Flamers: underused. Sounds like a mistery mech. Very cool man, interesting choice on load outs!
This post saved for commenting on every 'mech in the thread, so no one feels left out.
*Edit* Nevermind. Had the entire thing posted up then lost it. Not doing that all over again, sorry gents. Some really nice designs though, so the voting is going to be hard when the time comes from that. I'll probably give my views then on the winners and who I'd select as a runner up.
Omigir, on 10 December 2011 - 06:34 PM, said:
Quad mechs: rare. Flamers: underused. Sounds like a mistery mech. Very cool man, interesting choice on load outs!
Indeed. I've got a nice quad mech, but it's not....contest friendly. lol
The only thing I hate is that Solaris Skunk Werks won't save the bloody turrets, so I have to remake it every single time I want to post it... How's this for not contest legal? lol
Wholy s**t there, Jack Gallows, Connor wasnt kidding. Those are all awesome views of my mechs! You did way better than I did. All I can do is draw. I give credit where credit is due, and you took and ran with em!
Wholy s**t there, Jack Gallows, Connor wasnt kidding. Those are all awesome views of my mechs! You did way better than I did. All I can do is draw. I give credit where credit is due, and you took and ran with em!
Doesn't really take long with a program like Solaris Skunk Werks. Though, it was a lot of fun to try to make 'mechs from a picture instead of the other way around, can really give you inspiration and give life to a mech that may be more mundane (I really like how the Pred Cat turned out.)
Remember, made these for you, so if you want you can use them or store em, and even enter them into the contest as yours.
*Edit* Remade the Behemoth with Ultra AC/10s, posted it in the big post with your other 'mechs.
Edited by Jack Gallows, 10 December 2011 - 07:02 PM.
Jack Gallows, on 10 December 2011 - 06:47 PM, said:
Doesn't really take long with a program like Solaris Skunk Werks. Though, it was a lot of fun to try to make 'mechs from a picture instead of the other way around, can really give you inspiration and give life to a mech that may be more mundane (I really like how the Pred Cat turned out.) Remember, made these for you, so if you want you can use them or store em, and even enter them into the contest as yours.
I will keep em and use them, but it does not feel right entering them in as mine. Not souly as mine atleast. Besides, i think others might like to use the pictures too XD
I will keep em and use them, but it does not feel right entering them in as mine. Not souly as mine atleast. Besides, i think others might like to use the pictures too XD
Just remember, I only did partial work. You would still need to fill out fluff for the individual 'mechs. If one of your 'mechs win in a specific category, I get to feel good cause I helped you do it. You pictures were the basis for my inspiration, I only filled in what the artist provided