THE REC.GAMES.MECHA A * R * C * H * I * V * E This archive contains copies of posts distributed on rec.games.mecha in March 1995. All posts are unchanged except for spelling/grammar checking and header condensing. All ideas are assumed to be copyrighted by the authors of said ideas. The inclusion of said posts in the Rec.Games.Mecha Archives is not necessarily authorized by the authors of said posts, and the authors of posts included in the Rec.Games.Mecha Archives have not given up any of their rights to the ideas in said posts. Reproduction of posts and ideas included in the Rec.Games.Mecha Archives is not necessarily sanctioned by the origional authors, and persons wishing to do so should contact the origional author of the post or idea in question. Reproduction of material herein included for profit or publication without permission from the origional author is a violation of applicable copyright. Battletech, 'Mech, Battlemech, and MechWarrior are trademarks of FASA Corporation. Mekton and texts associated with it are copyrighted by R. Talsorian Games. Robotech, RIFTS and Macross gaming materials are copyrighted by Palladium Games. INDEX TO March 1995 REC.GAMES.MECHA ARCHIVES O BATTLETECH DESIGNS o Aegis [Vehicle] o Black Bearesc 1A o Boomer [Vehicle] o Cruiser [Vehicle] o Darkangel Class Battleship [Battlespace] o Destroyer [Vehicle] o DMN-4A Dominator o Dreadnaught [Vehicle] o Ferret [Vehicle] o Fisherman [Vehicle] o Frigate [Vehicle] o Godesc 1A o Gunboat [Vehicle] o FS9-V Vision o Harpy o HBK-75 Hunchback o Hydro from Hell [Vehicle] o Interceptor YS [Vehicle] o PDR-7B Pounder o LCT Variants (more Locusts than you can shake a GR at...) o Mitchell [Vehicle] o Planned Parenthood Creatoresc 1A o PZJ-2M Mittelpanzerjaeger o PZJ-33H Schwerpanzerjaeger o PZJ-4A Sturmpanzerjaeger o Santa Cruz [Vehicle] o SBR Sabre series o SBR-2N Sabre o SCP-2KI Stingray o SCR-1A Scorpio o Skip Jack [Vehicle] o "True Archer" o "Warhammer True 85" o WHM-9A Warhammer o Wichita [Vehicle] o WSP-30 Wasp O MEKTON DESIGNS o A.R.I.E.L. o Vokwa O RULES VARIENTS o Battletech Anti-Missile Missile System o Mekton Weapon Design Modifications O UNITS o Shattke's Saracens O THREADS o Creating Weapons in Battletech [4] O KERENSKY UNION DATA FILES [*****] BATTLETECH DESIGNS::: [*****] Design: Aegis Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Aegis (IS) type: Naval vessel tonnage: 300 tons Internal Structure: (Normal) 30 tons Control: 15 tons Engine: 270 ICE movement: 1/2 Armor: (FF) 73.5 tons AR: 1175 Weapons: 5 Arrow IV 50 rnds 1 LB 10-X AC 20 rnds 3 LRM-20s 30 rnds 1 SRT-6 15 rnds 2 Anti-Missle Systems 48 rnds Other: 3 tons Cargo capacity C3 Computer Master Armor: Front: 250 L/R Sides: 225 Rear: 225 Turret: 250 Weapons Placement: Front: 5 Arrow IV Sys. Turret: 1 LB 10-X AC 1 SRT-6 1 LRM-20 2 AMS Sides: 1 LRM-20 Overview: The Aegis is Guided Missile Battlecruiser. Its Arrow IV missles can be used either as conventional artillery, or as homing missles directed by TAG units inland. It carries a C3 Master computer to coordinate other ships in its task group and to coordinate the observations received by it's forward observers. The Anti-Aircraft suite is improved over its sister ships, featuring 3 LRM-20 racks and an LB 10-X autocannon, and the LRMs can also be used to supplement its abilities in Anti-Submarine Warfare as well. In addition to being well armed, the Aegis is well protected by extremely heavy Ferro-Fibrous Armor, and dual Anti-Missle systems mounted in the turret. [-----] Design: Black Bearesc 1A Designed By: tracy@techniques.com (Tracy Kannarr) Tech Level: Clan Yes, it's still March Munchkin 'Mech Madness Month! and have I got a deal for you. Like to get in close and personal, but just not sure if you've got the toy for it? Got an extra 35 or so Million C-Bills? Come out and test drive the Black Bearesc 1A! I'm telling you this baby moves, she shoots she rips 'em apart! Jump in and take a look! Type: Black Bearesc 1A Mass Technology level: Clan-3050 Combat Value: 7,011 Cost: 32,493,334 C-Bills Created by Tracy Kannarr (Tracy@techniques.com) Tonnage: 100.00 Internal Structure: [endo steel] 5.00 XL Engine: 400XL 26.50 Walking MP's: 4 Running MP's: 6 [8] Jumping MP's: - Gyro 4.00 Cockpit 3.00 Double Heat Sinks: 15 [30] 5.00 Armor Factor: [ff] 298 15.50 Internal Armor Structure Value Head: 3 9 Center Torso: 31 47/12 Lt./Rt. Torso: 21 34/ 8 Lt./Rt. Arm: 17 34 Lt./Rt. Leg: 21 39 Criticals: Type Loc. Critical Tons 1 Ultra AC 20 RA 8 12.00 1 Ultra AC 20 LA 8 12.00 1 ER Medium Laser RA 1 1.00 1 Targeting Computer LT 5 5.00 1 AC 20 Ammo [5] CT 1 1.00 1 AC 20 Ammo [5] RT 1 1.00 1 AC 20 Ammo [5] LT 1 1.00 2 Gauss Ammo [10] RA 2 2.00 2 Gauss Ammo [10] LA 2 2.00 1 CASE CT 0 0.00 1 CASE RT 0 0.00 1 CASE LT 0 0.00 1 CASE RA 0 0.00 1 CASE LA 0 0.00 1 MASC LT 4 4.00 Note that this 'Mech has no hand or lower arm actuators in either arm. [-----] Design: Boomer Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Boomer (IS) type: Submarine tonnage: 200 tons Internal Structure: (Normal) 20 tons Control: 10 tons Lift/Dive equip: 20 tons Engine: 170 Fusion movement: 1/2 HeatSinks: 10 + 5 DHS Armor: 45.75 tons (FF) AR: 820 Weapons: 3 Arrow IV Systems 30 rnds 1 LRT-20 15 rnds 2 SRT-6s 30 rnds 2 ER PPCs Other: Artemis IV FCS Armor: Front: 174 Sides: 160 Rear: 152 Turret: 174 Weapons placement: Front: 3 Arrow IV Sys. 1 LRT-20 2 SRT-6 Turret: 2 ER PPC Ammo: 6 tons Arrow IV 2.5 tons LRT-20 2 tons SRT-6 Other: 3 Artemis IV FCS Overview: A 'ballistic' missle submarine, perhaps more akin to the old Soviet Oscar class of the late 20th century on Earth. This sub is designed to lend off-shore bombardment/sugical missle attack, then submerge when enemy air assets arrive to attack it. [-----] Design: Cruiser Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Cruiser (IS) type: Naval vessel tonnage: 200 Internal Structure: 20 tons Control: 10 tons Engine: 170 ICE movement: 1/2 Armor: (FF) 31 tons AR: 557 Weapons: 8 LB 10-X ACs 100 rnds 2 SRM-6s 30 rnds 1 LRM-10 24 rnds 2 Anti-Missle Sys 48 rnds Armor: Front: 140 Sides: 111 Rear: 105 Turret: 90 Weapons placement: Turret: 8 LB 10-X ACs 2 AMS Front: 2 SRM-6s 1 LRM-10 Ammo: 10 tons LB 10-X AC 4 tons AMS 2 tons SRM-6 2 ton LRM-10 Overview: Although the Cruiser lacks any sort of long range weapon system, it provides excellent fleet AA protection. And the LB 10-X ACs can also be used effectively against other ships (or mechs if close to shore) as well. The eight turreted autocannons dish out staggering firepower to any craft foolhardy enough to get in range. [-----] Design: Darkangel Class Battleship Designed By: donhill@flood.xnet.com (Donald Hill) Tech Level: IS 3055 This Warship was built back when BSpace first came out. It hasn't been 'fixed' by the Mechforce North America rules, and if anyone sees something wrong, rules wise, I'd much appreciate a response telling me what I did. Of course, other comments are welcome too. So, here she is... Darkangel Class Battleship Mass: 2,500,000 Length: 2,000m Sail Diameter: 2,500m Fuel: 40,000 (20,000) Tons/Burnday: 39.52 Safe Thrust: 3 Max Thrust: 5 Sail Integrity: 9 KF Drive Integrity: 47 Armor: Fore: 1020 Fore Side: 1120 Aft Side: 1120 Aft: 1000 Heat Sinks: 31,835 [63,670] Weapons: Location Type Fire Factors for Location Nose 5 x HNPPC Nose 5 x HNPPC Nose: 150 Fore Left 4 x HNPPC Fore Left 4 x HNPPC Fore Left 4 x HNPPC Fore Left: 180 Fore Right 4 x HNPPC Fore Right 4 x HNPPC Fore Right 4 x HNPPC Fore Right: 180 Broad Side (L) 8 x HNPPC Broad Side (L) 10 x HNPPC Broad Side (L) 8 x HNPPC Left Broad Side: 390 Broad Side (R) 8 x HNPPC Broad Side (R) 10 x HNPPC Broad Side (R) 8 x HNPPC Right Broad Side: 390 Aft Left 4 x HNPPC Aft Left 4 x HNPPC Aft Left 4 x HNPPC Aft Left: 180 Aft Right 4 x HNPPC Aft Right 4 x HNPPC Aft Right 4 x HNPPC Aft Right: 180 Aft 5 x HNPPC Aft 5 x HNPPC Aft: 150 Small Craft Defence: Each Section has 10 Weapons Bays each contain 25 EP PPC's Fire Factor is 25 per bay, and 250 per section. Point Defence: Location Type Fire Factor # of Missile Destroyed Nose Small Lasers 150 75 Fore Left Small Lasers 250 125 Fore Right Small Lasers 250 125 Broad Side (L) Small Lasers 350 175 Broad Side (R) Small Lasers 350 175 Aft Left Small Lasers 250 125 Aft Right Small Lasers 250 125 Aft Small Lasers 150 75 Cargo: Bay 1: Nose - 2 Doors - 12 Fighters - 4 Small Craft Bay 2: Fore Left - 2 Doors - 12 Fighters - 3 Small Craft Bay 3: Fore Right - 2 Doors - 12 Fighters - 3 Small Craft Bay 4: Broad Side (L) - 2 Doors - 14 Fighters - 5 Small Craft Bay 5: Broad Side (R) - 2 Doors - 14 Fighters - 5 Small Craft Bay 6: Aft Left - 2 Doors - 12 Fighters - 3 Small Craft Bay 7: Aft Right - 2 Doors - 12 Fighters - 3 Small Craft Bay 8: Aft - 2 Doors - 12 Fighters - 4 Small Craft Bay 9: Mech Repair Bay - Holds 12 Mechs - 2 Doors Bay 10: Fighter Repair Bay - Holds 6 Fighters - 2 Doors Bay 11: Small Craft Repair Bay - Holds 4 Craft - 2 Doors Bay 12: Generic Cargo Bay: 37,153 tons - 26 Doors Dropship Capacity: 25 Grav Decks: 30 (250m) Crew: 1,318 Passengers: 182 Marines: 400 Maintenance: 1,023,626 Cost: 210,063,304,813,500 Notes: Okay, so she is a *little* expensive. *grin* I put the Naval PPC's on so I could do some big damage at extreme range. Sure Naval Autocannons do more damage at close range, but hopefully, you'll never survive to get that close. And don't even think about a planetary bombardment! :) Anyway, I'm putting some of the math at the end of the note, in case anyone wants to check my numbers. It gets pretty ridiculous doing these things, and if you don't keep good notes when you build them [which I don't :)] it's easy to lose or overlook some little number that drastically changes things. If you see something wrong, let me know. GENERIC MATH: Equipment Tons Compact Core Integrity: 47 1,131,250 Sail Integrity: 9 155 Engine: Safe=3/Max=5 450,000 Fuel 40,000 Pumps 800 Structural Integrity=130 325,000 Bridge 6,250 Armor 6,500 Docking Collars: 25 25,000 120 Heavy Naval PPCs 360,000 2000 ER PPCs 14,000 Small Lasers 6,670 Lithium Fusion Battery 25,000 100 Aerospace Fighter Pods 15,000 20 Small Craft Bays 3,000 30 250m Grav Decks [Morale :)] 3,000 Life Boats 3,500 Repair Bays 3,300 Crew/Passnegers 13,580 Heat Sinks [993 Free] 30,842 Cargo 37,153 Total: 2,475,000 Hmmm, I seem to be missing 25,000 tons somewhere. It must be something I added and didn't write down in the notes. If you find out what it is, let me know. The generic cargo bay can be adjusted a bit to make the numbers work if I'm a few off here or there. So, what do ya think? [-----] Design: Dreadnaught Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Dreadnaught (IS) Type: Naval vessel tonnage: 300 Internal Structure: (Normal) 30 tons Control: 15 tons Engine: 270 ICE (29 tons) movement: 1/2 Armor: (FF) 49.5 tons AR: 888 Weapons: 4 Long Toms 40 rnds. 3 LRM-20s 30 rnds. 1 SRT-6 15 rnds. 2 Anti-Missle Systems 48 rnds. Armor: Front: 200 L/R Sides: 174 Rear: 170 Turret: 170 Weapons Placement: Front: 4 Long Toms Turret: 3 LRM-20s 1 SRT-6 2 Anti-Missle Systems Ammo: 8 tons Long Tom (40 rnds) 1 ton SRT-6 (15 rnds) 6 tons LRM-20 (30 rnds) 4 tons AMS (48 rnds) Overview: The Dreadnaught is a mobile artillery support craft that is primarily used on planets that have substantial oceans covering its surface. The Dreadnaught is best suited for assisting in landings on land masses that are surrounded by water, or in supporting battles that are on a larger land mass that are within range. The advantage to having a Naval asset providing artillery support is that land units (ie. infantry, tanks, etc) cannot track down the artillery batteries to silence them during a battle. Indeed, this is because ships are inaccessable to land units. The only units that can successfully challenge a naval unit are either other naval units, or Aerospace fighters. In the case of the later, the Long Toms and LRMs can be used for Anti-Aircraft defense, inaddition to the firepower carried by other support ships more suited to the roles of Anti-Aircraft and naval engagement than surface bombardment. If any opposing land forces are dumb enough to send mechs to attack the surface group, or indeed even a Dreadnaught by itself, the mechs will be torn to shreds by the massive power wielded by the Long Toms, LRMs and Torpedoes before they even get close to the Dreadnaught. Needless to say, mechs are out of their element in the aquatic realm. The other major threat to Dreadnaughts are submarines. Although the appearance of these units are not likely, given the inherent difficulty in transporting a submarine through hyperspace (indeed, it has never been done), it a submarine does appear, the Dreadnaught can use its Long Toms against the sub by attacking the location of the sub on the surface, and using the massive disturbance caused by the detonation of the shell to crush the sub, or it can use its LRMs by launching Thunder FASCAM munitions to lay minefields where the sub is, and as a final defense, it can use it's torpedoes. [-----] Design: Ferret Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Ferret (IS) type: Hydrofoil tonnage: 100 Internal: 10 tons Control: 5 tons Lifts: 10 tons Engine: 220 Fusion movement: 7/11 Armor: (FF) 14.5 tons AR: 260 Weapons: 2 Gauss Rifles 32 rnds 6 Medium Lasers 1 SRM-6 15 rnds Other: C3 Slave Armor: Front: 77 Sides: 55 Rear: 45 Turret: 28 Weapons Placement: Front: 2 Gauss rifles 4 M. Lasers C3 Slave Turret: SRM-6 2 M. Lasers Ammo: 4 tons Gauss ammo 1 ton SRM ammo Overview: Another general purpose fast attack/escort/river patrol boat. [-----] Design: Fisherman Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x This is the ASW VTOL that goes with the Oslo. Name: Fisherman (IS) type: VTOL tonnage: 30 Structure: 3 tons Control: 1.5 tons movement: 8/12 (fusion engine) Armor: (N) 2 tons AR: 32 Weapons: 1 LB 10-X AC 10 rnds 3 tons of bombs Other: C3 Slave Armor: Front: 9 Sides: 8 Rear: 5 Rotor: 2 Weapons Placement: Front: LB 10-X C3 Slave 3 tons Bombs Ammo: 1 ton LB 10-X ammo (3 tons Bombs) Overview: The Fisherman is a special ASW VTOL that typically operates from Oslo class ASW frigates or Mitchel class aircraft carriers. The Fisherman is directed to the location of the sub by means of data sent to it via the C3 computer link to its mother ship. Once the Fisherman is above the sub, it drops a bomb or depth charge on it. [-----] Design: Frigate Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Frigate (IS) type: Hydrofoil tonnage: 100 Internal Structure: 10 tons Control: 5 tons Lift Equip: 10 tons Engine: 120 ICE movement: 6/9 Armor: (N) 16.5 tons AR: 264 Weapons: 2 Ultra AC-5s 80 rnds 1 SRT-6 15 rnds 1 SRM-6 15 rnds 1 LRM-15 16 rnds 1 Chemical 'Flamer' 20 rnds 4 Anti-Missle Systems 60 rnds Other: C3 Slave Armor: Front: 67 L/R Sides: 51 Rear: 45 Turret: 50 Weapons Placement: Front: 1 SRT-6 1 SRM-6 1 LRM-15 C3 Slave Turret: 2 Ultra AC-5s 1 Chemical 'Flamer' 2 AMS Sides (each): 1 AMS Ammo: 4 tons Ultra AC-5 (80 rnds) 1 ton SRT (15 rnds) 1 ton SRM (15 rnds) 5 tons AMS (60 rnds) 1 ton Flamer (20 rnds) 2 tons LRM (16 rnds) Overview: The Frigate class is designed to be a light naval task group escort providing 'close' (within 1 map board) defense of aggressive enemy units. It has a more 'conventional' array of weapons to deal with enemy ships, subs, and aircraft. In many cases, it weapons load out can prove more accurate than those of the 'battlewagons'. The offensive weapons array centers around the dual Ultra AC-5s in the turret. The LRM-15 rack can perform a variety of roles as it has several types of munitions to choose from. And the standard torpedo rack and SRM rack. An interesting innovation and safety feature of the Frigate is its Chemical Flamer, which is actually used as a fire-fighting apparatus. If a fellow ship is on fire, the Frigate can come along side and douse the flames before the flames reach the ammunition bays, and thus save the ship. The ship is likely to be out of action after the fire is put out, but it can be taken to port and repaired. [-----] Design: Godesc 1A Designed By: tracy@techniques.com (Tracy Kannarr) Tech Level: Clan 3050 It's March Munchkin 'Mech Madness Month! What does that mean? Not much (except that I'm tired of hearing about the OJ Simpson, who really gives a shit, trial. More 'Mechs for the hell of it! Type: Godesc 1A Mass Technology level: Clan-3050 Combat Value: 6,605 Cost: 23,426,500 C-Bills Created by Tracy Kannarr (Tracy@techniques.com) Tonnage: 100.00 Internal Structure: [endo steel] 5.00 XL Engine: 300XL 9.50 Walking MP's: 3 Running MP's: 5 Jumping MP's: - Gyro 3.00 Cockpit 3.00 Double Heat Sinks: 12 [24] 2.00 Armor Factor: 304 19.00 Internal Armor Structure Value Head: 3 9 Center Torso: 31 49/12 Lt./Rt. Torso: 21 34/8 Lt./Rt. Arm: 17 34 Lt./Rt. Leg: 21 41 Criticals: Type Loc. Critical Tons 1 Gauss Rifle RA 6 12.00 1 Gauss Rifle LA 6 12.00 1 Gauss Rifle RT 6 12.00 1 ER Large Laser RA 1 4.00 1 ER Large Laser RA 1 4.00 1 ER Small Laser RA 1 0.50 1 Targeting Computer LT 9 9.00 3 Gauss Ammo [24] RT 3 3.00 1 Gauss Ammo [8] RA 1 1.00 1 Gauss Ammo [8] LA 1 1.00 1 CASE RT 0 0.00 1 CASE RA 0 0.00 1 CASE LA 0 0.00 Note that this 'Mech has no hand or lower arm actuators in either arm. [-----] Design: Destroyer Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Destroyer (IS) type: Naval vessel tonnage: 160 tons Internal Structure: 16 tons Control: 8 tons Engine: 260 ICE Movement: 2/3 Armor: (FF) 19.7 tons AR: 532 Weapons: 2 Arrow IV 20 rnds 2 LB 10-X ACs 40 rnds 2 Anti-Missle Sys. 60 rnds 2 SRM-2s 50 rnds Armor: Front: 130 Sides: 108 Rear: 96 Turret: 90 Weapons Placement: Front: 2 Arrow IV sys Turret: 2 LB 10-X ACs 2 AMS Sides: 1 SRM-2 Ammo: 4 tons Arrow IV 4 tons LB 10-X 5 tons AMS 1 ton SRM-2 Overview: Another task group escort class, the Destroyer can do it all. It can bombard enemies on shore with its Arrow IV systems, it can battle it out with other ships at sea, and it can shoot down Aerospace fighters. An interesting design feature on this ship-- The SRM-2 tubes can accomodate either torpedoes or standard missles. At the beginning of a sortie, the commander can decide what he wants, whether it be both as torpedo tubes, both as missle tubes, or a combination. The only major drawback of the Destroyer that it provides a relatively poor defense against submarines. But it is fast compared to capital Naval vessels. [-----] Design: DMN-4A Dominator Designed By: thane@aa.net (Thane Walkup) Tech Level: IS 3025 Just thought I'd try my hand at designing a 'mech... If this design has already been tried, please tell me, and if not, give me feedback. I'm rather interested in how it might work out in combat... DMN-4A Dominator Timeline: 3025 Mass: 55 tons Power Plant: 275 Walk MP: 5 Run MP: 8 Jump MP: 5 Heat Sinks: 10 Armor: 184 Head: 8 Center Torso F/R: 27/9 RL Torso F/R: 19/7 Arms: 18 Legs: 26 Weapons: LRM-5 RA LRM-5 RA LRM-5 Ammo RA 24 rounds LRM-5 LA LRM-5 LA LRM-5 Ammo LA 24 rounds Medium Laser RT Medium Laser RT Medium Laser LT Medium Laser LT I designed this 'mech as a fairly fast, well armored, mobile fire support unit which doesn't run out of punch when it runs out of ammo. The game I will be testing it in is a 250 ton 3025 tech game with two of these and four 35 ton mechs (modified jenners, no jump jets, max armor, replace SRM-4 with SRM-2 using inferno rounds... Has the potential to really drive up the heat in those 3025 firebombs.) [-----] Design: Gunboat Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Gunboat (IS) type: Hydrofoil tonnage: 100 Internal: 10 tons Control: 5 tons Lifts: 10 tons Engine: 120 Fusion movement: 6/9 Armor: (FF) 20 tons AR: 357 HeatSinks: 10+5 DHS Weapons: 1 SRM-6 15 rnds 3 Lg Pulse Lasers 3 Medium Lasers 1 Anti Missle System 24 rnds 1 LRM-15 16 rnds Other: C3 Slave Armor: Front: 87 Sides: 75 Rear: 70 Turret: 50 Weapons Placement: Front: SRM-6 Turret: LRM-15 3 Lg. Pulse Lasers 1 Medium Laser AMS Sides (each): Medium Laser Ammo: 2 tons AMS ammo 2 tons LRM ammo 1 ton SRM ammo Overview: A fast attack/river patrol/escort craft. (pretty general purpse) [-----] Design: FS9-V Vision Designed By: cgdtmg@lut.ac.uk (Inmate) Tech Level: IS 305x FS9-V "Vision" This is a modification of the 3050 FS9-S "Firestarter", to create a mech similar in performance to the old 3025 FS9-M "Mirage". The main difference is that the armour is upgraded, and the flamers removed, in order to create more of a main line mech upon the chassis of the Firestarter. As the basic skeleton of the -S is Endo Steel, this provides a fair bit of weight to work with. Removal of the four flamers allows 4 tonnes of capacity spare. The skeleton of the mech can support an additonal 2 tonnes of armour, keeping to normal alloys rather than Ferro Fiberous. The 2 tonnes remaining are used in increasing the amount of ammunition available for the AntiMissile System, as the closer combat that this mech will be involved in means it is more likely to be exposed to fire, and an additonal pair of rear firing small lasers. These are intended for use in passing attacks on hostile scout mechs. The following table of infomation may well be wrong - if so, feel free to correct it. FS9-V Vision 35 tonnes Movement: 6 walk 9 run 6 jump Heatsinks: 10 Normal Armour: Head 3 9 Centre Torso 10 17/2 Left Torso 8 14/2 Right Torso 8 14/2 Left Arm 6 12 Right Arm 6 12 Left Leg 8 16 Right Leg 8 16 Weaponry and Ammo: LA Medium Laser RA Medium Laser LT AMS AMS ammo x 2 Small Laser(rear) Jump Jet x 2 RT Small Laser Small Laser(rear) Jump Jet x 2 CT Jump Jet x 2 H Beagle Probe Well, I'm not too sure about the values for the armour and IS. I do know I figured it was short one point of armour - so if my guesses for the IS figures are wrong, then change them and bring the armour up to what it should be. The most dubious point to me is the twin rear firing small lasers. Rear firing weaponry can be increadibly effective, especially in unexpected. On such a light mech as this, I'm not 100% sure how well it'd work though. It's very tempting to make them forward firing, or even add a medium laser instead. Although a third medium laser would be dangerously hot. Still, you can't win 'em all. [-----] Design: Harpy Designed By: Mad Merc Tech Level: IS 3025 The Harpy is a fast combat Mech intended for Deep raid and Penetration operations. It can operate for months without resupply and can beat almost any mech in it's weight class in a single combat. Visually the mech is short coming in at 13 meters high. It has the same Ostritch look that the Marauder does. It has 2 arms with fully manipulative 4 clawed hands. It's right arm carries a shoulder mounted MARS Industries PPC. The mech's torsos are bristling with Martel Mk II Medium lasers, 6 in all, two per torso. It's cockpit is inset deep into the CT region, sticking out to provide a wide angle for the cockpit mounted sensor arrays. It is built with Old Tech. Tonnage:50 Internal Structure:Spandor XHeavy 5.0 Engine: 250 12.5 Walk: 5 Run : 8 Jump: 4 2.0 Cockpit:Zetatech Impchem Lifepod 3.0 Gyro: 2.0 Heat Sinks: 13 3.0 Armor: 9.5 Weapons: PPC RA 7.0 2 Medium Lasers RT 2.0 2 Medium Lasers LT 2.0 2 Medium Lasers CT 2.0 [-----] Design: HBK-75 Hunchback Designed By: Mad Merc Tech Level: IS 3025 HBK-75 Hunchback Tonnage:75 Internal Structure: 7.5 Engine:300 rated 19.0 Walk:4 Run: 6 Jump:4 4.0 Cockpit: 3.0 Gyro: 3.0 Heat Sinks:14 4.0 Armor: 192 points 12.0 H 9 CT 24 r 15 Torsos 20 r 14 Arms 15 Legs 23 Weapons: Autocannon-20 RT 14.0 Ammo AC/20 40 8.0 2 Small Lasers CT 1.0 [-----] Design: Hydro from Hell Designed By: chverchk@basic.cse.psu.edu (Robert J Chverchko) Tech Level: IS 305x Okay, a few of these designs should have the net effect of mopping up the battleboat fleet, and rendering it harmless. Name: Hydro From Hell (aka swarm ship) Tonnage: 34 Cost: 1,050,000 each Control: 2 Structure: 3.5 Lift equipment 3.5 Turret: 1.5 Engine: 1.5 45 fusion (yes fusion) Cruise: 7 Flank: 11 Armor: 6.0 Equipment: 16.0 LBX-10 11tons LBX cluster 2tons Medlasersx3 3tons PS: my interpretation of the rules reads that surface ships do have los to underwater targets and can fire at them with either torpedos or energy weapons using underwater range mods for the guns. Hence the 3 medlasers. Net Remaining tonnage: 0 Now to explain, first of all to hit this baby with most of those designs are gonna have a bitch just turning to the proper arc. Now with the LBX I have a -1 on all shots. Now keep in mind I get a +4 to hit movement modifier. And your bth is now 12 (assuming 4+ base at long range) My bth in this circumstance with the LBX cluster is 4+4+2-1==9 It quickly works out that I'll probably hit you long before you scratch me, and when I do hit, I'll probably reduce your movement to 0 or kill you outright with a crit. That's when I move into your back arc (no firepower there) and cream you. The pricing works out so that I can get 3 or 4 of these for each of your designs prices so like the name suggests, I'm gonna hit each of your designs with 4 of these. And now how long do you last, forget on board artillery you have to guess where I'll be when the shot lands :) Now for the ultimate maxim of btech truth. With vehicles the swarm effect is really the only way to go, one big tank is too slow for a movement mod just about any hit cripples or kills it. Read this into the 70 savannah masters swarming one mech debate thread a while back (you can fit 70 savannah masters into a 3 hex radius of one mech with only 2 per hex, rather stunning isn't it) If I remember right the pricetag on the 70 savannah masters was less than 10million cbills too, talk about effective firepower. And you thought that a full salvo from a KIM or Blackhawk was bad ;) [-----] Design: Interceptor YS Designed By: Dambiel Tech Level: IS 3050 I'm posting this vehicle out of memory so forgive any slight mistakes. Name: Interceptor YS Tech: IS 3050 Tonage: 1.5 Move Type: Hover Engine rating: 25 Move Cruise: 43 Flank: 65 Construction: Tons Engine: 25 Fusion .5 Sheilding: .25 Lift: .15 Internal Structure: .15 Handling/control .075 Armor .25 (4 points for cockpit) Wpns & Equipment: NONE Total 1.375 Obvious flaw: Now you'll notice that we didn't round everything to the nearest half-ton. If you did so the smallest hovercraft would be atleast 2.25 tons. The chart lists lift factors down to one ton so it should be possible to make one that small. (In fact in reality you can make a hovercraft out of a rubber raft and a lawnmower engine or two that would way in at about 100 pounds max) So we decided to scrap that rule for realy small vehicle types. This also allows for designing things like personnal vehicles which don't otherwise exist. If you can't get over the rules then consider this a vehicle that ways 2.25 tons and moves 28/43 w/ no armor. Now what do you think? Explanation: My group is playing a RPG based campaign in which we are a Merc unit doing garrison duty. Our three mechs are left behind to guard a city (token force to please the natives) while the main company goes out to engage the enemy forces about 100km to the west. The problem being that the enemy keeps sending hover craft and VTOL's in to make raids against our city. Our sensors can't detect them far enough out to give us time to move our mechs into an intercept position since the city is about 40km across. Thus we developed the "Interceptor YS". With this little jewel we can post ourselves or forward observers way out to spot the enemy coming across the plains toward the city while we take up positions in the forest that butts up to the city's west side. Then if the observers spot incoming hover craft we have time to move out of the woods and engage. While still guarding the wooded approach to the city against possible mech raids. In the case when forward observers are not available, we can spot the enemies and easily get back in time to mount our mechs and position ourselves where needed. In fact if you allocat 1.5/2.25 tons of cargo space on a mech to carrying this little puppy you just about ensure the fact that your mech pilot makes it off the battlefield once he loses his mech. [-----] Design: PDR-7B Pounder Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: THB Here's a heavy workhorse mech design-- Just an all around solid 'offender' : ) Enjoy! Name: PDR-7B Pounder tons: 85 (IS) cost: 7,481,474 Engine: 340 XL Movement: 4/6 Internal Structure: Normal (8.5 tons) Armor: 14.5 tons (FF) AR: 259 Heat Sinks: 13 [26] Weapons: 1 Ultra AC-10 Ammo: 30 rnds (3 tons) 1 ER Large Laser 3 Streak SRM-6s Ammo: 30 rnds (2 tons) 2 Medium Lasers Equipment: Triple Strength Myomers C3 Computer (slave) Armor [rear]: Head: 9 CT: 42 [12] L/RT: 27 [9] L/RA: 28 L/RL: 34 Weapons placement: Head: C3 Computer (slave) (1 slot) CT: Streak SRM-6 (2 slots) LT: XL Engine (3 slots) Streak SRM-6 (2 slots) ER Large Laser (2 slots) Medium Laser (1 slot) 1 ton Streak SRM-6 Ammo (1 slots) RT: XL Engine (3 slots) Streak SRM-6 (2 slots) Medium Laser (1 slot) 2 tons Ultra AC-10 Ammo (3 slots) 1 ton Streak SRM-6 Ammo (1 slot) LA: N/A RA: Ultra AC-10 (7 slots) 1 ton Ultra AC-10 Ammo (1 slot) * remove Hand and Lower Arm actuators L/RL: N/A Overview: The PDR-7B was designed as a cheaper alternative to the venerable Battlemaster. The Pounder can deliver more damage to its target at all ranges. This mech has yet to undergo combat trials, yet the designers are very optimistic of how it will perform. The design centers around its trio of Streak SRM-6 launchers-- At long range, the mechwarrior will be able to pound his opponent with the ER Large Laser and the High speed firing rate of the Ultra AC-10. Once he closes to within medium range, he can use the Streak SRMs to exploit any weaknesses or chinks in his opponent's armor, or knock the opposing mechwarrior unconcious with a few missles to the head. With 18 missles hitting a mech at once, the odds for striking the head or penetrating the torso are high indeed! Those 18 missles are in addition to the other weapons on the Pounder which cause more concentrated damage. Other features of this design are the extreme ammo efficiency afforded by the Streak missle systems, and low heat build-up. The PDR-7B will not generate any signifigant heat until it closes to medium range, and even then isn't likely to unless most of the SRMs launch. When its heat does start to build up, probably as it enters the short range/melee zone, the Triple Strength Myomers kick in to give the mech that added 'punch'. Variants: One variant, the PDR-7C exists which replaces the Ultra AC-10 with an LB 10-X Autocannon, drops one ton of AC ammo, and adds two medium lasers. This variant typically carries only cluster munitions for the LB 10-X, and thus comes into the fray either seeking to penetrate any chinks in the opponents armor, or to exploit any spots on the enemy mech which have been stripped of armor-- It is designed to damage the internals of the enemy mechs. [-----] Designs: LCT-1L LCT-2R LCT-2I LCT-2K LCT-3H LCT-3L LCT-3S LCT-3Y LCT-4C LCT-4P Designed By: dbright@cymbal.aix.calpoly.edu (Darrin Lee Bright) Tech Level: 305x "Ewww...Bill, I think your Atlas just stepped in something..." "Your mother pilots an LCT-1M!" I have been stricken with a powerful mind-numbing insanity... for some reason, I sat down and made a bunch of Locust variants. Yes, that 'mech everyone loves to hate, that 20-ton powerhouse of mechanized mayhem, that bug everyone loves to squash, that... you get the idea. Actually the really scary part is I *like* some of these variants... YES I KNOW I NEED HELP! LCT-1L ====== Tonnage: 20 Internal Structure: 2 Engine: 160 LTV 6 Movement: 8/12/0 Heat Sinks: 10 Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 This variant has popped up infrequently throughout the Succession Wars. It has an advantage over most of the common Locust variants in that it increases the firepower without reducing the armor or speed. Due to the modifications in the arms to allow mounting medium lasers, damage to the arms is often difficult to repair, as the parts are non-standard and replacements often need to be custom-made. The reliance on energy weapons makes this variant an ideal raider, as it is not dependent on ammunition supplies. The Bergan Design Labs experimented with several different weapon configurations for the Locust, and eventually decided that the three medium lasers performed the best. Plans have been proposed to produce more 1L's, but so far the plans have yet to be implemented. LCT-2R ("Cricket") ====== Tonnage: 20 Internal Structure: 2 Engine: 240-XL 6 Movement: 12/18/0 Heat Sinks: 10 Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 The rediscovery of XL-Engine technology prompted the Bergan Design Labs to experiment with different engines. By placing a 240-XL engine in a Locust chassis, they were able to increase the speed by 50% without sacrificing firepower or armor. In the hands of an experienced mechwarrior, the 2R could be very deadly. Test pilots nicknamed the 2R "The Cricket" since it still resembled a Locust. Bergan Industries was extremely impressed with the performance of the Cricket and has promised to begin large-scale production of the Cricket sometime soon, but for some reason has been having trouble getting the project started. So far, only a handful of prototypes have been made. LCT-2I ("Lightning") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 240-XL 6 Movement: 12/18(24)/0 Heat Sinks: 10 Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. MASC CT 1 1 Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 Pleased with the success of the Cricket, Bergan Design Labs apparently put together the 2I more as a whim than an actual design. Originally, tech crews had difficulty fitting the 240-XL engine into the chassis. Although roughly the same weight as the original 160 LTV, the 240-XL's shape caused tech crews to make several drastic changes to the internal structure before it would fit properly. One of the designers, Laslo Pound, decided to take advantage of the rediscovery of endosteel and redesigned the internal structure from scratch to custom-fit the 240-XL. The space he saved allowed him to fit another newly rediscovered technology into the 2I--a MASC. Nicknamed the Lightning for its incredible speed, it is seen as more of a curiousity or an expensive toy than an actual design. The Lightning proved to be as unpredictable as its namesake when a prototype's legs disintegrated under its bewildered pilot. Stress tests showed that the Locust's light, flimsy legs couldn't stand up to the stress of the MASC system. Although several attemps were made to redesign the legs to handle more stress, most of the test pilots are afraid to push the Lightning too far, and find the increased speed makes it almost uncontrollable. Although the speed is impressive, the Lightning will probably never be produced on a large scale. Only two prototypes were made, only one of which is still operating. Notable Pilots - Jeff Heideggan Jeff was fresh out of the academy when he started as a test pilot for Bergan Industries. Although young and inexperienced, he had plenty of talent and quick reflexes. After two years of testing designs for Bergen Industries, Jeff took out one of the Lightning prototypes. In the middle of one of the speed tests, the Lightning's legs disintegrated under him and sent the rest of the 'mech tumbling. Although he lived through it, both of his legs were badly broken. It took him several months to recuperate, and he feels he's lost some of his reflexes. Since then he has developed a pathological fear of piloting Locusts and refuses to go near one. Once up on his feet, he immediately quit as a test pilot for Bergen Industries, and his current whereabouts are unknown. Some of his old friends claim he saved up to buy an assault mech with a big, comfy cockpit, and is currently working as a mercenary. LCT-2K ("Katydid") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/8 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 Jump Jets RT 4 2 Jump Jets LT 4 2 Nicknamed the Katydid, the 2K was the Bergan Design Labs attempt at a jump-capable version of the Locust. By putting in an extra-light engine and redesigning the internal structure with endo-steel, the design team was able to fit the 2K with jump jets. Numerous problems developed, however, and it became apparent that the Locust was not meant to be jump-capable. The gyros had trouble balancing the Locust during a jump, and sometimes a rough landing could knock them out of calibration. The flimsy legs also had problems with rough landings, which sometimes locked up the actuators when too many struts bent under stress. The 2K project was eventually abandoned, though several prototypes still exist. LCT-3H ("Spark") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser CT 1 1 Flamer RA 1 1 Flamer LA 1 1 Machine Gun RA 1 .5 Machine Gun LA 1 .5 Ammo (MG) 200 CT 1 1 SRM-2 RT 1 1 Ammo (SRM) 50 RT 1 1 Originally designed as a crowd-control and anti-infantry 'mech, a variety of different uses has been found for the 3H. Initial field tests suggested that the 3H's capabilities were too role-specific, but further tests have shown it to be much more versatile. The flamers and machine guns work well against crowds an light infantry, and the 3H has been used effectively in light garrison duties. By loading the SRM-2 ammo bays with Inferno SRMs, the 3H fits well into light incendiary lances, which earned it the name "Spark". The Spark is often used to heat up other mechs while larger, more heavily-armed medium and heavy mechs do the actual damage. By mounting more firepower while maintaining the speed and armor of the older Locusts, the Spark easily fills the role of any of the older variants. Although not yet widely produced, different versions of the Spark have appeared. One version, often found among some security forces, replaces the SRM-2 with four more machine guns. Another version replaces the SRM-2 with two more flamers, increasing its effectiveness as an incendiary 'mech. LCT-3L ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser HD 1 1 Medium Laser CT 1 1 Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 Medium Laser LA 1 1 Put together by the Bergan Design Labs as an attempt to squeeze the maximum firepower possible out of a Locust variant without giving up speed or armor, the 3L is capable of an incredible amount of damage compared to most light mechs. As can be surmised, the 3L has a minor heat problem if it keeps firing all of its weapons, and this can tend to make the cockpit more uncomfortable than usual. However, most Locust pilots find a hot cockpit a bearable trade-off for the increased firepower. The field tests for the 3L were so impressive that Bergan Industries immediately started a limited production run, but technical difficulties with the endo-steel frames brought the run to a halt. Bergan Industries has promised to correct the problems and restart production. Notable Pilots - Ryan Drake Drake is known for his cool temper and unshakeable nerves. Soft-spoken and quiet, Drake avoids talking unless he has to. His father was from the Draconis Combine, his mother from the Federated Suns--an arrangement that made him unwelcome in both Kurita and Davion territory. His parents taught him how to handle a 'mech as soon as he could reach the controls, and since then he has floated in an out of various independent mercenary companies before signing with Bergan Industries as a test pilot. Not many know about his past or his origins, but Drake's managed to keep his nose clean. In the cockpit, Drake is a ruthless warrior and an accomplished strategist, though he prefers to work on his own. Hot cockpits don't seem to bother him, and the 3L is one of his favorite 'mechs. LCT-3S ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12(16)/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. MASC CT 1 1 Medium Laser HD 1 1 Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 Medium Laser LA 1 1 Impressed with the performance of the 3L, Bergan Design Labs continued to work on the design. Using Laslo Pound's idea of putting a MASC in the Lightning to increase the speed, the designers came up with the 3S. By removing one of the medium lasers, most of the heat problems with the 3L were solved. Although not as fast, the 3S doesn't have as many stress problems as the Lightning. Early tests showed that the 3S would make a very successful assassin-mech, by relying on its high speed and maneuverability to get in close to command mechs and its heavy firepower to either take them out or cripple them. Bergan Industries is dragging its feet with the 3S, however, and apparently isn't interested in producing this variant. There is only a single prototype for the 3S, and there are no plans to create any more. Notable Pilots - Zeke Clayton Zeke calls his 3S "The Wumpus", but for some reason no one else calls it that. Most folks describe Zeke as "A few PPC's short of a Marauder", and the more polite of his critics describe his tactics as "unconventional". Despite a shaky reputation and a clouded past, Zeke is an experienced and talented test pilot. Since the 3S is the only one of its kind, Zeke has grown rather attached to it. Although he will test other mechs, the "Wumpus" is "his baby". LCT-3Y ("Snoop") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. Medium Laser CT 1 1 Medium Laser RA 1 1 Medium Laser LA 1 1 Guardian ECM RT 2 1.5 Beagle Probe LT 2 1.5 TAG HD 1 1 As advances in ECM and detection gear changed the roles of many scout and recon mechs, the Bergan Design Labs came up with this Locust variant to compete with the new technology while maintaining the Locust's established role as a scout 'mech. Adding the Beagle Probe allows the 3Y to flush out hidden units, and the Guardian ECM was added to interfere with Artemis, Narc beacons, enemy active probes, and C3 networks. The TAG was added to utilize the 3Y's speed and maneuverability to spot for artillery units, though it is often replaced with a medium laser when there is no artillery to direct. The TAG is also sometimes replaced for a C3 slave when fast light mechs are needed for C3 networks. Although not very popular yet, many people are beginning to see the value of this versatile variant. LCT-4C ("Snipe") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. ER Large Laser CT 2 5 Medium Laser RA 1 1 Medium Laser LA 1 1 Interested in developing a Locust variant with long-range capability, the Bergan Design Labs came up with the 4C. Dubbed the Snipe, this variant can use its ER Large Laser to "pick away" at other mechs without long range weapons. It is sometimes used to lend a hand to more conventional fire support mechs like the Rifleman so long as it doesn't have to go toe-to-toe with other enemy fire-support units. The Snipe is difficult to use effectively, and many Locust pilots dislike this particular variant. LCT-4P ("Snark") ====== Tonnage: 20 Internal Structure: (Endo Steel II) 1 Engine: 160-XL 3 Movement: 8/12/0 Heat Sinks: 10 (20) Gyro: 2 Cockpit: 3 Armor Factor: 64 4 Weapons: Loc. Crit. ER PPC RA 3 7 Rumor has it that the Snark was put together as a dare. Apparently someone at Bergan Design Labs dared one of the designers that they couldn't mount a PPC on a Locust. Other rumors suggest that the Snark's ER PPC was a mix-up when two sets of blue-prints were accidentally shuffled together, and another theory holds that the Snark was part of some obscure, elaborate practical joke. Undeniably, the Snark is not a serious design, and it has many problems. When the ER PPC isn't throwing the mech off-balance, it's upsetting the gyros. The charged-particle feedback has a tendency to burn out the firing circuits and power couplings, and there have been problems with the heat-shielding. If that wasn't enough of a headache, the targetting computer doesn't get along with the ER PPC, and for some reason it thinks it has an SRM-4. Not even Bergan Industries claims to own the Snark, and no one seems to know where it got its name from. Its been suggested several times that it should be stripped for spare parts, but so far nobody has gotten around to it. Every once in a while it'll get an a musing chuckle out of a visiting mechwarrior or tech. [-----] Design: Mitchell Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x The aircraft carrier (junior) Name: Mitchell (IS) type: Naval tonnage: 300 Internal Structure: 30 tons Control: 15 tons Engine: 270 ICE movement: 1/2 Armor: (N) 16 tons AR: 256 Weapons: 6 Anti-Missle Systems 96 rnds 2 SRM-6 30 rnds Other: 30 tons Aerospace fuel 150 tons aircraft Armor: Front: 80 Sides: 50 Rear: 46 Turret: 30 Weapons Placement: Front: AMS Sides (each): AMS Rear: AMS Turret: 2 AMS 2 SRM-6 Ammo: 8 tons AMS ammo 2 tons SRM-6 ammo Equip: 5 tons Launching equipment 5 tons recovery equipment 30 tons Aerospace fuel 150 tons aircraft Overview: The Mitchell is the aircraft carrier of the fleet. Although it carries only a few aircraft, it can: 1) provide air coverage above the fleet, and 2) provide a landing spot and refueling depot for any fighters returning from a battle that can't make it to a land base. However, since much of the space on the Mitchell is devoted to aircraft and their supporting systems, the Mitchell should never go anywhere alone, as all of its armaments are defensive in nature. [-----] Design: Oslo Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x An ASW frigate that also carries a helo (VTOL) Name: Oslo (IS) type: Hydrofoil tonnage: 100 Structure: 10 tons Control: 5 tons Lifts: 10 tons Engine: 20 ICE movement: 5/8 Armor: (N) 16 tons AR: 256 Weapons: 1 LRT-5 12 rnds 1 Lg. Pulse Laser 1 LRT-5 12 rnds 1 Anti-Missle Systems 48 rnds 1 VTOL Other: C3 Slave Armor: Front: 66 Sides: 50 Rear: 40 Turret: 50 Weapons Placement: Front: LRT-5 C3 slave Turret: Lg Pulse Laser LRM-5 2 AMS Rear: Landing pad VTOL storage Ammo: .5 ton LRM ammo .5 ton LRT ammo 4 tons AMS ammo Landing Pad: 1 ton VTOL storage: 2.5 tons VTOL: 30 tons (typically Fisherman class) 5 tons Cargo Overview: The Oslo is an ASW frigate that carries a VTOL to destroy enemy submarines at a long distance. The Oslo and VTOL, usually a Fisherman, are both on a C3 Computer network, so the Oslo can direct the VTOL to where the sub is, so the Fisherman can drop bombs or depth charges on it. [-----] Design: Planned Parenthood Creatoresc 1A Designed By: tracy@techniques.com (Tracy Kannarr) Tech Level: Clan 3050 What is it? March Munchkin 'Mech Madness Month! Yes, they're all esc 1A's! how quick of you to notice. Here's a little baby that I like to call the PPCesc 1A for short. Comstar wanted her all to themselves because they wanted to be the only ones who could reach out and touch someone, but I managed to save this one just for you. Type: Planed Parenthood Creatoresc 1A Mass Technology level: Clan-3050 Combat Value: 9,458 Cost: 28,659,334 C-Bills Created by Tracy Kannarr (Tracy@techniques.com) Tonnage: 100.00 Internal Structure: [endo steel] 5.00 XL Engine: 400XL 26.50 Walking MP's: 4 Running MP's: 6 Jumping MP's: - Gyro 4.00 Cockpit 3.00 Double Heat Sinks: 28 [56] 18.00 Armor Factor: 232 14.50 Internal Armor Structure Value Head: 3 9 Center Torso: 31 31/6 Lt./Rt. Torso: 21 30/6 Lt./Rt. Arm: 17 29 Lt./Rt. Leg: 21 28 Criticals: Type Loc. Critical Tons 1 ER PPC RA 2 6.00 1 ER PPC RA 2 6.00 1 ER PPC LA 2 6.00 1 ER PPC LA 2 6.00 1 Targeting Computer RT 5 5.00 5 Heat Sinks LT 10 -.-- 1 Heat Sinks RT 2 -.-- 2 Heat Sinks LA 4 -.-- 2 Heat Sinks RA 4 -.-- 1 Heat Sinks LL 2 -.-- 1 Heat Sinks RL 2 -.-- Note that this 'Mech (like all the others) has no hand or lower arm actuators in either arm. [-----] Design: PZJ-2M Mittelpanzerjaeger Designed By: dunk@saul4.u.washington.edu (John Dunkelburg) Tech Level: 305x The PZJ-2M Mittelpanzerjaeger is the second mech in the Panzerjaeger design line. Designed to provide good coverage for many different roles, the PZJ-2M has good speed and firepower. The basic design is similar to the WVR- series mecha, with a new GM Nova-10 Ultra-series autocannon providing the main firepower. Supporting the autocannon are two Defiance B3M medium lasers, one in the head and one in the left arm. For anti-personnel and last-ditch defense, two Defiance B3S small lasers are added, one in each arm. The repair of the PZJ-2M is easier than on most new mech designs, because the PZJ-2M uses may off-the-shelf parts. Many of the parts are also used on the WVR-series mecha, inlcluding the electronics. Type: PZJ-2M Mittelpanzerjaeger Mass: 55 tons C.V.: 3,429 Cost per Unit: 5,303,531 C-Bills Chassis: Crucis-II Deluxe Endo-Steel Power-Plant: CoreTek 275 Cruising Speed: 56.0 kph Maximum Speed: 87.4 kph Jump Jets: Northrup 14000 Jump Capacity: 150 meters Armor: Durallex Medium Armament: 1xGM Nova-10 Ultra Autocannon 2xDefiance B3M Medium Lasers 2xDefiance B3S Small Lasers Manufacturer: Kallon Industries Primary Factory: Nanking Communications System: Tek BattleCom Targeting and Tracking System: Garret T12 Weight: 55 tons I.S. Mass Walking: 5 - - Running: 8 - - Jumping: 5 5 2.5 Engine: CoreTek 275 - 15.5 Cockpit: - 3.0 Gyro: - 3.0 Heat Sinks: 10(20) - - Internal Structure: Endo-Steel 14 2.75 Armor: 176 points Normal - 11.00 Weapons Loc. Ultra AC/10 RA 7 12.0 2 tons UAC/10 ammo (20) RA 2 2.0 Medium Laser H 1 1.0 Medium Laser LA 1 1.0 Small Laser LA 1 0.5 Small Laser RA 1 0.5 Armor Allocation Table Loc. I.S. A.V. H 3 9 CT 18 23 CT(R) 8 R/LT 13 22 R/LT(R) 8 R/LA 9 18 R/LL 13 20 [-----] Design: PZJ-33H Schwerpanzerjaeger Designed By: dunk@saul4.u.washington.edu (John Dunkelburg) Tech Level: 305x The PZJ-3H Schwerpanzerjaeger is the heavy mech in the series. Based off the successful TDR-series mechs, the PZJ is intended to fulfill a wide variety of missions, from direct assault to IDF. The heart of the design in the inclusion of the Coventry StarFire LRM system and the ArcFire-2 mortar system. While the StarFire can do more damage, the ArcFire can load a wide variety of ammo to deal with a wide variety of targets. Supporting the two is one Cyclops XII ER Large Laser at long range, and a Federated SuperStreak-4 launcher at short-range. For anti-personnel work, the PZJ-3H is equipped with two Defiance B3S small lasers in place of the TDRs MG and ammo. Mass: 75 tons C.V.: 4,625 Cost per Unit: 7,804,125 C-Bills Chassis: Corean TDR-ES Power Plant: Vlar 300 Cruising Speed: 43.3 kph Maximum Speed: 64.5 kph Jump Jets: Rawlings 75 Jump Capacity: 120 meters Armor: Durallex Heavy with CASE Armament: 1xCyclops XII ER Large Laser 1xCoventry StarFire LRM-15 Launcher 1xArcFire-2 Mech Mortar 1xFederated SuperStreak-4 Launcher 1xSutel IX Medium Laser 2xDefiance B3S Small Laser Manufacturer: Olivetti Weaponry Primary Factory: Sudeten Communications System: Neil 8000 Targeting and Tracking System: RCA InstaTrac Mk X Weight: 75 tons I.S. Mass Walking: 4 - - Running: 6 - - Jumping: 4 4 4.0 Engine: Vlar 300 - 19.0 Cockpit: - 3.0 Gyro: - 3.0 Heat Sinks: 11(22) - 1.0 Internal Structure: Endo-Steel 14 3.75 Armor: 208 points Normal - 13.00 Weapons: Loc. ER Large Laser LA 2 5.0 LRM-15 LT 3 7.0 2 tons LRM-15 ammo (16) LT 2 2.0 CASE LT 1 0.5 Streak SRM-4 RT 1 3.0 1 ton SSRM-4 ammo (25) RT 1 1.0 CASE RT 1 0.5 Mech Mortar/2 LT 2 5.0 2 tons MM2 ammo (24) LT 2 2.0 Medium Laser RA 1 1.0 Small Laser RA 1 0.5 Small Laser RA 1 0.5 Armor Allocation Table Loc. I.S. A.V. H 3 9 CT 23 29 CT(R) 12 R/LT 16 20 R/LT(R) 9 R/LA 12 22 R/LL 16 28 [-----] Design: PZJ-4A Sturmpanzerjaeger Designed By: dunk@saul2.u.washington.edu (John Dunkelburg) Tech Level: THB The PZJ-4A Sturmpanzerjaeger is the assault mech of the Panzerjaeger line. Based off the popular Battlemaster frame, the PZJ is designed to provide heavy firepower at all ranges. The long-range firepower is supplied with a Defiance 1001 ER PPC in place of the original PPC, and a TharHes Reacher-15 LRM launcher over the left shoulder. Medium and Short-range firepower is provided with a Coventry T8H Streak-6 SRM launcher over the right shoulder, and four Defiance B3M medium lasers, two in each torso just below the missile launchers. Fo anti-infantry defence, the PZJ-4A is equipped with two Defiance B3S Small Lasers in the left arm. The power plant for the PZJ-4A is the time-proven VOX 340, situated to make maintenance on it easier than on the Battlemaster. However, this makes maintenance work on the mech's gyro-stabilization systems harder, because of the placement of the reactor. The PZJ-4A has enough freezers to allow it to fire all of it's long-range weapons or all of it's short-range weapons and not over-heat, but not all of the weapons at the same time. The communications system has been upgraded to make use of the Guardian ECM system, and the targeting and tracking system has been upgraded to allow for the new weapons load-out. Mass: 85 tons C.V.: 5,206 Cost per Unit: 9,934,075 C-Bills Chassis: Earthwerks BLR-ES Power Plant: VOX 340 Cruising Speed: 45.4 kph Maximum Speed: 66.5 kph Jump Jets: None Jump Capacity: None Armor: Durallex Heavy with CASE Armament: 1xDefiance 1001 ER PPC 1xTharHes Reacher-15 LRM Rack 1xCoventry T8H Launcher 4xDefiance B3M Medium Lasers 2xDefiance B3S Small Lasers Manufacturer: Red Devil Industries Primary Factory: Pandora Communications System: Angst Clear Channel 3 with GUardian ECM Targeting and Tracking System: Angst Clear View 2a Weight: 85 tons I.S. Mass Walking: 4 - - Running: 6 - - Jumping: 0 - - Engine: VOX 340 - 27.0 Cockpit: - 3.0 Gyro: - 4.0 Heat Sinks: 12(24) - 2.0 Internal Structure: Endo-Steel 14 4.25 Armor: 248 points Normal - 15.5 Armament: Loc. ER PPC RA 3 7.0 LRM-15 LT 3 7.0 2 tons LRM-15 ammo (16) LT 2 2.0 CASE LT 1 0.5 Streak SRM-6 RT 2 4.5 1 ton SSRM-6 ammo (15) RT 1 1.0 CASE RT 1 0.5 Medium Laser LT 1 1.0 Medium Laser LT 1 1.0 Medium Laser RT 1 1.0 Medium Laser RT 1 1.0 Small Laser LA 1 0.5 Small Laser LA 1 0.5 Guardian ECM system CT 2 1.5 Armor Allocation Table Loc. I.S. A.V. H 3 9 CT 27 38 CT(R) 13 R/LT 18 28 R/LT(R) 8 R/LA 14 28 R/LL 18 30 [-----] Design: Santa Cruz Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Santa Cruz (IS) type: Naval vessel tonnage: 260 tons Internal Structure: (Normal) 26 tons Control Equip: 13 tons Engine: 230 ICE movement: 1/2 Armor: (FF) 56.75 tons AR: 1008 Weapons: 5 Sniper Cannons 80 rnds 2 LRM-10s 24 rnds 1 SRT-6 15 rnds 5 Anti-Missle Sys 48 rnds Equipment: Artemis IV FCS Armor: Front: 220 L/R Sides: 199 Rear: 190 Turret: 200 Weapons Placement: Front: 2 LRM-10s 1 SRT-6 1 AMS Turret: 5 Snipers 1 AMS Sides: 1 AMS Rear: 1 AMS Ammo: 8 tons Sniper (80 rnds) 2 tons LRM (24 rnds) 1 ton SRT (15 rnds) 4 tons AMS (48 rnds) Overview: The Santa Cruz is a smaller, cheaper sister to the Dreadnaught. It mounts 5 Sniper Cannons, which are more readily available, but has fewer secondary weapon systems. Moreover, the Santa Cruz also carries a greater array of defensive weapons in addition to heavier armor. The Santa Cruz's mission profile, however, is the same as that of the Dreadnaught-- surface bombardment. The other duties of task group escort, river patrol, and naval 'dueling' are left to other ships. Although the Santa Cruz and Dreadnaughts can perform admirably if required, commanders deem the artillery mounted on these ships to be too valuable to be left open to the chance of a freak shot destroying the whole ship, so these ships are usually left to long range stand-off tactics. [-----] Designs: SBR-0x Sabre Designed By: uhajj@superdec.uni.uiuc.edu (Wild and Crazy Guy) Tech Level: IS 3025/305x I designed the following 'Mechs with The 'Mech Hanger 2.0. I think it's a bit outdated, and I KNOW it's a big buggy, so some of the tonnages may be wrong. If they are, tell me please. I'd love feedback, and if you ever use the designs in combat, I'd like to know how they did.... Well, here come the 'Mechs. (I have no histories or notible pilots, or how they look, if someone would do this for me, I'd be realy grateful, thanks a bunch!) Designer's Notes: I suck at making up histories and stuff, and if anyone would like to, I'd appreaciate it, email it to me please. The Sabre has a weapon layout in my tastes, and though I havn't played it in battle as much as I should have, the few times it has, it's done pretty well. SBR-01 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 24 14.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 272 / 272 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 26 R/L Leg 20 36 Weapons and Ammo Loc Crit Tons PPC RA 3 7.00 SRM - 4 LT 1 2.00 SRM - 4 CT 1 2.00 SRM - 4 RT 1 2.00 Ammo (SRM-4) 25 LT 1 1.00 Ammo (SRM-4) 25 RT 1 1.00 LRM - 15 LT 2 7.00 Ammo (LRM-15) 8 LT 1 1.00 Ammo (LRM-15) 8 LT 1 1.00 Ammo (LRM-15) 8 RT 1 1.00 Medium Laser H 1 1.00 Medium Laser RA 1 1.00 Medium Laser LA 1 1.00 Medium Laser RA 1 1.00 Medium Laser LA 1 1.00 -------------------------------------------------------------------------- Designer's Notes: This design basically rips out the LRM-15 for JJs and another PPC, not really major on a blueprint, but not exactly a field refit. Basically a varient, and because I was bored. Same with the rest of the Sabre series. BattleMech: SBR-02 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 3 Heat Sinks: 24 14.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 272 / 272 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 26 R/L Leg 20 36 Weapons and Ammo Loc Crit Tons PPC RA 3 7.00 SRM - 4 LT 1 2.00 SRM - 4 CT 1 2.00 SRM - 4 RT 1 2.00 Ammo (SRM - 4) 25 LT 1 1.00 Ammo (SRM - 4) 25 RT 1 1.00 Medium Laser RA 1 1.00 Medium Laser LA 1 1.00 PPC LA 3 7.00 Jump Jets LL 1 2.00 Jump Jets RL 1 2.00 Jump Jets CT 1 2.00 -------------------------------------------------------------------------- Designer's Notes: This is the long range firepower version. Taking out the SRM-4s for Another LRM-15. I realise this 'mech is over heat-sinked, but because it is meant to be an all-around durable 'Mech, I didn't feel like ripping them out. Could be considered a field refit from the original, because only major difference is the change in missile weapons. BattleMech: SBR-03 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 23 13.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 272 / 272 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 26 R/L Leg 20 36 Weapons and Ammo Loc Crit Tons PPC LA 3 7.00 LRM - 15 RT 2 7.00 LRM - 15 LT 2 7.00 Ammo (LRM - 15) 8 RT 1 1.00 Ammo (LRM - 15) 8 RT 1 1.00 Ammo (LRM - 15) 8 RT 1 1.00 Ammo (LRM - 15) 8 LT 1 1.00 Ammo (LRM - 15) 8 LT 1 1.00 Ammo (LRM - 15) 8 LT 1 1.00 Medium Laser H 1 1.00 Medium Laser RT 1 1.00 Medium Laser LT 1 1.00 Medium Laser CT 1 1.00 -------------------------------------------------------------------------- Designer's Notes: This is the close up pounder of the Sabre series. It removes the LRM and SRMs for an AC/20. It has enough ammo to last for some time, and ripping out the SRM-4 for a ML and HSs might be worth it. BattleMech: SBR-04 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 23 13.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 272 / 272 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 26 R/L Leg 20 36 Weapons and Ammo Loc Crit Tons PPC LA 3 7.00 Medium Laser H 1 1.00 Medium Laser CT 1 1.00 Auto Cannon / 20 RT 10 14.00 Ammo (AC / 20) 5 LT 1 1.00 Ammo (AC / 20) 5 RT 1 1.00 Ammo (AC / 20) 5 LT 1 1.00 Ammo (AC / 20) 5 RT 1 1.00 Ammo (AC / 20) 5 LT 1 1.00 SRM - 4 CT 1 2.00 Ammo (SRM - 4) 25 RT 1 1.00 -------------------------------------------------------------------------- Designer's Notes: Another Variant. Fun. Runs a bit hot, could be a good idea to junk the SRMs for HSs and armor, but then again sometimes you just want the cluster effect of damage. BattleMech: SBR-05 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 27 17.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 272 / 272 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 26 R/L Leg 20 36 Weapons and Ammo Loc Crit Tons PPC LA 3 7.00 Medium Laser H 1 1.00 Medium Laser CT 1 1.00 SRM - 4 LT 1 2.00 Ammo (SRM - 4) 25 LT 1 1.00 Ammo (SRM - 4) 25 RT 1 1.00 Large Laser RT 2 5.00 Large Laser LT 2 5.00 SRM - 4 RT 1 2.00 Medium Laser CT 1 1.00 Medium Laser RA 1 1.00 -------------------------------------------------------------------------- Here's where the 3055 'mechs begin, and there's only two of 'em, not the 5 as above. -------------------------------------------------------------------------- Designer's Notes: The SBR-10 is the 3055 upgrade version. Keeping costs down, and a similer design, no XL engine was used, nor Endo Steel. If anyone can think up a history to this thing, go for it. BattleMech: SBR-10 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 13(26) 3.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 288 / 288 18.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 28 R/L Leg 20 38 Weapons and Ammo Loc Crit Tons PPC LA 3 7.00 LRM-15 LT 3 7.00 LRM-15 RT 3 7.00 Ammo (LRM-15) 16 RT 2 2.00 Ammo (LRM-15) 24 LT 3 3.00 SRM-4 RT 1 2.00 SRM-4 LT 1 2.00 Ammo (SRM-4) 25 RT 1 1.00 CASE RT 1 .50 CASE LT 1 .50 Artemis FCS x2 RT 2 2.00 Artemis FCS x2 LT 2 2.00 Medium Laser RT 1 1.00 Medium Laser LT 1 1.00 Medium Laser x2 CT 2 2.00 Medium Pulse Laser H 1 2.00 -------------------------------------------------------------------------- Designer's Notes: This 'mech isn't really the same, but I descided to put it in the list anyways. The PPC is upgraded, the SRM-4s swapped with SSRM-2s, MLs and LRM-15 switched for 3 LPLs. Not enough long range power, and the speed does not allow it to close. Oh well. BattleMech: SBR-11 Sabre Mass: 95 Tons Internal Structure: 9.50 Engine: 285 16.50 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 22(44) 12.0 Gyro: 3.0 Cockpit: 3.0 Armor Factor: 280 / 280 17.0 Internal Armor Structure Value Head 3 9 Center Torso 30 41 Center Torso (R) 18 R/L Torso 20 26 R/L Torso (R) 14 R/L Arm 16 28 R/L Leg 20 38 Weapons and Ammo Loc Crit Tons ER PPC LA 3 7.00 Large Pulse Laser LT 2 7.00 Large Pulse Laser RT 2 7.00 Large Pulse Laser CT 2 7.00 Ammo (Streak-2) 50 RT 1 1.00 Streak SRM - 2 RT 1 1.50 Streak SRM - 2 LT 1 1.50 Streak SRM - 2 H 1 1.50 [-----] Design: SBR-2N Sabre Designed By: natey@merle.acns.nwu.edu (Nathan Yawn) Tech Level: IS 305x This is IS, circa 3050, and pretty hard to kill. SBR-2N Saber Mass: 75 tons Chassis: Endo Steel Power plant: 300 Actuators removed: RH, LR, LH, LL Mass Internal structure: 3.75 Engine: 300 19.00 Walk MP: 4 Run MP : 6 Jump MP: 0 Heatsinks: 10[20] 0 Gyro: 3 Cockpit: 3 Armor: Ferro-Fibrous 13.00 Armor factor: 231 Location Internal Structure Armor Factor Head 3 9 Center torso 23 34 (rear) 12 Right/Left torso 16 24 (rear) 8 Right/Left arms 12 24 Right/Left legs 16 32 Weapons and ammo: Location Critical Tons LBX AC/10 RA 6 11 LBX AC/10 LA 6 11 LBX-10 ammo (10) RT 1 1 LBX-10 ammo (10) LT 1 1 LBX-10 cl. ammo (10) RT 1 1 LBX-10 cl. ammo (10) LT 1 1 Medium Laser CT 1 1 Medium Laser CT 1 1 Medium Laser H 1 1 SRM-4 LT 1 2 SRM-4 ammo (25) LT 1 1 Equipment: CASE LT 1 .5 CASE RT 1 .5 This is supposed to be a very survivable main-battle heavy. The armor is maximum, the engine is non-XL, and both torsos have CASE. The ammo is also spread out (as opposed to putting it all in 1 torso so as to only need 1 CASE unit.) This should theoretically decrease the chance of ammo crits, even if only a bit. The twin AC/10's on flippable arms provide the same hitting power as the popular twin-PPC mechs at range (WHM, MAD) at a minute fraction of the heat. The short range loadout also provides fairly good close-in support (MAD-5D does 24 damage from close-in weapons, the Saber will do up to 23). The mech makes 16 heat firing everything, and sinks 20 per round. You could take an engine crit and still have a viable fighting machine, allowing you to run and fire everything save 1 ML every turn w/o overheating. The ammo is a bit short, having only 10 twin-shots before resorting to shotgun ammo. This should still be sufficient to take on any other heavy mech...towards the battle midpoint, you may wish to fire 1 standard round and 1 LBX round, punching new holes and exploiting the ones you've already made. The ammo dependancy is the only obvious weakness I can see. The mech is otherwise very difficult to kill, barring headshots and lucky crits. [-----] Design: SCP-2KI Stingray Designed By: chrisd@cs.tamu.edu (Christopher D Marti) Tech Level: 305x Greetings all! Welcome to my first post :) Type: SCP-2KI Stingray Mass: 55 Tons Chassis: Knight Industries QuadTech ES Power Plant: Vox 330 XL Cruising Speed: 60.9 kph Maximum Speed: 97.2 kph Jump Jets: none Jump Capacity: none Armor: Knightsplate Special Armament: 1 Knightslance Gauss Rifle 4 Kajuka Type II Medium Lasers Manufacturer: Knight Industries (prototype) Primary Factory: none Communications System: Garret 500A Targeting and Tracking System: Garret GRNDTRK 9 Internal Structure: Endo Steel 2.75 Engine: Vox 330 XL 12.25 Walking MPs: 6 Running MPs: 9 Jumping MPs: 0 Heat Sinks: 10 [20] Gyro: 4 Cockpit: 3 Armor Factor: 192 12 Head: 3 9 Center Torso: 18 25/10 Rt/Lt Torso: 13 18/8 Rt/Lt Fr. Leg: 13 24 Rt/Lt Re. Leg: 13 24 Weapons and Ammo: Type: Location: Criticals: Gauss Rifle RT 7 15 GR Ammo (8) RT 1 1 GR Ammo (8) RT 1 1 Medium Laser CT 1 1 Medium Laser CT 1 1 Medium Laser LT 1 1 Medium Laser LT 1 1 Comments: The SCP-2KI is one of the two very similar redesigns of the venerable SCP-1N Scorpion that Knight Industries, a new armaments firm in the St. Ives Compact is considering for production. Knight Industries seems to believe that the SICAF needs a distinctive and effective BattleMech design to decrease its reliance on shipments from the Federated CommonWealth and other states. The "Stingray Mk. I", as it is being called, is an attempt to produce an effective fast-strike 'Mech with good armor, speed, and firepower. The old Scorpion chassis was chosen as a testbed due to 3 considerations. The first is that the quad frame provides a stable firing platform for the mammoth Gauss Rifle that is central to the Stingray's design, as well as providing the pilot with increased manuverability. The second reason is that by retaining the profile of the old SCP-1N, Knight Industries hopes to beguile enemy mechwarriors into underestimating the new BattleMech. The third reason is that, quite simply, Count Alexander Knight, CEO of Knight Industries, loves the quad designs! By using a mammoth 330 XL engine combined with a light internal structure, designers were able to massively increase the weapons payload of the older Scorpion while keeping its main asset, speed. The Gauss Rifle allows the 'Mech to cause large amounts of damage at long range, a paramount concern since the introduction of the new Capellan THR-1L Thunders. To allieviate pilot concerns about what to do when out of Gauss ammo, Knight Industries techs mounted a quartet of Medium lasers in the center and left torsos. To insure that the Stingray will not shutdown in the middle of a heated firefight, designers equipped the 'Mech with double-strength heat sinks. To insure that the Stingray survives long enough to ENTER a heated firefight, the design team gave it an impressive 12 tons of armor, over half again the protection of the old SCP-1N Scorpion. Thanx for taking the time to read through all this :) A word to the inquisitive , this mech, and any and all designs to follow, while using the 3056 MUSE as a takeoff point, are not now, nor will be in the foreseeable future, legal to use on the MUSE, so don't fret none :) Also, any and all comments on these designs are welcomed...they are only prototypes after all :) Feel free to use 'em as you please, so long as credit is given when asked :) Thank you. [-----] Design: SCR-1A Scorpio Designed By: jk10@acpub.duke.edu (Jia-Dwan Ku) Tech Level: IS 305x After all the pesky questions that I posted, finally here's the first product. 75 tonners have always been my favorite, so naturally I started with this weight class. Overall this mech is modeled after the Orion. XL, and to a certain extent combat efficiency, was given up in favor of greater survivability. Endo Steel and Ferro-Fibrous construction were utilized to conserve weight. Heat guage has to be kept under constant watch. The 11th and 12th DHS are engine-internal, and the 13th is in the RT. Even if a critical hit is scored on the LB 10-X ammo, combat efficiency will not be compromised too much except for the loss of the weapon itself and a small laser (unlike the Orion, which will just go up in a great ball of fusion matter). Everything had to be literally crammed in as no critical slot remains open. Manufactured by Defiance Industries on Hesperus, in service with, of course, FCAF. Comments, questions, suggestions, corrections, and improvements are appreciated. If anyone care to use this design, could you please e-mail me to let me know how this mech performs? J.K. Mass Scorpio 75 Armament: 1 Mydron Excel LB 10-X Autocannon 2 Cyclops XII extended-Range Large Lasers 3 Defiance P5M Medium Pulse Lasers 2 Defiance B3S Small Lasers Internal Structure: Endo Steel 3.75 Engine 300 19 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks 13 [26] 3 Gyro: 3 Cockpit: 3 Armor Factor: 224 12.5 (FF) Internal Armor Structure Value Head 3 9 Center Torso 23 36 Center Torso (rear) 10 R/L Torso 16 22 R/L Torso (rear) 10 R/L Arm 12 22 R/L Leg 16 30 Weapons and Ammo: Location Critical LB 10-X LA 6 11 Ammo (LB 10-X) 20 LA 2 2 CASE LT 1 0.5 ER Large Laser RA 2 5 ER Large Laser RA 2 5 Medium Pulse Laser CT 1 2 Medium Pulse Laser CT 1 2 Medium Pulse Laser H 1 2 Small Laser RT 1 0.5 Small Laser LT 1 0.5 *LA Hand and Lower Arm Actuators removed [-----] Design: Skip Jack Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x Name: Skip Jack (IS) type: Submarine tonnage: 100 tons Internal Structure: (Normal) 10 tons Control: 5 tons Lift/Dive Equip: 10 tons Engine: 270 fusion movement: 3/5 Armor: 14.9 tons (FF) AR: 266 HeatSinks: 10 + 3 DHS Weapons: 1 LRT-20 12 rnds 2 SRT-6s 30 rnds 2 ER PPCs Armor: Front: 76 Sides: 60 Rear: 50 Turret: 20 Weapons placement: Front: LRT-20 2 SRT-6 Turret: 2 ER PPCs Ammo: 2 tons LRT-20 2 tons SRT-6 Overview: The classic attack submarine, mounting long range torpedoes, short range torpedoes, and a pair of ER PPCs in a turret mounting. The Skip Jack is a fast submarine, able to catch any descent Naval asset (*-with the exception of hydrofoils, which it can't hit anyway). [-----] Design: True Archer Designed By: Mad Merc Tech Level: IS 3025 Tonnage:100 Internal Structure: 10.0 Engine:300 Vlar 19.0 Walk:3 Run:5 Cockpit: 3.0 Gyro: 3.0 Heat Sinks:13 3.0 Armor: 288 18.0 H 9 CT 40 r 11 Torsos 30 r 12 Arms 31 Legs 41 Weapons: LRM-20 RT 10.0 LRM-20 LT 10.0 SRM-6 RT 3.0 SRM-6 LT 3.0 Ammo LRM 12 RT 2.0 Ammo LRM 12 RA 2.0 Ammo LRM 6 RL 1.0 Ammo SRM 15 RT 1.0 Ammo SRM 15 RL 1.0 Ammo LRM 12 LT 2.0 Ammo LRM 12 LA 2.0 Ammo LRM 6 LL 1.0 Ammo SRM 15 LT 1.0 Ammo SRM 15 LL 1.0 [-----] Design: Warhammer True 85 Designed By: Mad Merc Tech Level: IS 3025 Tonnage:100 Internal: Durallex Heavy 8.5 Engine: 300 Vlar 19.0 Walk:3 Run: 5 Cockpit: 3.0 Gyro: 3.0 Heat Sinks:21 11.0 Armor:307 19.5 H 9 CT 50 r 12 Torsos 30 r 12 Arms 34 Legs 42 Weapons: PPC RA 7.0 PPC LA 7.0 SRM-6 RT 3.0 Ammo SRM 15 RT 1.0 GunPods 1 of each on RT & LT 2 Flamer 2.0 2 Medium Laser 2.0 2 Small Laser 1.0 2 Small Lasers H 1.0 LRM-10 RT 5.0 Ammo LRM 12 RT 1.0 LRM-10 LT 5.0 Ammo LRM 12 LT 1.0 [-----] Design: WHM-9A Warhammer Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: THB Well, it isn't QUITE the Tomahawk ilke this, but a few minor mods... Offhand, I'd move some ammo bays to the legs and move the arm lasers to the torsos, and maybe swap those lasers for some MGs or SPLs. I don't know much (anything) about the new 3055 tech (haven't gotten the books yet) so I dunno about Mech Mortars. I think of the Anti-missle Sys in the CT as the MGs in the head of the Tomahawk-- When I play Robotech, that's what I use those guns for anyway. : ) You could also probably put more stuff on there if you used Clan tech too. Enjoy! (Oh, and lemme know what you think) Name: WHM-9A Warhammer II tons: 100 (IS) cost: 9,234,188 Engine: 300 XL Movement: 3/5 Internal Structure: Normal (10 tons) Armor: 19.5 tons AR: 307 Heatsinks: 15 [30] Weapons: 2 PPCs 2 LR DRM-20s 24 rnds. (4 tons) 1 Streak SRM-6 15 rnds. (1 ton) 4 Medium lasers 1 Laser Anti-Missle System Equipment: C3 Computer (slave) Triple Strength Myomer Armor [rear]: Head: 9 CT: 46 [16] L/RT: 31 [11] L/RA: 34 L/RL: 42 Weapons placement: LA: PPC (3 slots) Medium Laser (1 slot) Double Heat Sink (3 slots) * remove Hand and Lower Arm Actuators RA: PPC (3 slots) Medium Laser (1 slot) 2 Double Heat Sinks (6 slots) * remove Hand and Lower Arm Actuators LT: XL Engine (3 slots) LR DRM-20 launcher (5 slots) Medium Laser (1 slot) 3 tons Ammo LR DFM-20 (3 slots) RT: XL Engine (3 slots) LR DFM-20 launcher (5 slots) Medium Laser (1 slot) Streak SRM-6 launcher (2 slots) 1 ton Ammo Streak SRM-6 (1 slot) CT: Laser Anti-Missle System (2 slots) Head: C3 Computer (slave) RL: 1 ton Ammo LR DFM-20 (1 slot) LL: N/A Overview: The Warhammer II is design that realizes the full potential of the original Warhammer design. The Warhammer II packes much more firepower at all ranges than its predecessor, and more than many existing designs. The design effectively combines excessive damage potential at all ranges, excellent armor protection, with average mobility. Its combat effectiveness is further enhanced by its inclusion of the new Triple Strength Myomer technology. Admittedly, the Warhammer II does suffer from a heat problem, similar to its predecessor-- if the mechwarrior were to fire every weapon in his arsenal, the mech would generate enough heat to shutdown. However, such a volley of fire would be devastating-- no mech created would be able to stand up to it, if most of the shots hit. However, the designers believe that the heat problem is simply controlled. At long range, the mechwarrior would rely on his PPCs and LR DFM-20s to soften up his foe. The mech is equipped with enough heat sinks to make this weapons fire possible with little heat build up. Once the heat builds up to the level that activates the Triple Strength Myomers, the mechs are most likely in medium to short range, and if any ammo is left over from the LRMs, it would not be used. As the mechs close, the mechwarrior would rely on his PPCs Medium lasers, SRMs, until they are close enough to slug it out, melee, where the WHM's Triple Strength Myomers give it a decided advantage over its Clan opponents. The mechwarrior can at any time give the coup de grace, by launching a full volley of evrything at short range which would do up to 137 points of damage! However, the mechwarrior runs the risk of an ammo explosion unless he has no heat built up from before. An oddity in the design that many may notice is the use of standard PPCs over the newer ER PPCs. The designers felt that the extra range afforded by the ER models did not make up for the extra heat produced, which this mech can't handle. The original design concept of the Warhammer II was put on the drawing boards in 3027 by an indepenent firm, however the design really didn't come into its own until 3050 with the advent of Double Heat Sinks. And the technological advances made by 3057 further bolstered its offensive might. Variants: There are already 3 other variants other than the A model. The WHM-9C model is the command/coordination model-- featuring a C3 Master Computer in the Left arm at the shoulder, while sacrificing the two Medium Lasers in the arms, and two tons of LRM ammo. Another known variant is the WHM-9M model which sacrifices the Medium Lasers in the arms and adds Artemis IV FCS systems to the LRM racks. One ton of LRM ammo from each torso is then moved to the legs to make room for the Artemis systems. That move, on occasion, has been known to cause ammo jams if the torso is incorrectly lined up, however, many techs have been able to jury-rig the setup into working reliably through one method or another. While diminishing short range firepower, this variant does tend to increase damage done at the long and medium ranges. The last know variant is the WHM-9N which removes two tons of LRM ammo in favor of the Artemis IV FCS systems. This model doesn't reduce firepower, but reduces long range staying power. However, the advantage to this (aside from the Artemis system) is that the LRMs are usually used up by the time the mech enters medium or short range. [-----] Design: Wichita Designed By: sblair@mail.trincoll.edu (SuperBull) Tech Level: IS 305x The typical, cheap supply/cargo ship used for oceangoing planetary commerce. Name: Wichita (IS) type: Naval tonnage: 300 Internal Structure: 30 tons Control: 15 tons Engine: 270 ICE movement: 1/2 (2/3 when empty) Armor: (N) 16 tons AR: 256 Weapons: 6 Anti-Missle Systems 96 rnds 2 SRM-6 30 rnds Other: 10 tons Cargo loading/transfer equipment 180 tons cargo Armor: Front: 80 Sides: 50 Rear: 46 Turret: 30 Weapons Placement: Front: AMS Sides (each): AMS Rear: AMS Turret: 2 AMS 2 SRM-6 Ammo: 8 tons AMS ammo 2 tons SRM-6 ammo Equip: 10 tons cargo loading/transfer equipment 180 tons cargo Overview: The typical, armed merchant ship that traverses the seas of planets that are too poor to have the cargo carried by dropship. This ship can also refuel/resupply other ships at sea. [-----] Design: WSP-30 Wasp Designed By: Mad Merc Tech Level: IS 3025 Mech II in a series of "True mechs", ones whoose stats are equivalent to those their pictures indicate. WSP-30 Wasp Tonnage: 30 Tons Internal Sturcture:Standard Steel 3.0 Engine:180 GM 7.0 Walk:6 Run: 9 Jump:6 3.0 Cockpit: 3.0 Gyro: 2.0 Heat Sinks: 11 1.0 Armor: 96 points 6.0 H 9 CT 10 r 5 Torsos 10 r 5 Arms 10 Legs 11 Weapons: Large Laser RA 5.0 [*****] MEKTON DESIGNS::: [*****] Design: A.R.I.E.L. Vari-FA Space Type Designed By: pelzig@aol.com (Pelzig) The following mecha unit comes from the Japanese manga and anime named A.R.I.E.L. (which stands for All Round Intercept Escort Lady). The unit has a crew of three (the pilot, weapon systems officer [WSO], and the nav/com officer) and the unit itself resembles a female in a red bodysuit (yes, the mecha has a human-looking face with long, flowing silver hair). The story revolves around S.C.E.B.E.I. and the A.R.I.E.L. unit defending the earth from alien invaders. Its a funny anime and the manga series consists of several volumes of various Japanese artists (including Tomoko Saito [shojo manga artist and letterer for Dark Horse Comics ] and Tony Takezaki [AD.Police manga]) doing their takes on the characters and situations. The A.R.I.E.L. model presented below is a rendition of a "Full Armor" varient taken from an illustration from A.R.I.E.L. Illustrations, a mook on the manga. Rules used are Mekton Techbook, Mekton II, Roadstriker II, and Mecha Press #5. Without further adieu, the presentation. Unit Name: A.R.I.E.L. Vari-FA Space-type Tonnage: 42.6 Grd MA: 12 Flt MA: 18 MV: +2 APT: +2 Scale: 1/1 CPs: 4,792.47 COMPONENTS: Torso: Light Heavy w/ Armored Heavy Standard armor Arms X2: Medium Striker w/ Light Heavy Standard Armor Legs X2: Mediumweight w/ Armored Heavy Standard Armor Wings X2: Striker w/ Medium Striker Standard Armor Tail: Medium Striker w/ Heavy Striker Standard Armor Head: Heavy Striker w/ Light Heavy Standard Armor Powerplant: Heavy Striker Upgraded; 12K; COOL+2 Hydraulics: Super Heavy GEAR: Verniers +4MV; Thrusters (10K [mounted in CA]), Enviromental Protection-Space; Missile Jammer (V=3, Radi=1), Radar Jammer (V=4, Radi=3), Targeting Scope, All-Weather System, M.A.S.P., Damage Control, two extra cockpit spaces, Fuel Tanks X5 WEAPONRY: 120mm Vulcan X2 WA=+1, Range=7, Damage=8, Kills=8, BV=6, Autofire -- (one Vulcan is held in each hand) -- The Vulcan's are fed from one ammunition drum which has three styles of ammo which the WSO can choose from (and change as she sees fit at any time). They are as follows: HE-T (50 shots), HE (50 shots), and AP (50 shots) Hands X2 WA=+1, Range=Melee, Damage=4, Kills=4, AP, Quick, Handy (one hand per arm) SENSORS: Heavy Striker COMMAND ARMOR: Main Body Armor=3, Type=Beta, Class=HS, Spaces=7, Contents=MVs,Tanks,3pts.FLT Legs X2 Armor=2, Type=Beta, Class=LS, Spaces=5, Contents=MVs, 3pts.FLT And thats the unit. This mecha is used by a player in my Mekton game and several things have come up about it. Firstly, the weapons are very powerful. Only a few bursts with AP ammo are needed to slag most opponents. Also, by having a crew of three, its like fighting two or three mecha since the pilot can move the mecha (using her action 1), then the WSO can fire the weapon(s) (using her action 1), then the Nav/Com can use the jammers (using HER action1). All this in one action phase. In mock battle, this unit layed waste to the GUNDAM RX-78GP03S (minus the CA of course!) in only two action phases. Despite the impressive offsense, the unit does lack in several respects. The most glaring is the fact that all the flight components are located in the Command Armor as are the verniers. Lose the Command Armor, and the unit is a dead duck. Another bad aspect is that the unit has only two weapons which feed from one ammo source. Lose the ammo source and your defenseless projectile-wise. Also, the weapons, being hand-held, are suceptable to hostile fire. Another drawback is the heavy use of external fuel tanks. Currently the player and his crew are looking into modifications, including the use of other weapon packages (like a railgun and beam melee weapons), though overcoming the CA dependance for flight and verniers is proving to be difficult in the field. [-----] Design: Vokwa Designed By: eems@nlr.nl (stil j.g.) Name: Vokwa Total Cost: 198.5 Maneuver Value: -1 Tonnage: 50 Ground MA: 12 Flight MA: 12 Actie Bonus: +1 Servos Typ Sp Kls Tkn CP Amr Typ CP Total Head MS 4 4 4 5 ST 5 9 Main Body HS 10 10 10 7 ST 7 17 L. Arm ST 4 4 4 6 ST 6 10 R. Arm ST 4 4 4 6 ST 6 10 L. Leg ST 4 4 4 6 ST 6 10 R. Leg ST 4 4 4 6 ST 6 10 Powerplant MW 12 12 12 Total Cost: 78 Cockpit Location: Main Body Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Spc Spec Phaser Cannon +1 10 4 4 unl. 4.8 0.4 5.2 RH 4 Medium Plasma +1 6 2 2 unl. 1.6 1.6 RT 1.6 linked Medium Plasma +1 6 2 2 unl. 1.6 1.6 RT 1.6 linked Missile Launch. 0 8 2 2 20 3 3 MB 3 max. 4 missile's per action Shield 0 M 6 3 3 RA 1 L. Hand 0 M 1 1 1 1 LA 0 Quick,Handy R. Hand 0 M 1 1 1 1 RA 0 Quick,Handy Total Cost: 16.4 * Rt : right side of torso/main body Sensor Type Cost Kills Range Comm Location Spaces Main MS 4 5 7km 1000km Head 1 Backup BK 2 5 1km 300km Main Body 2 Total: 6 Movement Type: Thr Cost of System: 9 Additional Thrust: - Cost: 9 Space (Cost/3): 3 Efficency: - Total Cost: 9 Total Space: 3 Total MA: 12 Thrust Location: LL,RL,MB Hydraulic Type Cost Kills Spaces Damage Bonus standaard 0 8 0 0 Other Additive systems: system cost space location special Linkage 2 - Main Body Linkages for Medium Plasma's Res.Int. 1.5 1 Head Level 3 R/R Anlys. 5 1 Head Ttl cost: 8.5 Multiplier Systems: system cost space special Manuever Vern *0.3 15 +3MV +1.5cp eff. Ref. Leg Sev. *0.2 1/leg 150% ground MA (see Notes below) ttl cost: *0.5 Final costs: Cost (w/o Multipliers: 119.4 Base Weight: 59.7 Cost (after Multipliers): 179.1 Efficency ( 9.7 tons): 19.4 Cost (w/Efficency): 198.5 Final Weight: 50.0 Scale: 1/1 Total Cost: 198.5 Total Weight: 50.0 Notes: The multiplier system Refined Leg Servo's are an idea of Jeroen Braamhaar (tsunami@xs4all.nl). The basic idea has been modified by Pieter van der Eems (eems@nlr.nl) and Paddy Hovenstad. The system works as follows: The Multiplier Refined Leg Servo's increase the ground MA of a mecha. A heavy Mecha ( >50 ton) has to pay more to increase its speed. =< 50 ton > 50 ton Ground MA | cost spaces/leg | cost spaces/leg ----------+----------------------+---------------------- 150 % | *0.2 1 | *0.3 2 200 % | *0.3 2 | *0.4 3 The Vokwa is a pentrator. The Mecha is designed to be in enemy terratory for a long while. It has been given Refined Leg Servo's because it needs speed and jumping is to easily spotted. It's main weapons are its lasers/phasers. The main reason for giving the vokwa energy weapons is the fact that they run on the powerplant and don't use (far more limited in ammount) ammo. It's main drawback is it's high price, but most states are willing to pay, so it is a well spread design. The Vokwas ha no know variants. [*****] RULES VARIANTS::: [*****] Path: news.Vanderbilt.Edu!uunet!nntp.cac.washington.edu!tcp.com!priss From: priss@tcp.com (Lisa Richardson) Newsgroups: rec.games.mecha Subject: [Weapon/Defensive] Anti-Missile Missile System Date: 19 Mar 95 18:15:48 GMT Organization: The Commnet Project Lines: 27 Message-ID: NNTP-Posting-Host: eith.biostr.washington.edu X-Newsreader: NN version 6.5.0 #2 (NOV) AMMS (Anti-Missile Missile System) Unlike the point defense system that AMS and LAMS uses, the Anti-Missile system was an attempt to reduce the excessive use of ammunition or the tremendous heat generating effect that the other point Defense system uses. This system uses, however, a small, explosive dumb-fire missile cluster. The missile is aimed similar to the point defense system and fires off a small cluster group to fill the air of shrapnel into general area. The missile cluster is too short lived in order to be used as an offensive weapon since the explosive yield is only strong enough to shower on coming missiles. Furthermore, since they are cheap rockets, there is no guarentee that the missile group will hit with full effectiveness. The System itself weighs about 2 tons and takes up 1 critical. The ammo space is about 25 cluster packs. A roll for 2 missile hit is needed. The successful missile takes down 1d6 missiles coming in after it. The system creates 2 points of heat each time it is fired. This system is ineffective against Arrow IV Missiles. Treat the missile as a 3 points per missile, 2 missiles per cluster for ammo explosion. [-----] Path: news.Vanderbilt.Edu!darwin.sura.net!sunset.backbone.olemiss.edu!nntp.msstate.edu !gatech!howland.reston.ans.net!EU.net!sun4nl!news.nic.surfnet.nl!tudelft.nl!libe rator.et.tudelft.nl!eems From: eems@nlr.nl (Eems , J.P. van der) Newsgroups: rec.games.mecha Subject: [Mekton] Weapon Construction Date: 23 Mar 1995 15:25:35 GMT Organization: Delft University of Technology, Dept. of Electrical Engineering Lines: 199 Message-ID: <3ks3tf$d4q@liberator.et.tudelft.nl> NNTP-Posting-Host: uxmain.nlr.nl X-Newsreader: TIN [version 1.2 PL2] The following rules are made up by Pieter van der Eems (eems@nlr.nl) The reason these rules have been made is that the rules in the Mekton Techbook aren't that great for creating Roadstrikers and the rules in Roadstriker II are outdated (at least our mekton group thinks so :-). Al of the rules are based on Roadstriker II with additions from the Mekton Techbook. ------------------------------------------------------------------------ Mekton II , Mekton Techbook, Roadstriker II, are copyrights of R. Talsorian Games Inc. ------------------------------------------------------------------------ -- WEAPON CONSTRUCTION Rules for Roadstrikers -- Because the weapon construction rules in the Mekton Techbook don't work for roadstrikers (at least not good enough) if have rewritten the construction rules. They are basically the same as the rules in the Techbook but some values have been changed to ballance the price of the constructed weapons with the original ones. In my own group we have desided not to throw away the original weapons , but to state that the original weapons (inc. a few of own creation (we created extra weapons before the construction rules were made)) are mass produced and because of that more of them are around and they are cheaper than the hand constructed onces. This implies also that ammo for mass produced weapons can be found easier than ammo for self constructed weapons. To be able to put self constructed weapons in a roadstriker I had to find a way to translate the price of the weapons to spaces (as in the Techbook) because I think that a heavy weapon (3K range 15 +3WA etc) should take more place then a standard or light weapon. At first I used the rule : spaces = cp/3. But later a member of my group sugested the use of different spacescost for different weapon parts. 10 wspaces = 1 space , 100 mwspaces = 1space. -- Beam Weapons -- Damage : 1K 2K 3K Cost : 1.5 4 6 (cp) wspace : 2 4 6 Range : 3 5 6 7 8 9 10 11 12 15 (hexes) Cost : *0.6 *0.7 *0.8 *0.9 *1.0 *1.1 *1.2 *1.4 *1.8 *2.5 wspace : 1 1 2 2 3 3 4 4 5 6 W.A. : -2 -1 0 +1 +2 +3 Cost : *0.6 *0.8 *0.9 *1.0 *1.5 *2.0 wspace : 0 1 1 2 3 4 Warm Up : 0 1 2 3 (turns) Cost : *1.0 *0.9 *0.7 *0.6 wspace : 2 1 1 0 Machine Fire : 2 3 5 (burst Value) Cost : *2.0 *3.0 *4.0 wspace : 2 3 4 wspace reduction : -5 -10 -15 (wspaces) Cost : +0.5 +1.0 +1.5 (cp) Special Only Variable Anti Personal : *1.0 *1.8 Anti Missile : *1.0 *1.8 Fragile : *0.75 (not possible by 1K weapons) 1 Handed : *1.1 V-Mounted : *1.1 (doesn't have to be put v-mounted but this makes it possible for a weapon to be put V-Mounted (example : Energy Gun)) 10wspaces = 1 space. etc. -- Projectile Weapons -- Damage : 1K 2K 3K Cost : 0.7 1.4 2.1 (cp) wspace : 2 4 6 Range : 2 3 4 5 6 7 8 9 10 12 (hexes) Cost : *0.4 *0.6 *0.7 *0.8 *1.0 *1.2 *1.4 *1.8 *2.2 *2.5 wspace : 1 1 2 2 3 3 4 4 5 6 W.A. : -2 -1 0 +1 +2 Cost : *0.6 *0.8 *1.0 *1.5 *2.0 wspace : 0 1 2 3 4 Loading Time : 0 1 2 (turns) Cost : *1.2 *1.0 *0.8 wspace : 3 2 1 Fire Type : Single Machine Auto Selective Cost : *1.0 *2.0 *3.0 *4.0 wspace : 0 1 2 3 Burst Value : 3 4 6 8 (Firetype > single nodig) Cost : *1.0 *1.5 *2.0 *3.0 wspace : 0 1 2 3 wspace reduction : -5 -10 -15 (wspaces) Cost : +0.5 +1.0 +1.5 (cp) Ammo Type Cost Ammo Cost is Standard *1.0 - 1 clip standard ammo for free Tracer *1.5 (exchangeable for different ammo Armor Piercing *2.0 wich has the same price (5 AP shots)) Scatter *2.5 - 1 shot = ((weapon cost * ammo cost)/10)/5 Incendairy *2.0 example : 1 shot AP+Tracer in a 3cp weapon Area effect I *3.0 ((3 *2.0 *1.5)/10)/5 = 0.18cp Area effect II *5.0 Area effect III *7.0 10 wspaces = 1 space etc. -- Missile Weapons -- Damage : 1K 2K 3K Cost : 0.1 0.31 0.52 (cp) mwspace: 2 4 6 Range : 0 3 5 6 7 8 10 14 20 100 (hexes) Cost : *0.2 *0.5 *0.6 *0.7 *0.8 *1.0 *1.5 *3.0 *6.0 *22.0 mwspace: 1 1 2 2 3 3 4 4 6 10 W.A. : -2 -1 0 +1 +2 Cost : *0.6 *0.8 *1.0 *1.3 *1.6 mwspace: 0 1 2 3 4 Blast Radius : 0 1 3 5 10 (hexes) Cost : *1.0 *3.0 *5.0 *7.0 *9.0 mwspace : 0 1 2 3 5 mwspace reduction : -50 -100 -150 (mwspaces) Cost : +0.5 +1.0 +1.5 (cp) Special Nucliar/Balial *10.0 Fire Suppressant *0.1 Arioc-B *1.0 Smoke *0.5 Arioc-B + Smoke * 1 Handed *1.1 V-Mounted *1.1 100 mwspace = 1 space -- Energie Melee -- Damage : 1K 2K 3K Cost : 0.5 1.1 2.0 (cp) W.A. : -2 -1 0 +1 +2 +3 Cost : *0.6 *0.8 *0.9 *1.0 *1.4 *1.8 Ammo : 1 3 5 10 15 20 (turns) Cost : *0.2 *0.4 *0.6 *0.8 *0.9 *1.0 Attack Factor : 1 2 5 Cost : *2.0 *5.0 *20.0 Special Cost 1 Handed *1.1 An Energie melee weapon always takes 2 hand spaces except if it is 1-handed (*1.1) -- Melee Weapons -- Damage : 1K 2K 3K Cost : 0.6 1.2 1.8 (cp) W.A. : -2 -1 0 +1 +2 Cost : *0.6 *0.8 *1.0 *1.4 *1.8 Special Cost 1 Handed *1.1 Thrown *1.2 Entangle *1.5 Shock *3.0 Armor Piercing *2.0 Quick *2.0 Handy *1.4 An Melee weapon always takes 2 hand spaces except if it is 1-handed (*1.1) [*****] UNITS::: [*****] Newsgroups: rec.games.mecha Path: news.Vanderbilt.Edu!uunet!in1.uu.net!gail.ripco.com!wizwom From: wizwom@ripco.com (Jonathan Schattke) Subject: A Reinforced Regiment [LONG!] Message-ID: Sender: usenet@rci.ripco.com (Net News Admin) Organization: Ripco BBS, Free Trial account (312) 665-0065 X-Newsreader: TIN [version 1.2 PL2] Date: Tue, 14 Mar 1995 00:34:19 GMT Lines: 1152 A while back, yltsai@twain.oit.umass.edu asked: "I would like to submit a challenge to anyone out there involving designing "a unit (IS or Clan) that effeciently utilizes the combined arms practice. So, being always up for a challenge, and also wanting to try out my strat game w/a reasonable unit, I sat and thought. And Thought. And designed. I came up with this - which ought to be nasty enough for anyone. Schattke's Saracens This unit is designed to be an assault regiment able to take on a planet that is heavily defended. It is designed for Strategic as well as tactical considerations, and as such carries a heavy aerospace contingent - 64 fighters, and the 10 Dropships. The FS-8 Pinnance is not designed as a combat vessel, although it could serve in a pinch. In order to come up with a unit that could "be able to defeat both IS and Clan forces", I really had to stretch credulity. I would never expect any single unit to ever be actually composed like the one I present here, mainly because of the concentration of assets it entails. (Imagine 304 ELITE (Gunnery and Piloting 1 OR LESS) Pilots, crews and MechWarriors, not to mention over 400 ELITE Techs - Right, That's going to happen.) I have provided some security by separating out each battalion not only into it's own heavily armored dropship, but also onto it's own jumpship. Without the Jumpships, which run 630 MCR each, the unit would be 3 Billion cheaper, but much less effective on the grand strategic level (i.e. Sucession Wars). As The Mercernaries Handbook does not provide reputation for combat jumpships and dropships, I took the liberty of assigning values. Also, the Tactical Handbook does not give pricing for the Command Console, which I priced at 400,000 C-Bills, due to the rarity and usefulness of the equiptment (also, that's the price for sensors and a cockpit for a 100 ton Mech, plus some.) All of the designs are original. This, again, stretches credulity, but it allows me to avoid stupidities like small lasers and such. I haven't used much of the new equiptment from the Tactical Handbook or Unbound, as pricing is not availiable. I do use the LB 5-X AC and the AC/2 Ultra on the JagerMech, and the SRM-6 Streak on the Hlobane. The unit does not include infantry. If it is on an offensive campaign, it would usually have an infantry regiment follow it after about a week. If it is on the defensive, the local militia will provide infantry support. I also have not listed such things as coolant trucks. None of my designs require coolant trucks - they all run cool, unless they get an engine crit, in which case they ought to get the hell out of the battle. I also have not allocated space for Ammo and salvage vehicles. Neither does FASA, but that does not excuse me from the task. If it is highly desirable, consider them as being placed in the CARGO HOLD of the unit dropships, NOT in VEHICLE HOLDS. They also do not have a regular crew, but are manned by the TECHS of the unit (who's berthing and life support are provided for). As for the history that can combine TSM and C3 systems, let's give it a whirl. Hold onto your hats! Schattke's Saracens was a minor Mercernary regiment, centered around a battalion strength assault unit, with conventional and Aeorspace support. The War of 3039 changed that. Always on the lookout for new ways to increase efficiency, they had already feild-refit their Marauders and Cyclops with Double Heat Sinks, which were just then reaching mercernary availiability. They were in the vangaurd of a Kurita Assault on the Planet Skat, and were the only unit able to acheive their objective in what turned out to be a drawn-out battle of attrition. While 2 regiments of the Dieron Regulars pushed ineffectually on the flanks, they had a cakewalk, being able to sustain 150% the fire rate of the standard Marauders and Warhammers on the Davion Side. Davion would surely have lost, had the Kuritans been able to do the same on the flanks. Finally, the Kuritan commander shifted them to a flank, and put the 13th Dieron Regulars into the center, to gain the glory of the final stroke. As the line was being reformed, the Davion forces, led by a battalion of the New Avalon Hussars reassigned from fighting on Murchinson, counterattacked. The 13th collapsed under the assault, losing almost 30% effectiveness the first day, only being saved by a flanking attack from the Saracens. The Kuritans called a retreat, and fled the world under the Saracens' Aerospace cover. The Kuritan general tried desperately to have the Saracens' pay witheld for dereliction of duty, and attempted to blame them for the loss, claiming they pushed faster than the schedule called for. Colonel Schattke calmly presented the board of inquiry with the original, signed schedule of attack, the battle tapes of his commanders, and the command center tape of the Davion Counterattack. The Saracens were paid in full, but found it difficult to find another Kuritan commander willing to work with them. In disgust, they offered their services to the Federated Commonwealth, and were eagerly accepted, being immediately assigned to fighting on Quentin. On Quentin, they were almost surrounded when the Davion left flank collapsed under attrition, and they were assigned to the rear gaurd, to cover the retreat of the main body of Davion units, and such civilians and desired to flee the Kuritan takeover. Finally boarding their dropship under fire, they even managed to salvage 2 Kuritan Kintaros during the fighting. Davion awarded them the title of Honored Defenders, paid them a bonos of almost 300 million C-Bills, and offered them the extraordinary bonus of a limited production run. They made us of this production run to have their Ion Storms built, using the newly recovered extralight and Endosteel Technologies. Originally outfitted with 3 PPCs and an AC/5, they were retrofitted to the current configuration when Gauss Rifles and ER PPCs became generally availiable in 3047-9. With this extra (small) Battalion of Mechs, they were able to perform well as a reinforced regiment, and honed their skills against the periphery pirates, in pre-emptive equiptment raids. They captured a number of sub-standard light and medium Mechs, surrounding them with thier hovercraft. They were fighting in the bandit kingdoms when they received word during a refit trip that there was a strange invader from the periphery. Recalled to fight the Clans, they performed admirably, but to no avail, against the Jade Falcons at Winfield, before being called to the Wolf's Dragoon's meeting in 3052. Here, they were apprised of the nature and danger of their opponents, but the most important Thing was a meeting Colonel Schattke had with Theodore Kurita. Theodore apologized for the conduct of his general a decade earlier, and requested help from the Saracens in the defense of the Combine, as they had shown themselves as masters of the art of defense. Colonel Schattke only agreed to it on the condition that they remain an F-C unit, on loan to the combine, and that in payment they receive not the normal payments, but a customized Gaurd Company, equipped with the brand-new Command/Control/Communications computer. Theodore agreed, with the reservation that they must never be fielded against the combine. Colonel Schattke agreed, and has had it stipulated in every contract since. Schattke's Saracen's Totals: Reputation: 128.4 Quality: 4 (Elite). No. of Units: 304. Cost: 10,038,674,661.7 Unit Points: 2,537,660. Combat Value: 4,666,227.4 Support Value: 5,013,550. Regimental HeadQuarters Company: Reputation: 14.5 Quality: 4. No. of Units: 30. Cost: 1,396,455,135. Unit Points: 313,350. Combat Value: 525,208.5 Support Value: 554,508. Command Air Lance: CP 12-C Cyclops, 90t w/Command Console, Guardian Ion Storm, 80t Protector, 100t Protector, 100t (2) Shuriken ASF, 100t Regimental Guard Company: I like doing it this way - 10 units - as you save 1 master, but only lose 2 C3 units. Paladin, 100t C3M A, Command Console, Guardian, Beagle Ascender, 85t C3S A Locomotive, 75t Guildsman, 70t (2) Shuriken ASF, 100t Disciple, 95t, C3S A M B, Guardian Ascender, 85t C3S B Bruin, 75t Quad, C3S B Vortex Master, 50t, C3S B (2) Shuriken ASF, 100t Disciple, 95t, C3S A M C, Guardian Guildsman, 70t C3S C Bruin, 75t Quad, C3S C Vortex Master, 50t, C3S C (2) Shuriken ASF, 100t Regimental Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: FS-8 Pinnance, 200t 8-12 Laser Class Dropship, 12,000t 4-6, 12 Mechs, 6 ASF 53 Technicians 28 Infantry (on Napolean) 1 Ammo Carrier. 1 Salvage Truck. 1st Battalion (The Firebird's) Primary purpose: Recon Reputation: 18.9 Quality: 4. No. of Units: 54. Cost: 1,527,678,636.7 Unit Points: 353,130. Combat Value: 671,156. Support Points: 769,258. Battalion Command Air Lance: Bandit 75t, Command Console Guildsman, 70t JagerMech, 65t JagerMech, 65t (2) Shuriken ASF, 100t Battalion Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: FS-8 Pinnance, 200t 8-12 Norse Class Dropship, 19,900t, 24 Mechs, 6 ASF, 12 Light Vehicles 77 Technicians 28 Infantry (on Napolean) 3 Ammo Carriers. 3 Salvage Trucks. A Company: Cost: 117,399,836.7 CV: 38,984. Demon, 40t w/Beagle (11) Demon, 40t (2) Liberator ASF, 65t B Company: Cost: 154,811,916.7 CV: 50,576. (12) Blaze, 50t (2) Liberator ASF, 65t C Company: Cost: 110,452,716.7 CV: 31,492. (4) Hlobane Hovercraft, 50t (4) Ulomdi Hovercraft, 50t (4) Zulu Hovercraft, 50t (2) Liberator ASF, 65t 2nd Battalion (The Saracen's Scimitar): Primary purpose: Main Battle Reputation: 25.9 Quality: 4. No. of Units: 54. Cost: 1,972,375,235. Unit Points: 532,250. Combat Value: 1,001,134.5 Support Points: 1,068,446. Battalion Command Air Lance: CP 12-C Cyclops, 90t w/Command Console, Guardian Ion Storm, 80t JagerMech, 65t JagerMech, 65t (2) Shuriken ASF, 100t Battalion Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: FS-8 Pinnance, 200t 8-12 Emporer Class Dropship, 30,000t, 36 Mechs, 6 ASF 106 Technicians 3 Ammo Carriers. 3 Salvage Trucks. A Company: Cost: 270,046,783.3 CV: 83,594. (3) Ion Storm, 80t (5) CGR-4J Charger, 80t (2) MAD-6J Marauder, 75t (2) Guildsman, 70t (2) Shuriken ASF, 100t B Company: Cost: 246,854,083.3 CV: 80,534. (8) Ion Storm, 80t (2) MAD-6J Marauder, 75t (2) Guildsman, 70t (2) Shuriken ASF, 100t C Company: Cost: 241,613,733.3 CV: 80,190. (6) Ion Storm, 80t (4) MAD-6J Marauder, 75t (2) Guildsman, 70t (2) Shuriken ASF, 100t 3rd Battalion (Thor's Valkyries): Primary purpose: Main Battle Reputation: 26.3 Quality: 4. No. of Units: 54. Cost: 1,749,438,886.7 Unit Points: 542,250. Combat Value: 979,806.5 Support Points: 1,068,546. Battalion Command Air Lance: CP 12-C Cyclops, 90t w/Command Console, Guardian Ion Storm, 80t Protector, 100t Protector, 100t (2) Shuriken ASF, 100t Battalion Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: FS-8 Pinnance, 200t 8-12 Emporer Class Dropship, 30,000t, 36 Mechs, 6 ASF 106 Technicians 3 Ammo Carriers. 3 Salvage Trucks. A Company: Cost: 186,424,918.3 CV: 73,890. (2) Ion Storm, 80t (6) Punisher, 85t (2) Guildsman, 70t MAD-6J Marauder, 75t TDR-8J Thunderbolt, 65t (2) Shuriken ASF, 100t 4. 4. 2. 31,179,000. 10,000. 14,092. 200. B Company: Cost: 166,937,191.7 CV: 72,487. (2) Ion Storm, 80t (6) Punisher, 85t (2) Locomotive, 75t MAD-6J Marauder, 75t Guildsman, 70t (2) Shuriken ASF, 100t C Company: Cost: 166,937,191.7 CV: 72,487. (2) Ion Storm, 80t (6) Punisher, 85t (2) Locomotive, 75t MAD-6J Marauder, 75t Guildsman, 70t (2) Shuriken ASF, 100t 4th Battalion (The Phantoms): Primary Purpose: Combat Reserve Reputation: 18.6 Quality: 4. No. of Units: 54. Cost: 1,665,657,800. Unit Points: 373,530. Combat Value: 714,948. Support Points: 769,696. Battalion Command Air Lance: Bandit 75t, Command Console Guildsman, 70t JagerMech, 65t JagerMech, 65t (2) Shuriken ASF, 100t Battalion Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: FS-8 Pinnance, 200t 8-12 Norse Class Dropship, 19,900t, 12 Mechs, 6 ASF, 12 Hvy, 12 Lht Vehicles 77 Technicians 28 Infantry (on Napolean) 3 Ammo Carriers. 3 Salvage Trucks. A Company: Cost: 203,429,891.7 CV: 70,558. Bandit 75t, Command Console (7) Guildsman, 70t (4) LightBringer, 50t (2) Shuriken ASF, 100t B Company: Cost: 206,241,025. CV: 61,538. Bandit 75t, Command Console (3) Guildsman, 70t (8) TruAim Tank, 75t (2) Shuriken ASF, 100t C Company: Cost: 110,452,716.7 CV: 31,492. (4) Hlobane Hovercraft, 50t (4) Ulomdi Hovercraft, 50t (4) Zulu Hovercraft, 50t (2) Liberator ASF, 65t 5th Battalion (Cransky's Can Openers): Primary Purpose: Combat Support Reputation: 24.3 Quality: 4. No. of Units: 58. Cost: 1,727,068,968.3 Unit Points: 423,150. Combat Value: 773,974. Support Points: 783,096. Battalion Command Air Lance: CP 12-C Cyclops, 90t w/Command Console, Guardian Ion Storm, 80t Protector, 100t Protector, 100t (2) Shuriken ASF, 100t Battalion Support & Transport Section: Mallard Small Unit Transport, 99,000t Jumpship, 2 Dropships Small Craft: FS-8 Pinnance, 200t 8-12 Napolean Class Command DropShip, 12,000t 7-11, 4 Mechs, 2 ASF, Command Center Small Craft: (2) FS-8 Pinnance, 200t 8-12 Norse Class Dropship, 19,900t, 8 Mechs, 22 ASF, 8 Hvy, 8 Lht Vehicles 81 Technicians 28 Infantry (on Napolean) 3 Ammo Carriers. 3 Salvage Trucks. A Company: Cost: 209,267,750. CV: 108,732. (12) Shuriken ASF, 100t (6) Liberator ASF, 65t B Company: Cost: 119,242,100. CV: 40,736. (4) JagerMech, 65t (4) Blowout Fast Artillery, 50t (4) Orpheus VTOL Artillery, 30t (2) Shuriken ASF, 100t C Company: Cost: 233,029,533.3 CV: 67,492. (4) Protector, 100t (8) Diana Mobile Artillery, 100t (2) Shuriken ASF, 100t *** DESIGNS *** **** Vehicles **** Diana Mobile Artillery Tech: 50 2-3 Type: Track 100 3853 13,425,317 Item Tons CV Cost I.S. 10 850 100,000 Control 5 400 50,000 200XL Engine 6.375 600 5,333,333 108 FFArmor 6 108 120,000 T: 18 F:25 S:20 R:25 10 H.S. 0 1000 0 3.5t Turret 0.35 0 1,750 2 Long Tom 60 800 900,000 Front 41 Ammo 8.2 0 82,000 1 MG 0.5 2 5,000 Turret 115 Ammo, MG 0.575 0 575 3 Medium Laser 3 93 120,000 Turret TruAim Tech: 50 4-6 Type: Track 74.983 3234 12,458,250 Item Tons CV Cost I.S. 7.5 640 75,000 Control 3.75 300 37,500 300XL Engine 14.25 450 6,000,000 251 FFArmor 14 251 280,000 T:40 F:61 S:50 R:50 16 H.S. 6 1200 12,000 24 ton Turret 2.4 0 12,000 1 Gauss Rifle 15 228 300,000 Turret 16 Ammo 2 0 40,000 1 LRM-5 2 29 30,000 Turret 26 Ammo, LRM-5 1.0833 0 32,500 1 ER PPC 7 136 300,000 Turret Blowout Fast Artillery Tech: 50 4-6 Type: Wheel 49.95 2079 4,346,250 Item Tons CV Cost I.S. 5 525 50,000 Control 2.5 200 25,000 180XL Engine 5.25 300 2,400,000 54 FFArmor 3 54 60,000 F: 18 S:12 R:12 10 H.S. 0 500 0 2 Arrow IV 30 500 900,000 Front 21 Ammo 4.2 0 42,000 Hlobane Tech: 50 10-15 Type: Hover 50 1995 8,733,867 Item Tons CV Cost I.S. & Lift Eqt 10 625 150,000 Control 2.5 200 25,000 265XL Engine 10.5 300 3,533,333 143 FFArmor 8 143 160,000 T:23 F:35 S:30 R:25 10 H.S. 0 500 0 16 Ton Turret 1.6 0 8,000 1 Large Pulse 7 79 175,000 Turret 2 SRM-6 Streak 9 148 240,000 Turret 21 Ammo 1.4 0 75,600 Ulomdi Tech: 50 10-15 Type: Hover 49.975 2080 8,493,167 Item Tons CV Cost I.S. & Lift Eqt 10 625 150,000 Control 2.5 200 25,000 265XL Engine 10.5 300 3,533,333 143 FFArmor 8 143 160,000 T:23 F:35 S:30 R:25 12 H.S. 2 600 4,000 6 Ton Turret 0.6 0 3,000 4 LRM-5 8 116 120,000 Front 57 Ammo, LRM-5 2.375 0 71,250 3 Medium Pulse 6 96 180,000 Turret Zulu Tech: 50 10-15 Type: Hover 50 2028 8,536,667 Item Tons CV Cost I.S. & Lift Eqt 10 625 150,000 Control 2.5 200 25,000 265 XLEngine 10.5 300 3,533,333 143 FFArmor 8 143 160,000 F:43 S:35 R:30 10 H.S. 0 500 0 1 Medium Pulse 2 32 60,000 Front 1 Gauss Rifle 15 228 300,000 Front 16 Ammo 2 0 40,000 Orpheus VTOL Artillery Tech: 50 6-9 Type: VTOL 29.95 1228 2,074,000 Item Tons CV Cost I.S. & Lift Eqt 6 315 150,000 Control 1.5 120 15,000 40XL Engine 0.75 180 320,000 63 FFArmor 3.5 63 70,000 R:2 F:16 S:15 R:15 10 H.S. 0 300 0 1 Arrow IV 15 250 450,000 16 Ammo 3.2 0 32,000 **** Fighters **** Shuriken Tech: 50 5-8 SI:10 Type: Aerospace 100 7046 15,589,500 Item Tons CV Cost I.S. 10 650 500,000 Control 3 400 450,000 300XL Engine 9.5 600 8,000,000 395 FFArmor 21.5 395 430,000 C:75 N:80 W:80 E:80 23 D.H.S. 13 4600 138,000 90 Fuel 6 0 0 2 LRM-10 10 116 200,000 RW, LW 24 Ammo, LRM-10 2 0 60,000 8 Small Laser 4 48 90,000 3 RW, 3 LW, 2 R 3 Large Pulse 21 237 525,000 N Liberator Tech: 50 6-9 SI:6 Type: Aerospace 65 4030 3,698,958 Item Tons CV Cost I.S. 6.5 425 325,000 Control 3 260 380,000 260 Engine 13.5 195 1,126,667 207 FFArmor 11 207 220,000 C:40 N:47 W:40 E:40 20 D.H.S. 10 2600 120,000 60 Fuel 4 0 0 2 ER Large 10 216 400,000 RW, LW 1 Medium Laser 1 31 40,000 R 3 Medium Pulse 6 96 180,000 3 N **** BattleMechs **** Protector This mech is designed to protect a group against enemy Aerospace assets. With the XL, the Engine is a loss if the ammo blows anyway, so CASE is a waste of mass. Tech: 50 3-5-0 Type: Mech 100 42 5644 23,612,000 Item Tons Crits CV Cost I.S. 10 0 152 40,000 Cockpit,Sensors 3 0 200 400,000 Life Support 0 0 200 50,000 Act.: -4 0 4 1200 90,000 No Hand, No LA Musculature 0 0 0 200,000 300XL Engine 9.5 6 600 8,000,000 Gyro 3 0 200 900,000 304 Armor 19 0 304 190,000 H:9 C:45/14 S:30/12 11 D.H.S. 1 0 2200 66,000 A:34 L:39 4 LB 10-X 44 24 492 1,600,000 RA, LA, RT, LT 45 Ammo 4.5 5 0 90,000 2 CT, 2 RL, LL 3 Medium Pulse 6 3 96 180,000 RA, LA, H Paladin Tech: 50 3-5-3 (4-6) Type: Mech 100 55 6786 16,710,000 Item Tons Crits CV Cost Endosteel I.S. 5 14 304 160,000 Cockpit,Sensors 3 0 200 400,000 Life Support 0 0 200 50,000 Act.: -4 0 4 1200 90,000 No Hand, No LA Musculature:TSM 0 6 300 1,400,000 300 Engine 19 0 300 2,000,000 Gyro 3 0 200 900,000 H:9 C:45/16 S:30/12 304 Armor 19 0 304 190,000 A:34 L:39 3 Jump Jets 6 3 300 180,000 CT, RL, LL 12 D.H.S. 2 0 2400 72,000 C3 Master 5 5 300 1,250,000 RT 1 ER PPC 7 3 136 300,000 RA 1 Gauss Rifle 15 7 228 300,000 LA 16 Ammo 2 2 0 40,000 2 LA Command Console 5 2 200 400,000 H, CT Guardian ECM 1.5 2 60 200,000 RT Beagle Probe 1.5 2 50 200,000 LT 2 Medium Pulse 4 2 64 120,000 RA, LA 1 AMS 0.5 1 40 100,000 RT 18 Ammo, AMS 1.5 2 0 3,000 RL, LL Disciple Tech: 50 3-5-3 Type: Mech 95 55 6597 13,073,775 Item Tons Crits CV Cost Endosteel I.S. 4.75 14 290 152,000 Cockpit,Sensors 3 0 190 390,000 Life Support 0 0 190 50,000 Act.: -4 0 4 1140 85,500 No Hand, No LA Musculature 0 0 0 190,000 285 Engine 16.5 0 285 1,805,000 Gyro 3 0 190 900,000 H:9 C:44/15 S:30/10 288 Armor 18 0 288 180,000 A:32 L:38 3 Jump Jets 6 3 285 171,000 CT, RL, LL 14 D.H.S. 4 9 2660 84,000 RT, 2 LT C3 SubMaster 6 6 475 1,500,000 RT 1 ER PPC 7 3 136 300,000 RA 1 Gauss Rifle 15 7 228 300,000 LA 14 Ammo 1.75 2 0 35,000 2 LA Guardian ECM 1.5 2 60 200,000 RT 1 AMS 0.5 1 40 100,000 RT 12 Ammo, AMS 1 1 0 2,000 LL 1 ER Large 5 2 108 200,000 RA 1 Medium Pulse 2 1 32 60,000 RA CP 12-C Cyclops Tech: 50 4-6-4 Type: Mech 90 55 5878 23,817,260 Item Tons Crits CV Cost Endosteel I.S. 4.5 14 276 144,000 Cockpit,Sensors 3 0 180 380,000 Life Support 0 0 180 50,000 Act.: all 0 8 1440 104,400 Musculature 0 0 0 180,000 360XL Engine 16.5 6 540 8,640,000 Gyro 4 0 180 1,200,000 H:9 C:44/13 S:28/10 272 Armor 17 0 272 170,000 A:30 L:35 4 Jump Jets 8 4 360 288,000 2 RL, 2 LL 10 D.H.S. 0 0 1800 60,000 Command Console 5 2 200 400,000 H, CT 1 Gauss Rifle 15 7 228 300,000 RT 20 Ammo 2.5 3 0 50,000 RT 1 LRM-10 5 2 58 100,000 LT 18 Ammo, LRM 1.5 2 0 45,000 LT 2 Medium Pulse 4 2 64 120,000 2 LT [moved] Guardian ECM 1.5 2 60 200,000 LT 1 AMS 0.5 1 40 100,000 CT 24 Ammo, AMS 2 2 0 4,000 LT Punisher Cheap and effective, this mech can break through places other mechs twice as expensive couldn't even get close to. Tech: 50 3-5-0 Type: Mech 85 54 4619 8,348,125 Item Tons Crits CV Cost Endosteel I.S. 4.25 14 260 136,000 Cockpit,Sensors 3 0 170 370,000 Life Support 0 0 170 50,000 Act.: -4 0 4 1020 76,500 No Hand, No LA Musculature 0 0 0 170,000 255 Engine 13 0 255 1,445,000 Gyro 3 0 170 900,000 260 FFArmor 14.5 14 260 290,000 H:9 C:40/13 S:26/10 10 D.H.S. 0 0 1700 60,000 A:28 L:35 2 Gauss Rifle 30 14 456 600,000 RA, LA 26 Ammo 3.25 4 0 65,000 H, CT, RA, LA 2 Large Pulse 14 4 158 350,000 RA, LA Ascender Tech: 50 4-6-4 Type: Mech 85 55 6318 21,260,508 Item Tons Crits CV Cost EndoSteel I.S. 4.25 14 260 136,000 Cockpit,Sensors 3 0 170 370,000 Life Support 0 0 170 50,000 Act.: -4 0 4 1020 76,500 No Hand, No LA Musculature 0 0 0 170,000 340XL Engine 13.5 6 510 7,706,667 Gyro 4 0 170 1,200,000 H:9 C:40/13 S:26/10 256 Armor 16 0 256 160,000 A:28 L:33 4 Jump Jets 4 4 340 272,000 2 RL, 2 LL 16 D.H.S. 6 9 2720 96,000 RA, LA, RT C3 Slave 1 1 170 250,000 H 2 ER PPC 14 6 272 600,000 2 LA 1 Gauss Rifle 15 7 228 300,000 RA 18 Ammo 2.25 3 0 45,000 2 CT, LT 1 Medium Pulse 2 1 32 60,000 LA CGR-4J Charger This Variant of the Charger, with Endosteel, uses (2) fully-cooled PPCs to provide long range heavy punch for a fast assault mech. Tech: 50 5-8-5 (6-9) Type: Mech 80 49 6236 23,102,340 Item Tons Crits CV Cost EndoSteel I.S. 4 14 244 128,000 Cockpit,Sensors 3 0 160 360,000 Life Support 0 0 160 50,000 Act.: all 0 8 1280 92,800 Musculature:TSM 0 6 240 1,120,000 400XL Engine 26.25 6 480 8,533,333 Gyro 4 0 160 1,200,000 H:9 C:35/15 S:24/10 240 Armor 15 0 240 150,000 A:26 L:31 5 Jump Jets 5 5 400 400,000 CT, 2 RL, 2 LL 16 D.H.S. 6 0 2560 96,000 2 ER PPC 14 6 272 600,000 RT, LT 1 AMS 0.5 1 40 100,000 CT 27 Ammo, AMS 2.25 3 0 4,500 RT, 2 LT Ion Storm Tech: 50 4-6-4 Type: Mech 80 55 5624 18,463,800 Item Tons Crits CV Cost EndoSteel I.S. 4 14 244 128,000 Cockpit,Sensors 3 0 160 360,000 Life Support 0 0 160 50,000 Act.: -6 0 2 800 56,000 No Hand, LA, or UA Musculature 0 0 0 160,000 320XL Engine 11.25 6 480 6,826,667 Gyro 4 0 160 1,200,000 H:9 C:39/10 S:26/8 240 Armor 15 0 240 150,000 A:26 L:31 Jump Jets 4 4 320 256,000 2 RL, 2 LL 16 D.H.S. 6 12 2560 96,000 RT, LT, RA, LA 2 ER PPC 14 6 272 600,000 2 RT 1 Gauss Rifle 15 7 228 300,000 LT 30 Ammo 3.75 4 0 75,000 H, 2 CT, LT MAD-6J Marauder Heavy Hitting. Jumping. Tech: 50 4-6-4 Type: Mech Tonnage: 75 55 74.25 55 5452 15,843,625 Item Tons Crits CV Cost Endosteel I.S. 3.75 14 228 120,000 Cockpit,Sensors 3 0 150 350,000 Life Support 0 0 150 50,000 Act.: -4 0 4 900 67,500 No Hand, no LA Musculature 0 0 0 150,000 300XL Engine 9.5 6 450 6,000,000 Gyro 3 0 150 900,000 H:9 C:35/10 S:24/8 224 Armor 14 0 224 140,000 A:24 L:29 4 Jump Jets 4 4 300 240,000 2 RL, 2 LL 16 D.H.S. 6 12 2400 96,000 2 LT, RA, LA 2 ER PPC 14 6 272 600,000 RA, LA 1 Gauss Rifle 15 7 228 300,000 RT 16 Ammo 2 2 0 40,000 LT Bruin Tech: 50 4-6-4 (5-8) Type: Quad 75 32 5624 9,493,750 Item Tons Crits CV Cost I.S. 7.5 0 122 30,000 Cockpit,Sensors 3 0 150 350,000 Life Support 0 0 150 50,000 Act.: Quad 0 0 1200 105,000 Musculature:TSM 0 6 225 1,050,000 300 Engine 19 0 225 1,500,000 Gyro 3 0 150 900,000 H:9 CT:33/10 S:24/8 240 Armor 15 0 240 150,000 FL:31 RL:31 4 Jump Jets 4 4 300 240,000 RFL, LFL, RRL, LRL 16 D.H.S. 6 12 2400 96,000 2 RT, LT C3 Slave 1 1 150 250,000 H 2 ER PPC 14 6 272 600,000 LT, RT 1 AMS 0.5 1 40 100,000 CT 2 Ammo, AMS 2 2 0 4,000 LT Locomotive As a Fire Support Unit, this unit is superior to an Archer. Tech: 50 4-6-0 Type: Mech 75 55 4354 7,379,750 Item Tons Crits CV Cost Endosteel I.S. 3.75 14 228 120,000 Cockpit,Sensors 3 0 150 350,000 Life Support 0 0 150 50,000 Act.: -4 0 4 900 67,500 No Hand, No LA Musculature 0 0 0 150,000 300 Engine 19 0 225 1,500,000 Gyro 3 0 150 900,000 H:9 C:35/10 S:24/8 224 FFArmor 12.5 0 224 140,000 A:24 L:29 12 D.H.S. 2 0 1800 72,000 10 LRM-5 20 10 290 300,000 5 RA, 5 LA 102 Ammo, LRM-5 4.25 5 0 127,500 5 RT 7 Medium Laser 7 7 217 280,000 H, 2 CT, 4 LT 1 CASE 0.5 1 20 50,000 RT Bandit This is designed as a fast unit command vehicle. Tech: 50 5-8-5 (6-9) Type: Mech 75 47 5755 20,979,875 Item Tons Crits CV Cost Endosteel I.S. 3.75 14 228 120,000 Cockpit,Sensors 3 0 150 350,000 Life Support 0 0 150 50,000 Act.: -4 0 4 900 67,500 Musculature:TSM 0 6 225 1,050,000 375XL Engine 19.25 6 450 7,500,000 Gyro 4 0 150 1,200,000 H:9 C:35/10 S:24/8 224 Armor 14 0 224 140,000 A:24 L:29 5 Jump Jets 5 5 375 375,000 CT, 2 RT, 2 LT 16 D.H.S. 6 3 2400 96,000 RT 2 ER PPC 14 6 272 600,000 RA, LA 1 Medium Laser 1 1 31 40,000 LT Command Console 5 2 200 400,000 CT, H Guildsman The C3 Version removes 1 heat sink (in the LT). Tech: 50 5-8-5 (6-9) Type: Mech 70 53 5273 18,138,717 Item Tons Crits CV Cost Endosteel I.S. 3.5 14 214 112,000 Cockpit,Sensors 3 0 140 340,000 Life Support 0 0 140 50,000 Act.: -4 0 4 840 63,000 Musculature:TSM 0 6 210 980,000 350XL Engine 14.75 6 420 6,533,333 Gyro 4 0 140 1,200,000 H:9 C:33/10 S:23/7 216 Armor 13.5 0 216 135,000 A:22 L:30 5 Jump Jets 5 5 350 350,000 CT, 2 RL, 2 LL 16 D.H.S. 6 6 2240 96,000 RT, LT 2 ER PPC 14 6 272 600,000 RA, LA 1 SRM-6 3 2 51 80,000 RT 15 Ammo, SRM-6 1 1 0 27,000 CT 1 AMS 0.5 1 40 100,000 H 21 Ammo, AMS 1.75 2 0 3,500 RT TDR-8J Thunderbolt This version of the Thunderbolt gives up the security of a normal engine to upgrade the weapons technologies and allow firing them all at once, while still adding jump jets and increasing the speed. Tech: 50 5-8-5 (6-9) Type: Mech 65 54 4838 16,108,510 Item Tons Crits CV Cost Endosteel I.S. 3.25 14 208 104,000 Cockpit,Sensors 3 0 130 330,000 Life Support 0 0 130 50,000 Act.: all 0 8 1040 75,400 Musculature:TSM 0 6 195 910,000 325XL Engine 11.75 6 390 5,633,333 Gyro 4 0 130 1,200,000 H:9 C:30/11 S:24/6 208 Armor 13 0 208 130,000 A:20 L:29 5 Jump Jets 5 5 325 325,000 CT, 2 RL, 2 LL 13 D.H.S. 3 0 1690 78,000 1 ER Large 5 2 108 200,000 RA 1 Medium Pulse 2 1 32 60,000 LT 1 LRM-15 w/A.IV 8 4 147 275,000 RT 16 Ammo 2 2 0 120,000 RT 1 SRM-2 Streak 1.5 1 25 15,000 RT 50 Ammo 1 1 0 54,000 RT 2 AMS 1 2 80 200,000 LA 18 Ammo, AMS 1.5 2 0 3,000 LA JagerMech This Variant of the JagerMech is designed for Anti-Fighter Duty, in a protective role for fast units. My only Design w/o Max Armor. Tech: 50 5-8-5 (6-9) Type: Mech 65 54 3354 15,595,525 Item Tons Crits CV Cost Endosteel I.S. 3.25 14 208 104,000 Cockpit,Sensors 3 0 130 330,000 Life Support 0 0 130 50,000 Act.: -4 0 4 780 58,500 No Hand, No LA Musculature:TSM 0 6 195 910,000 325XL Engine 11.75 6 390 5,633,333 Gyro 4 0 130 1,200,000 H:9 C:16/5 S:14/5 112 Armor 7 0 112 70,000 A:14 L:11 5 Jump Jets 5 5 325 325,000 CT, 2 RL, 2 LL 10 Heat Sinks 0 0 650 0 2 LB 5-X 16 10 156 500,000 RA, LA 32 Ammo 2 2 0 30,000 RT, LT 2 AC/2 Ultra 12 6 148 240,000 RA, LA 45 Ammo 1 1 0 1,000 CT Vortex Master The Vortex Master is a forward-point Mech for a C3 system. It's point is not to attack, but to move around closer to the enemy. Tech: 50 7-11-7 Type: Mech 50 43 3363 11,757,250 Item Tons Crits CV Cost Endosteel I.S. 2.5 14 166 80,000 Cockpit,Sensors 3 0 100 300,000 Life Support 0 0 100 50,000 Act.: all 0 8 800 58,000 Musculature 0 0 0 100,000 350XL Engine 14.75 6 300 4,666,667 Gyro 4 0 100 1,200,000 H:9 C:25/6 S:20/4 168 Armor 10.5 0 168 105,000 A:16 L:24 Jump Jets 3.5 7 350 490,000 CT, 2 RL, 2 LL, RT, LT 10 D.H.S. 0 0 1000 60,000 C3 Slave 1 1 100 250,000 H Guardian ECM 1.5 2 60 200,000 RT 1 Large Pulse 7 2 79 175,000 LT 1 AMS 0.5 1 40 100,000 CT 21 Ammo, AMS 1.75 2 0 3,500 LT Blaze Tech: 50 7-11-7 (8-12) Type: Mech Tonnage: 50 55 49.75 55 3543 12,284,500 Item Tons Crits CV Cost Endosteel I.S. 2.5 14 166 80,000 Cockpit,Sensors 3 0 100 300,000 Life Support 0 0 100 50,000 Act.: -4 0 4 600 45,000 Musculature:TSM 0 6 150 700,000 350XL Engine 14.75 6 300 4,666,667 Gyro 4 0 100 1,200,000 H:9 C:27/5 S:20/4 161 FFArmor 9 14 161 180,000 A:16 L:20 7 Jump Jets 3.5 7 350 490,000 CT, 3 RT, 3 LT 13 D.H.S. 3 0 1300 78,000 2 ER Large 10 4 216 400,000 RA, LA Demon, Standard Version Tech: 50 8-12-8 (9-14) Type: Mech 40 50 2818 9,123,077 Item Tons Crits CV Cost Endosteel I.S. 2 14 134 64,000 Cockpit,Sensors 3 0 80 280,000 Life Support 0 0 80 50,000 Act.: all 0 8 640 46,400 Musculature:TSM 0 6 120 560,000 320XL Engine 11.25 6 240 3,413,333 Gyro 4 0 80 1,200,000 H:9 C:20/4 S:16/4 136 Armor 8.5 0 136 85,000 A:12 L:20 Jump Jets 4 8 320 512,000 4 RT, 4 LT 10 D.H.S. 0 0 800 60,000 6 Medium Laser 6 6 186 240,000 2 CT, 2 RT, 2 LT 1 MG 0.5 1 2 5,000 RT 150 Ammo, MG 0.75 1 0 750 H Demon Scout Version w/ Beagle Probe. 40 51 2808 9,298,077 Item Tons Crits CV Cost Beagle Probe 1.5 2 50 200,000 CT 4 Medium Laser 4 4 124 160,000 2 RT, 2 LT 2 MG 1 2 4 10,000 RT, LT 150 Ammo, MG 0.75 1 0 750 H **** DropShips **** Emporer Battalion Dropship Tech: 50 3-5 Type: Spheroid 30000 Tons 514,551 235.958 Item Tons MPV Cost SI:70 Internal Structure 4200 420,000 7.010 Bridge 225 2,250 0.960 3 Engine 5850 29,250 0.450 302 Armor 252 25,200 4.032 N:98 S:83 A:66 1 Landing Gear 0 0 0.300 664 Fuel (166 Tons) 169.32 0 0.033 120 Double Heat Sinks 61 1,200 0.720 429 Life Support 0 21,450 2.145 357 Crew Stateroom 2499 25 0.000 72 Officer Stateroom 720 7 0.000 7426.2 Cargo 7426.2 74 0.000 42 Fighter or Mech Bay 6300 6,300 0.840 2 Infantry (Foot) 28 Men 10 10 0.000 12 Door 0 0 0.012 3 Ftr, 5 Mech 8 Large Pulse Laser 56 632 1.400 2 Ea Arc 1 NPPC Medium 1800 2,585 3.250 Nose 48 MG 24 96 0.240 4+4 Ea Arc 500 Ammo, MG 2.5 0 0.003 24 Gauss Rifle 360 5,472 7.200 4 Ea Arc 360 Ammo, Gauss Rifle 45 0 0.900 189 Secondary Engineers 453,834.3 Structure 96 Engineers 50,732.19 Drive & L.S. 2 Pilots & Non-Engineers 9,985 Weapons 514,782 SPV 514,551.5 Total MPV Norse Batallion Dropship Tech: 50 3-5 Type: Spheroid 19900 Tons 308,400 170.274 Item Tons MPV Cost SI:60 Internal Structure 2388 238,800 6.010 Bridge 149.25 1,493 0.859 3 Engine 3880.5 19,403 0.299 302 Armor 216 21,600 3.456 97 82 65 1 Landing Gear 0 0 0.199 996 Fuel (166 Tons) 169.32 0 0.033 109 Double Heat Sinks 70 1,090 0.654 310 Life Support 0 15,500 1.550 258 Crew Stateroom 1806 18 0.000 52 Officer Stateroom 520 5 0.000 4190.4 Cargo 4190.4 42 0.000 30 Fighter or Mech Bay 4500 4,500 0.600 12 Light Vehicle Bay 600 600 0.120 1 Infantry (Foot) 28 Men 5 5 0.000 12 Door 0 0 0.012 3 Ftr, 5 Mech/V 12 Large Pulse Laser 84 948 2.100 2 Ea Arc 1 NL/55 1100 1,565 1.250 Aft 48 MG 24 96 0.240 4+4 Ea Arc 500 Ammo, MG 2.5 0 0.003 12 Gauss Rifle 180 2,736 3.600 2 Ea Arc 120 Ammo, Gauss Rifle 15 0 0.300 113 Secondary Engineers 267,039.4 Structure 58 Engineers 34,925.76 Drive & L.S. 2 Pilots & Non-Engineers 6,435 Weapons 309,544 SPV 308,400.2 Total MPV Norse, As above, but for 12 Mechs, 6 ASF, 12 Hvy & 12 Lt Vehicles 309,656 170.794 347 Life Support 0 17,350 1.735 289 Crew Stateroom 2023 20 0.000 58 Officer Stateroom 580 6 0.000 4513.4 Cargo 4513.4 45 0.000 18 Fighter or Mech Bay 2700 2,700 0.360 12 Heavy Vehicle Bay 1200 1,200 0.120 12 Light Vehicle Bay 600 600 0.120 1 Infantry (Foot) 28 Men 5 5 0.000 12 Door 0 0 0.012 3 Ftr, 5 Mech/V 12 Large Pulse Laser 84 948 2.100 2 Ea Arc 1 NL/55 1100 1,565 1.250 Aft 48 MG 24 96 0.240 4+4 Ea Arc 500 Ammo, MG 2.5 0 0.003 12 Gauss Rifle 180 2,736 3.600 2 Ea Arc 120 Ammo, Gauss Rifle 15 0 0.300 114 Secondary Engineers 266,442.6 Structure 58 Engineers 36,778.53 Drive & L.S. 2 Pilots & Non-Engineers 6,435 Weapons 310,782 SPV 309,656.2 Total MPV Norse, As above, but for 8 Mechs, 22 ASF, 8 Hvy & 8 Lt Vehicles 310,244 171.594 335 Life Support 0 16,750 1.675 279 Crew Stateroom 1953 20 0.000 56 Officer Stateroom 560 6 0.000 3403.4 Cargo 3403.4 34 0.000 30 Fighter or Mech Bay 4500 4,500 0.600 8 Heavy Vehicle Bay 800 800 0.080 8 Light Vehicle Bay 400 400 0.080 1 Infantry (Foot) 28 Men 5 5 0.000 12 Door 0 0 0.012 6 Ftr, 3 Mech/V 12 Large Pulse Laser 84 948 2.100 2 Ea Arc 1 NL/55 1100 1,565 1.250 Aft 48 MG 24 96 0.240 4+4 Ea Arc 500 Ammo, MG 2.5 0 0.003 12 Gauss Rifle 180 2,736 3.600 2 Ea Arc 120 Ammo, Gauss Rifle 15 0 0.300 114 Secondary Engineers 267,631.5 Structure 58 Engineers 36,177.63 Drive & L.S. 2 Pilots & Non-Engineers 6,435 Weapons 310,782 SPV 310,244.2 Total MPV Napolean Command Dropship Tech: 50 7-11 Type: Spheroid 12000 Tons 180,996 137.126 Item Tons MPV Cost SI:50 Internal Structure 1200 120,000 5.010 Bridge 90 900 0.780 7 Engine 5460 27,300 0.420 288 Armor 180 18,000 2.880 N:91 S:77 A:63 1 Landing Gear 0 0 0.120 2316 Fuel (386 Tons) 393.72 0 0.077 81 Double Heat Sinks 13 810 0.486 161 Life Support 0 8,050 0.805 126 Crew Stateroom 882 9 0.000 35 Officer Stateroom 350 4 0.000 948.78 Cargo 948.78 9 0.000 6 Fighter or Mech Bay 900 900 0.120 2 Small Craft Bay 400 400 0.040 1 Infantry (Foot) 28 Men 5 5 0.000 10 Door 0 0 0.010 1 Ftr, 4 Mech, 1 SC 8 Large Pulse Laser 56 632 1.400 8 N 1 NL/45 900 1,145 0.850 Aft 48 MG 24 96 0.240 4 Ea Arc 500 Ammo, MG 2.5 0 0.003 12 Gauss Rifle 180 2,736 3.600 2 Ea Arc 120 Ammo, Gauss Rifle 15 0 0.300 66 Secondary Engineers 140,214.5 Structure 34 Engineers 35,362.32 Drive & L.S. 2 Pilots & Non-Engineers 5,419 Weapons 181,158 SPV 180,995.8 Total MPV Laser AeroCompany Dropship Tech: 50 4-6 Type: Spheroid 12000 Tons 170,757 137.030 Item Tons MPV Cost SI:50 Internal Structure 1200 120,000 5.010 Bridge 90 900 0.780 4 Engine 3120 15,600 0.240 288 Armor 180 18,000 2.880 91 77 63 1 Landing Gear 0 0 0.120 1326 Fuel (221 Tons) 225.42 0 0.044 81 Double Heat Sinks 42 810 0.486 162 Life Support 0 8,100 0.810 135 Crew Stateroom 945 9 0.000 27 Officer Stateroom 270 3 0.000 2045.1 Cargo 2045.1 20 0.000 18 Fighter or Mech Bay 2700 2,700 0.360 0 Small Craft Bay 0 0 0.000 1 Infantry (Foot) 28 Men 5 5 0.000 6 Door 0 0 0.006 3 Ftr, 2 Mech 8 Large Pulse Laser 56 632 1.400 8 Nose 1 NL/45 900 1,145 0.850 Aft 48 MG 24 96 0.240 4+4 Ea Arc 500 Ammo, MG 2.5 0 0.003 12 Gauss Rifle 180 2,736 3.600 2 Ea Arc 120 Ammo, Gauss Rifle 15 0 0.300 63 Secondary Engineers 141,625.5 Structure 32 Engineers 23,712.15 Drive & L.S. 2 Pilots & Non-Engineers 5,419 Weapons 171,594 SPV 170,756.6 Total MPV FS-8 Pinnance A Pinnance is used when it would be inconvenient to use the ship for a minor task. In Battlespace, this is mainly when you don't want to bring your dropship off jump-point, but need to handle a minor task in-system. Tech: 50 8-12 Type: Spheroid 200 Tons 4,311 21.714 Item Tons MPV Cost SI:12 Internal Structure 4.8 480 1.210 Bridge 1.5 15 0.662 8 Engine 104 1,040 0.008 32 Armor 20 2,000 0.320 1 location 1 Landing Gear 0 0 0.002 464 Fuel (29 Tons) 29.58 0 0.006 10 Double Heat Sinks 0 100 0.060 10 Life Support 0 500 0.050 0 Crew Stateroom 0 0 0.000 1 Officer Stateroom 10 0 0.000 11.12 Cargo 11.12 0 0.000 1 Door 0 0 0.001 2 Large Pulse Laser 14 158 0.350 Nose 9 MG 4.5 18 0.045 3 N, 3 AR, 3 AL 100 Ammo, MG 0.5 0 0.001 2 Secondary Engineers 2,495.111 Structure 1 Engineers 1,540.1 Drive & L.S. 2 Pilots & Non-Engineers 276 Weapons 5,401 SPV 4,311.211 Total MPV **** JumpShips **** Mallard small Unit Transport Tech: 50 35 M 0.2-0.3 Type: Jumpship 35 M 99,000. Tons 491 M 15,715 685.383 476,481 Item Tons MPV Cost (Millions) Volume 1 Internal Structure 660. 6,600 0.100 83 1 Bridge 247.5 248 1.650 2,475 0.2 Engine 1,188. 2,376 0.099 297 SI:3 Jump Drive 94,050. 941 445.900 470,250 SI:3 Jump Sail 43. 430 2.150 22 2 Docking Hardpoints 2,000. 200 0.200 1,000 41.25 Lamellor Ferro-Carbide 55. 550 88.000 41 N:8 S:7 A:6 100 Fuel (50 Tons) 51. 0 0.010 714 94 Double Heat Sinks 0. 940 0.564 0 1 21 M Grav Deck 50. 50 5 25 16 Life Support 0. 800 0.080 0 13 Crew Stateroom 91. 1 0.000 910 3 Officer Stateroom 30. 0 0.000 300 115 Cargo 115. 1 0.000 115 1 Small Craft Bay 200. 200 0.020 150 0 Fighter or Mech Bay 0. 0 0.000 0 3 Life Boat 21. 21 0.015 23 7 Door 0. 0 0.007 0 1 SC 18 Large Pulse Laser 126. 1,422 3.150 63 3 Ea Arc 4 Gauss Rifle 60. 912 1.200 12 4 N 40 Ammo, Gauss Rifle 5. 0 0.100 1 12 MG 6. 24 0.060 1 2 Ea Arc 300 Ammo, MG 1.5 0 0.002 0 6 Sec. Eng 7,870 Structure 3 Engineers 4,548 Drive & Life support 3 Pilots& non Engineers 3,298 Weapons 16,203 SPV 15,715 Total Hey, wow, that's all of them. If you've made it this far, let me know what you think. [*****] THREADS::: [*****] From: blsponb@fas.harvard.edu (Brant Sponberg) Newsgroups: rec.games.mecha Subject: Re: Creating weapons Date: 13 Mar 1995 00:34:59 GMT Organization: Harvard University, Cambridge, Massachusetts stedmakr@aloha.com (Keith Stedman) writes: >Does anyone know if this is possible? Like, for example, could I create a, >um, Gauss Rifle with explosive charges, or create an ER ER Pulse Large Laser? >(these are just examples) Besides, how would I go about doing this? >Puma (D) >stedmakr@aloha.com Although there are no BattleTech or FASA rules for creating new weapons, my best advice would be to get a copy of the Traveller role-playing game's "Fire, Fusion, and Steel" technical reference. There are EXTENSIVE rules for creating new weapons using today's proven and tomorrow's predicted technology. There are also rules for different powerplants, armor, construction materials, targeting systems, electronic countermeasures, etc. Although you can't directly transfer a weapon you create under "Fire, Fusion, and Steel" into a BattleTech game (at least statistics-wise), there are a lot of nice weapon ideas in this book and the rules are based on solid physics so they will give you a feel for the relative strengths, ranges, etc. of various weapons. Unfortunately, you will still have to figure damage, heat, and other BattleTech characteristics by rough guessing from what the "Fire, Fusion, and Steel" numbers are (although range you can figure by dividing the "Fire, Fusion, and Steel" range numbers by 30 meters--the size of a BattleTech hex--to get the maximum BattleTech range of a weapon in hexes; tonnage and rounds per ton of ammunition can also transfer directly but critical spaces will have to be your educated guess). I would also suggest looking at various books on the Star Wars (Strategic Defense Initiative or SDI) program as many of the weapons in BattleTech have seen some laboratory realization in that DoD program (if you're lucky you'll find some tonnage and power statistics). In the end, you may have to bend the laws of physics to make your weapons reasonable so they don't upset the balance of the game. As for your two ideas about making a Gauss rifle that fires exploding rounds and an extended-range pulse laser, here's some suggestions from what I've read in SDI literature and in "Fire, Fusion, and Steel." First, in BattleTech, the Gauss rifle fires a watermelon-sized circular ball of an iron/nickel alloy (I think this is described in "Technical Readout 2750"). It would seem to appear that a Gauss rifle must have a "perfectly balanced" (i.e. homogenous) round to fire as it magnetically levitates the ball as it travels along the coils that give it momentum. Otherwise, BattleTech weapons designers would have come out with a Gauss round that is shaped to better penetrate armor (although this may not matter much when the round is travelling at Mach 2) or that can carry explosives. Why they havn't is up to your campaign designer, but in the real world and in "Fire, Fusion, and Steel" the rail gun, basically a Gauss device that accelerates its rounds magnetically as they travel along rails similar to train tracks, is more the norm (the round does not levitate). With a rail gun, you could shape a Gauss round so it could better penetrate armor or put explosives or other devices in the round. In "Fire, Fusion, and Steel", the Gauss device (the rail gun, mass driver, Gauss rifle, or whatever you call it), is really just an improvement over chemically-propelled (i.e. explosively driven) cannon rounds in that it can propel the rounds to much higher velocities. So to answer your question, yes, I think a Gauss rifle redesigned and renamed as a rail gun could use explosives. You should read up on ammunition types in "Fire, Fusion, and Steel" (including armor piercing sabot, HEAP--High Explosive Armor Piercing, KEAP--Kinetic Explosive Armor Piercing--explosive but really does damage by melting the warhead and partially burning/smashing armor, and submunition rounds) to see what the relative damage, masses and ranges for these ammunition types would be when compared to a "normal" BattleTech cannonball-style Gauss round. You will probably have to reduce your ranges to better match the 22 hex BattleTech Gauss range because BattleTech ranges are considerably shorter than real world weapons ranges. If you figure your rail gun will have greater damage potential, you should probably reduce its range or increase its tonnage, crits or heat to balance it in comparison to the Gauss cannon. Here's an Inner Sphere example: Rail Gun Heat- 2 Tonnage- 16 Critical Hit Spaces- 8 Ranges (per ammunition type): Sabot Ammunition Minimum- 3 (sabot must have time to loose itself from round) Short- 1-8 Medium- 9-16 Long- 17-24 (longer range cause sabot has smaller frontal area and less mass in flight than standard Gauss round in flight) HEAP Ammunition Minimum- 1 Short- 1-6 Medium- 7-14 Long- 15-20 (shorter range because explosives make round unstable in flight in comparison to standard Gauss round) KEAP Ammunition Minimum- 5 (needs time to melt warhead, can't do so at short ranges) Short- 1-6 Medium- 7-14 Long- 15-20 (shorter range because explosives make round unstable in flight in comparison to standard Gauss round) Submunition Ammunition (similar to Silver Bullet Gauss in "Unbound" but more realistic) Minimum- 1 Short- 1-6 Medium- 7-12 Long- 13-18 (shorter range because submunitions are very unstable in flight--also balances with LB-X autocannons) Damage (per ammunition type): Sabot- 16 (slightly better than standard Gauss because of round shape and higher velocity) HEAP- 17 (slightly better than standard Gauss because of explosives) KEAP- 18 (better because combines explosives and kinetic piercing of original Gauss rounds) Submunition- 15 total, 1 per submunition (resolved as per LB-X cannons) Ammo per ton (per ammunition type): Sabot- 8 (still kinetic weapon so same mass as original Gauss) HEAP- 7 (explosives make rounds bulkier and heavier) KEAP- 6 (combination of explosives and heavy metals make rounds much bulkier and heavier) Submunition- 7 (as per HEAP) This weapon doesn't unbalance BattleTech anymore than some oldtimers claim that the Gauss cannon does yet it adds a lot more tactical variety to the game--and in Natasha Kerensky's words, "Variety is the spice of battle." Second, as for an extended-range pulse laser, I would give up on that idea and try for a different laser type. If you read "Fire, Fusion, and Steel", you will find a type of laser called an excimer laser. This is exactly what a pulse laser is in that it fires multiple beams from the same lasing source (usually an electrified gaseous compound that can dissociate and reassociate in multiple levels to produce multiple beams of different wavelengths--a standard lasing compound only dissociates and reassociates in one step that produces only one laser beam of one wavelength). There is no "Fire, Fusion, and Steel" equivalent for an ER laser but BattleTech describes it as an improvement in laser focusing mechanisms. Because a pulse or excimer laser fires beams of different wavelengths as its compounds dissociate and reassociate, it would be extremely hard (and probably not worth the extra tonnage or heat) to produce a focusing mechanism that could better focus multiple beams of various wavelengths. It would also make the ER and pulse lasers obsolete and thus unbablance the game to a certain extent. There are other laser types, however. BattleTech view most of its laser types as emitting in the visible wavelengths, however, greater damage, but a shorter range, can be achieved with in the ultraviolet or much greater damage and greater damage in the X-ray ranges. In SDI development, there was talk of a one-shot, X-ray laser using small nuclear charges that melted the crystal that produced the X-ray laser. To transfer that idea to BattleTech, you might have an X-ray laser weapon that uses ammunition in that it has to replace its lasing crystal with every shot. Here's a Clan example: HE (High Energy, i.e. X-ray) Large Laser Heat: 14 Tonnage: 7 Critical Hit Spaces: 3 Ranges: Minimum- 3 (X-rays aren't coherent until this range) Short- 1-9 Medium- 10-18 Long- 19-27 Damage: 12 Ammunition (lasing crystals) per ton: 7 This laser exceeds the range and damage of the Clan ER Large Laser but does so at the expense of heat, tonnage, critical hit spaces, and minimum range so it is technically balanced against that weapon. Against a Clan ER PPC, it lacks the 15 point, head kill damage and against the Clan pulse large laser, it still lacks the -2 on the to-hit roll. Most of all, it relies on ammunition which limits its effectiveness in situations where the other energy weapon types would be last longer (raiding, deep recon, long firefights, etc.) It adds a lot to the game without unbalancing its kindred weapons. Similar weapons could be developed in the short and medium ranges. Other energy weapon ideas include: ultraviolet lasers (shorter ranges and higher heat but bigger damage), meson guns (particle projection cannons that fire particles that can go through most matter--armor and hills for example--but decay relativistically into damaging normal particles), tunable electron lasers (can fire a variety of wavelength types), and sonic weapons. Other weapons can be much simpler. Take, for example, rockets that wind a tough monofilament around a mech's legs (sorta tying its shoelaces together) that increase its probability to fall (infantry would love these). Large neutrino sensors that can allow missiles and other weapons to home in on the emmissions of fusion engines (suddenly ICE-powered vehicles come into their own). Also, think about cold fusion engines, or crystal-aligned metals as construction materials. If you know some physics, read "Fire, Fusion, and Steel", and investigate SDI and other DoD research projects, you can come up with all sorts of neat, but not necessarily unbalancing, weapons. Hope these ideas help and good luck! I'll try to post any other weapons ideas that I finalize or come up with when I get the time. [-----] From: chverchk@basic.cse.psu.edu (Robert J Chverchko) Newsgroups: rec.games.mecha Subject: Re: Creating weapons Date: 13 Mar 1995 00:16:46 GMT Organization: Penn State Computer Science In article Mad Merc writes: >You can create anything you want to , and further if you can convice >others that it is a good idea then you can even play with it. I don't >think that designs created with customised and homemade weapons will >survive long as posts given the tendancy of people to nitpick ideas to >death but feel free to play any way you want to. After all it's your free >time not ours. > > >As for how to set something up, I suggest arbitrarily assigning stats >with an eye twards game balance. However if you don't care about game >balance just cretae something and don't playtest it. If everybody wants >one it is probably too good and needs to be paired down. > >Remember that most weapons fall into one of four range categories: > Incredibly Short (Machine Gun) > Moderate (Medium Laser/SRM) > General (PPC/Large Laser) sometimes with a minimum > Long Range/Bombardment > (LRM, Artillery, X-weapons) Frequently unbalancing. > [munch] I'd tend to agree here, but I think the Btech system is rather balanced in it's weapons if you play by the rules. And that any other weapons systems are gonna be munchkings of sorts. For example the ER Pulse laser. Okay normal ER increases the range by a factor of 5/3 and the heat by 50 percent (decent trade) at no extra weight with 1/4 increase in damage. LL 4t 1c r15 h 8 d 8 ERLL 4t 1c r25 h12 d10 the Pulse effect is simply 1/4 increase in the weapons heat and damage for the largelaser and 50 percent more weight paired with 4/3 increase in range for clan models (munchkin in other words :) So again we start with LL 4t 1c r15 h 8 d 8 LPL 6g 1c r20 h10 d10 Now if we combine these effects for a thoroughly munchkin weapon we get ERLPL 4*1.0*1.5== 6 tons 1*1.0*1.0== 1 crit 15*5/3*4/3== 300/9 ~= 33 hexes (as if any of us want to go against something with range 0/11/22/33 specs and they say ELRM's are munch) (side note: I personally don't think ELRM's are that unbalancing simply put because a ELRM-15 weighs twice this suckers weight, has increased heat and a minimum range of 10 below which only half damage is incurred. Not to mention you have to use ammo for 4 rounds per ton not a lot we all know the problems AC/20 mechs suffer at 5 rounds per ton) 8*3/2*5/4== 15 heat 8*5/4*5/4== 200/16 ~= 12.5 points damage roughly. Now for the game effects, the weapon has no weaknesses at all ranges, it provides exactly enough to decapitate anything and it has a -2 to hit on everything. I can just see the clan mechs lining up to mount this sucker instead of ERPPC's anyday. I'm sorry but I know nobody who would play with you if you mounted such a device on any single one of your designs. [-----] From: nhajj@superdec.uni.uiuc.edu (Nasri Ibrahim Nasri Ibrahim George Moussa Dhaher Hannah el-Hajj) Newsgroups: rec.games.mecha Subject: Re: Creating weapons Date: 13 Mar 1995 03:17:05 GMT Organization: University of Illinois at Urbana Clan weapons have the laser-focusing equipment already in them (the thing that makes them 'ER'). Why this makes them generate more heat is beyond me. However, a Clan LPL is ALREADY --effectively-- an ER Large Pulse, since it mounts the laser-focusing equipment. An IS ERLPL would probably have the following statistics: Heat Damage Min S/M/L Tons Crits Ammo ERLPL 15 10 - 1-5/6-10/11-14 7 3 - - Nasri. [-----] Date: Mon, 13 Mar 1995 00:30:42 +0000 Newsgroups: rec.games.mecha Subject: Re: Creating weapons Organization: University of Illinois at Chicago - ADN Computer Center From: ssyoo@tigger.cc.uic.edu (Sung Shik Yoo) In article , Lisa Richardson wrote: >In stedmakr@aloha.com (Keith Stedman) writes: > >>Does anyone know if this is possible? Like, for example, could I create a, >>um, Gauss Rifle with explosive charges, or create an ER ER Pulse Large Laser? >>(these are just examples) Besides, how would I go about doing this? > >You could try, but be prepared to get munched. First off, GRs are kinetic, >not explosive based, therefore it would not be effective nor would it be >practical. Furthermore, you will get complaints saying that GRs are >already too powerful and don't need the explosive charges. as for an ER ER >Pulse Large Laser, again, it is not needed. After playing BattleTech with some friends for a few years, we decided to create our own military power outside the Periphery, as a result we created the New Terran Alliance. We also created new weapons based on the pre-Clan era. One weapon that we created was the Thermal Cannon. Similar to a hand-held PPC that the B-Master carries, it's more of an autocannon but with a choice of 2 settings. One setting is the standard HE round, a combination of a PPC and an AC10. The cannon round is identical to an AC10 in every respect except that when it explodes during an ammo explosion, each round set for HE causes 15 points of damage. In the thermal setting, when it hits a mech, there is no explosion. Instead, the thermal round causes the hit mech's heat to spike up 15 points because of the unique nature of the chemical mixture. And when the ammo explodes, you get only 5 points of damage *plus* a spike of 10 heat points/ammo set at thermal. As you can see, it's not a very safe ammo, but it's pretty useful. To balance its usage, the entire system weights 10 tons and 1 ton of ammo gives you 3 rounds of the thermal cannon ammo. Just my 2 C-Bills worth [*****] KERENSKY UNION DATA FILES::: [*****] Newsgroups: rec.games.mecha Subject: Kerensky Union - Who We Are - QUICK summary Date: 18 Mar 1995 06:27:54 GMT Organization: New Mexico State University This will have to be a quick summary of teh timeline (I can't find it other than in teh much expanded form of the sourcebook I was working on and that's exactly NOT what I want on teh net, since I want that to go through FASA). Some of this will be a lil off. I'll post a better version after I get this sucker redone. 2824 - Trial of Annihalation against Clan Wolverine. Clans Wolf and Widowmaker win trials to exterminate teh Wolverines which tacnuked a warrior-baby factory and also promoted the idea of returning to the IS. The Wolverines in preparation for the possibility that they'd loose the ToA built several small fleets in teh hopes that one would escape. The plan was to rendezvous beyond Clanspace and move on towards the IS. In case that the ToA failed, they were to pause out of reach of the rampaging Clanners and a warship from the embattled Wolverines was to catchup and tell them their fate. They had sacked and gutted several of the SLRA caches in Clanspace in secret to build up their fleet. An underground railroad was built to smuggle out as many of the civlians as possible. Not many were smuggled out, but some (~40,000) were able to make it to the fleets. In the end, the ToA was successful. The plan nearly failed when the Wolverine warships nearly didn't get away. One did. A Potemkin class. It rendezvoused with the Vincents and transports of the SEcond Exodus Fleet and began the long trek to the IS. Some of the smaller fleets never rendezvoused with the main fleet. Some decided to sacrefice themselves to draw the Clanners in teh wrong direction, others made their way to the IS on their own. Still others hid within Clanspace and soon became the Bandit Caste that the Clanners refuse to speak of. 2824-2826: The long march to teh IS. power struggles between the successor khans, indoctrination, and more. exciting stuff. :) 2826: The survivors make it to the IS. Finding the IS in a state of war and realizing that tehy were helpless to influence it, not to mention thinking the Clanners were hot on their tails (however erroniously), the future Unioners decided to raid the Kurita worlds (as stated in teh CS sourcebook and Kurita sourcebook) for people. This was because tehy realized in order to develop a technological society that they would need more people (a technological society was needed cuz tehy CLANS WERE COMING! (Paranoia has been a strong KU trait from teh beginning hehe)). After teh raids the Unioners took to the Periphery, tracked belatedly by Comstar. 2827: After seeking out and finding an old Star League advance base (designed to facilitate the further colonization out into teh Periphery and provide protection for teh new colonists), the future Unioners and tehir Kuritan passengers decided to settle in. While starting to shuttle colonists to the planet, rumors that the Wolverine population intended to rule over the Kuritans as serfs sparked a violent revolt on teh part of the Kuritans. The Kuritans seized control of three jumpships successfully, but were defeated on two in near genocidal counter attacks. One of the jumpships, a Monolith, escaped, jumping outsystem. This paniced the future Unioners and forced them to strip the advance base of equipment and erase all evidence of their presence there for fear of teh Clans. 2827-2828: The continued flight. Strong prejudice against teh Kuritans. etc. Some jumpships disappear due to a funky gravitic field around one star, further driving teh ever paranoid Unioners out into the Periphery and spinward. 2829: The discovery of Strak. Founding of teh KU capital. 2830-2887: miltary supremecy in teh KU. Primary emphasis on the military adn 'preparing for the invasion' by teh Clanners. Robotic jumpships and probes built to seek out other inhabitable worlds. Program a huge sucess. ~2860: The People Raids. Even though the government had been providing enormous incentives to the population for growth (and grow it did!), it wasn't enough to 'defeat teh invasion' or colonize other worlds. Thus, being the military types they were, tehy raided for what tehy needed in the Periphery (people!), stripping whole planets bare and transporting them back to the KU. A population matching scheme was setup so that there would be a strong loyalty to tke KU at teh new colonies such that for every Periphery settler there would be one from Stark and Gehenna (the Strak system's second inhabitable (if freezing cold and world wide glaciers is considered inhabitable) world). All proceeded well. 2880's: Political unrest. The people weren't happy. The manufacturing had been giving priority to the military adn not manufacturing much in the way of consumer goods of any sort. Soon many of teh children of the Periphery colonists are in positions, while not truly in power, do have some power and raise hell. The KU cracks down HARD on them. Guerrilla warfare common. Pirates for the first time snipe at the KU. 2899: An assination attempt at a newly raised OverSeer (read as Khan for all practical purposes) succeeds and throughs the KU into civil war. 2899-2907: The KU Civil War. 2907: KU Civil War over. The Founder's Children (loyalists) loose. Demilitarization of teh KU. ('The Clans ain't comin'.'). etc. 2907-2912: Economic Depression in teh KU. 2913: The KU government authorizes trade through a convoluted set of blinds with teh Periphery and IS with downgraded equipment. Examples of equipment in teh IS of KU manufacture are teh Karnov Ur, a downrated KU transport. Depression abates once trade 'caravans' return. 2913-3005: Miltech stagnates at teh SL level. Other technologies advance including normal and XL engines, starship engines, and more where applicable to the commercial sector. 2960's: resurregent paranoia about the Clans causes KU to infiltrate the Periphery for information abd eventually the IS through front companies. Equipment used is whateverw as native to that sector. Unsuspected by ComStar due to teh fact that they don't use CS hyperpulse generators (they use their own, duh). 2970's - 2990's: The Shadow War. One with Comstar. CS doesn't realize who its fighting (thinking that it was JUST an increased set of attempts and counterattacks by the house intel groups). 3005: Wolf's Dragoons. Panic grips the KU. THE CLANS ARE COMING! The KU Intel servcies attempt, but fail miserably, to screw up the Dragoons' supply lines. (all teh way until 3015). A 'sick' fanatical group forms believing that the KU ought to return to being Clan Wolverine and thus practices as being such. Violently, and somewhat successfully, suppressed by the KU. 3008: The KU Parliament with teh Lord OverSeer agree to form the KErensky Union Expeditionary Forces serepate from teh Kerensky Union Mustered Militia (standard military, just taht a militia). Manufacturing begins whole sale. 3020's: By altering messages to messages to a Kuritans Warlord and using spies to influence his underlings and advisors, teh KU sets the Kuritans to wipe out the Dragoons. They fail (yet again) and give up attempting to wipe out the Dragoons. 3030's: The Unioners realize the Clans aren't coming quite so quick and slow down production. Pirate raids on teh supply lines and advance bases causes the KU to deploy the first brigade of the first division (the Wolf Skinners) against teh pirates. Ends up pointing out teh inflexible nature of the KUEF brigades and divisions. The Cavalry Regiments designed and sicked on teh pirates. 3040's: With the advent of LosTech in teh IS, the Unioners decide that they can't defend against the Spheriods and begin miltech advancement. Not very successful due to the fact of a lack of experience in that area. first fruit of this comes out in the late 3050's. 3050: The Clan War. The KU watches in horror as the Clans return. 3051: An expedition is sent out to capture some Clan tech for analysis. The expedition never returns and is never heard from again (solhoma and free birth units smash the raiders. . .only one ship, in parody of the Second Exodus, a Potemkin, escapes. A member of the fanatical wannabe Wolverines reforms the survivors into a Clan Wolverine (as he sees it) after the KF drive fails most of the way to the IS. . .nothing really happens with them until the Colobists from Myops encounter them and fight them trying to conquer each other) 3053-3057: The KU secretly reveals itself to the Taurians and the Canopians and signs a pact of alliance. Eventually goes on to help the FWL and CC build up their navies to resist teh clans through the New Earth Trading COmpany (which has been taken over by the KU). 3059: A COmStar Explorer Corps vessel stumbles upon the KU's nearest world to the Periphery. Thru inept handling, the vessel escapes thinking its found the Clan homeworlds (incorrectly tho) due to the fact that technology in general seems so advanced from what tehy saw. 3060: KUEF still uncommitted. indecision on what to do. . . (end officially what I'd like to do for approximately the timeline. For fun we're doing a battle where the KU strikes against Strana Mechty (in my group). I'm GMing the Unioners and the Clanners are the players. . .should be interesting! That's the reason for seeking all of the Clan designs. . . . .its suppsoed to take place in 3061) ---------------------------------------------------------------------- From: wbaird@nmsu.edu (William Baird) Newsgroups: rec.games.mecha Subject: KU - Military Structure Date: 18 Mar 1995 06:33:44 GMT Organization: New Mexico State University (The KU military is divided into two halves. The KU Mustered Militia and teh Expeditionary Forces. The Militia is meant to defend worlds. The KUEF to be exactly as teh name says). The militia is orgranized such that there is one battlion per world where the officers are professional and the rest are weekend warriors. The majority of the KUMM troops are infantry and tankers. Only the officers are in mechs. The KUEF is much more varied however. . . (BTW, the KUMM has a battlion on each world. . .FYI) Units in teh Kerensky Union Expenditionary Forces are designed with specific purposes in mind. Some are intended as front line combat units. Others as traditional cavalry in teh roles of screening and scouting. It primary depends on teh force structure and mission as to which the unit is. The two primary force structures are the Regiment and Division. The Regiment is used exclusively by the Assault and Cavalry Branches of the KUEF. The Division, and related force structures, is used by the other branches (Infantry, Armour, Artillery, and Battlemech). Regiment Tactical Organiztion (base 4): 2 standard lances + 1 air lance + 1 reinforced fire lance = company 3 standard companies + 1 support company = battlion 4 battlions + command company + CAS/CAP wing + attached artillery = regiment support company is 2 logistics lances (reinforced), 1 command lance (air), and 1 artillery lance (reinforced) for the regimetal TO Division Tactical Organiztion (base 8): 3 standard lances + 2 secondary lances + 1 tertiary lance + command lance + CAS squadron = company 3 standard companies + 2 secondary companies + 2 combat support companies + 1 logistics company = battlion 3 standard battlions + 2 secondary battlions + 1 logistics battlion + 1 artillery battlion + Hussar battlion + command company = brigade 3 brigades = division Definitions: Artillery: Found in two forms. As reinforced lances at the battlion level (as high speed hovercraft mounting Arrow IV/VI or Sniper cannon) or at the battlion level in brigades of Panzers. Attached units of company size float around the KUEF TO&E as Independant Self-Propelled Artillery Units or as Independant Airborne & Deployed Artillery Units (both battery/company in size) Cavalier Units: The former Interceptor Units. These units are the strategic flankers, fast strike units, and raiders. Expected to screen brigade size or larger units from attacks, these units are also deployed as fast reinforcement reserves filling on the strategic level what the Dragoon units fill on teh tactical level. All mechs in this unit are lights due to the movement requirement of 10/15(20). Most units are strictly mech in nature though some are CA using hover and VTOL vehicles. These units are formed up to a battlion in size and are attached at teh brigade level (2 to a brigade). Cavalry: The assault troopers. These guys are the ones dropped from orbit in their battlemechs and are expected to secure the drop zone. Uses the Regiment standard for tactical organization. primarily a mech formation with reinforced mech infantry units mixed in in CA units. Cavalry units are always made up of quad's with turrets and require a movement rate of 6/9 (12). This unit type consists of all the quad's in the KUEF. Dragoon Units: A mixing of the Panzer and Cavalry unit requirements. In battle simulations, a strictly Panzer unit would be relatively easily out maneavered by a theoretical clan unit. Therefore it was decided that a unit type should be created for the use of upper level tactical flankers as well as to fill the role of strike followup. Dragoon units do not exist above the company level (two are attached to each Panzer Battlion for these purposes). These units follow the same structure as the Panzer units while having the 6/9(12) movement requirements of the Cavalry. These units are not quad's however. These units also use the combined arms formations of the Panzer units. Guards Units: These units are the classic armour units. They follow the Division type structure and can be found in size up to Division in strength. Hussar Units: The traditional air cavalry. These guys use their VTOL craft to form teh same missions as the old style air cav did in teh late 20th and early 21st centuries. designed as harrassers, raiders, and combat support units these guys are expected to slow and soften the enemy or wreck havoc on their supply lines. Always made up of VTOLs (with an occasional LAM for the command types), movement requirements always are 9/14 or higher. Light Horse Units: These units are in reality mechanized infantry. These units tend to have the same movement requirements as the Panzer units and thus are considered slow on the battle field by KU commanders. These units cna be found in strength up to Division size. They follow the Division force structure. Marine Units: Where the fighting is hottest, these guys are deployed. These are teh shock troopers. A strictly mech based fighting structure, these units are not attached at the Division or lower level and are made up of strictly assault battlemechs (which are not found anywhere else in teh KUEF TO&E). Found mostly dispersed into battlion sized units used for break throughs or heavy rear guard action. Movement of 3/5 is required for all mechs in these units or better. Panzer Units: Uses Division based force structure. Mixed combined arms unit with a slight leaning towards battlemechs (4 lances of mechs to 2 of armour to one of mech infantry on teh company level). The primary fighting unit of the KUEF. expected to take on an IS battlion for a fair fight. Primary drawback is the unwieldy mobility. While a standard of 5/8(10) is maintianed, the strategic mobility suffers due to the fact that a single dropship is required per company. ---------------------------------------------------------------------- From: wbaird@nmsu.edu (William Baird) Newsgroups: rec.games.mecha Subject: KU Light Mechs Date: 18 Mar 1995 06:34:51 GMT Organization: New Mexico State University NAME: LCT-3A Hummingbird Tons: Tonnage: 20 Internal Structure Endosteel 1 Engine: 300 XL 9.5 Walking: 15 (30) Running: 23 (30) Jumping: 0 Total Heat Sinks: 10 gyro: 3 cockpit: 3 Armour Factor: 27 1.5 internal armour structure factor head 3 4 Center Torso 6 3/2 Rt/Lt Torso 5 3/2 Rt/Lt Arm 3 2 Rt/Lt Leg 4 3 Weapons & Ammo: Type: Loc: Crit: medium laser H 1 1 MASC CT 1 1 Head: medium Laser Rt Torso: Center Torso: Lt Torso: XL (3) MASC XL (3) 9 ESIS 9 FFA Rt Arm: Lt Arm: 5 FFA 5 ESIS Rt Leg: Lt Leg: empty empty NOTES: The Hummingbird was a losing proposal for the scout design competition. The KUEF Quartermasters Command felt that the Hummingbird was not suited enough to the scout role to be excepted as the winner. It lacked the Beagle Active Probe, making hidden enemies much harder to detect. The KUEF QC was , however, very impressed with the speed of the battlemech and especially with the bursts of speed that reached 324 kph. The decision was made to ask the manufacturor to commence production of the Hummningbirg as part of teh KUEF's interceptor battlions. Lightly armed and armoured, the only real redeeming feature of the Hummingbird is its incredible speed. Stand up fights are simply suicidal in teh Hummingbird. NAME: STG-9G Stinger Tons: Tonnage: 20 Internal Structure Endosteel 1 Engine: 160 XL 3 Walking: 8 (16) Running: 12 (16) Jumping: 8 Total Heat Sinks: 10 gyro: 2 cockpit: 3 Armour Factor: 64 4 internal armour structure factor head 3 8 Center Torso 6 9/3 Rt/Lt Torso 5 8/2 Rt/Lt Arm 3 5 Rt/Lt Leg 4 7 Weapons & Ammo: Type: Loc: Crit: medium laser RA 1 1 small laser RA 1 .5 small laser LA 1 .5 MASC CT 1 1 jump jets RL 2 1 jump jets LL 2 1 jump jets RT 2 1 jump jets LT 2 1 Head: ESIS Rt Torso Ct Torso Lt Torso XL (3) MASC XL (3) 2 JJ ESIS 2 JJ ESIS (7) ESIS(7) Rt Arm: Lt Arm: Medium laser small laser small laser 7 empty 6 empty Rt Leg Lt Leg 2 JJ 2 JJ Notes: The KU wanted a version of the Stinger mech to be used by both the militia and the expeditionary forces. The end result of the design competition was slightly more powerful than the SLRA Stinger, much faster, and slightly better armoured. ---------------------------------------------------------------------- From: wbaird@nmsu.edu (William Baird) Newsgroups: rec.games.mecha Subject: KU lt mechs (more) Date: 18 Mar 1995 06:36:02 GMT Organization: New Mexico State University NAME: WAR-1R Light Hammer Tons: Tonnage: 30 Internal Structure Endosteel 1.5 Engine: 240 XL 5.75 Walking: 8 Running: 12 Jumping: 0 Total Heat Sinks: 10 (20) 0 gyro: 3 cockpit: 3 Armour Factor: 81 4.5 internal armour structure factor head 3 9 Center Torso 6 12/3 Rt/Lt Torso 5 10/2 Rt/Lt Arm 3 6 Rt/Lt Leg 4 7 Weapons & Ammo: Type: Loc: Crit: Large Laser RA 2 5 Large Laser LA 2 5 medium laser RT 1 1 medium laser LT 1 1 Head: ESIS Rt Torso: Center Torso: Lt Torso: medium laser 2 ESIS medium laser 1 DHS(3) XL (3) 2 ESIS 8 FFA XL (3) Rt Arm: Lt Arm: Large Laser (2) Large Laser (2) 4 FFA 4 ESIS 2 ESIS 2 FFA Rt Leg: Lt Leg: 2 ESIS 1 ESIS 1 empty NOTES: Interestingly, the Light Hammer appears to be a mech that was designed by the original Clan Wolverine engineers. It was decided that a more powerful light mech was needed in teh CWolverine mech forces. The Light Hammer was the result. The KU upgraded the design after the flight from teh Clan Homeworlds. Thus the current design arose. While lacking the telltale MASC and ECMS that are generally standard on KU mechs, the Light Hammer has a high rate of speed and hefty firepower for a ligt mech. The mch is also very well armoured for it's weight class and is generally considered a good mech to be assigned to. NAME: PNT-10K Panther Tons: Tonnage: 30 Internal Structure Endosteel 1.5 Engine: 270 XL 7.5 Walking: 9 Running: 14 Jumping: 0 Total Heat Sinks: 10 gyro: 3 cockpit: 3 Armour Factor: 81 4.5 internal armour structure factor head 3 9 Center Torso 6 12/3 Rt/Lt Torso 5 10/2 Rt/Lt Arm 3 6 Rt/Lt Leg 4 7 Weapons & Ammo: Type: Loc: Crit: ER PPC RA 3 7 medium laser LA 1 1 medium laser LA 1 1 medium laser H 1 1 small laser CT 1 .5 Head medium laser RT Torso Ct Torso Lt Torso XL (3) Small laser XL (3) 9 FFA FFA 9 ESIS Rt Arm Lt Arm ER PPC (3) 2 medium lasers 5 ESIS 4 FFA RT Leg Lt Leg empty empty NOTES: The KU Panther is an upgrade of another Star league era mech. Again, like the Light Hammer, the Panther lacks the MASC and ECMS standard to most KU mechs. This also suggests that the KUMM and KUEF have different design philosophies for building mech's. The Panther carries an impressive amount of fire power and is incredibly fast for a light mech while being reasonably protected. Interceptor Mech's: The following mech's are used in the KU's military as interceptors, fast reaction reinforcements, flank and rear guards, and raiders. There are two interceptor battlions to a KUEF brigade. Please note, a KUEF battlion is larger than it's IS equivalent. The interceptor battlions have some of the highest attrition rates that the computer models predict. As a precaution the IB's were fitted only with energy weapons, to help reduce the fatalities due to ammunition explosions. Another consideration that was helpful with this was that if the fast moving IB's didn't have ammunition, their support trains would not be as large. Name LCT-2V Faile Tons Tonnage 20 Internal Structure EndoSteel 1 Engine 240 XL 5.75 walking: 12(24) running: 18 jumping: 0 total heatsinks: 10 Cockpit 3 Gyro 3 Armour Factor 54 3 internal Armour structure Value Head 3 6 Center Torso 6 9 CT (rear) 3 Rt/Lt Torso 5 6 Rt/Lt T (rear) 2 Rt/Lt Arm 3 4 Rt/Lt Leg 4 6 Weapons & Ammo: Weapon: Location: Critical: Medium Laser CT 1 1 Medium Laser CT 1 1 Medium Laser H 1 1 MASC RT 1 1 Head: Medium Laser Rt Torso: Center Torso: Lt Torso: 3 XL 2 medium lasers 3 XL small laser small laser 7 Endosteel 7 Endosteel 1 Ferrofiberous 1 Ferrofiberous Rt Arm: Lt Arm: 6 Ferrofiberous 6 Ferrofiberous Rt Leg: Lt Leg: none none Notes: This battlemech was designed as a replacement for the Locusts in KU Expeditionary Forces. The KU designers analysized the battlemechs of the Inner Sphere and decided that in order to hold the IS at bay, as well as the Clans, they would need a much faster light battlemech than the IS equivalents. Thus the Faile was born. The basic design looks like a Locust (on which the design was based), but carries more firepower than the LCT-1V. This is the mainstay mech of the interceptor battlions being deployed 2 to a lance. NAME: HSR-200E Hussar 2 Tons: Tonnage: 30 Internal Structure EndoSteel 1.5 Engine: 300XL 9.5 walking 10(20) Running 15 jumping 0 Total Heat sinks: 10 (20) 0 Gyro 3 Cockpit 3 Armour Factor 81 4.5 internal armour structure value Head 3 6 Center Torso 10 14 CT (rear) 3 Rt/Lt Torso 7 10 Rt/Lt T (rear) 2 Rt/Lt Arm 5 7 Rt/Lt Leg 7 10 Weapons and ammo: Weapon: Loc: Crit ER PPC RT 3 7 MASC LL 2 1.5 Head: Rt Torso Ct Torso Lt Torso ER PPC (3) ESIS (2) ESIS (9) XL (3) XL (3) ESIS (3) Rt Arm Lt Arm FFA (7) FFA (7) Rt Leg Lt Leg MASC (2) empty (2) Notes: This mech was intended for a roll of fire support (direct) for the interceptor battlions. There is a variant that was developed to provide AA protection for the same units and provide secondary FIST duties. It replaces the ER PPC with 6 medium lasers and a TAG unit. The medium lasers are placed in the arms, 3 each, and the TAG in the mech's head. The general deployment of the primary design is 1 to a lance. The AA variant, in teh interceptor battlions, is generally set up as 2 to a cmpany as well as the normal AA lance of 6 to a battlion. Name: LGT-3N Lightning Bolt Tons Tonnage 25 Internal Structure Endosteel 1.25 Engine 250 XL 6.25 walking: 10(20) running: 15 jumping: 0 Total Heat Sinks: 10 0 Gyro 3 Cockpit 3 Armour factor: 4.5 internal armour structure value head Center Torso CT (rear) RT/Lt Torso RT/Lt T (rear) Rt/Lt Arm Rt/Lt Leg Weapons and Ammo: Weapon: Loc: Crit: Medium LAser RA 1 1 Medium laser LA 1 1 TAG H 1 1 Beagle Active Probe CT 2 1.5 Medium Laser LT 1 1 MASC LL 2 1.5 Head: TAG Rt Torso Ct Torso Lt Torso 3 XL 2 BAP 3 XL 9 ESIS 1 medium laser 8 FFA Rt Arm Lt Arm 1 medium laser 1 medium laser 5 ESIS 6 FFA Rt Leg Lt Leg empty 2 MASC Notes: This mech was designed as the primary ECM unit for the interceptor battlions. It has an equally common variant that carries the ECMS instead of the BAP. Typically, this mech (the ECMS carrying variant) will be assigned as the lance commander's mech in an interceptor battlion. The Beagle carrying variant is used as the XO/FIST unit. This makes the Lightning Bolt a common mech in the KUEF interceptor battlions. ---------------------------------------------------------------------- From: wbaird@nmsu.edu (William Baird) Newsgroups: rec.games.mecha Subject: More KU Mechs (LONG!) Date: 18 Mar 1995 06:38:29 GMT Organization: New Mexico State University NAME: LNC25-02 Gawyn Mass Tonnage 60 Internal Structure: Endosteel 3 Engine: 360 XL 16.5 walking: 6 (12) running: 9 (12) jumping: 0 Total Heatsinks: 15 (30) 5 Gyro: 4 Cockpit: 3 Armour Factor: 170 9.5 internal armour structure value head 3 9 Center Torso 20 28 CT rear 11 RT/LT Torso 14 18 RT/LT Torso rear 10 RT/LT Arm 10 16 RT/LT Leg 14 17 Weapons & Ammo: Weapon: Loc: Crit: ER PPC RA 3 7 ER PPC LA 3 7 medium laser RT 1 1 medium laser LT 1 1 MASC RT 3 3 Head none Rt Torso Ct Torso Lt Torso 3 XL 2 ESIS 3 XL DHS (3) MASC (3) Medium laser Medium laser 5 ESIS 5 ESIS Rt Arm Lt Arm -Hand Actuator -Hand Actuator -Lower Arm Actuator -Lower Arm Actuator ER PPC (3) ER PPC (3) 1 ESIS 1 ESIS 6 FFA 6 FFA Rt Leg Lt Leg 2 FFA 2 FFA Notes: The Gawyn was designed to be one of several of the KUEF's main battle mech's. Deisgned to have long range and speed above all else, it fills the role intended well in the KUEF computer simulations. It is hoped that it will be able to out maneauver any of the Inner Sphere units of similar weight that it will encounter. Obviously, the Gawyn is an upgrade with SLtech of the Lancelot. With the MASC equipment, the Gawyn can due spurts of speed that an IS Locust does in a flat run, approximately 127 kph. NAME: WHM-6S Warhammer Mass Tonnage 70 Internal Structure Endosteel 3.5 Engine: 350 XL 14.5 walking: 5 (10) running: 8 (10) jumping: 0 total heat sinks: 17 (34) 7 gyro 4 cockpit 3 Armour factor 224 13.5 internal armour structure value head 3 9 Center Torso 22 33 CT rear 10 RT/LT Torso 15 24 RT/LT Torso rear 6 RT/LT Arm 11 22 RT/LT Leg 15 30 Weapons & Ammo: Weapons: Loc: Crit: ER PPC RA 3 7 ER PPC LA 3 7 medium laser RT 1 1 medium laser LT 1 1 medium laser RT 1 1 medium laser LT 1 1 small laser RT 1 .5 small laser LT 1 .5 small laser H 1 .5 ECMS CT 2 1.5 MASC RT 4 3.5 Head small laser Rt Torso Ct Torso Lt Torso medium laser ECMS medium laser medium laser medium laser small laser small laser 3 XL 3 XL MASC (4) 6 ESIS 2 ESIS Rt Arm Lt Arm -hand actuator -hand actuator ER PPC (3) ER PPC (3) 3 ESIS 3 ESIS Rt Leg Lt Leg none none Notes: The KUEF decided that it wanted an upgrade of the vernable Warhammer mech. Thus teh result was as above. The decision to strip out the ammo carrying weapons on mech's where possible took place was carrued through with this design as well. Gone are the machine guns and the SRM6, to be replaced with a pair of medium lasers, an ECM suite, a small laser, and the MASC equipment. The MASC equipment was made posible by replacing the internal structure with the stronger and lighter endosteel version, which freed up the remaining necessary mass. The engine was upgraded to a 350 XL, allowing a 25% increase in speed. The MASC was then coupled to this to allow bursts of speed up to 106 kph. The traditional PPC's were stripped out in favour of the newer ER PPC 's. The armour was also upgraded from only 10 tons to 13.5, a 35% increase over the original. All in all, this mech is considered a premium fighter and a deadly adversary. NAME: FLS-8L Flashman Mass Tonnage 75 Internal Structure: Endosteel 3.75 Engine: 375 XL 19.25 walking: 5 (10) running: 8 (10) jumping: 0 Total Heatsinks: 19 (38) 9 gyro: 4 cockpit: 3 Armour value: 216 13.5 internal armour structure value head 3 9 Center Torso 23 30 Center Torso (rear) 11 Rt/Lt Torso 16 22 Rt/Lt Torso (rear) 10 Rt/Lt Arm: 12 24 Rt/Lt Leg: 16 27 Weapons & Ammo: Weapons: Loc: Crit: ER Large Laser RA 2 5 ER Large Laser LA 2 5 ER Large Laser CT 2 5 Medium Laser RT 1 1 Medium Laser LT 1 1 ECMS LT 2 1.5 MASC RT 4 4 Head none Rt Torso Ct Torso Lt Torso 3 XL ERLL 3 XL ML ML MASC (4) ECMS (2) DHS (3) DHS (3) ESIS (1) ESIS (3) Rt Arm Lt Arm -Hand Actuator -Hand Actuator ERLL (2) ERLL (2) DHS(3) DHS(3) ESIS(4) ESIS(4) Rt Leg Lt Leg 1 ESIS 1 ESIS 1 open 1 open Notes: The Flashman is an upgrade on teh original flashman design. The extended range large lasers were swapped in for the traditional large lasers. Three of the medium lasers and the flamer wre swapped out for the MASC equipment. The antimissile system and its ammo were also exchnaged, but for an ECM suite. The KUEF's belief in a Electronicly active and highly mobile one show through in the redesign of the Flashman. NAME: HGN-733 Highlander Mass Tonnage: 90 Internal Structure: Endosteel 4.5 Engine: 360 XL 16.5 walking: 4 (8) running: 6 (8) jumping: 4 total heat sinks: 13 (26) 3 gyro 4 cockpit 3 Armour Factor: 278 15.5 internal armour structure factor Head 3 9 Center Torso 29 42 Center Torso (rear) 15 Rt/Lt Torso 19 28 Rt/Lt Torso (rear) 10 Rt/Lt Arm 15 30 Rt/Lt Leg 19 38 Weapons & Ammo: Weapons: Loc: Crit: Gauss Rifle RA 7 15 Ammo (24) RT 3 3 medium laser RT 1 1 medium laser RT 1 1 medium laser RT 1 1 medium laser LA 1 1 ER PPC LA 3 7 ECMS LT 2 1.5 small laser H 1 .5 MASC LT 5 4.5 Head small laser Rt Torso Center Torso Lt Torso 3 XL 2 ESIS 3 XL 4 GR ammo 5 MASC 2 ESIS 2 ESIS 3 medium lasers ECMS (2) RT Arm Lt Arm - hand actuator ER PPC (3) Gauss Rifle (7) 1 medium laser 2 ESIS 2 ESIS Rt Leg Lt Leg 2 ESIS 2 ESIS Notes: Designed to be the primary assault mech of the KUEF. Suprisingly enough, the highlnader for the KUEF is jump capable. The KUEF seems to have a bias against jump capable mech's in its inventory, especially for those in nonscouting roles. Typically though, a ECM suite is present and so is the MASC equipment. The KUEF version of teh Highlander is more mobile than the SL mech of the same name. Almost all of the ammo baring weapons out of teh design and replaced them with energy weapons. This kills the possibility of an ammo explosion. The main drawback is that the mech is now unable to fire indirectly. This was considered a good trade. The deisng has a slight heat problem which the designers are trying to rectify. The obvious solution is to strip out the medium lasers for DHS's. NAME: MAD-7KU Marauder Mass Tonnage 75 Internal Structure: Endosteel 3.75 Engine: 375 XL 19.25 walking: 5 (10) running: 8 (10) jumping: 0 Total Heatsinks: 15(30) 5 Gyro: 4 Cockpit: 3 Armour Factor: 224 13.5 internal armour structure value head 3 9 Center Torso 20 28 CT rear 11 RT/LT Torso 14 18 RT/LT Torso rear 10 RT/LT Arm 10 16 RT/LT Leg 14 17 Weapons & Ammo: Weapon: Loc: Crit: ER PPC RA 3 7 ER PPC LA 3 7 ER Large Laser RT 2 5 medium laser RA 1 1 medium laser LA 1 1 ECMS CT 2 1.5 MASC RL/LL 4 3.5 Head: Rt Torso Ct Torso Lt Torso XL (3) ECMS (2) XL(3) ER Laser (2) DHS (3) 6 ESIS 6 ESIS Rt Arm: Lt Arm: -hand actuator -hand actuator ER PPC (3) ER PPC(3) medium laser medium laser ESIS ESIS 3 Free spaces 3 Free spaces Rt Leg: Lt Leg: MASC (2) MASC (2) Notes: The KUEF wanted it's own version of teh Marauder for use on the battle -field. The 7KU was the end result of the biddings. Having no ammo dependent weapons, the 7KU is quite capable of operating for weeks without being in contact with the regular supply lines. The mian weapons are a pair of ER PPC's that give an improved range over the standard PPC's in the 3R. The ER Large Laser replaces the AC/5 providing improved range and damage potential. The standard KUEF MASC and ECMS are also present. The MASC units provide bursts of speed up to 108 kph. The normal walking speed was increased by 25%. The armour was beefed up with two and half more tons. In general the 7KU is an improvement over the 3R. NAME: MAD-6KU Marauder Mass Tonnage 75 Internal Structure: Endosteel 3.75 Engine: 300 XL 9.5 walking: 4 running: 6 jumping: 0 Total Heatsinks: 15(30) 5 Gyro: 3 Cockpit: 3 Armour Factor: 224 12 internal armour structure value head 3 9 Center Torso 20 28 CT rear 11 RT/LT Torso 14 18 RT/LT Torso rear 10 RT/LT Arm 10 16 RT/LT Leg 14 17 Weapons & Ammo: Weapon: Loc: Crit: ER PPC RA 3 7 ER PPC LA 3 7 Gauss Rifle RT 7 14 Ammo LT 2 2 medium laser RA 1 1 medium laser LA 1 1 NOTES: The KUMM wanted its own version of the Maruader that had been improved upon as well. The KUMM has less of a problem with supply lines than the KUEF and thus the worry about them, or the lack thereof, shows in their designs. The Standard chassis was rebuilt with the lighter endosteel materials. The engine was replaced with a more efficient XL version. The heatsinks were replaced with the better heat dissipating Double Heatsinks. The armour was slightly improved with an additional half ton. The PPC's were upgraded. The biggest change was the replacement of the AC/5 with a Gauss Rifle. In many ways this design is similar to one of the FedCom Marauders and is just, if not more so, as powerful. NAME: GNT-1A Giant Mass Tonnage: 100 Internal Structure: Endosteel 10 Engine: 300 XL 9.5 walking: 3 running: 5 jumping: total heat sinks: 22 (32) 6 gyro 3 cockpit 3 Armour Factor: 278 17 internal armour structure factor Head 3 9 Center Torso 29 42 Center Torso (rear) 15 Rt/Lt Torso 19 28 Rt/Lt Torso (rear) 10 Rt/Lt Arm 15 30 Rt/Lt Leg 19 38 Weapons & Ammo: Type Loc Crit ER PPC rt 3 7 ER PPC lt 3 7 Gauss Rifle rt 6 15 Gauss Rifle lt 6 15 ammo (16) rl 2 2 ammo (16) ll 2 2 medium laser ra 1 1 medium laser la 1 1 Head Rt Torso Ct Torso Lt Torso XL (3) XL(3) ER PPC (3) ER PPC (3) Gauss Rifle (6) Gauss Rifle (6) Rt Arm: Lt Arm: -hand actuator -hand actuator medium laser medium laser 2 DHS (6) 2 DHS (6) Rt Leg: Lt Leg: 2 ammo 2 ammo NAME: HNK-10A Grolm Mass Tonnage 50 Internal Structure Endosteel 2.5 Engine: 300 XL 9.5 walking: 6 (12) running: 9 (12) jumping: 0 Total Heat Sinks: 10 0 gyro: 3 cockpit: 3 Armour factor: 144 9 internal armour structure factor head 3 9 Center Torso 16 23 Center Torso (rear) 6 Rt/Lt Torso 12 20 Rt/Lt Torso (rear) 4 Rt/Lt Arm 8 11 Rt/Lt Leg 12 18 Weapons & Ammo: Weapons: Loc: Crit: Gauss Rifle RT 7 15 Ammo (32) LT 4 4 ECMS CT 2 1.5 MASC RL 1 1 MASC LL 1 1 MASC LL 1 .5 head ESIS Rt Torso CT Torso Lt Torso 3 XL ECMS (2) 3 XL Gauss Rifle (7) Ammo (4) 2 ESIS 5 ESIS Rt Arm Lt Arm -hand actuator -hand actuator 3 ESIS 3 ESIS Rt Leg Lt Leg MASC (1) MASC (2) Notes: The KUEF called for design submissions for a long range direct fire support mech for the Cavalry forces used by the KUEF. The Grolm was the result of the decision. The Grolm sports a massive Gauss Rifle as its armament with an ECMS as a protective measure. The large amount of ammo would allow the Grolm to have long periods of continuous volleys. This would help with the rest of the KUEF units to fight a protracted battle. An upgrade is in the works and planned for the KUEF Grolms. Two ER PPC's will be replacing the Gauss Rifle and ammo. Extra double heatsinks take up the spare space. The KUMM will be recieving the old versions of the Grolm for it's use. NAME: CRB-129 Crab Mass Tonnage 50 Internal Structure Endosteel 2.5 Engine: 300 XL 9.5 walking: 6 (12) running: 9 (12) jumping: 0 Total Heat Sinks: 13 (26) 3 gyro: 3 cockpit: 3 Armour factor: 161 9 internal armour structure factor head 3 9 Center Torso 16 26 Center Torso (rear) 6 Rt/Lt Torso 12 20 Rt/Lt Torso (rear) 4 Rt/Lt Arm 8 14 Rt/Lt Leg 12 22 Weapons & Ammo: Weapons: Loc: Crit: Large Laser RA 2 5 ER Large Laser CT 2 5 Large Laser LA 2 5 Medium Laser H 1 1 MASC RT 3 2.5 ECMS LT 2 1.5 Head: Medium Laser RT Torso: Ct Torso: LT Torso: XL (3) ER Lrg Lsr (2) XL (3) MASC (3) ECMS (2) ESIS (3) ESIS(4) DHS(3) FFA(3) Rt Arm: Lt Arm: -Hand Actuator -Hand Actuator Large Laser (2) Large Laser (2) ESIS(4) ESIS (3) FFA(3) FFA(3) Rt Leg: Lt Leg: FFA(2) FFA(2) Notes: The KUEF decided that it needed a mainline medium class mech, a work horse design for it's battlemechs. It was decided then that one of the best mechs for this role would be the Crab of the KUMM and SLRA. However, in the simulations for integration into the KUEF forces and doctrine, the Crab was found lacking in firepower, ECM capabilities, and speed. It was decided that a call for designs was required. Each of the KU mech building defense contractors submitted their proposals. Some carried PPC's, others 2 ER Large lasers, and a single normal large laser. All replaced the small laser with a medium class laser. Generally, all replaced the medium laser with a form of large laser (either ER or normal). Almost all, had problems with heat, without fail. The two designs that were left over after the low heat requirement knocked the others out of the running was a version that carried 3 normal large lasers and a medium laser and another that carried 2 normal large lasers, an ER large laser, and a medium laser. The extended fighting range reuirement was better, slightly, in the ER version, the low heat requirement better in the main weapons configuration of the nomarl version. The extended range version won out for teh KUEF, but the KUMM ordered the normal version as part of its slower upgrade. (normal version: replace the ER LL with a normal LL) NAME: GRF-10N Trogoldyte Mass Tonnage 55 Internal Structure Endosteel 2.75 Engine: 330 XL 12.25 walking: 6 (12) running: 9 (12) jumping: 6 Total Heat Sinks: 12 (24) 2 gyro: 4 cockpit: 3 Armour factor: 160 10 internal armour structure factor head 3 9 Center Torso 18 26 Center Torso (rear) 7 Rt/Lt Torso 13 21 Rt/Lt Torso (rear) 4 Rt/Lt Arm 9 14 Rt/Lt Leg 13 20 Weapons & Ammo: Weapons: Loc: Crit: ER Large Laser RA 2 5 ER Large Laser RA 2 5 Medium Laser LA 1 1 Medium Laser LA 1 1 Medium Laser RT 1 1 Medium Laser LT 1 1 ECMS LT 2 1.5 MASC RT 3 2.5 Jump Jets RL 2 1 Jump Jets LL 2 1 Jump Jets CT 2 1 Head: ESIS Rt Torso Ct Torso Lt Torso XL (3) 2 Jump Jets XL (3) Medium Laser Medium Laser MASC (3) ECMS (2) ESIS(5) ESIS(6) Rt Arm: Lt Arm: ER Large Laser (2) Medium Laser ER Large Laser (2) Medium Laser ESIS ESIS Rt Leg: Lt Leg: 2 Jump Jets 2 Jump Jets NOTES: The KUEF knew from the beginning that it wouldn't know what sort of tactics or technologies the Clans would use in battle. The only reliable sources of tactical analysable data of any enemy that the KU had were the old SLRA tactics manuals, and the raw tactical data gathered from the Inner Sphere and Periphery battles. This still worries the KU planners. However, in the process of analysizing the IS tactical data the KUEF tacticians and mech designers realized that the nonjump capable mechs were at a tactical disadvantage. The KUEF called for designs from the various battlemech contractors for jump capable battlemechs. The troglodyte and Red Eagle battlemechs were the end result of the medium class jump capable battlemech design calls. AS is the general rule, the Troglodyte uses strictly energy weapons as armament. The main armament is a pair of extended range large lasers. The secondary armament is a double pair of medium lasers. Manuoverability and speed were also considerations in this design. The typical MASC was fitted for use in the already formidable cavalry sustained combat speeds of 64.8 kph and 97.2 kph. Also the typical ECMS was installed for the "electronically 'hot' battlefield" doctrine. NAME: PHX-11U Red Eagle Mass Tonnage 45 Internal Structure Endosteel 2.25 Engine: 270 XL 7.25 walking: 6 (12) running: 9 (12) jumping: 6 Total Heat Sinks: 10 (20) 0 gyro: 3 cockpit: 3 Armour factor: 120 7.5 internal armour structure factor head 3 8 Center Torso 14 19 Center Torso (rear) 5 Rt/Lt Torso 11 18 Rt/Lt Torso (rear) 4 Rt/Lt Arm 7 10 Rt/Lt Leg 11 12 Weapons & Ammo: Weapons: Loc: Crit: ER PPC RA 3 7 LRM 10 RT 2 5 Ammo (24) RT 2 2 CASE RT 1 .5 Medium Laser LA 1 1 ECMS CT 2 1.5 MASC LT 2 2 Jump Jets RL 2 1 Jump Jets LL 2 1 Jump Jets RT 1 .5 Jump Jets LT 1 .5 Head: Rt Torso: Ct Torso: Lt Torso: LRM10 (2) ECMS (2) MASC (2) ammo (2) XL (3) XL (3) ESIS (6) CASE jump jet ESIS(2) jump jet Rt Arm: Lt Arm: ESIS ESIS ER PPC (3) Medium Laser Rt Leg: Lt Leg: jump jets (2) jump jets (2) NOTES: The Red Eagle was the second mech that was ordered from the jump capable mech design competition. The mech was selected for its ability for indirect fire support. In many ways the Red Eagle is a larger version of the AFFS Valkyrie, where the designers say they recieved inspiration for this mech. The main drawbacks are the low level of armour and the need for logistical support for the LRM 10. The ER PPC and LRM10 add a respectable long range capability. The secondary weapon is a medium laser meant for closer in combat situations. The typical MASC and ECMS are installed on the mech as well. NAME: PHX-13U Phoenix Hawk Mass Tonnage 45 Internal Structure Endosteel 2.25 Engine: 225 XL 5.25 walking: 5 (10) running: 8 (10) jumping: 5 Total Heat Sinks: 12 (24) 0 gyro: 3 cockpit: 3 Armour factor: 136 8.5 internal armour structure factor head 3 9 Center Torso 14 21 Center Torso (rear) 6 Rt/Lt Torso 11 18 Rt/Lt Torso (rear) 4 Rt/Lt Arm 7 12 Rt/Lt Leg 11 16 Weapons & Ammo: Weapons: Loc: Crit: ER PPC RA 3 7 medium laser RA 1 1 medium laser LA 1 1 small laser RA 1 .5 small laser LA 1 .5 ECMS RT 2 1.5 jump jets RL 2 1 jump jets LL 2 1 jump jets CT 1 .5 MASC LT 2 2 Head ESIS Rt Torso Ct Torso Lt Torso XL (3) 1 jj XL (3) 2 DHS (6) ESIS 1 DHS (3) 1 ESIS 4 ESIS ECMS (2) MASC (2) Rt Arm Lt Arm ER PPC (3) medium laser medium laser small laser small laser 6 ESIS ESIS 2 empty Rt Leg Lt Leg 2 jj 2 jj NOTES: The Phoenix Hawk in many ways is an anamoly in teh KUEF. Instead of increasing its speed, the KUEF engineers decreased it. It's set to move at the same speeds as the heavier mechs. This puzzled many stragetists of the Com Guards. Apparently, the KUEF wanted it's Phoenix Hawk to move at the same speed as the heavier mechs in their Line fomrations in order to support them. The chassis was improved upon with the replacement of the standard material with endosteel. The engine was replaced with an XL. The heatsinks were supplanted by double heatsinks. The armour was marginally improved. The Large laser was replaced with an ER PPC and the small lasers replaced the machine guns in the arms. ---------------------------------------------------------------------- From: wbaird@nmsu.edu (William Baird) Newsgroups: rec.games.mecha Subject: KU Support Mechs Date: 18 Mar 1995 06:39:30 GMT Organization: New Mexico State University Support Mech's: NAME: DAR-3N Daires Tons Tonnage 70 Internal Structure 7 Engine 280 XL 8 walking: 4 running: 6 jumping: 0 Total Heat Sinks: 19 (38) 9 Cockpit 3 Gyro 3 Armour 192 12 Internal Armour Structure Points Head 3 9 Center Torso 22 28 CT Rear 10 RT/LT Torso 15 22 RT/LT T Rear 7 Rt/LT Arm 11 19 Rt/Lt Leg 15 20 Weapons & Ammo: Weapon Location: Critical PPC RA 3 7 PPC LA 3 7 PPC RA 3 7 PPC LA 3 7 Criticals: Head: standard 5 slots empty slot LT Torso Center Torso RT Torso 3 XL slots 10 standard 3 XL slots 3 DHS 2 empty slots 3 DHS LA RA -Hand Actuator -Hand Actuator 2 PPC's 2 PPC's DHS DHS Lt Leg Rt Leg 2 empty slots 2 empty slots 4 standard slots 4 standard Notes: The Kerensky Union decided it needed an AntiAir platform that had more firepower than the Riflemen that they had been producing for their fast reaction forces and heavy militia units. The idea was to standardize it tonnagewise with the Warhammer and Archer mech's. The Daires is not very heavily armoured, but considering it was never intended to go in to a mech to mech slugfest it's armour was considered acceptable. NAME: ARC-5G Archer Tons Tonnage 70 Internal Structure 7 ENgine 280 XL 8 walking: 4 running: 6 jumping: 0 Total Heat Sinks: 10 (20) Cockpit 3 Gyro 3 Armour 208 13 Internal Armour Structure Points Head 3 9 Center Torso 22 32 CT Rear 10 RT/LT Torso 15 23 RT/LT T Rear 7 Rt/LT Arm 11 20 Rt/Lt Leg 15 24 Weapons & Ammo: Weapons: Loc: Crit: LRM 20 RT 6 10 LRM 20 LT 6 10 LRM ammo (24) RA 4 4 LRM ammo (24) LA 4 4 ECMS CT 2 1.5 TAG Head 1 1 CASE RA 1 .5 CASE LA 1 .5 Medium Laser RA 1 1 Medium Laser LA 1 1 Small LAser RA 1 .5 Small Laser LA 1 .5 AMS LT 1 .5 AMS RT 1 .5 AMS ammo RA 1 1 AMS ammo LA 1 1 Head TAG Rt Torso Ct Torso Lt Torso XL (3) ECMS (2) XL (3) LRM 20 (6) LRM 20 (6) AMS (1) AMS (1) Rt Arm Lt Arm LRM ammo (4) LRM Ammo (4) AMS ammo (1) AMS ammo (1) Medium Laser (1) Medium Laser (1) Small Laser (1) Small Laser (1) CASE CASE Notes: This is the standard indirect fire support mech for KUEF mech forces. The mech is normally assigned to the XO/FIST of a company or battlion. The Archer can give fire support via its LRM20's in either of it's left or right torso's or via tha TAG mounted in its head. The Archer carries 4 tons of normal LRM ammunition, 2 tons of Thunder/FASCAM, and 2 tons of SWARM ammunition. In addition to its roll as a Fire Support unit, the Archer carries an ECMS to baffle the sensors of the IS mech's as of 3027 when the mech was introduced. Name: SNTL-3G Troll Tons: Tonnage 50 Inetrnal Structure Endosteel 2.5 Engine 250 XL 6.5 walking: 5 running: 8 jumping: 0 Total Heat Sinks: 10(20) Gyro 3 Cockpit 3 Armour factor 136 8.5 Internal Armour Structure Factor Head 3 9 Center Torso 16 21 CT (rear) 6 Rt/Lt Torso 12 18 Rt/Lt T (rear) 4 Rt/Lt Arm 8 13 Rt/Lt Leg 12 17 Weapons and Ammo: Weapon: Loc: Crit: LB 10 X RA 6 11 PPC RA 3 7 ammo (LBX)(30) RT 3 3 CASE RT 1 .5 Medium laser LT 1 1 Medium laser LT 1 1 machine gun LA 1 .5 machine gun LA 1 .5 ammo (mg) RT 1 1 TAG CT 1 1 Head: ESIS Rt Torso Center Torso: Lt Torso 3 XL TAG 3XL 4 ammo ESIS 2 medium lasers CASE 5 ESIS 3 ESIS Rt Arm Lt Arm -Hand Actuator 2 MG's LB10X (6) PPC (3) Rt Leg Lt Leg ESIS(2) ESIS(2) Notes: The KUEF decided that it needed a infantry support mech to replace the aging Sentinel. Thus the Troll was born. In observing the tapes of the battle sequences of the Sentinel, they decided that the speed used was not as effective as a large cannon. The amrament was upgraded with an LB10X and more ammo was added. Then the Streak was dropped and 2 medium lasers put in its stead. Then two machine guns were added for close infantry wiping. A TAG was also added to give Artillery spotting abilities to an infantry unit. The AC/5 was dropped after the first prototype was criticized by a female mech warrior that pointed out that a PPC would be more useful to her and her compatriots than an Ultra AC/5 would be and would be less of a risk to her through ammo explosion. The designers considered the warrior's wisdom and went back to the drawing boards and produced the current battlemech configuration for the Troll. NAME: SDR-10B Spider Mass Tonnage: 30 Internal Structure: Endosteel 1.5 Engine: 300 XL 9.5 walking: 10 (20) running: 15 (20) jumping: 10 total heat sinks: 10 gyro 3 cockpit 3 Armour Factor: 54 3 internal armour structure value Head 3 6 Center Torso 10 9 CT (rear) 3 Rt/Lt Torso 7 6 Rt/Lt T (rear) 2 Rt/Lt Arm 5 4 Rt/Lt Leg 7 6 Weapons & Ammo: Weapons: Loc: Crit: medium laser RA 1 1 Beagle Active Probe RT 2 1.5 MASC LT 2 1.5 jump jets LT 4 2 jump jets RT 4 2 jump jets CT 2 1 head: none Rt Torso Ct Torso Lt Torso 3 XL 2 JJ 3 XL 2 MASC 2 BAP 4 JJ 4 JJ 3 ESIS 3 ESIS Rt Arm Lt Arm - hand actuator - lower arm actuator 8 ESIS 10 FF Rt Leg Lt Leg 2 FF 2 FF Notes: The KUEF developed the SPider as the standard scout for its expeditionary forces. The Spider has a number of advantages. The first and foremost is its manouverability. It is capable of maintaining a run of 159 kph and bursts of speed exceeding 212.0 kph. It also has the capability of jumping 300 meters. While lightly armed and armoured, it more than makes up for it in speed. NAME: Black Knight 2 Mass Tonnage: 75 Internal Structure: Endosteel 3.75 Engine: 375 XL 19.25 walking: 5 (10) running: 8 (10) jumping: 0 total heat sinks: 15 (30) 5 gyro: 4 cockpit: 3 Armour Factor: 13 Weapons & Ammo: Weapons: Loc: Crit: ER PPC RA 3 7 Large Laser RT 2 5 Large Laser LT 2 5 Medium Laser RT 1 1 Medium Laser LT 1 1 Beagle Active Probe RT 2 2 ECMS LT 2 2 MASC RL 2 2 MASC LL 2 2 Head: Rt Torso Ct Torso: Lt Torso: 3 XL 2 ESIS 3 XL 4 ESIS 4 ESIS Large Laser (2) Large Laser (2) Medium Laser Medium Laser ECMS (2) BAP (2) Rt Arm: Lt Arm: 2 ESIS 2 ESIS ER PPC (3) Rt Leg Lt Leg MASC (2) MASC (2) Notes: Designed as an upgrade to the SLRA Black Knight, the BK2 adds a number of features to the basic design. The first of note is that the internal structure is built of endosteel. The next of note is the XL engine, which allows a 25% increase in walking speed. With the addition of MASC, bursts of speed to prevent the commander from being cornered up to 106 kph. The PPC was upgraded to an ER PPC for extended range fighting. The heat sinks were upgraded to double heat sinks for superior heat dissipation. An ECMS was added as part of the "electronically hot" battlefield concept that the KUEF espouses. NAME: RFL-7N Rifleman Tons Tonnage 60 Internal Structure 3 Engine 300 XL 9.5 walking: 5 running: 8 jumping: 0 Total Heat Sinks: 18(36) 8 Cockpit 3 Gyro 3 Armour 184 11.5 Internal Armour Structure Points Head 3 9 Center Torso 22 25 CT Rear 8 RT/LT Torso 15 23 RT/LT T Rear 6 Rt/LT Arm 11 18 Rt/Lt Leg 15 20 Weapons & Ammo: Weapon Location: Critical Large Laser LA 2 5 Large Laser LA 2 5 Large Laser RA 2 5 Large Laser RA 2 5 medium laser RT 1 1 medium laser LT 1 1 Head: Rt Torso Ct torso Lt Torso XL (3) ESIS (2) XL(3) medium laser medium laser ESIS (2) ESIS(2) 2 DHS (6) 2 DHS (6) Rt Arm: Lt Arm: -hand actuator -hand actuator -lower arm actuator -lower arm actuator 2 Large LAsers (4) 2 Large Lasers (4) ESIS(3) ESIS(3) 1 DHS (3) 1 DHS (3) Rt leg: Lt Leg: ESIS (1) ESIS (1) empty empty Notes: The KUEF wanted a fast light AA mech. The KUMM felt they needed an upgrade for it's aging Rifleman. The two services cooperated and produced the new variant of the Rifleman. Equipped totally with energy weapons to help with the logistics, the Rifleman is considered a great improvement over the standard SL version. NAME: Lancelot 2 Mass Tonnage: 60 Internal Structure: Endosteel 3 Engine: 360 XL 16.5 walking: 6 (12) running: 9 (12) jumping: 0 total heat sinks: 10 (20) gyro: 4 cockpit: 3 Armour Factor: 9.5 Weapons & Ammo: Weapons: Loc: Crit: PPC RT 3 7 Large Laser RA 2 5 Large Laser LA 2 5 TAG H 1 1 Beagle Active Probe RT 2 1.5 ECMS LT 2 1.5 MASC RL 2 1.5 MASC LL 2 1.5 head TAG Rt Torso Ct Torso Lt Torso XL (3) 2 ESIS XL (3) ECMS(2) BAP(2) PPC(3) 7 ESIS 4 ESIS Rt Arm Lt Arm Large Laser(2) Large Laser(2) 1 ESIS Rt Leg Lt Leg 2 MASC 2 MASC NOTES: The KUEF found that the Black Knight variant that they had using for it's command mechs weren't fast enough to keep up with the newly formed cavalry units. Thus, they created a design competition for a faster command mech. The Lancelot chassis was selected for it's speed and firepower. The ECMS and MASC as standard on KUEF mech's. An active probe was added as well since the Lancelot 2 is a command mech. TAG was added as well for fire support missions. NAME: Bombadier 2 Mass Tonnage: 60 Internal Structure: Endosteel 3 Engine: 360 XL 16.5 walking: 6 (12) running: 9 (12) jumping: 0 total heat sinks: 10 (20) 0 gyro: 4 cockpit: 3 Armour Factor: 10 Weapons & Ammo: Weapons: Loc: Crit: medium laser RA 1 1 medium laser LA 1 1 small laser RA 1 .5 small laser LA 1 .5 LRM 10 RT 2 5 LRM 10 LT 2 5 ammo (24) LT 2 2 ammo (24) RT 2 2 CASE RT 1 .5 CASE LT 1 .5 TAG H 1 1 ECMS LT 2 1.5 MASC RL 2 1.5 MASC LL 2 1.5 head TAG Rt Torso Ct Torso Lt Torso XL (3) ECMS XL(3) LRM10(2) LRM10(2) ammo(2) ammo(2) CASE CASE 5 ESIS 5 ESIS Rt Arm Lt Arm medium laser medium laser small laser small laser 2 ESIS 2 ESIS 4 empty 4 empty Rt Leg Lt Leg MASC (2) MASC (2) NOTES: The Cav formations were found to be lacking after their intial formations due to a lack of fire support. The Bombadier existed in a few examples in blueprint and physical form. The KU ran some tests on the existing chassis and conducted a redesign which optomized speed and and ammuinition. Thus the current design was created. [*****] FIN::: [*****]