

Design a Mech for MWO*!
#61
Posted 08 November 2011 - 11:51 PM
Celcior CLC-01
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3000
Cost: 4,932,307 C-Bills
Battle Value: 1,420
Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
When the Star League expressed an interest in 'Mechs designed by the little
people, Cybra immediately started designing, but had to scrap most of the
designs when he was informed that he wasn't allowed the use of Star League
Tech. These delays meant that he missed out on the field tests for Light
'Mechs. Rather than trying to enter after the fact, or sabotaging the
competition, Cybra just shrugged his shoulders and started on his entry for the
next weight class and used the time during the field tests and ensueing scuffle
to tinker with and test his design. The extra time resulted in the Celcior
along with a few interesting design choices.
Capabilities:
After going over the available weight range and chassis, Cybra settled on a 55
ton Griffon chassis. After scouring the junkyards of Solaris 7 for a couple
weeks, a nearly complete Griffon chassis was assembled. Utilizing scrap
structure, the chassis was repaired and tweaked for a few, strange, options.
The first option that raised a few eyebrows was the PPC installed into the
right arm, which resulted in the reworking of the lower arm and hand. Cybra
figured that, rather than usng copius amounts of armour to protect the PPC,
thereby reducing armour placed elsewhere on the arm, he had it installed among
the 'bones'. The fingers were altered and arranged around the nozzle of the PPC
to form a retractable, protective dome. This arrangement allows the Celcior to
punch with the right arm with out damaging the focusing coils, but doesn't
allow the pilot to pick up objects. The dome was programmed to automatically
close when the pilot targets anything within 90 metres, however, it can be
manually overridden. When it came to the secondary weapon system, the trusty
and reliable Medium Laser was chosen. Due of the restriction of weight, no
other weapon was used, allowing for ease of replacement most of the time. A
pair of Medium Lasers were placed on either side of the torso, while the third
was mounted under the cockpit. An extra 4 heat sinks were mounted in or around
the engine to aid in cooling and gives the Celcior almost complete cooling
during extended durations of intense manouvering.
Battle History:
During the Star League's disagreement with the Taurians, the Celcior CLC-01 was
used to storm an airbase held by mercs. During the long and slightly tedious
fire fight that ensued, the lone Celcior that was deployed counted for a half
dozen bugs, a Shadow Hawk and Trebuchet, as well as downing the enemy Rifleman
before a makeshift platoon of infantry reduced the remains of its right torso
to slag and severing the couplings to the PPC.
The Celcior Pilot then proceeded to call in reinforcements that were able to
disable or drive off the remaing forces with a minimum of fuss.
Deployment:
Due to the prototype nature of this mech, only 3 models were built during the
Star League. During the fall of the Star League and the Succesion Wars, the
Celcior CLC-01 was pressed into production when the decline in technology
halted the production of the Celcior CLC-02.
After the loss of technology caused by the Succesion Wars, the Celcior CLC-02
was frequently fielded alongside Griffon mechs to cover thier point-blank range
problems.
Variants:
During the Star League, the Celcior CLC-01 was only a prototype design, meant
to show case what Cybra could do with limited technology. The Celcior CLC-02 is
the Royal version fielded by the Star League in limited numbers.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 14 4.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 184 11.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 18 27
Center Torso (rear) 9
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RA 10 3 7.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
Medium Laser HD 3 1 1.00
Free Critical Slots: 33
The following is the Royal version.
Celcior CLC-02
Mass: 55 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: 5,303,532 C-Bills
Battle Value: 1,566
Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
2 Medium Pulse Lasers
2 Medium Lasers
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
At first glance, the Celcior CLC-02 is nearly indistinguishable from the
CLC-01. This is because the designers wanted a simple and effective upgrade for
the original that wouldn't cost too much. This was achieved throught the use of
3 different bits of Star League Tech. Upgrading the Particle Cannon to its
Extended Range brother, gave the CLC-02 an increaesed engagement zone. The
introduction of Pulse technology also gave the 'Mech an increased chance to hit
while executing especially wild manouvers. The high heat output caused by these
weapons was countered by replacing the standard sinks with doubles. When asked
as to why Cybra was only using a small amount of the Advanced Tech provided by
the Star League, his reply was "What's the point in spending an extra 2-3
million credits on similar 'Mechs, when the same effect can be purchased for
under 380 thousand?"
Capabilities:
As previously stated, the ER PPC gives the CLC-02 an increase of 150 metres to
its engagement zone, allowing this 'Mech to hit advancing enemies first. The
twin Medium Pulse Lasers are located immediately below the torso-mounted Medium
Lasers. In order to give the CLC-02 a defense against inquisitive infantry, the
Head-mounted Medium Laser was replaced with a Flamer. With the ability to jump
and disipate heat from weapons fire, the 14 standard sinks were removed and
replaced with 10 doubles.
Battle History:
All battle footage recorded by the Star League has been lost.
The recent production runs of the Clecior CLC-02 haven't had any significant
battles within the year they have been produced.
Deployment:
With the re-introduction of Star League equipment, the Celcior C:C-02 has
re-entered production, with all CLC-01 production lines being upgraded to
produce the CLC-02. CLC-01's in the field are slowly being replaced by CLC-02's.
Variants:
Any variants produced during the Star League were lost, and the very recent
productions haven't had a chance to be modified. As such, there are no variants
recorded yet.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
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: Standard Armor AV - 184 11.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 18 27
Center Torso (rear) 9
L/R Torso 13 20
L/R Torso (rear) 6
L/R Arm 9 18
L/R Leg 13 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Medium Laser RT 3 1 1.00
Medium Pulse Laser RT 4 1 2.00
Medium Laser LT 3 1 1.00
Medium Pulse Laser LT 4 1 2.00
Flamer HD 3 1 1.00
Free Critical Slots: 34
#62
Posted 09 November 2011 - 02:01 PM
Staghound SGD-03C 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: 3050 Cost: 9,525,000 C-Bills Battle Value: 1,374 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: Unknown Jump Capacity: 180 meters Armor: Unknown Standard Armor Armament: 2 Large Lasers 2 Medium Pulse Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 83 points 2.50 Internal Locations: 4 LT, 4 RT, 3 LA, 3 RA Engine: XL Fusion Engine 300 9.50 Walking MP: 6 Running MP: 9 Jumping MP: 6 Standard Jump Jet Locations: 2 CT, 1 LT, 1 RT, 1 LL, 1 RL 3.00 Heat Sinks: Double Heat Sink 15(30) 5.00 Heat Sink Locations: 1 RT, 1 LA, 1 RA Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 160 10.00 Internal Armor Structure Factor Head 3 9 Center Torso 16 22 Center Torso (rear) 9 L/R Torso 12 18 L/R Torso (rear) 6 L/R Arm 8 16 L/R Leg 12 20 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Large Laser RA 8 2 5.00 Large Laser LA 8 2 5.00 Medium Pulse Laser RT 4 1 2.00 Medium Pulse Laser LT 4 1 2.00 Free Critical Slots: 8 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 14 6j 3 3 0 0 2 0 Structure: 2 Special Abilities: ENE, SRCH, ES, SOA
The Staghound is a 50 ton 'Mech built to exploit the recently made available 3050 tech. I know the XL and Endo-Steel is still very new, but I didn't have much fluff to go with when came up with it. I designed it with the idea that it would work alongside smaller 6/9 moving 'Mechs.
It uses Endo-steel instead of Ferro-fibrous for weight savings based on the idea that being a medium 'Mech, it will probably get beat up a bit, and its cheaper to replace standard armor. But I'm hoping the XL engine and jump jets give it the speed and mobility to back out if things get really bad, and preserve the difficult to repair Endo-Steel skeleton (amongst other things, such as the whole 'Mech

This is actually the third variant of this design. Both A and B models use an autocannon and an ER large laser to provide greater firepower at a greater range, but at the cost of jump jets and a half ton of armor. While both the A and B models work well, I prefer the C model because of its mobility, pulse lasers, and heat management. This comes at the cost of range, as the medium pulse lasers only have a range of 6 hexes and the large lasers have a range of 15 hexes.
In MegaMek, I find it works well with the Vulcan 5M or Hermes II 5S.
Visually, I picture it as a cross between Dave White's version of the Hellhound (MW4) and the Beowulf IIC (TRO Prototypes).
Edited by One_Hellcat, 09 November 2011 - 02:02 PM.
#63
Posted 09 November 2011 - 10:01 PM
If you have a mech design that boasts a higher BV, then please post it!
Dire Wolf Alt Config C
Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F
Production Year: 3070
Cost: 23,650,000 C-Bills
Battle Value: 3,660
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL 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:
2 ER PPCs
4 Medium Pulse Lasers
2 ATM-6s
1 Streak SRM-4
1 ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 2 CT, 1 RT 6.00
Heat Sinks: Double Heat Sink 20(40) 10.00
Heat Sink Locations: 1 RT, 2 LA, 3 RA, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 304 19.00
CASE Locations: LT 0.00
CASE II Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 48
Center Torso (rear) 13
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 33
L/R Leg 21 42
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
Medium Pulse Laser RA 4 1 2.00
ER PPC LA 15 2 6.00
2 Medium Pulse Lasers LA 8 2 4.00
Streak SRM-4 LA 3 1 2.00
2 ATM-6s RT 8 6 7.00
Medium Pulse Laser RT 4 1 2.00
Targeting Computer LT - 4 4.00
ECM Suite HD 0 1 1.00
@ATM-6 (40) LT - 4 4.00
@Streak SRM-4 (25) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 37
3j 8 7 3 0 4 0 Structure: 5
Special Abilities: ECM, CASEII, CASE, SRCH, ES, SOA
#64
Posted 09 November 2011 - 10:19 PM

Pictured isn't actually a Cauldron Born (fan creation instead) but it looks really similar and there's no decent Cauldron Born artwork out there, so I'm using this.
================================================================================
Loadout Name: E Cost: 18,368,281
Tech Rating/Era Availability: F/X-X-E BV2: 2,474
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 20(40) 7.00
Heat Sink Locations: 1 LT, 4 RT, 2 RA
CASE Locations: LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
Heavy Medium Laser RA 7 2 1.00
3 SRM-6s LA 12 3 4.50
LRM-10 LA 4 1 2.50
ER Medium Laser RT 5 1 1.00
2 Heavy Medium Lasers LT 14 4 2.00
Targeting Computer LT - 2 2.00
@LRM-10 (12) LA - 1 1.00
@SRM-6 (45) LA - 3 3.00
The thing that most impresses me with this mech is the heat curve. Perfect, both forwards and backwards firing.
In-game, this thing lives fast and dies hard. The targeting computer combined with the ERPPC provides accurate long range firepower while the machine closes into range, and lord help you when it gets there.
At short range, within 3 hexes, is where this mech really shines. It is critical that this mech's ammunition come with inferno SRM's, as they are the focal point of the design.
Once this Cauldron Born gets into range with the SRM's, the inferno's start causing havoc - especially against Clan assaults, which often redline their heat to begin with. The inferno barrage is meant to shutdown or slow down the enemy assault so that it cannot escape, and it also effectively reduces the overall firepower of the unit, allowing the Cauldron Born to go toe-to-toe more easily.
With the enemy mech overheated, the SRM's are switched over to standard, and the heavy medium lasers come into play. The combined firepower from the heavy lasers and the SRM's devastates the enemy mech, ripping even assaults to shreds within a scant few turns.
Edited by Reconcilliation, 09 November 2011 - 10:22 PM.
#65
Posted 09 November 2011 - 10:29 PM
================================================================================
Loadout Name: F Cost: 18,661,156
Tech Rating/Era Availability: F/X-X-E BV2: 2,300
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 17(34) 4.00
Heat Sink Locations: 2 RT, 1 LA, 1 RA
CASE Locations: LT 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
Active Probe RT 0 1 1.00
LB 10-X AC LT 2 5 10.00
@LB 10-X (Cluster) (20) LT - 2 2.00
@LB 10-X (Slug) (10) LT - 1 1.00
Best used as a medium-long range fighter. The Active Probe assists with hitting targets in light foliage, and the two massive hole-punchers combined with the LBX10 crit-seeker makes this design an extremely unforgiving and punishing one.
#66
Posted 10 November 2011 - 12:26 AM
Grasshopper GHR-5Nr

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3042
Cost: 6,225,173 C-Bills
Battle Value: 1,542
Chassis: Mingh z33/7 Standard
Power Plant: Lantren Corporation 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Lexington Lifters
Jump Capacity: 120 meters
Armor: Maximillian 100 Standard Armor
Armament:
1 Donal PPC
6 Diplan M3 Medium Lasers
Manufacturer: Lantren Corporation
Primary Factory: Unknown
Communications System: Allet-C308
Targeting and Tracking System: Unknown
Overview:
The Grasshopper entered service in 2780 as a light and medium 'Mech hunter, after the Amaris Civil War was over. In order to accomplish its mission profile, the 'Mech's ground speed of 64.8 km/h is augmented with a jumping capability of one hundred and twenty meters, allowing the Grasshopper greater mobility than that of other 'Mechs of similar weight. The Grasshoppers varied weapons payload allows it to work in a variety of roles other than that of a light 'Mech hunter, and with its low dependence on ammunition it is capable of operating away from established supply lines for extended periods of time.
Capabilities:
The GHR-5N is a very basic upgrade of the GHR-5H Grasshopper. The LRM-5 and the Large Laser have both been removed from the design. In their place, a PPC has been added, as well as an additional Medium Laser.
The GHR-5Nr is a simple field refit that turns the agile Grasshopper from a light to medium mech hunter-killer, to a more serious close range threat to even the largest of mechs. The mech continues to use no ammo based weaponry, allowing it to operate in special ops completely unsupported and behind enemy lines. The jump jets and maximum armor protection have been retained to further facilitate this role. The weapon load out remains relatively the same; only one heat sink has been dropped in order to fit one more medium laser. The PPC is limited to only being used for decent long range punch until the mech can bring the majority of its weapons into range. The most noticeable modifications has been the placing of all weapons in the torso. In doing so, not only has it made the weapon systems more secure, but the arms have now been freed up to perform deadly melee attacks against unwary targets, significantly increasing the potency of the mech at extreme close range.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7.00
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Single Heat Sink 21 11.00
Heat Sink Locations: 1 HD, 2 CT, 5 LT, 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 - 208 13.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 34
Center Torso (rear) 9
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 11 22
L/R Leg 15 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RT 10 3 7.00
3 Medium Lasers RT 9 3 3.00
3 Medium Lasers LT 9 3 3.00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
4j 3 3 1 0 3 0 Structure: 6
Special Abilities: ENE, SRCH, ES, SOA
Edited by MagnusEffect, 10 November 2011 - 02:54 AM.
#67
Posted 10 November 2011 - 02:26 AM

Mass: 65 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: 3045
Cost: 6,288,260 C-Bills
Battle Value: 1,527
Chassis: Dorwinion Standard
Power Plant: Johnston Industries 260 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: HildCo Model 12
Jump Capacity: 120 meters
Armor: Kallon Unity Weave Ferro-Fibrous w/ CASE
Armament:
1 Imperator Code Red LB 10-X AC
5 Defiance B3M Medium Lasers
1 Johnston Cleaver-V Hatchet
Manufacturer: Johnston Industries
Primary Factory: New Syrtis
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Axman is designed exclusively to be a 'Mech killer. The 'Mech gets its name
and one of its two main weapons from a massive Hatchet that is carried by the
'Mech that allows it to cleave through the armor of an enemy 'Mech. The 'Mech
was designed by Team Banzai following the highly successful Hatchetman. The
Axman is also intended as a symbol of solidarity throughout the Federated
Commonwealth by using components that are produced in Davion, Steiner, and even
former Liao space. The 'Mech has a ground speed of only 64.8 km/h, which is
slow for a 'Mech of its weight, but average for the Heavy weight class. The
'Mech is covered with eleven tons of Ferro-Fibrous armor that gives it a great
deal of protection. The 'Mech is designed to utilize the Full-Head Ejection
System to safe-guard its MechWarrior.
Capabilities:
The two primary weapons on board the Axman AXM-1N are its massive Hatchet,
which alone weighs five tons and can cleave through enemy 'Mech armor like a
knife through butter, and a Luxor Devastator-20 Autocannon/20, which can strip
over a ton of armor off of an enemy 'Mech with ease. The 'Mech also carries a
trio of Intek Medium Lasers and a highly accurate Sutel Precision Line Large
Pulse Laser for short to intermediate range combat.
The AXM-1G is a redesigned 1N with private contractors in mind. The newly
developed, but prohibitively expensive XL Engine has been replaced by a
standard model. While doing so adds significant weight to the mech, it also
makes it much more reliable and durable; exactly what many individual mech
owners value. To help compensate for this tech downgrade, the old AC/20 has
been replaced by the newly developed LB/10-X. While this new autocannon has
less penetrating power, it has significantly improved range and weighs less.
The Large Laser has been removed to further reduce weight in favor of two
additional Medium Lasers. The end result is a very heat efficient mech with almost as much
firepower as the 1N model, but at nearly half the cost, double the weapon
range, and much better durability.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 104 points 6.50
Engine: Fusion Engine 260 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
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 - 205 11.50
Armor Locations: 1 HD, 4 LT, 3 RT, 4 LA, 2 RA
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 32
Center Torso (rear) 10
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 15 27
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers CT 6 2 2.00
LB 10-X AC RT 2 6 11.00
Medium Laser LT 3 1 1.00
Hatchet RA - 5 5.00
2 Medium Lasers LA 6 2 2.00
@LB 10-X (Slug) (20) RT - 2 2.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
4j 4 4 1 0 3 0 Structure: 5
Special Abilities: MEL, CASE, SRCH, ES, SOA, FLK 1/1/1
Edited by MagnusEffect, 10 November 2011 - 02:54 AM.
#68
Posted 10 November 2011 - 03:47 PM
Quote
Loadout Name: E
Error: Configutation E already exists in canon.
HAG-20 (3 tons of ammo), ERML, ATM-12 (3 tons of ammo), LPL.
Also, here's a little sneak-peak of what is yet to come:
Miage-Nyūdō GRD-AKU-O Mass: 180 tons Tech Base: Inner Sphere Chassis Config: Biped OmniMech Rules Level: Experimental Era: Dark Ages Tech Rating/Era Availability: F/X-X-F Production Year: 3095 Cost: 297.567.150 C-Bills Battle Value: Pending Chassis: Foundation GRD-AKU Super-Heavy Endo Steel Power Plant: GM 360 XXL Fusion Engine Walking Speed: 21,6 km/h Maximum Speed: 32,4 km/h Armor: Durallex Special Super Heavy Armament: 84,50 Ton Pod Space Manufacturer: Luthien Armor Works Primary Factory: Yamato Communications System: Sipher Security Plus Targeting and Tracking System: Matabushi Sentinel ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Super-Heavy Endo-Steel 227 points 18,00 Critical Locations: CT 3, LL 2, RL 2 Engine: XXL Fusion Engine 360 11,00 Walking MP: 2 Running MP: 3 Heat Sinks: Double Heat Sink 14 (28) 4,00 Critical Locations: Gyro: Heavy-Duty 8,00 Cockpit: Super-Heavy Command Console 4,00 Actuators: L: SH+UA R: SH+UA Armor: Standard AV - 808 50,50 Internal Armor Structure Factor Head 4 12 Center Torso 54 120 Center Torso (rear) 40 L/R Torso 38 85 L/R Torso (rear) 29 L/R Arm 30 90 L/R Leg 38 114 ================================================================================ Loadout Name: Rei Cost: 308.018.890 C-Bills Tech Rating/Era Availability: F/X-X-F BV2: Pending Equipment Type Rating Mass -------------------------------------------------------------------------------- CASE II Locations: 1 LT, 1 RT 2,00 Actuators: L: SH+UA+LA R: SH+UA+LA+H Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Long Tom Art. Cannon LA 20 8 20,00 Medium VSP Laser LA 7 1 4,00 MRM-40 LT 12 4 12,00 Heavy PPC RT 15 2 10,00 ER Large Laser LA 12 1 5,00 2 Streak SRM-6 CT 8 2 9,00 2 SRM-6 CT 8 2 6,00 Boosted C3 Slave RT - 1 3,00 Guardian ECM Suite RT - 1 1,50 @Long Tom Cannon (20) LT - 2 4,00 @MRM-40 (24) LT - 2 4,00 @Streak SRM-6 (30) RT - 1 2,00 @SRM-6 (30) RT - 1 2,00 ================================================================================ Loadout Name: Ichi Cost: 318.276.650 C-Bills Tech Rating/Era Availability: F/X-X-F BV2: Pending Equipment Type Rating Mass -------------------------------------------------------------------------------- Heat Sinks: Double Heat Sink 17(34) 3,00 Heat Sink Locations: LA 1, RA 2 CASE II Locations: 1 LT, 1 RT 2,00 Actuators: L: SH+UA+LA R: SH+UA+LA+H Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Boosted C3 Master CT - 3 6,00 Angel ECM CT - 1 2,00 Imp. Heavy Gauss Rifle RT 2 6 20,00 MRM-40 LT 12 4 12,00 2 Large VSP Laser LA 20 4 18,00 Medium VSP Laser LA 7 1 4,00 Medium VSP Laser LT 7 1 4,00 Streak SRM-6 RA 4 1 4,50 @Imp. HGR (16) RT - 2 4,00 @MRM-40 (24) LT - 2 4,00 @Streak SRM-6 (15) LT - 1 1,00
Edited by Alizabeth Aijou, 12 November 2011 - 01:23 PM.
#69
Posted 10 November 2011 - 04:36 PM
Grasshopper II
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3049
Cost: 6 272 773 C-Bills
Battle Value: 1 481
Chassis: Unknown Standard
Power Plant: Unknown 280 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:
1 Autocannon/20
1 Large Laser
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7,00
Engine: Fusion Engine 280 16,00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 4,00
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+LA+H
Armor: Standard Armor AV - 217 14,00
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 33
Center Torso (rear) 11
L/R Torso 15 23
L/R Torso (rear) 7
L/R Arm 11 22
L/R Leg 15 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1,00
Autocannon/20 RT 7 10 14,00
Medium Laser RA 3 1 1,00
Large Laser LA 8 2 5,00
@AC/20 (10) RT - 2 2,00
Free Critical Slots: 27
Take a wild guess at what this mech is meant to do...
#70
Posted 10 November 2011 - 10:19 PM
Edited by Agent.0.Fortune, 13 November 2011 - 03:21 PM.
#71
Posted 10 November 2011 - 10:27 PM
Lieren VND-2R
Mass: 45 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: 3048
Cost: 4,465,783 C-Bills
Battle Value: 1,485
Chassis: Ceresplex IV Standard
Power Plant: GM 180 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Anderson Propulsion 30
Jump Capacity: 120 meters
Armor: Hellespont Lite Ferro-Fibrous
Armament:
1 Ceres Arms Warrior ER PPC
4 Ceres Arms Medium Lasers
2 Magna 200P Small Pulse Lasers
1 Hessen IX Small Laser
1 Apple Churchill Golden Shield Guardian ECM Suite
Manufacturer: Ceres Metals Industries
Primary Factory: Capella
Communications System: CereCom Model 21-RS
Targeting and Tracking System: C-Apple Churchill
Overview:
A refit kit produced in 3048 by Ceres Metals Industries in conjunction with
Hellespont Industrials for the VND-1R, the -2R Lieren upgrade can be installed
on a -1R using the mech bays on a drop ship or in a mech hangar.
The VND-2R retains the basic structural components (with the exception of the
addition of Earthwerks MASC System 3 type Myomer Acceleration Signal Circuitry)
and Jump Jets of the VND-1R and focuses on increasing it's striking power and
range while gaining increased durability and survivability through the
application of more advance armor and the addition of a Guardian ECM Suite.
To do this CMI and HI felt that the transition to an all energy weapon loadout
would have the best effect completely removing ammunition dependance and the
very real chance of a damaged bin of ammunition exploding. To compensate for
the increase in heat Double Heat Sinks, of the same type first used in the BJ-3
during the close of the 4th Succession War, have been installed giving the
VND-2R nearly a 40% increase in it's cooling capacity over the -1R, enough to
compensate for the heat of it's new loadout if a pilot plays smart with their
fire control.
Capabilities:
While it retains the base mobility of the -1R the VND-2R gains the ability to
boost its speed to 86.4 kph in short bursts thanks to the Earthwerks MASC
System 3. This is intended to be used to get the -2R acrossed larger open areas
(city parks for example) than it's jump ability can reasonably clear or to give
the pilot another option if jumping is unwarranted due to the need to maintain
a low visual profile.
Weapons is where this Refit kit shines. First the Ceres Arms Smasher PPC is
replaced with a Ceres Arms Warrior ER PPC (the basic design gotten from the
Draconis Combine thanks to the Concord of Kapteyn). While producing half again
as much heat as the Smasher, the Warrior series of PPC does boast a range
increase of nearly 30% reaching out to a startling 690 meters instead of the
540 meters of the Smasher. The of the Warrior also exceeds that of the
Sian/Ceres Jaguar LRM 5 that is mounted on the -1R resulting in that weapon
being removed from the design in this refit (the harder hitting power of the ER
PPC was deemed a sufficent enough replacement for the negleable indirect fire
capability lost with the LRMs removal). For closer in 3 more Ceres Arms Medium
Lasers were added boosting the damage potential in close to levels comparable
to many heavy mechs that preceeded the -2R, this increase does push the
VND-2R's cooling system though so care needs to be used when excersizing it.
For point blank fighting (in the rare circumstances where a Lieren VND-2R pilot
would have that desire) the Hessen IX Small Laser is supplemented by a pair of
Magna 200P Small Pulse Lasers produced by Firmir Weaponry, this also has the
added advantage of giving the VND-2R the ability to ward off Davion infantry
formations which are so common in the Federated Suns half of the Federated
Commonwealth.
Battle History:
The only engagements that the Ieren VND-2R has seen thus far has been primarily
anti-piracy missions to eradicate the scavengers that have begun swarming the
Confederation thinking that affter the blood **** shown by the Federated
Commonwealth that the weakened Capellans Confederation will be easy pickings.
Reports of specific engagements are slow to trickle in though as the forces in
question have better things to do.
Deployment:
As a maintenance level refit the actualy dispersion of the VND-2R refit is
fairly wide, though unfortunately Ceres Metals has no information as to exact
distrobution available for security reasons.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.50
Engine: Fusion Engine 180 7.00
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 152 8.50
Armor Locations: 3 LT, 3 RT, 4 LA, 4 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 14 21
Center Torso (rear) 6
L/R Torso 11 16
L/R Torso (rear) 6
L/R Arm 7 14
L/R Leg 11 22
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Medium Laser LA 3 1 1.00
Small Laser LA 1 1 0.50
Guardian ECM Suite RT 0 2 1.50
Small Pulse Laser RT 2 1 1.00
Small Pulse Laser LT 2 1 1.00
MASC LT - 2 2.00
Medium Laser HD 3 1 1.00
Medium Laser RL 3 1 1.00
Medium Laser LL 3 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 15
5/4j 3 3 1 0 2 0 Structure: 4
Special Abilities: ECM, ENE, SRCH, ES, SOA
Lieren means hunter in Chinese (spelling is Capellan style accentless Pin Yin)
Edited by hiemfire, 10 November 2011 - 10:47 PM.
#72
Posted 10 November 2011 - 10:59 PM
Those mechs had very high BV (around 2000) so I thought that by combining the best of both, I could create a mech has a higher BV than even some Heavy mechs have. It mounts both a MASC system and a Supercharger system to give it a super high top speed. Here are my results:
Speed Demon SPD-1D
Mass: 35 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F
Production Year: 3070
Cost: 30,658,410 C-Bills
Battle Value: 2,563
Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 XXL Fusion Engine
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h (270.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
4 ER Medium Lasers
1 Streak SRM-4
1 ECM Suite
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 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XXL Fusion Engine 350 10.00
Walking MP: 10
Running MP: 15 (25)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 115 6.00
Armor Locations: 2 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
CASE Locations: RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Streak SRM-4 RT 3 1 2.00
MASC LT - 1 1.00
Supercharger CT - 1 1.00
ECM Suite HD 0 1 1.00
@Streak SRM-4 (25) RT - 1 1.00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 26
15 4 4 0 0 1 0 Structure: 1
Special Abilities: ECM, CASE, SRCH, ES, SOA
Let me know what you think!
Edited by GreenHell, 10 November 2011 - 11:02 PM.
#73
Posted 11 November 2011 - 06:13 AM
Crimson Spider
Mass: 30 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: 5 939 570 C-Bills
Battle Value: 1 839
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 108,0 km/h
Maximum Speed: 162,0 km/h (216,0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 ER PPC
1 Light Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1,50
Internal Locations: 7 LA
Engine: XL Fusion Engine 300 9,50
Walking MP: 10
Running MP: 15 (20)
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
Armor: Ferro-Fibrous AV - 105 5,50
Armor Locations: 2 CT, 1 LA, 2 LL, 2 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 5
L/R Torso 7 11
L/R Torso (rear) 3
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light Active Probe HD 0 1 0,50
MASC LT - 1 1,00
ER PPC RA 15 2 6,00
Free Critical Slots: 27
#74
Posted 11 November 2011 - 10:02 AM
Tyrant TYN-88B
Quick summary:
85 ton assault, average speed. Plenty of armor. A PPC and 2 Large lasers are the main armaments, giving it plenty of long-range support capacity without worry about ammo. Weapons are offset by 26 heat sinks. A pair of SRM 6s give it a nice close punch to discourage getting in too close.
Thug THG-10J
Quick summary:
I like the Thug. You like the thug! Everyone likes the thug! Except it kinda sucks without heat sinks. I tried to fix that, and think I was pretty successful. Weapons consist of 2 large lasers and 2 SRM 4s, but it's got a full set of jump jets and 19 heat sinks. It's got a nice heat curve and mobility without the cost of firepower being TOO steep.
Shriek SRK-06
Quick summary:
Nothing too fancy, just a 40 ton scout/harassment mech that carries a nice compliment of armor so a fire support mech doesn't just vaporize it with a well-placed shot or two. LRM 15 with a healthy ammo bin and a couple medium lasers, just in case.
Ravage DRG-CUSTOM-R
Quick summary: So in mechwarrior 4, I really liked playing a medium-range brawler. I saw the trailer for the new game last summer and freaked out. But since I wasn't going to be able to run around in my medium or heavy mech armed with streak missles, ER lasers, and some sort of AC20, I decided to draw something up that I could use as a pre-invasion equivilent. It's a variant of the Dragon, loaded out with a PPC, SRM 6, and a couple medium lasers. Nothing too remarkable, but it lets it take potshots as it closes, and ammo isn't TOO big a deal if I do a good job not getting myself blown up.
Thunder PROTO-1
Quick summary: So I like brawlers, as the last summary may have suggested. I am also a giant Cappy Confederation fan. And I have a thing for silly hats. So I REALLY like the thunder, and was sad that it didn't really exist before the clan invasion. So I pretended it did and figured an AC 10 would be okay as long as I backed it up with plenty of SRMs and medium lasers. It runs pretty cool, so if you mash down the trigger for everything the moment it comes up either you or the other guy should be dead before overheat becomes an issue.
Heavywieght HVW-0X
Quick summary:I wanted to create the wonderful, horrible, but mostly wonderful lovechild of a Banshee and an Awesome. It turned out surprisingly well. Heat isn't too big a deal, but you can't be alpha striking constantly with it, either. 1 PPC and an LRM 15 give it nice long range power, and 2 Large Lasers pretty much double the firepower if you can get a hair closer. And if you get REALLY close it has a seven ton hatchet, which basically means you have a 100 ton robot hitting things with a Hummer attached to a second, sharpened Hummer. And call me a romantic, but I just adore that.
Hydra HYD-08
Quick summary: Aaaaand my baby. Absolute favorite pre-clan mech I've put together. I wanted to make the most brutal assault mech I possibly could, and well, to put it in perspective it's got a higher battle value of everything besides the Marauder II. A previous version was based around 27 heat sinks and not overheating. Then I said **** CAUTION, removed heat sinks, added more PPCs and made this one. Total armament is 1 LRM15, 3 PPCs, and 2 medium lasers. 3 PPCs and the LRM 15 gives it a fantastic, sustainable long range punch. You can still be cooling down on the move if you just toggle it to 2 PPCs for awhile. The medium lasers are to make up for the damage lost from the LRMs if you're trying to shoot the **** in the jenner who keeps running around you and plinking away, so you can vaporize him and go back to beating up dropships or something.
Since people are putting up post-clan stuff, I'll probably have to start dumping some of my other stuff on here.......
Edited by Haydin, 12 November 2011 - 01:55 AM.
#75
Posted 11 November 2011 - 09:37 PM
#76
Posted 11 November 2011 - 10:04 PM
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3025
Earliest Production Year: 2801
Extinct By: Never
Chassis: Unknown Standard
Power Plant: Unknown 260 Fusion Engine
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 LRM-15s
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview
The Long Range Assasin was designed as a close support 'Mech built for the Star League as part of a limited two-year contract starting in 2561. Being a fire support 'Mech, the Long Range Assasin is not as fast as other 'Mechs of similar weight. This is because the Catapult is designed to stay at the edge of the battlefield providing fire support for friendly units. The one upper hand that this 'Mech does hold is in maneuverability with a jumping distance of one hundred and twenty meters to allow the Long Range Assasin to easily seize the high ground to give it an advantageous position for fire support operations. The Long Range Assasin is heavily used by the Capellan Confederation, although it is found in other Great House armies in smaller numbers.
Technology Base: Inner Sphere 65.00 tons
Chassis Config: Biped Cost: 5,691,125 C-Bills
BV2: 1,388 Tech Rating/Era Availability: D/X-E-D
Equipment Mass
Internal Structure: Standard 6.50
Engine: 260 Fusion Engine 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 4.00
Heat Sinks: 15 - Single (10 in engine) 5.00
Heat Sink Locations: 1 HD, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: 160 points - Standard Armor 10.00
Internal Armor
Structure Factor
Head: 3 9
Center Torso: 21 25
Center Torso (rear): 6
R/L Torso: 15 21
R/L Torso (rear): 5
R/L Arm: 10 15
R/L Leg: 15 19
Weapons and Ammo Location Heat Criticals Tonnage
LRM-15 RA 5 3 7.00
LRM-15 LA 5 3 7.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
2 Medium Lasers CT 6 2 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 14
4j 2 3 1 0 3 0 Structure: 5
Special Abilities: SRCH, ES, SOA, IF 1

Edited by Halfinax, 11 November 2011 - 10:04 PM.
#77
Posted 11 November 2011 - 11:14 PM
* * *
Xanatos XNT-0S
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-D
Production Year: 2686
Cost: 2,745,167 C-Bills
Battle Value: 822
Chassis: Bradson Enhanced V1.1 Standard
Power Plant: Bradson 200 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Bradson Kanga v x.2
Jump Capacity: 90 meters
Armor: Bradson Special Standard Armor
Armament:
1 Large Laser
2 Medium Lasers
1 Flamer
4 Machine Guns
Manufacturer: Bradson Armor
Primary Factory: Unknown (Marik Space)
Communications System: Bradson Aerial
Targeting and Tracking System: Bradson Periscope
Overview:
A series of shots of a bustling city fill the screen. People walk on
sidewalks, monorails glide through elevated stations, and ground cars crawl
like beetles over crowded avenues.
The camera closes on a single car. An enormous mechanical foot descends on
top of it. A firey explosion fills the screen as the camera pans up. A
Mackie strides over the field of view, and down the street, PPCs firing
left and right.
A screaming crowd flees from under the shadow of the Mackie, as it
lays into the cityscape indiscriminately. The sky darkens with smoke, and fire
spews from every window.
The crackle of flames and the pounding of the Mackie's foot is broken
by the sound of a cavalry bugle. A boxy, quadrupedal Battlemech soared over a
skyscraper, landing with a threatening thud on four clawed feet. Over its
shoulder, a bright, sapphire-colored beam seared over the street.
It struck the Mackie in the center of its torso, A huge hole was gouged in
its armor, and it toppled over, erupting in a vast mushroom cloud.
The camera panned upwards, as the sun set behind a distant mountain, as
cheers rose from the street.
Capabilities:
Much to the chagrin of the small baronies and independent worlds that purchased
them in the wake of the hegemony's sudden contraction, the Xanatos does not
live up to its marketing pamphlet. Early field tests and successes against
poorly armed insurgent and guerilla forces inflated sales figures, but while
reasonably armored and reasonably quick for its size, it lacked the firepower
to stand up to contemporary military 'mechs.
Despite its deployment in distant garrisons, the Xanatos demonstrated a number
of design weaknesses as the warfare at the edge of the Hegemony heated up.
Most belied its origins as a walking tank. Most infamous are its vulnerable
ammunition magazines, for its leg-mounted antipersonnel weaponry. While the
legs' superstructure is designed to blow away from the 'mech, the necessities
of fully sealed armor simply created a deadly channel for explosive force and
shrapnel to destroy the 'mech's myomer actuators.
It is not hopeless, however. It has demonstrated itself supremely capable
against infantry, and against light Battlemechs, where its rear armament might
come into play, it does have potential. And in urban combat, it can hold its
own.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.00
Engine: Fusion Engine 200 8.50
Walking MP: 5
Running MP: 8
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Single Heat Sink 13 3.00
Heat Sink Locations: 1 HD, 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 96 6.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 13
Center Torso (rear) 6
L/R Torso 10 11
L/R Torso (rear) 5
L/R Front Leg 10 9
L/R Rear Leg 10 9
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
® Medium Laser CT 3 1 1.00
Flamer RT 3 1 1.00
Medium Laser RT 3 1 1.00
Large Laser LT 8 2 5.00
Machine Gun FRL 0 1 0.50
Machine Gun FLL 0 1 0.50
® Machine Gun RRL 0 1 0.50
® Machine Gun RLL 0 1 0.50
@MG (1/2) (100) FRL - 1 0.50
@MG (1/2) (100) FLL - 1 0.50
@MG (1/2) (100) RRL - 1 0.50
@MG (1/2) (100) RLL - 1 0.50
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
5/2j 2 2 0 0 2 0 Structure: 3
Special Abilities: SRCH, ES, SOA
#78
Posted 11 November 2011 - 11:56 PM
Glare, on 06 November 2011 - 08:56 PM, said:
Use anything under those criteria.
Odd that when doing this, SSW takes Gauss Rifles off your mech but then allows you to put them back on.
Here is a link to my ride which you can see:
http://www.solaris7....fo.asp?ID=16364
Here is my ride (sorry I can't get it to look right):
Truimph 100 D Rules Level: Tournament Legal Technology Base: Inner Sphere Chassis Config: Biped Production Year: 3049 Extinct By: Never Chassis: Unknown Standard Power Plant: Unknown 300 Fusion XL Engine Cruising Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Standard Armor Armament: 1 Gauss Rifle 1 ER PPC 1 LRM-20 1 Autocannon/20 1 Medium Laser Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Technology Base: Inner Sphere 100.00 tons Chassis Config: Biped Cost: 22,222,000 C-Bills BV2: 2,040 Tech Rating/Era Availability: E/X-F-E Equipment Mass Internal Structure: Standard 10.00 Engine: 300 XL Fusion Engine 9.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 16 (32) - Double (12 in engine) 6.00 Heat Sink Locations: 2 LT, 1 RT, 1 LA Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA R: SH+UA Armor: 232 points - Standard Armor 14.50 Internal Armor Structure Factor Head: 3 9 Center Torso: 31 35 Center Torso (rear): 12 R/L Torso: 21 30 R/L Torso (rear): 8 R/L Arm: 17 20 R/L Leg: 21 30
Weapons and Ammo Location Heat Criticals Tonnage Autocannon/20 RA 7 10 14.00 Gauss Rifle LA 1 7 15.00 LRM-20 RT 6 5 10.00 Medium Laser RT 3 1 1.00 ER PPC LT 15 3 7.00 @Gauss Rifle (16) CT -- 2 2.00 @AC/20 (5) HD -- 1 1.00 @AC/20 (5) RL -- 1 1.00 @LRM-20 (6) RL -- 1 1.00 @AC/20 (5) LL -- 1 1.00 @LRM-20 (6) LL -- 1 1.00 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 20 3 3 3 3 0 4 0 Structure: 4 Special Abilities: SRCH, ES, SOA, AC 2/2/0, LRM 1/1/1, IF 2
Created using Solaris Skunk Werks
Downloadable here
-Mek
Edited by Mekslayer, 23 November 2011 - 01:00 AM.
#79
Posted 12 November 2011 - 01:54 AM
Red Pins, on 11 November 2011 - 09:37 PM, said:
I know about the Thug and Thor, I'm just making a new variant for each. Totally never heard that there was a rampage before though =/ Editing, naming it ravage. Close enough

#80
Posted 12 November 2011 - 04:54 AM
Red Pins, on 11 November 2011 - 09:37 PM, said:
Only 500-ish names are in use.
Quote
Availability depends on the year. In case of the Succession Wars-era it goes from 2781-2865 and resurfaces back in 3040. The "default year" for the succession wars-era is 3025-ish (or at least between 2951 and 3030).
Quote
Rim World's Republic battlemech.
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