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PostPosted: Tue Dec 20, 2005 10:34 am 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Bahamut ZERO suggested this idea for a contest:

A Pre-Star League designs... this sets it in the era where the Successor States are still in its early years...

* Must be I.S. Battlemech
* Tech LVL is 1 with a few exceptions
* Tech LVL 2 can be used but only certain ones
- Endo Steel
- Ferro-Fibrous
- DHS
- CASE

* You can only use ONE of the LVL 2 item to represent advanced tech for the Star League design.

* Fluff is mandatory with a solid concrete story (im sure there are many great writters here) as this will count for most of the points award.

* At least ONE variant should be made!

* Post your entry in Text TRO format, using CODE tags. Also include a Link to the Uploaded design for reference. See rules for more details.

Winner will be the design considered the Best, Most interesting and Ingeneous, as determined by a yet-to-be-elected panel of Judges. For a change, this one is /not/ about the numbers. ;-)

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Talos TLS-3R [M] 2750
PostPosted: Thu Dec 22, 2005 8:46 pm 
Offline
Clan Ghost Bear
Clan Ghost Bear

Joined: Tue Jan 01, 2002 8:00 pm
Posts: 927
Location: Chicago, Illinois
Well here is my submission:
Code:
               BattleMech Technical Readout

Type/Model:    Talos TLS-3R
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          90 tons
Chassis:       Krupp 311 Standard
Power Plant:   270 GM Cold-Start Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Krupp 300 Standard
Armament:      
  6 Krupp Model 2 Medium Lasers
  1 Krupp Model 32 Large Laser
  1 Pontiac 50 Autocannon/10
  1 Holly LRM 15
Manufacturer:  Krupp Armaments Works
  Location:    Germany, Terra
Communications System:  Krupp-COMM 500
Targeting & Tracking System:  Garret T12A

------------------------------------------------------------------------------
==Overview:==
Krupp Armaments Works was asked by the Terran Hegemony along with other firms
to develope a new assault mech. They needed a mech that can deliver
substantial long range and bear a strong short range barrage. Krupp introduced
the Talos in 2530. Being the creature of bronze in Greek mythology, it was
presented in the color scheme. But with Newhart Industries far ahead with the
Athos, Krupp Armaments Works didnt have time to work out the bugs.

==Capabilities:==
The Talos is, if not, one of the most interesting of designs. It feaures a
host of diverse ranged weapons. A Holly 15 racks provides the long range
needed to soften up the enemies. While the Krupp Large Laser and Ponitac
Autocannon help exploit the wounds inflicted by the missiles. Safe guarding
the pilot, Krupp engineers developed a way to confine and redirect ammo
explosions. Such an explosion would be channeled out the rear preserving the
mech and the pilot. At short range the Talos can deliver more pain with 6 of
its Krupp made medium lasers. But this mech is far from being excellent.
During its intial trial, pilots experienced trouble with the large laser. Its
seems that the "wrap around" of the medium lasers cooked off the larger laser
when fired all at once. Despite numerous heatsinks to act as a buffer, it
failed to protect the delicate components of the large laser. If that wasnt
the only problem, the Pontiac Autocannon had the tendenancy to jam after the
second round. Although Krupp technicians were unable to solve the problem this
has left the Talos an unreliable unit. Forcing Krupp out of the competition,
the Talos wouldnt see production in the future.

==Variants:==
Just prior to not meeting Terran Hegemony expectations, Krupp engineers sought
ways to replace to fix the problems it occured. One would be replacing the
troublesome Pontiac 50 with a Blankenburg Heavy Autocannon. While this did
solve the ammo problem it was far was too late to make production. Another
version simply replaces the autocannon altogether with a PPC and extra
heatsinks. Although this did create more heat problems thus leaving the design
to antiquety.

--------------------------------------------------------
Type/Model:    Talos TLS-3R
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Standard              0      9.00
Engine:        270 Fusion                    6     14.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     19 Single                    9      9.00
 (Heat Sink Loc: 1 HD, 2 RA, 2 CT, 2 LL, 2 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA        14       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             29         43      
   Center Torso (Rear):                 14      
   L/R Side Torso:           19      28/28      
   L/R Side Torso (Rear):              9/9      
   L/R Arm:                  15      29/29      
   L/R Leg:                  19      37/37      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
6 Medium Lasers          RA     18           6      6.00
1 Large Laser            RA      8           2      5.00
1 Autocannon/10          LA      3   20      9     14.00
  (Ammo Locations: 2 LT)
1 LRM 15                 LT      5   16      5      9.00
  (Ammo Locations: 2 LT)
CASE Equipment:          LT                  1       .50
--------------------------------------------------------
TOTALS:                         34          61     90.00
Crits & Tons Left:                          17       .00

Calculated Factors:
Total Cost:        8,139,030 C-Bills
Battle Value:      1,460
Cost per BV:       5,574.68
Weapon Value:      1,859 / 1,859 (Ratio = 1.27 / 1.27)
Damage Factors:    SRDmg = 25;  MRDmg = 17;  LRDmg = 5
BattleForce2:      MP: 3,  Armor/Structure: 7/7
                   Damage PB/M/L: 4/3/1,  Overheat: 3
                   Class: MA;  Point Value: 15
                   Specials: if
http://www.heavymetalpro.com/designs/Talos_TLS-3R.hmp

_________________
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 Post subject:
PostPosted: Tue Dec 27, 2005 2:15 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Wed Aug 31, 2005 1:43 pm
Posts: 549
Location: Muskego, Wisconsin
Not sure about the information due to the lack of resources but here we go.
:)
Quote:
BattleMech Technical Readout

Type/Model: Mjollnir MTH-01
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 PPC
4 Medium Lasers
4 Small Lasers
2 Machine Guns
2 SRM 6s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The Mjollnir was first introduced to the Lyran Commonwealth near the beginning
of the 26th century. Meant to be a close fighting Mech, this mechs weaponary
is dedicated to medium and short ranges. The Mjollnir is an interesting Mech
to see on the battlefield. The head of the mech is more conical in shape and
to add to the name two "horns" stick out to give the impression of an old
Viking War Helmet. To further the impression of a viking warrior the Mjollnir
was given an axe to fight with once close range was been reached.

==Capabilities:==
While not overly fast for a heavy Mech, the Mjollnir maintains a fairly
respectable speed for a heavy mech.

Long range for this mech is the Donnal PPC carried in the left arm. This
allows the Mjollnir to soften up opponents at a respectable distance as the
mech closes in to bring the rest of the armaments in.

In each of the left and right torsos the Mjolnir packs 2 Medium Lasers, 2
Small lasers, a Machine Gun and a SRM 6 pack.

Finally to deliver the killing blow in the right Arm the Mjollnir carries a
hatchet. Originally meant to be a warhammer For which this Mech was Named the
War hammer had to be dropped for the Hatchet instead due to weight
considerations.

==Variants:==
The Mjollnir has one known variant the 02. The PPC and Machine guns are
dropped in favor of a Large Laser and Jump jets to increase the
manueveraility.

--------------------------------------------------------
Type/Model: Mjollnir MTH-01
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 300 Fusion 6 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 13 Double [26] 3 3.00
(Heat Sink Loc: 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 200 pts Standard 0 12.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 28
Center Torso (Rear): 9
L/R Side Torso: 16 21/21
L/R Side Torso (Rear): 7/7
L/R Arm: 12 21/21
L/R Leg: 16 28/28

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC LA 10 3 7.00
2 Medium Lasers RT 6 2 2.00
2 Small Lasers RT 2 2 1.00
1 Machine Gun RT 0 200 2 1.50
(Ammo Locations: 1 CT)
1 SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 CT)
2 Medium Lasers LT 6 2 2.00
2 Small Lasers LT 2 2 1.00
1 Machine Gun LT 0 1 .50
1 SRM 6 LT 4 2 3.00
1 Hatchet RH 5 5.00
--------------------------------------------------------
TOTALS: 34 58 75.00
Crits & Tons Left: 20 .00

Calculated Factors:
Total Cost: 6,821,500 C-Bills
Battle Value: 1,202
Cost per BV: 5,675.12
Weapon Value: 1,910 / 1,910 (Ratio = 1.59 / 1.59)
Damage Factors: SRDmg = 34; MRDmg = 10; LRDmg = 2
BattleForce2: MP: 4, Armor/Structure: 5/6
Damage PB/M/L: 7/3/1, Overheat: 2
Class: MH; Point Value: 12
http://www.heavymetalpro.com/designs/Mj ... MTH-01.hmp

_________________
"Yesterday is history; Tomorrow is a Mystery; and today is a gift, which is why it is called a present." Master Uguay Kung fu Panda.


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 Post subject:
PostPosted: Thu Dec 29, 2005 7:04 am 
Offline
General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
Here is my entry.

http://www.heavymetalpro.com/designs/Tr ... TRI-1N.hmp

http://www.heavymetalpro.com/designs/Tr ... TRI-2N.hmp

Dave. :D
Code:
               BattleMech Technical Readout

Type/Model:    Tristan  TRI-1N
Tech:          Inner Sphere / 2560
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          50 tons
Chassis:       Krupp 150 Endo Steel
Power Plant:   250 Magna Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Choutaka Armorscale, Limited Standard
Armament:      
  1 Blankenburg Heavy Autocannon/5
  2 Krupp  Model 3 Machine Guns
  1 Krupp Model 32 Large Laser
  1 Krupp Model 2 Medium Laser
Manufacturer:  Krupp Armaments Works
  Location:    Terra
Communications System:  CommuTech Multi-Channel 10
Targeting & Tracking System:  Angst Clear View 2A

------------------------------------------------------------------------------
==Overview:==
The Tristan TRI-1N is a early Mediun class Battle Mech built by Krupp 'Mech
Works on Terra. 

First seen in 2560 - though in limited numbers it was soon overtaken &
outclassed by later medium 'Mech such as the 'classic' series Griffen,
Shadowhawk & Wolverines that were still in production several hunderd years
later.

==Capabilities:==
The Tristan was at it's time of introduction a cutting edge design as it used
a very new peice of tech - a Endo Steel steketon - allowing it to mount extra
equipment for its weight class.

Both of its main weapons a class 5 auto cannon & a heavy (large) laser are
underslung on it's left & right arms respectively, along with a machine gun to
combat infanrty who were brave enough or unlucky enough to come close to the
'Mech (depending how you look at it).

Backing up these weapons are a left torso mounted medium laser. 

==Variants:==
The TRI-2N was the only factory designed variant - dropping 0.5 ton of it's
armor and nearly all of its weapons it was changed into a fire support 'Mech -
though not mounting any missiles it was regarded as a usefull design - it's
AC5 was replaced with a AC2, the large laser was replaced with a PPC & the
medium laser was swapped out for 2 extra MG's & another 0.5 ton of MG ammo,
and jump jets were added to the design to let it swap fire postions faster. 

--------------------------------------------------------
Type/Model:    Tristan  TRI-1N
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Endo Steel            14      2.50
 (Endo Steel Loc: 4 LA, 3 RA, 4 LT, 3 RT)
Engine:        250 Fusion                    6     12.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     12 Single                    2      2.00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  152 pts Standard              0      9.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             16         20      
   Center Torso (Rear):                  7      
   L/R Side Torso:           12      16/16      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   8      14/14      
   L/R Leg:                  12      22/22      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/5           RA      1   40      6     10.00
  (Ammo Locations: 2 RT)
1 Machine Gun            RA      0  100      2      1.00
  (Ammo Locations: 1 CT)
1 Large Laser            LA      8           2      5.00
1 Machine Gun            LA      0           1       .50
1 Medium Laser           LT      3           1      1.00
--------------------------------------------------------
TOTALS:                         12          59     50.00
Crits & Tons Left:                          19       .00

Calculated Factors:
Total Cost:        4,057,250 C-Bills
Battle Value:      886
Cost per BV:       4,579.29
Weapon Value:      786 / 786 (Ratio = .89 / .89)
Damage Factors:    SRDmg = 15;  MRDmg = 8;  LRDmg = 2
BattleForce2:      MP: 5,  Armor/Structure: 4/4
                   Damage PB/M/L: 3/2/1,  Overheat: 0
                   Class: MM;  Point Value: 9
Code:
               BattleMech Technical Readout

Type/Model:    Tristan  TRI-2N
Tech:          Inner Sphere / 2560
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          50 tons
Chassis:       Krupp 150 Endo Steel
Power Plant:   250 Magna Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     4 Rawlings 45 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Choutaka Armorscale, Limited Standard
Armament:      
  1 Whirlwind-L Autocannon/2
  4 Krupp  Model 3 Machine Guns
  1 Magna Hellstar PPC
Manufacturer:  Krupp Armaments Works
  Location:    Terra
Communications System:  CommuTech Multi-Channel 10
Targeting & Tracking System:  Angst Clear View 2A

------------------------------------------------------------------------------
==Overview:==
The Tristan TRI-1N is a early Mediun class Battle Mech built by Krupp 'Mech
Works on Terra. 

First seen in 2560 - though in limited numbers it was soon overtaken &
outclassed by later medium 'Mech such as the 'classic' series Griffen,
Shadowhawk & Wolverines that were still in production several hunderd years
later.

==Capabilities:==
The Tristan was at it's time of introduction a cutting edge design as it used
a very new peice of tech - a Endo Steel steketon - allowing it to mount extra
equipment for its weight class.

The TRI-2N was the only factory designed variant - dropping 0.5 ton of it's
armor and nearly all of its weapons it was changed into a fire support 'Mech -
though not mounting any missiles it was regarded as a usefull design - it's
AC5 was replaced with a AC2, the large laser was replaced with a PPC & the
medium laser was swapped out for 2 extra MG's & another 0.5 ton of MG ammo,
and jump jets were added to the design to let it swap fire postions faster. 

--------------------------------------------------------
Type/Model:    Tristan  TRI-2N
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Endo Steel            14      2.50
 (Endo Steel Loc: 4 LA, 3 RA, 4 LT, 3 RT)
Engine:        250 Fusion                    6     12.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   4
Heat Sinks:     10 Single                    0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  144 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             16         20      
   Center Torso (Rear):                  7      
   L/R Side Torso:           12      15/15      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   8      14/14      
   L/R Leg:                  12      20/20      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/2           RA      1   90      3      8.00
  (Ammo Locations: 2 RT)
1 Machine Gun            RA      0  200      2      1.50
  (Ammo Locations: 1 CT)
1 PPC                    LA     10           3      7.00
1 Machine Gun            LA      0           1       .50
1 Machine Gun            RT      0           1       .50
1 Machine Gun            LT      0           1       .50
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         11          60     50.00
Crits & Tons Left:                          18       .00

Calculated Factors:
Total Cost:        4,304,000 C-Bills
Battle Value:      875
Cost per BV:       4,918.86
Weapon Value:      534 / 534 (Ratio = .61 / .61)
Damage Factors:    SRDmg = 9;  MRDmg = 7;  LRDmg = 3
BattleForce2:      MP: 5,  Armor/Structure: 4/4
                   Damage PB/M/L: 3/1/1,  Overheat: 0
                   Class: MM;  Point Value: 9

_________________
Battle Corps : FED-03C3

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BEWARE!!!!!

Yrs sincerely
The Opera Ghost
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 Post subject:
PostPosted: Mon Jan 02, 2006 3:40 am 
Offline
Private First Class
Private First Class

Joined: Tue Jun 07, 2005 3:16 am
Posts: 12
Code:
                              BattleMech Technical Readout

Type/Model:    Athos ATH-1S
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          95 tons
Chassis:       N-ATH Mk II Standard
Power Plant:   285 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard with CASE Standard
Armament:      
  4 Magna Medium Lasers
  2 Hovertec SRM 6s
  2 Pontiac Light Autocannon/5s
  1 Sunglow Large Laser
Manufacturer:  Newhart Industries
  Location:    (Unknown)
Communications System:  StarLink/Benicia Model AS829G
Targeting & Tracking System:  Pulsar Tri-X

------------------------------------------------------------------------------
==Overview:==
     The Athos was created with one word in mind:  Longevity.  With weapon
systems common within the entire Inner Sphere the Athos can be a battlefield
asset to any commander.  The Athos is sort of a jack of all trades in combat
but its true strength is more on the logistical side of battle.  With Krupp
working on the Talos due to a contest by the Terran Hegemony, Newhart
Industries knew they needed to strike gold and attempt to create a more
promising design.

==Capabilities:==
     The need for the Assault Mech grows but the problem is that most systems
are becoming rare daily.  The Athos is only prepared with common lasers,
missiles, and autocannon.  One of the most astounding features is its ability
to replace its weapons with speed (Rumor has it that the Athos was the basis
for an OmniMech).  The BattleMech has a "hard point system" meaning that
energy weapons can be mounted in a section that has energy weapons and so
fourth.  While limiting customization in this modular way the Athos lowers the
cost and time for repairs.
     Another special feature is the CASE system; this rids the one hit
knockout of an ammo explosion which constantly plagues the battlefield.  For
the increase in cost, CASE has worked out nicely on this design giving more to
the longevity concept.  After an explosion CASE will be hard to replace, but
most warriors are expected to make due with adding another weapon or heat
sink.
     For range the 1S relies on its dual Autocannon-5 in its right side. 
Though lackluster for an assault chassis they can be paired with its central
large laser with little or no heat issues.  Up close it relies on a trio of
medium lasers and dual SRM-6's s to tear apart its foes.  The 2S is almost
identical but better suited for ranged combat; the use of 2 LRM-10's, a large
laser, and an Autocannon 10 make up for long range firepower proving to be
effective.  Up close it has the same trio of medium lasers for backup.  Both
configurations, however, come equipped with a single rear mounted laser.


==Deployment==
     The Athos is hoped to see widespread use among the successor states but
is currently used for garrison duty on Terra.  When times of crisis come about
and logistics become more of an issue it is expected that the Athos will
become more useful and increase in demand.

--------------------------------------------------------
Type/Model:    Athos ATH-1S
Mass:          95 tons

Equipment:                                 Crits    Mass
Int. Struct.:  145 pts Standard              0      9.50
Engine:        285 Fusion                    6     16.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     20 Single                    9     10.00
 (Heat Sink Loc: 4 LT, 1 RT, 2 LL, 2 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             30         41      
   Center Torso (Rear):                 12      
   L/R Side Torso:           20      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  16      32/32      
   L/R Leg:                  20      35/35      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
2 SRM 6s                 LA      8   30      6      8.00
  (Ammo Locations: 2 LT)
2 Autocannon/5s          RT      2   40     10     18.00
  (Ammo Locations: 2 RT)
1 Medium Laser           LT(R)   3           1      1.00
1 Large Laser            CT      8           2      5.00
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         30          64     95.00
Crits & Tons Left:                          14       .00

Calculated Factors:
Total Cost:        8,787,090 C-Bills
Battle Value:      1,460
Cost per BV:       6,018.55
Weapon Value:      1,991 / 1,991 (Ratio = 1.36 / 1.36)
Damage Factors:    SRDmg = 29;  MRDmg = 12;  LRDmg = 3
BattleForce2:      MP: 3,  Armor/Structure: 7/7
                   Damage PB/M/L: 5/4/1,  Overheat: 2
                   Class: MA;  Point Value: 15
Code:
                              BattleMech Technical Readout

Type/Model:    Athos ATH-2S
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          95 tons
Chassis:       N-ATH Mk II Standard
Power Plant:   285 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard with CASE Standard
Armament:      
  4 Magna Medium Lasers
  2 Holly LRM 10s
  1 Pontiac 50 Autocannon/10
  1 Sunglow Large Laser
Manufacturer:  Newhart Industries
  Location:    (Unknown)
Communications System:  StarLink/Benicia Model AS829G
Targeting & Tracking System:  Pulsar Tri-X

------------------------------------------------------------------------------
==Overview:==
     The ATH-2S is a common refit of the ATH-1S.  The 2S provides more of a
long range punch.

--------------------------------------------------------
Type/Model:    Athos ATH-2S
Mass:          95 tons

Equipment:                                 Crits    Mass
Int. Struct.:  145 pts Standard              0      9.50
Engine:        285 Fusion                    6     16.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     20 Single                    9     10.00
 (Heat Sink Loc: 4 LT, 1 RT, 2 LL, 2 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             30         41      
   Center Torso (Rear):                 12      
   L/R Side Torso:           20      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  16      32/32      
   L/R Leg:                  20      35/35      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
2 LRM 10s                LA      8   24      6     12.00
  (Ammo Locations: 2 LT)
1 Autocannon/10          RT      3   20      9     14.00
  (Ammo Locations: 2 RT)
1 Medium Laser           LT(R)   3           1      1.00
1 Large Laser            CT      8           2      5.00
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         31          63     95.00
Crits & Tons Left:                          15       .00

Calculated Factors:
Total Cost:        8,785,140 C-Bills
Battle Value:      1,502
Cost per BV:       5,848.96
Weapon Value:      1,940 / 1,940 (Ratio = 1.29 / 1.29)
Damage Factors:    SRDmg = 24;  MRDmg = 19;  LRDmg = 6
BattleForce2:      MP: 3,  Armor/Structure: 7/7
                   Damage PB/M/L: 4/3/1,  Overheat: 2
                   Class: MA;  Point Value: 15
                   Specials: if
I made this on the CBT fourms, modified it a bit to go with the contest and the Talos by Bahamut (thanks a lot!)

It has case as its SL tech, but in the fluff it has its other qualities like most SL designs have.

http://www.heavymetalpro.com/designs/Athos_ATH-1S.hmp

http://www.heavymetalpro.com/designs/Athos_ATH-2S.hmp

EDIT: Fluff was updated to go with Bahamut's design fluff. Stats still remain the same in the files but the fluff changed.


Last edited by Daniel Kabrinski on Tue Jan 03, 2006 1:30 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jan 02, 2006 7:18 am 
Offline
Clan Ghost Bear
Clan Ghost Bear

Joined: Tue Jan 01, 2002 8:00 pm
Posts: 927
Location: Chicago, Illinois
Hey DK, i thought you mentioned Newhart Industries, now you have Krupp :lol: no worries :wink:

_________________
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 Post subject:
PostPosted: Mon Jan 02, 2006 7:57 am 
Offline
Lieutenant, JG
Lieutenant, JG

Joined: Fri Feb 25, 2005 1:53 am
Posts: 155
Code:
               BattleMech Technical Readout

Type/Model:    Fallen angel FA-38
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          70 tons
Chassis:       Hegemony Model 38 Standard
Power Plant:   210 RHI Starfury Prototype Model 38-FA Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Aldis Plate Standard
Armament:      
  4 Blankenburg Technologies Medium Lasers
  1 Blankenburg Heavy Autocannon/10
  2 Harpoon-6 SRM 6s
  2 Delta Dart LRM 5s
Manufacturer:  Skobel MechWorks
  Location:    Terra
Communications System:  Hegemony Model 38
Targeting & Tracking System:  Hegemony Model 38

------------------------------------------------------------------------------
==Overview:==
Twenty Years after the Birth of the fifty-ton mech called the "Mackie"
battlemech technology was still in its infancy and newer mechs eventually
superceeded the Mackies in use by the Hegemony. The devlopement of battlemechs
sometimes resulted in the creation of some unsucessful models, such as the
Anti-Infantry mech, the point man and the Fallen angel. These models were
created out of ideas for concepts and some were obselete within a short time
frame which would be the fallen Angel's deathknell.

==Capabilities:==
The Fallen Angel was created under the codename "project 38" for a new mech to
be mass produced with in 38 months. The project was very ambitious as the mech
would be one of the heaviest mechs on the battle feild placing it in the
"assualt" class of mechs. From the beginning of the devlopemt program the
emphasis was on firepower and armor as the only engine that could be used for
a mech like this was the 210 rated Rico Heavy Industries starfury fusion
engine in its prototype stage.

RHI was selected to provide the reactor as the company proved that it can
deliever a working fusion engine that can power a mech on time and on budget
on an earlier mech.

The Mech is protected by masses of protection using Adlis plate. The armor is
thick enough to withstand hits from the largest of cannons in use by all the
militaries. The Armor was designed to be slanted and easy to remove as to
reduce repair time and increase ease of construction as well as increase
protection.

The Mech is heavily armed, in fact in its time it was the most heavily armed
mech. It carried a fearsome array of weapons. The mech has two Five tube LRM
launchers to reach out and hit targets from long range. The LRM's, bought from
Delta Dart were improved by Hegemony researchers to hit more accurately than
any other LRM system, the drawback was that it was more expensive and parts
were harder to get to replace the unit. In combat, when it was dammaged, the
unit was so complex and parts nonexistant, techs used a less advanced launcher
in its place, which causes ammo jams as the Angel was never designed to take
another type of launcher.

As the mech closes the mech is armed with a 88mm HV autocannon that reduces
armor to shreds. Unlike the LRM's the Autocannon was an "off the shelf" model
that reduced time to get  the mech built, but provided no advantages to any
other like system on the market, which allowed it to use spare parts for the
ammo feed and firing mechanism from other like calibur autocannons.

Backing the autocannon up is twelve SRM's. The SRM's are unique as in they
were built as a unit. the Two Six-pack launchers can be  removed when the
armor plate in front of it is removed, and the unit slides out easily. 
However the system lacks the ammomuntion for a prolonged fight due to the
"units" design, anything over a ton made the unit unreliable as the feed
system got complex.

However the SRM's are not the only short range  weapons system the Angel has.
The Mech is equipped with four Blankenburg model Medium lasers which two were
placed in each arm allowing for a greater firing arc. The Lasers were chosen
because of thier extremly reliablility which was necessary as a "last ditch"
weapon when the Ammomuntion on the mech runs dry.

All this firepower is useless when the Fire control systems cannot direct the
weapons to the target. The terran Hegemony held nothing back in this regard.
The Angel was given an intergrated Fire control- communications suite. This
allows it to hit more accurately from telemetry gathered on targets from other
mechs, and allows it to beam data from the battle to higher authorities to
make decisions. However the system is very fragile compared to the other
sensors in the mech and head hits may disable this system causing the mech to
miss more often but the benefits of this system outweighed anything and the
mech was built incorprating this technology.

==Variants:==
One Variation of the angel exists. It was designed for increased endurance.
The SRM's and LRM's were replaced with a Large laser oppoiste the 88mm HV
autocannon. The Ammomunition of the autocannon was moved from the right torso
to the center torso where the armor was thicker. In addition More heat sinks
were added to disperse the added heat. Now the Mech warrior can fire all his
weapons without overheating badily, all he has to do is not fire the Large
laser and let the mech cool down. Or the mechwarrior can engage with both 
autocannon and Large laser at the same time.

==Notable 'Mechs & MechWarriors:==
Colonal Ed Teller of the 18th battlemech Division is one of the Aces that the
Angel has produced, A natural leader who inspires people, however tactics is
not his best suit and he is thankful the Angel was designed with so much
protection as he loves the direct approch to combat- "ram an armor fist down
thier throat" He calls it. Many a times he will bring a Pristine Angel into
combat and walk away with it more a Seive than a mech. But the next day the
techs will have it up running perfectly due to its ease of maintence.

==Deployment==
within a short timeframe the Fallen angel was outclassed by heavier and
heavier mechs. Soon the Fallen Angel was too slow to serve in heavy lances and
too lightly armored to fight in assualt lances and eventually the fallen angel
was retired, as the mech was too costily to maintain due to its specail
parts.

The Fallen Angels that exist in the inner sphere are proudly displayed in
military museamums, thier guns silent, the mechs bathed in history.

In 3058 a project to bring the Fallen Angel back to the inner sphere was
initated after the recreation of the star league. the Fallen Angel II will be
a true assualt mech.

--------------------------------------------------------
Type/Model:    Fallen angel FA-38
Mass:          70 tons

Equipment:                                 Crits    Mass
Int. Struct.:  107 pts Standard              0      7.00
Engine:        210 Fusion                    6      9.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     14 Single                    6      4.00
 (Heat Sink Loc: 1 HD, 1 LT, 2 RT, 1 LL, 1 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  217 pts Standard              0     14.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             22         33      
   Center Torso (Rear):                 11      
   L/R Side Torso:           15      22/22      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                  11      22/22      
   L/R Leg:                  15      30/30      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
2 Medium Lasers          LA      6           2      2.00
1 Autocannon/10          RT      3   20      9     14.00
  (Ammo Locations: 2 RT)
2 SRM 6s                 LT      8   15      5      7.00
  (Ammo Locations: 1 CT)
2 LRM 5s                 LT      4   24      3      5.00
  (Ammo Locations: 1 CT)
--------------------------------------------------------
TOTALS:                         27          58     70.00
Crits & Tons Left:                          20       .00

Calculated Factors:
Total Cost:        5,637,540 C-Bills
Battle Value:      1,026
Cost per BV:       5,494.68
Weapon Value:      1,142 / 1,142 (Ratio = 1.11 / 1.11)
Damage Factors:    SRDmg = 22;  MRDmg = 11;  LRDmg = 3
BattleForce2:      MP: 3,  Armor/Structure: 5/5
                   Damage PB/M/L: 3/3/-,  Overheat: 3
                   Class: MH;  Point Value: 10
                   Specials: if
http://www.heavymetalpro.com/designs/Fa ... _FA-38.hmp

http://www.heavymetalpro.com/designs/Fa ... A-38-A.hmp

_________________
war is not violence and killing pure and simple; war is [i]controlled[/i] violence, for a purpose. The purpose of war is to support your government's decision by force. -Sgt Zim


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 Post subject:
PostPosted: Mon Jan 02, 2006 3:28 pm 
Offline
Private First Class
Private First Class

Joined: Tue Jun 07, 2005 3:16 am
Posts: 12
Quote:
Hey DK, i thought you mentioned Newhart Industries, now you have Krupp :lol: no worries :wink:
GAH! I just caught that! Oh well I guess... :crazy:


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 Post subject:
PostPosted: Tue Jan 03, 2006 1:31 am 
Offline
Private First Class
Private First Class

Joined: Tue Jun 07, 2005 3:16 am
Posts: 12
I updated the fluff, hopefully it works out a lot better. :lol:


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 Post subject:
PostPosted: Tue Jan 03, 2006 3:21 am 
Offline
Clan Ghost Bear
Clan Ghost Bear

Joined: Tue Jan 01, 2002 8:00 pm
Posts: 927
Location: Chicago, Illinois
Quote:
I updated the fluff, hopefully it works out a lot better. :lol:
Haha, you didnt have to change it on my account :crazy:

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 Post subject:
PostPosted: Fri Jan 06, 2006 12:17 am 
Offline
Private First Class
Private First Class

Joined: Tue Jun 07, 2005 3:16 am
Posts: 12
Quote:
Quote:
I updated the fluff, hopefully it works out a lot better. :lol:
Haha, you didnt have to change it on my account :crazy:
Maybe it will get us more points. :secret: :wink:


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 Post subject: My try
PostPosted: Thu Jan 19, 2006 11:34 pm 
Offline
Recruit
Recruit

Joined: Wed Jan 18, 2006 12:29 am
Posts: 1
Well, first time try here. Contest's on fluff, not mech design, right? Well anyways, tell me what you think.
Code:
               BattleMech Technical Readout

Type/Model:    Lamorak LAM 17-E3
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       MangoTech 200 Standard
Power Plant:   275 Vlar Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Maximillian 105 Standard
Armament:      
  4 Krupp Model 2 Medium Lasers
  1 Krupp Model 32 Large Laser
  1 Donal PPC
  1 Starflash Small Laser
Manufacturer:  Walcomb Armaments
  Location:    (Unknown)
Communications System:  Krupp-COMM 300
Targeting & Tracking System:  KBC Starsight Model

--------------------------------------------------------


==Overview== 

	While most any technician or MechWarrior can tell you about the success of Krupp Stellar Technologies Inc.’s Lancelot design, not many can tell you of the head start the small company received shortly before winning the Star League contract in 2581. Many corporate managers however could tell you the story of Walcomb Armaments and their eventual downfall.
	Walcomb Armaments, a small ‘Mech design and research firm, first pitched the Lamorak in 2495, shortly after the introduction of Earthwerks, Incorporated’s Griffin, hoping to make it big. The newly introduced Griffin provided a relatively fast, heavy hitting, reactive ‘Mech and was soon on order for most of the Inner Sphere militaries. Looking to supply a cheap, formidable counter, one without the need for continued ammunition, Walcomb began designing what would eventually become the Lamorak. Faced with the greater heat production of the well known Donal PPC as well as the addition of so many support lasers, Walcomb’s design team searched fervently for a way to compete. The development of the Double Heat Sink was the very answer they’d been hoping for. There was of course the problem with the fact that Walcomb didn’t actually own the rights to the technology, nor could they produce such advanced hardware on their own.
Desperate for the chance to capture what they saw as their opportunity at entering the Big Times, Walcomb Armaments took to desperate measures. By leveraging against their future earnings Walcomb was able to convince a consortium of questionable businessmen to bankroll attempts at “intercepting” needed technology. Not only was Walcomb caught stealing the technology shortly after the production of the Lamorak was complete, but their debts were called in as well. With a limited production run of only ten ‘Mechs, the Lamorak proved too similar to the Griffin to gain the interest of any prospective buyer, even at a slightly lower cost. Now trapped beneath a mountain of fines and threats Walcomb Armaments looked to close its doors and quietly disappear.
 One major creditor however, Krupp Stellar Technologies Inc., saw the merit of acquiring the crumbling company’s assets in hopes of expanding their own line of ‘Mech components. Once Krupp acquired Walcomb’s holdings the advancements in heat dissipation and potent combination of interlocked systems provided Krupp with a solid starting point for one of the most successful ‘Mechs to date. 

==Capabilities==

	Walcomb’s attempts to undercut the Griffin design were apparent from the beginning. Walcomb first started with replacing the powerful Core Tek 275 engine with the less expensive, although more temperamental Vlar 275 Fusion engine. The substitution of the solid Starshield A armor for the less trusted Maximillion 105 came next. Walcomb also chose to cut corners by omitting the Griffin’s jump jets and opting for more firepower in its stead. In doing so they sounded the death-knell for their own design. Due to its lighter armor and weaker maneuverability, the Lamorak was doomed to failure. Its redeeming feature, however, was the introduction of its more powerful heat sinks. 
While employing cut-rate engines and armor, Walcomb took steps to mitigate these losses with quality armament. The Donal Particle Projection Cannon is well known for its continued usage with the Warhammer ‘Mech and provides excellent long-range capabilities. The addition of the Krupp Model 32 Large Laser, and Model 2 Medium Laser, interlocked with the industry standard Krupp Krupp-COMM 300 battle computer and Starsight model targeting system allowed for easy interfacing between components and faster reaction times then most MechWarriors expected from a cut-rate ‘Mech. The single Starflash Small Laser was surplus materiel added as an afterthought from a previously abandoned project.
The major drawback to the Lamorak’s design sits with what could best be described as “mediocre” armor. The Maximillion 105 armor, later seen in Achernar BattleMechs’ Dervish, proved too light to cope with anything larger then medium grade weapons. The armor also gave the Lamorak a boxy, squat appearance that was easily upstaged by the more sleekly styled Griffin. Attempts were underway to find a better armor supplier when the buyout of Walcomb was completed.

==Battle History==

The Lamorak only saw official action once, in defense of Walcomb assets. As Walcomb Armaments sunk deeper and deeper into debt, and the threats of their “investors” getting more and more demanding, the management of Walcomb attempted to forestall their inevitable closing with some easily obtainable liquid assets, i.e.: Walcomb sent a lance of their new Lamoraks on hit-and-run bandit missions after much needed cash and sellable goods. Although these engagements could never be documented for fear of the company’s actions being discovered, the Lamorak did exceptionally well as a hit-and-fade fighter.

==Notable ‘Mechs and MechWarriors==

	As the Lamorak never saw wide-spread usage no records of notable MechWarriors can be found. However Walcomb Armament security records indicate the sole engagement to see Lamoraks in use saw the “commendable piloting of one test pilot MechWarrior Simeon Vasquez.” Little is known of Vasquez or what actually took place in the engagement, save for the note of his “commendable piloting.”

==Variants==

	Although only ten Lamorak ‘Mechs were produced, one variant was designed. Seen as an attempt at a close-quarters city fighter, the partially produced LAM 17-F7 was eventually completed by Krupp Stellar Technologies, before later being scrapped in favor of their own Lancelot design. 

==Deployment==
	
Walcomb and Krupp records confirm the production of ten LAM 17-E3, and the partial production of one LAM 17-F7 Lamorak, but to date six remain unaccounted for. Since they would, at this time, be more then 500 years old, they have long been considered lost.

--------------------------------------------------------


Type/Model:    Lamorak LAM 17-E3
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Standard               0      5.50
Engine:        275 Fusion                    6     15.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     13 Double [26]               6      3.00
 (Heat Sink Loc: 2 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         19      
   Center Torso (Rear):                  6      
   L/R Side Torso:           13      14/14      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   9      13/13      
   L/R Leg:                  13      19/19      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
1 Large Laser            LA      8           2      5.00
1 PPC                    RT     10           3      7.00
2 Medium Lasers          CT      6           2      2.00
1 Small Laser            HD      1           1       .50
--------------------------------------------------------
TOTALS:                         31          47     55.00
Crits & Tons Left:                          31       .00

Calculated Factors:
Total Cost:        4,802,494 C-Bills
Battle Value:      1,161
Cost per BV:       4,136.52
Weapon Value:      1,302 / 1,302 (Ratio = 1.12 / 1.12)
Damage Factors:    SRDmg = 25;  MRDmg = 12;  LRDmg = 3
BattleForce2:      MP: 5,  Armor/Structure: 3/5
                   Damage PB/M/L: 4/3/1,  Overheat: 1
                   Class: MM;  Point Value: 12
http://www.heavymetalpro.com/designs/La ... _17-E3.hmp

http://www.heavymetalpro.com/designs/La ... _17-F7.hmp


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 Post subject:
PostPosted: Thu Jan 26, 2006 5:17 pm 
Offline
Sergeant
Sergeant

Joined: Thu Jan 26, 2006 4:55 pm
Posts: 49
Location: Surrey BC Canda
The Teleporter

Here is my first HMPro design. I've been playing battletech since, oh, 1987. I wandered away from the game in the late 90's with little interest in the Minatures Game but got back into "Classic" battletech at GenCon Indy last year. Now, as a writer, I am interested in working on Battletech so I'm getting my feet wet again, starting with HMPro.

Link to HMP File.
http://www.heavymetalpro.com/designs/Te ... porter.hmp

=SNIP=
Whoops!

Quote:
* Must be I.S. Battlemech
* Tech LVL is 1 with a few exceptions
* Tech LVL 2 can be used but only certain ones
- Endo Steel
- Ferro-Fibrous
- DHS
- CASE

I misinterpreted the instructions. I had thought that everything on the list was permitted, plus one level 2 item. I now understand that the list represents the range of level 2 items that may be chosen from.

The mech's design and history was based entirely around TSM so it's not a valid entry. I'll head back to the drawing board sometime this week and come up with something new.

Mark Charke

_________________
Truth is Greater than Pride


Last edited by Charke on Thu Jan 26, 2006 5:48 pm, edited 2 times in total.

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 Post subject:
PostPosted: Thu Jan 26, 2006 5:32 pm 
Offline
Clan Ghost Bear
Clan Ghost Bear

Joined: Tue Jan 01, 2002 8:00 pm
Posts: 927
Location: Chicago, Illinois
Welcome back to the BT world and welcome to HMP :)

But...

The contest rules clearly state that only 1 type of level 2 item may be used... TSM is NOT one of the options, you also have endo steel and ferro in your construction... you have to omit 2 of the 3 and choose only 1... remember, no TSM ;)

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 Post subject:
PostPosted: Thu Jan 26, 2006 9:32 pm 
Offline
Sergeant
Sergeant

Joined: Thu Jan 26, 2006 4:55 pm
Posts: 49
Location: Surrey BC Canda
The Torch
Here is my second HMPro mech. I borrowed some of the theme of the Teleporter. The problems I had creating another fast scout mech without TSM or other advanced technologies became the theme of the mech. I wanted to create a really fast mech but felt the final result was something of a failure and tried to place myself in the designer's panicked shoes.

Link to HMP file.
http://www.heavymetalpro.com/designs/Torch.hmp

Image
Code:
               BattleMech Technical Readout

Type/Model:    Torch 
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          20 tons
Chassis:       Maverick Enterprises Endo Steel
Power Plant:   240 Pitban Fusion
Walking Speed: 129.6 km/h
Maximum Speed: 194.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Maverick Enterprises Standard
Armament:      
  1 Flamer
Manufacturer:  Maverick Enterprises
  Location:    Outreach
Communications System:  ComStar Equipment
Targeting & Tracking System:  Winston Coral Snake w. CherrySeed Bullseye TAG

------------------------------------------------------------------------------
==Overview:==
The scandal that was the Torch began in 2751 when terrorist events spurred its creation. A band of dispossessed mechwarriors started robbing soft targets in cities using high performance automobiles with jerry rigged flamers. Resistant to small arms fire, these death traps exploded into flame when damaged by a mech but they were fast enough to evade even the fastest mechs of the time.

Maverick Enterprises was a floundering light truck producer who took advantage of the situation. In a last ditch effort to stay afloat they converted their single manufacturing plant into a mech factory and sunk their remaining assets into the Torch program. Light on morals, they figured even if the Star League did not buy their mech, they could sell it to the terrorists. The very successful speed trials created demand for the mech. Concern over who to sell to evaporated. They increased the price and sold to anyone who was willing to pay ahead in advance.

==Capabilities:==
Although it was armed with only a single flamer and woefully under armored it was touted as the fastest mech ever built and few could argue the point. With a maximum speed of 194 KPH, across any relatively flat surface, the Torch could outpace any other mech and most vehicles.

The Endo Steel was the miracle that made the mech possible. The lighter internal structure allowed the mech to mount a larger engine than ever thought possible giving it unprecedented speed. Of course, once the Endo Steel ran out, production stopped. That was okay for Maverick Enterprises. They shipped the Torches and completed a deal to sell the manufacturing plant and announced their retirement.

What no one knew at the time was that Maverick Enterprises had purchased defective Endo Steel from a scrap metal yard. It contained flammable magnesium. When ever the mech is dealt any internal damage from a flamer or energy weapon, the Internal Structure ignites on a 6 or higher on 2d6. Once a section is destroyed, it spreads to adjacent sections on a 6 or higher on 2d6. Submerging the mech does not extinguish the flame. A firefighting unit can extinguish the flame in one round using foam.

==Variants:==
What to do with the very expensive and greatly flawed mech became a major issue. Some ended up on Solaris VII, remote piloted as nothing more than an exciting piñata. Most of the mechs were mothballed or stripped for parts. They have a very reliable engine. In the following years, a group of interested collectors and speed freaks, calling themselves the Torch Lighters, purchased the remaining 25 intact Torches for a low bulk price. The group spent several years rebuilding all 25 mechs with proper Endo Steel as well as upgrading some of the shoddy electronics.

A small number were purchased by the Star League, after extensive testing, refitted with a Medium Laser and put into service as scout mechs. The Torch Lighters ended up building several new Torches and looked like they might start their own company before they were hired up by Vest.

==Deployment==
Almost a hundred Torches were produced and shipped in the record time of six months. All the mechs were shipped at the same time. This frustrated some buyers. Maverick Enterprises made some excuses about double checking each mechs’ gyros. They leaked another story to the press; Everyone wanted to have the “fastest mech ever built” first and the company did not want to disappoint, so they made sure everyone got them at the same time. This satisfied most customers.

When the terrorists started using Torches, Maverick Enterprise explained that a number of them had been stolen during shipping (a careful arrangement later discovered between Maverick and the terrorists). Several destructive urban conflicts followed and the terrorists were routed. Several Torches were reduced to flaming ruble but with all the property damage and loss of civilian life, the faults with the mech were not investigated until the staff of Maverick Enterprises had time to quietly retire and vanish with their considerable bank roll.

Insurance agencies and customers tried to cover up the scandal but the press discovered it. The Star League started a massive man hunt, placing considerably bounties on each the managers of Maverick Enterprises but they were never found.

--------------------------------------------------------
Type/Model:    Torch 
Mass:          20 tons

Equipment:                                 Crits    Mass
Int. Struct.:  33 pts Endo Steel            14      1.00
 (Endo Steel Loc: 7 LT, 7 RT)
Engine:        240 Fusion                    6     11.50
   Walking MP:  12
   Running MP:  18
   Jumping MP:   0
Heat Sinks:     10 Single                    1       .00
 (Heat Sink Loc: 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:    8 pts Standard              0       .50

                          Internal    Armor
                          Structure   Value
   Head:                      3          1      
   Center Torso:              6          2      
   Center Torso (Rear):                  1      
   L/R Side Torso:            5        1/1      
   L/R Side Torso (Rear):              0/0      
   L/R Arm:                   3        0/0      
   L/R Leg:                   4        1/1      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Flamer                 LT      3           1      1.00
--------------------------------------------------------
TOTALS:                          3          47     20.00
Crits & Tons Left:                          31       .00

Calculated Factors:
Total Cost:        1,941,240 C-Bills
Battle Value:      136
Cost per BV:       14,273.82
Weapon Value:      3 / 3 (Ratio = .02 / .02)
Damage Factors:    SRDmg = 1;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 12,  Armor/Structure: 0/2
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: ML;  Point Value: 1
Mark Charke

Edit: I posted the Variant information twice, once under Deployment, and have corrected the text by inserting the proper Deployment text.

_________________
Truth is Greater than Pride


Last edited by Charke on Tue Feb 14, 2006 4:09 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jan 27, 2006 9:29 am 
Offline
Commanding General
Commanding General

Joined: Sat Aug 09, 2003 10:05 pm
Posts: 1471
Location: Kingdom of Hawaii
http://www.heavymetalpro.com/designs/Sa ... SCB-21.hmp
http://www.heavymetalpro.com/designs/Sa ... CB-21L.hmp
Code:
               BattleMech Technical Readout

Type/Model:    Sand Crab SCB-21
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          25 tons
Chassis:       Standard
Power Plant:   200 Nissan Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Paulina Heavy Ferro-Fibrous
Armament:      3 Ceres Arms Medium Lasers
Manufacturer:  Cosara Weaponries
  Location:    Northwind
Communications System:  Garret T11-b
Targeting & Tracking System:  Garret D2j

--------------------------------------------------------
==Overview:==

     Due to the success of the 50-ton Crab, Cosara Weaponries 
decided that their medium raider and guerrilla fighter needed a smaller,
faster, scouting version. In early 2730, the first Sand Crabs had been 
delivered to field test with the Arkab Legions, who had searched for a
nimble, long-range battlemech that didn't require constant resupply.
Learning from earlier problems with the Crab, the 25-ton Sand Crab has 
functional hands instead of claws. The Sand Crab's inability to jump 
is more than made up for in raw speed -at just under 130 kph, the 
Sand Crab is designed for fluid, ever-changing combat situations.
Production of the Sand Crab was only for limited runs and most
likely barely over a hundred produced.

==Capabilities:==
     
     Like the Crab, the Sand Crab contains little new technology. 
Except for the targeting system and the communications equipment, 
every major component on the Sand Crab has been proven on another 
'Mech design. 
     The Dalban Series L communications system was designed to be fully
compatable with the Series K network found on the Crab CRB-27. 
Not as fragile as the earlier Series K, the Dalban Series L is designed to 
work with the Crab's superior command and control capabilities.
     The Sand Crab's armor protection is the best available, with 
Ferro-Fibrous Armor used throughout. 
     The 'Mech's weapons systems are simple, almost primitive -three 
medium Ceres Arms lasers, one in each arm and one in the center torso, 
allow the scout to inflict moderate damage if required without generating 
undue amounts of heat.
     Another "headless" battlemech design, the Sand Crab's pilot is protected 
inside the 'Mech without windows. All of the 'Mech's external data is relayed 
via several outer cameras and sensors.

==Variants:==

     Unhappy with the short-ranged firepower, some customers requested a
Sand Crab model capable of a little more punch. One of the variants shaved off 
some of the 'Mech's armor and removed a heat sink in exchange for a 
RAMTech 1200 Large Laser mounted in the right arm, which curiously enough, 
looked like it was taken directly from a Crab CRB-27, claw and all. Nicknamed
the "Fiddler Crab" this Light version of the popular, simple, Medium 'Mech 
showed great promise in its role. The SCB-21 and SCB-21L might have gone into 
full production had the Amaris coup not occurred.

==Deployment:==

     With more than enough quality, fast scout 'Mechs in their arsenal, the Star
League showed little interest in the Sand Crab. Instead, Cosara Weaponries
supplied interested small units, such as those in the Azami Confederation, the
kind of long-range, easy to maintain battlemechs that matched their light, fast
battlemech doctrine. 
     After the collapse of the Star League, many Sand Crabs survived over the 
years due to the simplicity of its design. While the exact number of remaining
operational models is unknown, is rumored that the basic design was simple 
enough to be copied and manufactured in remote cottage sites by skilled
craftsmen, who duplicate the Sand Crab down to hand stamping serial 
numbers. Most surviving Sand Crabs no longer have its original, bulky, Ferro-
Fibrous armor, using Standard armor plates fastened in place of the rarer
Star League grade armor.
--------------------------------------------------------
Type/Model:    Sand Crab SCB-21
Mass:          25 tons

Equipment:                                 Crits    Mass
Int. Struct.:  43 pts Standard               0      2.50
Engine:        200 Fusion                    6      8.50
   Walking MP:   8
   Running MP:  12
   Jumping MP:   0
Heat Sinks:     11 Single                    3      1.00
 (Heat Sink Loc: 1 LL, 2 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   89 pts Ferro-Fibrous        14      5.00
 (Armor Crit Loc: 1 HD, 3 LA, 3 RA, 3 LT, 3 RT, 1 LL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:              8         12      
   Center Torso (Rear):                  4      
   L/R Side Torso:            6        9/9      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                   4        8/8      
   L/R Leg:                   6      12/12      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
1 Medium Laser           CT      3           1      1.00
--------------------------------------------------------
TOTALS:                          9          51     25.00
Crits & Tons Left:                          27       .00

Calculated Factors:
Total Cost:        1,930,416 C-Bills
Battle Value:      635
Cost per BV:       3,040.03
Weapon Value:      371 / 371 (Ratio = .58 / .58)
Damage Factors:    SRDmg = 11;  MRDmg = 2;  LRDmg = 0
BattleForce2:      MP: 8,  Armor/Structure: 2/2
                   Damage PB/M/L: 2/2/-,  Overheat: 0
                   Class: ML;  Point Value: 6
Code:
 BattleMech Technical Readout

Type/Model:    Sand Crab SCB-21L
--------------------------------------------------------
Type/Model:    Sand Crab SCB-21L
Mass:          25 tons

Equipment:                                 Crits    Mass
Int. Struct.:  43 pts Standard               0      2.50
Engine:        200 Fusion                    6      8.50
   Walking MP:   8
   Running MP:  12
   Jumping MP:   0
Heat Sinks:     10 Single                    2       .00
 (Heat Sink Loc: 1 LL, 1 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   72 pts Ferro-Fibrous        14      4.00
 (Armor Crit Loc: 1 HD, 3 LA, 3 RA, 3 LT, 4 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          7      
   Center Torso:              8         10      
   Center Torso (Rear):                  3      
   L/R Side Torso:            6        8/8      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   4        8/8      
   L/R Leg:                   6        8/8      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
--------------------------------------------------------
TOTALS:                          8          49     25.00
Crits & Tons Left:                          29       .00

Calculated Factors:
Total Cost:        1,877,916 C-Bills
Battle Value:      561
Cost per BV:       3,347.44
Weapon Value:      228 / 228 (Ratio = .41 / .41)
Damage Factors:    SRDmg = 7;  MRDmg = 4;  LRDmg = 0
BattleForce2:      MP: 8,  Armor/Structure: 2/2
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: ML;  Point Value: 6

_________________
[i]And Allah turned back the unbelievers in their rage; they did not obtain any advantage, and Allah sufficed the believers in fighting; and Allah is Strong, Mighty.[/i] from The Koran, 33rd Sura- The Clans


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 Post subject:
PostPosted: Sat Feb 18, 2006 9:25 pm 
Offline
Colonel
Colonel

Joined: Tue Mar 19, 2002 8:00 pm
Posts: 433
Location: Vermont
Code:
               BattleMech Technical Readout

Type/Model:    Toledo TLD-0A
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          40 tons
Chassis:       Metal Works Alpha Standard
Power Plant:   200 VOX Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Star Slab Alpha
Armament:      
  4 Basic LRM 5s
  2 Basic Optics Medium Lasers
  3 Forward Space Machine Guns
Manufacturer:  Taurus Territorial Industries
  Location:    Taurus
Communications System:  I/O 100 COMSET
Targeting & Tracking System:  I/O 100

------------------------------------------------------------------------------
==Overview:==
     The Toledo was the Taurian Concordat's effort in the years before the Reunification War to address certain mission openings in their military, namely a design that was fairly mobile yet also had long range punch. The Toledo was barely finished the design stage before the first official shot was fired, but unlike most Taurian production facilities made before, during and after, the production facility was built in the open on Taurus as the requirement for speed in production was assumed. In spite of this, less than 3 score Toledo mechs were produced, one of which were built specifically for the Star League as a sort of trophy over their victims just before the Star League carted up the facility and lifted it off planet as well. 
==Capabilities:==
     The Mech's quad LRM-5s were chosen specifically to reduce the cost, yet almost have the same throw weight as a LRM-20. The remaining weapons, a pair of Medium Lasers and a trio of Machine Guns, gave the Toledo at least a short range punch on the order of light mechs. A bit slow on the battlefield, it was at least a step to filling the gap between the light and heavy mechs the Taurians had as of the start of the RW.
==Battle History:==
     The Toledo had many impressive battles and fame worthy pilots if the criterion was bravery under fire, the RW giving the mech many avenues for its Taurian's pilots to show true fanaticism. The problem is that combined with the Star League's efforts to erase the Taurian's knowledge of their collective history (which was largely successful), little is known of those battles - for another criteria, success, was often lacking.
     The exception was the temporary success on the world of Robsart by the pilot Joan Flanders of Atreus Prime. Starting the battle as a complete rookie (the time for training having eating her potential time of battling the invaders), she was promoted twice on the battlefield. Her use of the LRMs on a vehicle lance and her later command of a mech lance to face and an entire Vehicle company are the only 2 battle ROMs that have been preserved down through time for the mech. Her fighting was fierce, deadly and effective, but her career ended in the final battle as she was put in command of a mixed forces battalion and faced off in a delaying tactic against the Star League's division on the planet.

     It failed, but some suspect her efforts there were why the Star League had one copy made as a trophy. There is no official record of her efforts, but as it seems likely such a design, with no apparent reason to be respected by the Star League, had to have SOME reason to be selected by them to be a represented trophy. 

     Comstar when building up their forces to face the clans unearthed the last surviving mech. They were mystified by the design, but were amazed that a mech that hadn't been prepared for storage had somehow held together from before the Star League's fall. It was felled by a single shot when facing Clan Smoke Jaguar where a PPC hit in the arm set off its LRM ammo. 

     This somehow made a Comstar Acolyte think of the Taurians, and afterwards pin down the history of the mech. The reason such effort was made was the mech, before going down, had in an amazing display of luck had taken down a Night Gyr, gutting the Engine.
--------------------------------------------------------
Type/Model:    Toledo TLD-0A
Mass:          40 tons

Equipment:                                 Crits    Mass
Int. Struct.:  67 pts Standard               0      4.00
Engine:        200 Fusion                    6      8.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Single                    2       .00
 (Heat Sink Loc: 2 LT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             12         18      
   Center Torso (Rear):                  5      
   L/R Side Torso:           10      15/15      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   6      12/12      
   L/R Leg:                  10      20/20      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 LRM 5s                 RA      4   48      4      6.00
  (Ammo Locations: 1 LA, 1 RA)
2 LRM 5s                 LA      4           2      4.00
1 Medium Laser           RT      3           1      1.00
3 Machine Guns           RT      0  100      4      2.00
  (Ammo Locations: 1 RT)
1 Medium Laser           LT      3           1      1.00
--------------------------------------------------------
TOTALS:                         14          45     40.00
Crits & Tons Left:                          33       .00

Calculated Factors:
Total Cost:        2,752,726 C-Bills
Battle Value:      766
Cost per BV:       3,593.64
Weapon Value:      614 / 614 (Ratio = .80 / .80)
Damage Factors:    SRDmg = 10;  MRDmg = 9;  LRDmg = 5
BattleForce2:      MP: 5,  Armor/Structure: 3/3
                   Damage PB/M/L: 3/2/1,  Overheat: 0
                   Class: MM;  Point Value: 8
                   Specials: if


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 Post subject:
PostPosted: Mon Feb 20, 2006 2:11 pm 
Offline
Private First Class
Private First Class

Joined: Wed Feb 01, 2006 9:09 pm
Posts: 19
I luv fluff :D

http://www.heavymetalpro.com/designs/Pr ... PRD-6D.hmp
Code:
               BattleMech Technical Readout

Type/Model:    Predator PRD-6D
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Crucis Standard
Power Plant:   275 Nissan 275 Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    SimplePlate Manufacturers Standard
Armament:      
  1 Sure-Shot 1 Large Laser
  2 Blacksmith Type 3 Medium Lasers
  1 Kallon Armaments LRM 15
  1 Kallon Armaments 6 Pack SRM 6
Manufacturer:  Kallon Industries
  Location:    Nanking
Communications System:  EasyTalk-1A
Targeting & Tracking System:  Type X Easyshot

------------------------------------------------------------------------------
==Overview:==
Following the civil war that lasted for nearly three decade, First Prince
Alexander Davion struggled to rebuild his realms military that had been
decimated by the long and bloody conflict. With the Federated Suns economy at
a record low, the First Prince passed resolution 126 in early 2548, granting
tax exemptions to any company that would convert assembly facilities into
military production. One such weapons manufacturer to spawn from this
resolution was Kallon Industries on the world Nanking. Known only for building
compact luxury vehicles at the time, Kallon submitted and won a bid to develop
and build a low cost medium weight Battlemech to replenish AFFS cavalry units.
In order to meet the quantities specified by the contract, Kallon Industries
expanded their current assembly plant and constructed two additional
facilities on Nanking. Over the next sixty years these factories would produce
the PRD-6D Predator. 

==Capabilities:==
The Predator was designed to seek out and engage enemy recon lances as well as
performing roles where speed and heavy armament would coincide such as
Hit-and-Run or Raiding missions. The Predator carries an impressive arsenal of
weaponry for pilots to choose from though is clearly more lethal at close
quarter fighting. At longer ranges, an Kallon Armaments LRM-15 rack can be
used to soften enemy targets as the pilot uses the 'Mech's near 85kph top
speed to close the distance to the target and bring the 'Mechs main weaponry
to bear. With only 8 salvos of ammunition, the LRM must be used sparingly
however, if the 'Mech is going to be away from supply lines for any length of
time. Backing this system, a Sure-Shot 1 Large laser paired with two
Blacksmith Type 3 Medium lasers insures that even after the 'mechs limited
ammunition is depleted, its life expectancy in the field does not drop. Heat
generated from the laser weapons is offset by double heatsink technology,
though a pilot may find that firing all the Predator's weapons simultaneously
will still generate more heat than can be dissipated. Finally a SRM-6 launcher
was added to be used in conjunction of the lasers to improve lethality at
close range while keeping heat generation to a minimal. 


==Deployment==
By the end of what is now known as the Age of Peace by historians, the
Predator would find itself serving in nearly every Federated Suns military
unit that fielded battlemechs. In early 2680, Kallon industries began full
scale production of the WVR-6R Wolverine that would replace the aging
Predator. Over the next 80 years the PRD-6D would rotate into reserve statis
before being removed from active duty rosters entirely by 2750. The only known
opertational PRD-6D Predator is showcased at the Kallon Industries armaments
museum on Nanking. 

--------------------------------------------------------
Type/Model:    Predator PRD-6D
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Standard               0      5.50
Engine:        275 Fusion                    6     15.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA        14       .00
Armor Factor:  144 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             18         20      
   Center Torso (Rear):                  6      
   L/R Side Torso:           13      18/18      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   9      14/14      
   L/R Leg:                  13      18/18      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
1 Medium Laser           RA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
1 LRM 15                 RT      5    8      4      8.00
  (Ammo Locations: 1 RT)
1 SRM 6                  LT      4   15      3      4.00
  (Ammo Locations: 1 LT)
--------------------------------------------------------
TOTALS:                         23          40     55.00
Crits & Tons Left:                          38       .00

Calculated Factors:
Total Cost:        4,803,424 C-Bills
Battle Value:      1,075
Cost per BV:       4,468.3
Weapon Value:      1,161 / 1,161 (Ratio = 1.08 / 1.08)
Damage Factors:    SRDmg = 20;  MRDmg = 13;  LRDmg = 4
BattleForce2:      MP: 5,  Armor/Structure: 4/5
                   Damage PB/M/L: 4/3/1,  Overheat: 0
                   Class: MM;  Point Value: 11
                   Specials: if


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 Post subject:
PostPosted: Sat Feb 25, 2006 4:25 am 
Offline
Colonel
Colonel

Joined: Tue Mar 19, 2002 8:00 pm
Posts: 433
Location: Vermont
A significantly different variant was apparently made by the Taurians; the second mech was built around a Large Laser with hoards of short range weaponry. The intent of the second variant was an effort to be an "emergency extractor" in battles, to close in areas that were "too close" for Taurian mechs (which often had issues for in close fighting) and give them some breathing space, as the simple and short range firepower was enough to tip the tide of a battle if it was foolishly ignored. None of these secondary mechs survived the Reunification War, but the records of the overly detail oriented Taurians indicate that only a pair were made (by hand in a warehouse off of the main factory) before the Star League was surrendered to.
Code:
              BattleMech Technical Readout

Type/Model:    Toledo TLD-0B
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          40 tons
Chassis:       Standard
Power Plant:   200 Nissan Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  8 Machine Guns
  8 Small Lasers
  1 Large Laser

Equipment:                                 Crits    Mass
Int. Struct.:  67 pts Standard               0      4.00
Engine:        200 Fusion                    6      8.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Single                    2       .00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  137 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             12         18      
   Center Torso (Rear):                  6      
   L/R Side Torso:           10      15/15      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   6      12/12      
   L/R Leg:                  10      20/20      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
8 Machine Guns           RT      0  100      9      4.50
  (Ammo Locations: 1 RT)
8 Small Lasers           LT      8           8      4.00
1 Large Laser            CT      8           2      5.00
--------------------------------------------------------
TOTALS:                         16          52     40.00
Crits & Tons Left:                          26       .00

Calculated Factors:
Total Cost:        2,696,726 C-Bills
Battle Value:      726
Cost per BV:       3,714.5
Weapon Value:      438 / 438 (Ratio = .60 / .60)
Damage Factors:    SRDmg = 14;  MRDmg = 4;  LRDmg = 0
BattleForce2:      MP: 5,  Armor/Structure: 3/3
                   Damage PB/M/L: 4/1/-,  Overheat: 2
                   Class: MM;  Point Value: 7


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 Post subject:
PostPosted: Thu Mar 09, 2006 3:14 pm 
Offline
Colonel
Colonel

Joined: Fri Apr 16, 2004 4:39 pm
Posts: 492
Location: dark side of wonderland
Code:
Type/Model:    Wolf Spider 
Tech:          Inner Sphere / 2750
Config:        Quad BattleMech
Rules:         Level 1, Standard design

Mass:          35 tons
Chassis:       Standard
Power Plant:   175 Omni Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  1 Autocannon/5
  2 Medium Lasers
  2 Small Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
    The Wolf Spider can only be described as a catastrofic mistake and the
sole factor in the bankruptcy of the small firm that was once called United
Solar Armories.  It was suppose to be an efficient urban combat machine. It
was suppose to be the defining maching to put the company on the proverbial
map. Research and developement and the construction of the prototypes
financially destroyed United Solar. 
   One problem after another, one failure after another. Two mech-warriors
buried and four proto types demolished, the project was scrapped. 

==Capabilities:==
   The design was suppose to be a threatening urban combatant. It was suppose
to mount a large autocannon with energy back up. It did not. The origional
autocannon they attempted to use was a class 10, but the structure of the hip
joints of the rear legs could not take the recoil - so instead of redesigning
obviously inferior joints the designers to cut corner halved the size of the
cannon. 
   The Wolf Spider was also suppose to be able to keep pace with light mechs
of its time, but again inferior joints in the legs proved faulty under the
stress so the top speed was dropped to just over 85 kph. Not impressive. 
  The reduction in speed and weaponsize did drop the total mass to only 35
tons from the origionally proposed 45. 
  Now mounting a class 5 auto cannon with 2 medium sized lasers and a small
facing front, and a single small laser facing rear the first Wolf Spider crept
off the assemply line. 
  

==Battle History:==
   The Wolf Spider never made it to real combat.  In the first live fire
excercise the autocannon not only jammed but sent a surge throw the weapons
system that fried the targeting computer and other control systems, shorting
out not only the pilots ejection system but also the heat sink system causing
the reactor to melt down. Killing the mech and the pilot.
  The second run of tests was going much better until the pilot tried to make
a turn at full run while fire the autocannon and literallty ripped off its own
right rear leg, sending it carrening into a building on the urban proving
grounds that United Solar used for testing its vehicles. 


==Variants:==
  One variant was proposed that stripped the cannon and replaced it with an
array of short range missles. 2 short range 2 racks with infernos and 2 short
range 4 racks with standard ammo and an additional heat sink. It was never
built. 

--------------------------------------------------------
Type/Model:    Wolf Spider 
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  62 pts Standard               0      3.50
Engine:        175 Fusion                    6      7.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Single                    3       .00
 (Heat Sink Loc: 1 LFL, 1 LRL, 1 RRL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  120 pts Standard              0      7.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         16      
   Center Torso (Rear):                  5      
   L/R Side Torso:            8      11/11      
   L/R Side Torso (Rear):              4/4      
   L/R Front Leg:             8      15/15      
   L/R Rear Leg:              8      15/15      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/5           RT      1   20      5      9.00
  (Ammo Locations: 1 RT)
2 Medium Lasers          LT      6           2      2.00
1 Small Laser            CT(R)   1           1       .50
1 Small Laser            HD      1           1       .50
--------------------------------------------------------
TOTALS:                          9          43     35.00
Crits & Tons Left:                          23       .00

Calculated Factors:
Total Cost:        2,387,250 C-Bills
Battle Value:      705
Cost per BV:       3,386.17
Weapon Value:      471 / 471 (Ratio = .67 / .67)
Damage Factors:    SRDmg = 13;  MRDmg = 4;  LRDmg = 1
BattleForce2:      MP: 5,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/2/1,  Overheat: 0
                   Class: ML;  Point Value: 7
oops forgot : http://www.heavymetalpro.com/designs/Wolf_Spider.hmp
Code:
Type/Model:    Wolf Spider -SRM
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  62 pts Standard               0      3.50
Engine:        175 Fusion                    6      7.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     11 Single                    4      1.00
 (Heat Sink Loc: 1 LFL, 1 RT, 1 LRL, 1 RRL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  120 pts Standard              0      7.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         16      
   Center Torso (Rear):                  5      
   L/R Side Torso:            8      11/11      
   L/R Side Torso (Rear):              4/4      
   L/R Front Leg:             8      15/15      
   L/R Rear Leg:              8      15/15      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 SRM 2s                 RT      4   50      3      3.00
  (Ammo Locations: 1 RT)
2 SRM 4s                 RT      6   25      3      5.00
  (Ammo Locations: 1 RT)
2 Medium Lasers          LT      6           2      2.00
1 Small Laser            CT(R)   1           1       .50
1 Small Laser            HD      1           1       .50
--------------------------------------------------------
TOTALS:                         18          45     35.00
Crits & Tons Left:                          21       .00

Calculated Factors:
Total Cost:        2,477,025 C-Bills
Battle Value:      627
Cost per BV:       3,950.6
Weapon Value:      419 / 419 (Ratio = .67 / .67)
Damage Factors:    SRDmg = 15;  MRDmg = 2;  LRDmg = 0
BattleForce2:      MP: 5,  Armor/Structure: 3/3
                   Damage PB/M/L: 3/2/-,  Overheat: 1
                   Class: ML;  Point Value: 6
http://www.heavymetalpro.com/designs/Wo ... er_SRM.hmp

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 Post subject:
PostPosted: Fri Mar 10, 2006 7:53 am 
Offline
Clan Ghost Bear
Clan Ghost Bear

Joined: Tue Jan 01, 2002 8:00 pm
Posts: 927
Location: Chicago, Illinois
jeyar and cat, you guys dont have any L2 items that is asked to be used... :o

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 Post subject:
PostPosted: Fri Mar 10, 2006 12:31 pm 
Offline
Colonel
Colonel

Joined: Fri Apr 16, 2004 4:39 pm
Posts: 492
Location: dark side of wonderland
"Tech LVL 2 can be used but only certain ones "

sorry i assumed that ment we did not have to.

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 Post subject:
PostPosted: Fri Mar 10, 2006 1:49 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Sun Nov 09, 2003 2:35 pm
Posts: 513
Location: Capuchin College- Washington, D.C.
Quote:
"Tech LVL 2 can be used but only certain ones "

sorry i assumed that ment we did not have to.
You are correct, but one of your designs and Jeyars could be greatly improved with DHSs

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 Post subject:
PostPosted: Fri Mar 10, 2006 2:13 pm 
Offline
Colonel
Colonel

Joined: Fri Apr 16, 2004 4:39 pm
Posts: 492
Location: dark side of wonderland
agreed, i can not deny that. but i figured i would try and go the other way with the design, one that we are glad never made it to production.

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 Post subject:
PostPosted: Fri Mar 10, 2006 6:56 pm 
Offline
Colonel
Colonel

Joined: Tue Mar 19, 2002 8:00 pm
Posts: 433
Location: Vermont
In my case, I didn't want to, nor did I really think it made sense unless I went with advanced PPC tech. :D


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 Post subject:
PostPosted: Sat Mar 11, 2006 5:43 pm 
Offline
Colonel
Colonel

Joined: Fri May 21, 2004 12:34 pm
Posts: 460
I really like the Predator PRD-6D. It really looks practical.


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 Post subject:
PostPosted: Tue Apr 18, 2006 12:19 am 
Offline
Colonel
Colonel

Joined: Tue Mar 19, 2002 8:00 pm
Posts: 433
Location: Vermont
Now that taxes are out....

Any chance for a vote? :D


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 Post subject:
PostPosted: Tue Apr 25, 2006 3:08 pm 
Offline
Corporal
Corporal

Joined: Thu May 05, 2005 3:09 am
Posts: 38
Location: Beroun, Czech Republic
Okay, here is my contest submission
Code:
               BattleMech Technical Readout

Type/Model:    Tarasque TRQ-2E
Tech:          Inner Sphere / 2562
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          95 tons
Chassis:       Geometric 95 Hard Core Standard
Power Plant:   285 Strand Fusion
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets:     3 HildCo Model 10 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Ferro-Fibrous 
Armament:      
  1 Blankenburg Heavy Autocannon/10
  1 Holly LRM 10
  1 Holly SRM 6
  3 Blankenburg Technologies Medium Lasers
  1 Donal PPC
Manufacturer:  Blankenburg Technologies
  Location:    Terra
Communications System:  Hector V
Targeting & Tracking System:  Scope 20 RNDST

------------------------------------------------------------------------------
==Overview:==
   The Tarasque was named after legendary dragon that terrorized southern
France untill st. Martha pacified the beast. TRQ-2E was meant to be dominant
force on the battlefield.
   While the most of periphery nations tried their best to get their hands on
Mackies that were slowly phased out by the militaries of the great houses,
Terran hegemony was already finishing works on new generation of battlemechs
that was meant to ensure further domination of Terran forces over any
challenger to their might. Ian Cameron himself pressed new project to it's
final stages by supervising the funding of researches (there are rumors
indicating that great sums came from Cameron family accounts) that lead to
discoveries of new materials for military use.

==Capabilities:==
   TRQ-2E used top of the line weapons of the time. Many systems were
experimental and were also direct predecessors of systems that later appeared
on well known and feared Star League mechs like Highlander or Crockett.
   Core of Tarasque's armament is Blankenburg Heavy Autocannon, big bore
weapon able to deal terrible damage to almost every mech available to the
great houses or periphery, and Donall PPC that already proved it's qualities
on Warhammer battlemechs. Secondary armaments include reliable Holly short-
and long-range missile launchers and Blankenburg technologies lasers mounted
in triangular pod under left torso.
   The most striking feature of the design is the armor. Made from top secret
mix of composites that allowed greater protection for less weight. The alloy
has distinctive silver shine that usually makes the mech easily recognizable,
because large areas are usually left unpainted.
   The Tarasque is also one of the first assault mechs to mount Jump jets. The
development of thrusters strong enough to lift 95 tons of steel and weapons
to the air took five years, but thanks to them the Tarasque has the type of
mobility that makes the other mech warriors gape in amazement.

==Battle History:==
   Tarasque type battlemechs saw action in smaller skirmishes with various
periphery powers. The greatest fame for the Tarasque was gained during the
reunification wars in campaign against the Taurian Concordat. The mech proved
it's strength more than once, but the production stopped in 2612 and since
then the numbers of TRQ mechs declined until the last one was given to
military museum of Proserpina in 2704.
   No other Tarasques were thought to make it to succession wars era, but there
are reports that Amaris forces used two Tarasques to defend Paris against Star
League army. During three days of siege the Tarasques managed to crush eight
mechs before being disabled by numerically superior SLDF forces.

==Variants:==
   There was one popular modification of the Tarasque, the TRQ-2F. This
variant removes Holly SRM launcher in order to increase the size of LRM
launcher and to install massive Deathgiver autocannon. This variant made the
Tarasque even more popular with warriors, but techs dislike it because it
requires extensive modifications to the armor and makes repairs painfully long
even to experienced repair crew.

==Notable 'Mechs & MechWarriors:==
The Beast and Tyler family
   Cpt. Julian Tyler was the media star of Reunification war and holovids with
his Tarasque, the Beast, filled day-to-day reports from the field. Julian left
the service in 2623 with impressive 13 mech and 25 vehicle kills. The Beast
was inherited by his son, Niel, who used it for another thirty years until he
left service in the rank of General. The last pilot of the Beast, Jannet
Tyler, Niels daughter-in-law, used the mech until she retired in 2704 and
passed the mech to The Military Museum of Proserpina. Where the mech rested
until it mysteriously disappeared in 2786.
   Many legends started to circulate around the fate of the mech. Some claim
that the mech was taken by the last descendant of Tyler family as he gathered
few faithful and left the Inner Sphere to follow Kerensky,the other claim say
that the Tylers still wanders the Inner Sphere, killing anyone found guilty of
poison gas attack on Planet in 2920. Neither story was confirmed so far, but
the ghost stories with the Beast remain popular around the Sphere.

==Deployment==
After the brief period of service with Teran Haegemony the mech entered
service with the Star League army. During The reunification wars the mech was
a common sight with SLDF assault companies, but after 2612 the mech was
quickly phased out and replaced by more advanced machines.

--------------------------------------------------------
Type/Model:    Tarasque TRQ-2E
Mass:          95 tons

Equipment:                                 Crits    Mass
Int. Struct.:  145 pts Standard              0      9,50
Engine:        285 Fusion                    6     16,50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     17 Single                    6      7,00
 (Heat Sink Loc: 2 LA, 2 LT, 2 RT)
Gyro:                                        4      3,00
Cockpit, Life Supt., Sensors:                5      3,00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       ,00
Armor Factor:  268 pts Ferro-Fibrous        14     15,00
 (Armor Crit Loc: 1 HD, 2 LA, 2 RA, 4 LT, 5 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             30         43      
   Center Torso (Rear):                 12      
   L/R Side Torso:           20      30/30      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  16      30/30      
   L/R Leg:                  20      32/32      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/10          RA      3   20      9     14,00
  (Ammo Locations: 2 RT)
1 LRM 10                 LA      4   24      4      7,00
  (Ammo Locations: 2 LT)
1 SRM 6                  LA      4   15      3      4,00
  (Ammo Locations: 1 LT)
3 Medium Lasers          RT      9           3      3,00
1 PPC                    LT     10           3      7,00
3 Standard Jump Jets:                        3      6,00
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         30          75     95,00
Crits & Tons Left:                           3       ,00

Calculated Factors:
Total Cost:        9 281 220 C-Bills
Battle Value:      1 473
Cost per BV:       6 300,9
Weapon Value:      1 601 / 1 601 (Ratio = 1,09 / 1,09)
Damage Factors:    SRDmg = 21;  MRDmg = 16;  LRDmg = 6
BattleForce2:      MP: 3J,  Armor/Structure: 7/7
                   Damage PB/M/L: 4/3/1,  Overheat: 2
                   Class: MA;  Point Value: 15
link

The mech in the link would use some corrections to the fluff, but I hope that SpelChek made it more readable here.

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 Post subject:
PostPosted: Sun May 07, 2006 1:40 pm 
Offline
Warrant Officer
Warrant Officer

Joined: Wed Jun 26, 2002 8:00 pm
Posts: 113
Location: Washington DC
Code:
 BattleMech Technical Readout

Type/Model:    Falchion FCL-1H
Tech:          Inner Sphere / 2585
Config:        Quad BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Brigadier 400F Standard
Power Plant:   220 DAV Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Durallex Medium Standard
Armament:      
  1 Armstrong Autocannon/5
  2 Cyclops Eye Large Lasers
  1 Aberdovey Mk III Medium Laser
Manufacturer:  Brigadier Corporation
  Location:    Stewart
Communications System:  Neil 400
Targeting & Tracking System:  Dalban HiRez

------------------------------------------------------------------------------
==Overview:==
 The Falchion was one of the first Quad designs in history. Designed less than
a century after the Makie revoultionized warfare across the Inner Sphere, the
Falchion was met with a lot of derision and complaints about it's rough ride,
lack of speed and expense.
 But, from these humble beginnings, modern-day 'Mechs such as the Golaith and
Scorpion were born. That alone makes the Falchion important.
 The Falchion's story starts in a test lab at Defiance Mechworks in 2581, and
a young designer named James Tislokas, Tislokas, being of League decent,
working at a Steiner firm, was naturally, descriminated against, and had been
a junior designer for some 6 years. Needless to say, Tislokas was looking for
a leg up.
 On a lark, he wrote a report on quad legged 'Mech designs for his boss, and
was fired for using a company mainframe for personal work. Now out of a job,
he shopped the idea around and for the next two years, 
 On his last dime, and about to work for his father's interior design firm, he
got a fateful call from Brigadier Industries on Wing. They were interested,
more than interested. 
  Within a year, the first Falchion was undergoing testing on the Brigadier
test ranges, but James did not live to see it. The stress of bringing his
creation to life felled him with a massive stroke, taking up his research was
his young protoge, Dr. Sam Harrison, who would one day go on to create the
Scorpion and the Golaith. 

==Capabilities:==
 As a prototype, the Falchion is a modest effort, it is underpowered, and
compared to modern quad machines, a very rough ride indeed. The 'Mech is very
well armored, but the armor is blocky and at times, had to be reshaped to
compensate for the range of movement for the quad leg assembly. 
 The weapons fit was uninspired, and some would say conventional, with an
Armstrong 80mm Autocannon backed up by a bevy of lasers. The new Double Heat
Sink technology could barely compensate for all the heat the 'Mech bulit up
when it fired it's weapons. Coupled with it's lack of a real turn of speed for
it's weight class, the Falchion was more a proof-of-concept design than an
actual combat worthy 'Mech, and in so doing, the design allowed Brigadier to
learn a lot before producing the Golaith and Scorpion.

==Battle History:==
 The Falchion spent most of it's time on the test ranges until the outbreak of
the 1st Sucession War, by now, it had been an old, creaking testbed that was
still loved by it's pilots because of it's simple nature, and the fact it was
forgiving, As a matter of fact, it was mostly being used in the last 150 years
as a machine to train new test pilots and as a machine to test new weapons and
equipment loadouts for other quad 'Mech designs. When the Lyrans raided
Stewart in 2800, the three remaining Falchions, one an unaltered FCL-1H and
the other two variants, were organized into a factory defense company and
engaged a Lyran Heavy Company and were gunned down along with the rest of the
defenders. Battle ROMs show that the Falchion was the last to fall, killing a
Lyran Zeus to a lucky shot to the head before crashing to the ground from a
gyro hit.

==Variants:==
 The number of Falchion variants is to numerous to list here, but two notable variants are mentioned here because they saw combat on that fateful day on Stewart.
 The first is the Falchion-2H which replaced the Arnstrong Autocannon for a Fusigon PPC. Two heat sinks and a rear-firing Small Laser were added (the latter to experiment with rear firing weapons in the anti-infantry role). This variant proved to be a real "hot box" and some called it a "Quad that wants to be a Griffin". 
  The second was a radical departure known as the 3H. It was a test bed for a new Quad Medium Fire Support 'Mech that Brigadier was testing for an RFP made by the SLDF. When the SLDF departed, Brigadier continued work on the design to submit it to the FWLM.

==Deployment==
 No working Falchions are known to be active today. However, Snord's has a leg
assembly from a Falchion in their Museum on Clinton.

--------------------------------------------------------
Type/Model:    Falchion FCL-1H
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  99 pts Standard               0      5.50
Engine:        220 Fusion                    6     10.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     10 Double [20]               6       .00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  201 pts Standard              0     13.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         27      
   Center Torso (Rear):                  9      
   L/R Side Torso:           13      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Front Leg:            13      26/26      
   L/R Rear Leg:             13      26/26      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/5           RT      1   20      5      9.00
  (Ammo Locations: 1 RT)
1 Large Laser            LT      8           2      5.00
1 Large Laser            CT      8           2      5.00
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          RT                  1       .50
--------------------------------------------------------
TOTALS:                         20          48     55.00
Crits & Tons Left:                          18       .00

Calculated Factors:
Total Cost:        4,472,009 C-Bills
Battle Value:      1,113
Cost per BV:       4,017.98
Weapon Value:      1,478 / 1,478 (Ratio = 1.33 / 1.33)
Damage Factors:    SRDmg = 22;  MRDmg = 13;  LRDmg = 2
BattleForce2:      MP: 4,  Armor/Structure: 5/5
                   Damage PB/M/L: 4/3/1,  Overheat: 0
                   Class: MM;  Point Value: 11

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 Post subject:
PostPosted: Fri Jun 16, 2006 8:14 am 
Offline
Corporal
Corporal

Joined: Thu May 05, 2005 3:09 am
Posts: 38
Location: Beroun, Czech Republic
Any news with this contest?

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 Post subject:
PostPosted: Fri Jun 16, 2006 6:04 pm 
Offline
MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Looks like we should elect a panel of judges (who do not have entries).

Volunteers?

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~~~~~
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 Post subject:
PostPosted: Sun Jun 18, 2006 10:25 am 
Offline
Colonel
Colonel

Joined: Fri May 21, 2004 12:34 pm
Posts: 460
Quote:
Looks like we should elect a panel of judges (who do not have entries).

Volunteers?
Why not.


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 Post subject:
PostPosted: Mon Jun 19, 2006 5:38 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Sun Nov 18, 2001 8:00 pm
Posts: 518
Location: Plymouth, MI
I will volunteer for the panel.


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 Post subject:
PostPosted: Mon Jun 19, 2006 11:47 pm 
Offline
Lieutenant, JG
Lieutenant, JG

Joined: Sun Jan 02, 2005 6:14 pm
Posts: 177
Location: New Mexico
I'm in if you well have me.

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 Post subject:
PostPosted: Fri Jun 23, 2006 2:13 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Fri Jun 23, 2006 1:41 pm
Posts: 548
Location: PHOENIX, AZ
I really hope I'm doing this right, its the 1st time I've ever tried to post on these boards.

Here is my submission.
Code:
               BattleMech Technical Readout

Type/Model:    Hydra   HDR-1A
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          100 tons
Chassis:       Bergan CXV Standard
Power Plant:   300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 Anderson Propulsion 300 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Valiant Lamellor Standard
Armament:      
  3 Tiegart PPCs
  10 Aberdovey Mk III Medium Lasers
  2 Zippo Mark X Anti-Personnel Flamers
Manufacturer:  Bergan Industries
  Location:    New Earth
Communications System:  Tek BattleCom
Targeting & Tracking System:  DLK Type Phased Array Sensor System

==Overview:==
     Introduced in 2540, the HDR-1A Hydra is an assault BattleMech designed to inspire fear in the enemy with its looks as well as its firepower.  The head and weapon mounts for the PPCs and Flamers were all designed to give a reptilian mouth shape to appear as five hydra heads spitting flame and lightning at the enemy.  The hands of the mech end in sharp points on the fingers to appear as claws.  The leg and foot assemblies' also bare a clawed appearance.
     With an array of weaponry to give massive firepower at all ranges the Hydra is fully energy based to maximize efficiency. Weighing in at 100 tons and with a top running speed of 54.6 kilometers per hour, the Hydra can keep up with most assault forces.  It also was the first mech at 100 tons to be equipped with a full 90-meter jump capability.  The 'Mech serves with main-line units as a solid fire support or close assault machine combat roles.
     Produced by Bergan Industries of New Earth, from the same factories that produce the Champion and Locust battlemechs the Hydra never reached the popularity of those designs.  The problem was the shaped armor designed to provide this mech with its fearsome visage.  It was very hard to repair when damaged and could not be replaced with standard armor due to the way it molded to the weapon mounts.
     The factory that produced these mechs was heavily damaged during the Amaris crisis and did not return to production of even the more popular mechs until after the fourth succession war.  
     One Hydra battlemech was found in the abandoned remains of the Bergan factory on the continent of Conseco in 3030.  It is currently deployed with the elite mercenary unit Hawkins' Hellraisers.

==Capabilities:==
     The Hydra's mass makes it an assault BattleMech, but it more nimble that most with the addition of Anderson 300 jump jets.  However, it also maintains all the armor and firepower of an assault machine.  The Vlar 300 fusion engine is standard for a machine and is the same engine eventually used in the Atlas and King Crab mechs.
     Three Tiegart particle projection cannons located in the Hydra's arms and left torso provide the knock-out punch needed by any large 'Mech. These are the same PPCs carried by the Thug assault mech.  The Tiegart is 10% smaller than standard PPCs but matches them for power and damage. The major drawback is the scarcity of replacement parts. Even though several redundant circuits provide backup power if needed, the Mechwarrior's control over the weapon suffers greatly without a steady supply of parts.
     The Hydra's remaining weapons array consists of two Zippo Flamers mounted in the head and chest to protect the mech from swarming infantry and are shaped to appear as flaming dragon heads.  A battery of 10 Aberdovey Mark III medium lasers can deliver huge amounts of punishment at close to medium range and are considered the best available lasers.
     The 17 experimental double strength heat sinks allow the Hydra to maintain a constant barrage of energy weapons fire that can cover the assault or retreat for its remaining lance mates.  Heat only becomes a problem when a pilot attempts to fire both the PPCs and Lasers together.  This can lead to immediate shut down but few opponents would be around to witness it.
     The communications and targeting systems are 2 of the best ever used in a mech.  The Tek BattleCom ensures reliable contact with all units on the battlefield and the DLK Type Phased Array Sensor System allows the pilot to every advantage in hitting at opponent.

==Battle History:==
     The 20+ prototype Hydras saw battle on a few occasions during the Star-League era.
     Half of one production run was ordered by the Duke of New Earth to serve in the planetary guard where they would be showpiece mechs that could be used if war ever came to the that world.
     All were destroyed when that fateful time came over 2 centuries later during the fall of the Star League.  But the few remaining records show that in battle the Hydra truly fought with the fury of its namesake often taking on and destroying several opponents at once.

==Variants:==
     The only known variant ever tested was the 1B that changed little from the basic model.
Designed for a closer combat role it replaced the 3 PPCs with 4 Large Lasers.  1 heat sink was added to this design and 1 laser from each side torso bay was modified to face the rear of the mech giving it more cover in the chaos of close combat situations.

==Notable 'Mechs & MechWarriors:==
Lt. Derrick Hawkins
     The remaining Hydra known to the inner sphere in 3067 is deployed in the command battalion of Hawkins' Hellraisers.  Lt. Derrick Hawkins is the second son of General Lance Hawkins the founder of the unit.  He commands a security lance attached to the Generals Company.  The mech has seen little action in over 30 years since it was discovered having spent over a decade being analyzed and tested by engineers from the NAIS.   

==Deployment==
     Rumor has it that the refurbished Bergan facility is looking into a more battle worthy version of the design using more advanced technologies and standard armor mounts for the weapons.  Commander Hawkins has made inquiries into purchasing at least a lance of first production run.  Unfortunately the outbreak of the civil war in the Federated Commonwealth and the Word of Blake Jihad has put these plans on hold for now.

--------------------------------------------------------
Type/Model:    Hydra   HDR-1A
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300                  6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     17 Double [34]              15      7.00
 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 2 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         46      
   Center Torso (Rear):                 15      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      41/41      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 PPC                    RA     10           3      7.00
1 PPC                    LA     10           3      7.00
5 Medium Lasers          RT     15           5      5.00
1 PPC                    LT     10           3      7.00
5 Medium Lasers          LT     15           5      5.00
1 Flamer                 CT      3           1      1.00
1 Flamer                 HD      3           1      1.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         66          70    100.00
Crits & Tons Left:                           8       .00

Calculated Factors:
Total Cost:        10,386,000 C-Bills
Battle Value:      1,936
Cost per BV:       5,364.67
Weapon Value:      2,767 / 2,767 (Ratio = 1.43 / 1.43)
Damage Factors:    SRDmg = 36;  MRDmg = 20;  LRDmg = 7
BattleForce2:      MP: 3J,  Armor/Structure: 8/8
                   Damage PB/M/L: 5/4/2,  Overheat: 4
                   Class: MA;  Point Value: 19





********************************************
--------------------------------------------------------
              BattleMech Technical Readout

Type/Model:    Hydra   HDR-1B
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          100 tons
Chassis:       Bergan CXV Standard
Power Plant:   300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 Anderson Propulsion 300 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Valiant Lamellor Standard
Armament:      
  4 Large Lasers
  10 Medium Lasers
  2 Flamers
Manufacturer:  Bergan Industries
  Location:    New Earth
Communications System:  Tek BattleCom
Targeting & Tracking System:  DLK Type Phased Array Sensor System


--------------------------------------------------------
Type/Model:    Hydra   HDR-1B
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300                  6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     18 Double [36]              18      8.00
 (Heat Sink Loc: 2 LA, 1 RA, 1 LT, 2 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         46      
   Center Torso (Rear):                 15      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      41/41      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
1 Large Laser            LA      8           2      5.00
4 Medium Lasers          RT     12           4      4.00
1 Medium Laser           RT(R)   3           1      1.00
2 Large Lasers           LT     16           4     10.00
4 Medium Lasers          LT     12           4      4.00
1 Medium Laser           LT(R)   3           1      1.00
1 Flamer                 CT      3           1      1.00
1 Flamer                 HD      3           1      1.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         68          72    100.00
Crits & Tons Left:                           6       .00

Calculated Factors:
Total Cost:        9,998,000 C-Bills
Battle Value:      1,931
Cost per BV:       5,177.63
Weapon Value:      2,864 / 2,864 (Ratio = 1.48 / 1.48)
Damage Factors:    SRDmg = 39;  MRDmg = 18;  LRDmg = 2
BattleForce2:      MP: 3J,  Armor/Structure: 8/8
                   Damage PB/M/L: 6/4/-,  Overheat: 4
                   Class: MA;  Point Value: 19

http://www.heavymetalpro.com/designs/Hydra___HDR-1A.hmp
http://www.heavymetalpro.com/designs/Hydra___HDR-1B.hmp


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 Post subject: discount - mech
PostPosted: Wed Dec 06, 2006 7:04 pm 
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Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
http://www.heavymetalpro.com/designs/discount_DSC-1.hmp
http://www.heavymetalpro.com/designs/discount_DSC-2.hmp
Code:
               BattleMech Technical Readout
                     Custom* Weapons (as described below, under overview)

Type/Model:    discount DSC-1
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          20 tons
Chassis:       anonymous manufacturer Standard
Power Plant:   100 anonymous manufacturer Fusion
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets:     5 various  Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    various Standard
Armament:      
  2 F-1 Medium Lasers*
  1 Machine Gun
Manufacturer:  Morgan industries
  Location:    Morgan city, Morgan
Communications System:  various
Targeting & Tracking System:  various

------------------------------------------------------------------------------
==Overview:==
this mech has been designed to be as cheap as possible. the manufacturer is a
pirate calling himself "sir henry morgan". sir henry got hold of a
mech-building-plant on one of the worlds that he controls. however,this plant
is only partially functional, so that sir henry has to purchase all parts of
his mechs from elsewhere. as sir henry is chronically short of money he has to
take what he gets. through his various contacts he managed to get hold of a
number of overweight chassis, a number of defective medium lasers that produce
20% less damage and  some overweight engines, all from a manufacturer that 
rather sold the flawed material anonymously than scrap it. the whole rest of the construction is from the used-parts market. it is unknown if this has any consequence for the reliability of the design. 
rumors want that sir henry has at least one regiment of this mechs under his command, though this seems unlikely

NOTES: the price shown in the overview is calculated on the base of NEW parts. the overall price of this mech is really just below 500.000 C-bills.(calculated as selling-price, the manufacturing-cost is estimated to be about 250.000,00 C-Bills)
 the weight of the mech is  full 20 tons, the engine and internal structure is really 500 Kilograms heavier each, filling up the unaccounted one ton.

==Capabilities:==
this light mech is not really very strong, nor is it extremely fast for its size. for raids on worlds with little or no mechs it still seems to be strong enough(at last when there are many of it). the two medium lasers have the advantage of not needing any expensive ammunition, while the machine-gun needs only very cheap ammo that can be easily  obtained everywhere.
the machine-gun is often used to herd together the inhabitants of
periphery-worlds in order to break their resistance, if there is any. 
in case of an encounter with battlemechs the preferred tactics is to keep moving frequently using the jump-jets, either to get the opponents in range, or, if there are to many, to get out of their range.

==Battle History:==
the mech was first been deployed in the year thirteen of sir henrys calendar.
since then he has frequently raided various periphery worlds with  great success demanding "taxes" from the inhabitants. as this "taxes" are always surprisingly low, and sir henry does never use violence when he doesn't have to, no one has ever organized resistance. it seems that sir henry is just about to install a reign as some sort of periphery-lord.

==Variants:==
seeing the origin of the mechs parts it is no question that there are many variants of this mech.
another variant is the one sir henry pilots personally: it consists of normal parts, has double heat-sinks and three normal medium lasers.

==Notable 'Mechs & MechWarriors:==
the only remarkable mech of this sort is that of sir Henry, as described under
"variants"

--------------------------------------------------------
Type/Model:    discount DSC-1
Mass:          20 tons

Equipment:                                 Crits    Mass
Int. Struct.:  33 pts Standard               0      2,00(really 2.5 tons)
Engine:        100 Fusion                    6      3,00(really 3.5 tons)
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     10 Single                    6       ,00
 (Heat Sink Loc: 3 LA, 3 RA)
Gyro:                                        4      1,00
Cockpit, Life Supt., Sensors:                5      3,00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       ,00
Armor Factor:   69 pts Standard              0      4,50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:              6          9      
   Center Torso (Rear):                  3      
   L/R Side Torso:            5        8/8      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   3        6/6      
   L/R Leg:                   4        8/8      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 F-1 Medium Laser*      RA      3           1      1,00
1 F-1 Medium Laser*      LA      3           1      1,00
1 Machine Gun            HD      0  100      2      1,00
  (Ammo Locations: 1 CT)
5 Standard Jump Jets:                        5      2,50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                          6          46     19,00
Crits & Tons Left:                          32      1,00(really there is no ton left)

Calculated Factors:
Total Cost:        1.182.040 C-Bills(in theory, really it is less then 500000 C-Bills, as a price for selling the mechs, the cost in their production i estimate at about 250,000 C-Bills)
Battle Value:      404
Cost per BV:       2.925,84 (less then1236)
Weapon Value:      121 / 121 (Ratio = ,30 / ,30)
Damage Factors:    SRDmg = 7;  MRDmg = 1;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 2/2
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: ML;  Point Value: 4
i know that custom weapons are really level 2 rules, but this weapons are in fact representing Flawed weapons, the only difference is less damage, and a halved price. the BV has been
calculated by the program.
Code:
 The History of Sir Henry Morgan and the Morgan Empire

sir henry morgan was the leader of a mercenary-unit consisting of a  light mech - company with 6 aerospace-fighters, a dropship and a jump-ship.
when he realized that his unit was bankrupt he used his still good reputation to set up a fraud: he simply ordered everything he would need for a start as a pirate and left for the periphery. he also sold his mechs and fighters to more than three different customers (each!!!) earning a basic funding for his operation. he never delivered them off course.
he soon found a planet in the periphery that he liked as a base, christened it "morgan" renamed himself "sir henry morgan" and declared it was the year 1.
in the following years he frequently raided the surrounding planet-systems. he kept to a few simple rules:
 1. never demand too much, in order not to give too much reason for resistance
2.use violence when necessary, and only when necessary
3. always offer negotiation first.
4. offer something in exchange (in the first years that was usually the protection from other pirates, he really managed to do that properly- sometimes by incorporating the other pirates in his own plan, later sir henry contributed a lot to the infrastructure of several worlds)
5. sometimes it is better to just ask politely, as the settlers were wiling to share the little they had with their neighbours.

until the year 6 his operations, demanding taxes from the surrounding worlds went quite well, he then had a  strength of one battalion including three independent company-transports, but the mechs were in generally bad shape. 
so he changed his field of business: the mostly agricultural worlds he had raided  were not offering much more than food and water. but that was pollutant-free and of very good quality. as he had two merchant drop-ships and three jump-ships it was an obvious plan to start trading water and food. in the beginning he did not have much profit as he was lacking the facility's to properly pack the products, but soon he purchased bottling-machines, food-processing-machines and packing-machines. morgan agricultural soon became a prime brand all over the inner sphere reputed for being clean and healthy food that was was produced in a clean and healthy way on clean and healthy worlds. his profit got much higher than you might expect from mere agriculture.his products actually were marketed as luxury-goods.his raids, though, were diverted to worlds more distant. in the years to come sir henry managed to get his mechforce in shape again with the money gathered from his many customers all over the inner sphere.
then in year 13 sir henry stumbled over a long forgotten mech-facility right on his own planet. it was badly damaged but could be rebuild far enough to put together the single parts of a mech. sir henry never managed to produce mech-parts, though. as he did not have single mech-parts and only limited funding to buy them he had to purchase the needed material from the used-parts-market and also bought flawed material at cheaper prices. this dropped the prices enough to enable him to start a mech-production, starting with the "discount"-design. he produces one mech every week.

in the year 15 sir henry formally offered the surrounding planets the foundation of a new state. as the farmers had earned considerable wealth in the relation with sir henry they gratefully agreed.
the morgan empire spans over 12 inhabited systems. the single planets are governed by Assemblies of locals that have great freedom to decide the internals, lord morgan, as he now calls himself, is only demanding a low tax ( his income as a businessman is high enough ) and is responsible for foreign policy and buisseness.

the fact that the mighty people in the neighboring states are reminded daily of the origin of their favorite food, when they look at the packages, has greatly increased the chances of survival of the morgan-empire. 
lord morgan has also stopped any raids as he thinks he will make more profit making contracts with the farmers of the surrounding worlds, enlarging his buiseness.as a result wealth is spreading in the morgan empire, and around it.
all together sir henry could then field more than 5 battalions of mostly light mechs, 3 of which are discounts, the rest is the remains of several pirate-groups he absorbed.
financed by his ever growing income sir henry has now started to produce mechs that are constructed of ordinary, fully functioning parts, he is also refitting some of his discounts with such parts. roumors want it that he can now field about two complete regiments of mechs. his transports seam to be limited to one regiment, though.


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 Post subject:
PostPosted: Sun Dec 10, 2006 12:19 pm 
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Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
THE MORGAN EMPIRE TIME LINE
Code:
2531 sir henry morgan is born as heinrich müde(lit. tired) at planet bamberg, somewhere in steiner-space
2550 heinrich müde founds a mercenary-unit, as a company of light mechs,a union, a merchant, and two light fighters, financed with an inheritance.
2551 first battles- the unit is changing its size through the tides of battle between 1 company and two lances
2554 after a gone bad contract there is only one lance of mechs left, plus two fighters in a bad shape, the union and the merchant
2559 the unit has managed to gain company-strenghts again, but is in a high debt.
2561 lost 4 mechs and a fighter
2564 full strength regained but the finances are BAD
2566 -0001-sir henry morgan leaves the inner sphere and becomes a pirate, after a great fraud -operation.sir henry finds the planet morgan.
           raids om three planets.
2567 -0002-raids on seven neighboring planets, clash with rivaling pirates. the lance-sized unit becomes absorbed.unit now has an additional scout-JS and a leopard. 
2568 -0003-eight raids, sir henry trades in a defunct. leopard from some settlers in exchange for some infrastructural material on alena. repair takes three month.finds a deposit of germanium on laura.
2569 -0004-six raids, another pirate-unit that has lost its mechs joins in with another union and an invader.
2570 -0005- twelve raids, in one case the unit lands on the rubble of a battle between two company-sized units(pirates vs. planetary troops), the salvage-operation earns parts for two lances of mechs and another defunct leopard
2571 -0006-foundation of the star-league. sir henry founds morgan agricultural, contract with farmers on 6 planets. a bankrupt mercenary company without an own transport joins in. 3 raids.
2572 -0007- 2 raids. start of wine-production on cristal. the merchant and two unions are used for trade only.
2573 -0008- 1 raid. start of kaviar-production on kaspi.
2574 -0009- no raid. start of champagne -production on cristal. 
2575 -0010- 2 raids . the first 10000 bottles of cristal-champagne are shiped, earning 500 c-bills profit each.start of whiskey-production on raisley
2576 -0011- 1 raid. champagne -production grows to 100000 bottles, earning an average profit of 1100 C-bills each.first whiskey is shipped.
2577 -0012- 2 raids. foundation of morgan meats.
2578 -0013- sir henry finds a mech-building-facility on a remote part of his planet morgan. introduction of the discount-mech. one raid to test the discount. production of high grade "meals in cans" starts.
2579 -0014- the last raid. production of freeze-dried rations begins.
2580 -0015- foundation of the morgan empire. production of spinach on popeye starts.
2581 -0016- introduction of the 40-ton bargain -mech
2582 -0017-
2583 -0018- introduction of the 60-ton sale -mech
2585 -0019- the peace of cerberus is being celebrated with cristal champagne
see 2575 :wink:

LIST OF PLANETS
Code:
morgan -mechfabrication
alena    -freeze-dried rations
laura     -meals in cans
cristal    -wine and champain
kaspi     -kaviar
raisley   -whiskey
popeye -spinach
POSITION OF THE MORGAN EMPIRE
Code:
the morgan empire is located outside of the lyran empire, the planet morgan is about on the prolonged line between tharkad and coventry, twice as far from coventry than coventry is from tharkad
remark: the original sir henry morgan was born in bamberg/germany as son of an english military ataché and his german wife, he is the decendant of a family of infantry officers.

_________________
typos and spelling-mistakes are property of the finder. english is not my mother-tongue.


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 Post subject: Level 3
PostPosted: Fri Dec 22, 2006 5:53 am 
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Recruit
Recruit

Joined: Thu Mar 24, 2005 1:17 pm
Posts: 3
Rick,

I wanted to ask about ICE engines. Since ICE i level 3 should I just not mess with them for this contest?


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 Post subject:
PostPosted: Fri Dec 22, 2006 4:00 pm 
Offline
Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
interesting point. ICE engines are definitely pre-starleague.

_________________
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 Post subject:
PostPosted: Sun Feb 18, 2007 1:40 pm 
Offline
Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
Yeah...the contest wanted Star League tech, but the date asked for was before the Star League. This has engendered some confusion...;-)

_________________
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 Post subject:
PostPosted: Mon Feb 19, 2007 3:22 am 
Offline
Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
Yes, but the Golden Age of the Star League where most new scientific creations occurred did not happen until the 2600s or early 2700s. So those fancy superdooper high tech weapons we see on Star League 'Mechs weren't developed until after the Star League started...;-)

And...I don't know. :-(

_________________
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[url=http://www.pryderockindustries.com]P.R.I.[/url] - The home of BattleTech programs and files
"I'm gonna Tea Party like its 1776." - Medron Pryde
Who is John Galt?


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 Post subject:
PostPosted: Tue Feb 20, 2007 6:43 am 
Offline
Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
I would. :-)

_________________
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[img]http://faileas.greywolf.googlepages.com/WOTD.png[/img]
[url=http://www.pryderockindustries.com]P.R.I.[/url] - The home of BattleTech programs and files
"I'm gonna Tea Party like its 1776." - Medron Pryde
Who is John Galt?


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 Post subject:
PostPosted: Wed Feb 21, 2007 4:12 am 
Offline
General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
Very nice designs you have there, are you posting the HMPro files for them soon ?.

Dave.

_________________
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Yrs sincerely
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 Post subject:
PostPosted: Sat Feb 24, 2007 5:22 am 
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Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
No Problem, pity nice designs.

That page has been down now for over a week or so...strange.

Dave.

_________________
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Ahahahahaha! Ahahahaha! Aahahaha!

BEWARE!!!!!

Yrs sincerely
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 Post subject:
PostPosted: Sat Feb 24, 2007 11:02 am 
Offline
Supreme Mugwump
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Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
the site is on interdiction by comstar

(i had to guess about the interdiction thing -i mean that comstar is blocking the communication, the german word is interdikt)

_________________
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 Post subject:
PostPosted: Sat Feb 24, 2007 12:40 pm 
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General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
Quote:
the site is on interdiction by comstar

(i had to guess about the interdiction thing -i mean that comstar is blocking the communication, the german word is interdikt)

:pointlaugh: :rofl: :claphands: D'not you mean the W.O.B.......


:jumpy: :rofl: :lam:

Dave. :angel:

_________________
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Ahahahahaha! Ahahahaha! Aahahaha!

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Yrs sincerely
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 Post subject:
PostPosted: Sat May 19, 2007 8:51 am 
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Just Another Shade Of Grey
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Joined: Thu Dec 26, 2002 11:19 am
Posts: 2155
Location: Baghdad, IQ
Here's my entry, Rick, complete with Fluff since the contest is not yet over. :wink:
Code:
               BattleMech Technical Readout

Type/Model:    Rifleman RFL-3S
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          60 tons
Chassis:       Kallon Type IV Standard
Power Plant:   240 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Krupp 200 Ferro-Fibrous 
Armament:      
  2 Magna Mk III Large Lasers
  2 Imperator-A Autocannon/5s
  2 Magna Mk II Medium Lasers
Manufacturer:  Kallon Industries
  Location:    (Unknown)
Communications System:  Garret T-11A
Targeting & Tracking System:  Garret D2j

------------------------------------------------------------------------------
==Overview:==
    When first introduced, the Rifleman's relatively light seven and a half
tons of armour weren't seen as a heavy liability as it was classified as a
medium fire-support 'Mech. As new 'Mechs were rolled out as the years went by,
this relatively light armour began to appear to the SLDF as being
insufficient, especially should the Star League be drawn into a major
conflict. With the new breakthroughs in technology starting to spread into the
Inner Sphere markets, the SLDF chose to contract Kallon Industries to retool
their Rifleman lines to begin producing them using Krupp's new ferro-fibrous
armour.

==Capabilities:==
    With the new Krupp armour, the Rifleman is now more than capable of
keeping up with newer BattleMechs being produced by Star League contractors.
This gives the Rifleman a better chance of destroying an enemy 'Mech at or
near its own weight without suffering crippling damage in a fire-fight.
    The redesign of the Rifleman to accept the new Krupp 200 ferro-fibrous
armour plating also allowed design engineers to take a look at the original
ammunition-feed system and eliminate the problem that plagued most of the
Riflemen in the Inner Sphere. With the new armour and redesigned and slightly
more compact ammunition-feed system, engineers were alas unable to find ways
to expand the Rifleman's ammunition bin for its autocannon systems.
    These minor improvements, and a clause in Kallon's contract with the SLDF
promises that even this minorly upgraded Rifleman variant will not be the
last, as word of experimental new technologies reaches Kallon Industries from
across the Inner Sphere. As such, design engineers have continued to work on
possible ways to expand the Rifleman's ammunition bin to correct the 'Mech's
relative lack of ammunition.

==Battle History:==
    The Rifleman, designed for use by the Star League defense forces,
continues to rise in popularity as word of its reliability increase across the
whole of the SLDF. The new 3S has been especially boasted about by SLDF
MechWarriors for its redesigned ammunition-feed system, eliminating over half
the usual jammings that would otherwise have a MechWarrior pulled off of a
gunnery range and sent to the maintenance team to correct. The 'Mech has been
especially well-welcomed amongst the Star League's battle regiments where
supplies for the autocannon are rarely scarce.

--------------------------------------------------------
Type/Model:    Rifleman RFL-3S
Mass:          60 tons

Equipment:                                 Crits    Mass
Int. Struct.:  99 pts Standard               0      6.00
Engine:        240 Fusion                    6     11.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     10 Single                    1       .00
 (Heat Sink Loc: 1 CT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  134 pts Ferro-Fibrous        14      7.50
 (Armor Crit Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             20         22      
   Center Torso (Rear):                  4      
   L/R Side Torso:           14      18/18      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                  10      15/15      
   L/R Leg:                  14      14/14      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
1 Autocannon/5           RA      1   20      5      9.00
  (Ammo Locations: 1 RT)
1 Large Laser            LA      8           2      5.00
1 Autocannon/5           LA      1           4      8.00
1 Medium Laser           RT      3           1      1.00
1 Medium Laser           LT      3           1      1.00
--------------------------------------------------------
TOTALS:                         24          57     60.00
Crits & Tons Left:                          21       .00

Calculated Factors:
Total Cost:        4,980,000 C-Bills
Battle Value:      831
Cost per BV:       5,992.78
Weapon Value:      723 / 723 (Ratio = .87 / .87)
Damage Factors:    SRDmg = 13;  MRDmg = 8;  LRDmg = 3
BattleForce2:      MP: 4,  Armor/Structure: 3/5
                   Damage PB/M/L: 2/2/-,  Overheat: 3
                   Class: MH;  Point Value: 8
Now fix the goddamned file upload page. :crazy:

_________________
God of our fathers, known of old,
Lord of our far-flung battle-line,
Beneath whose aweful Hand we hold
Dominion over palm and pine—
Lord God of Hosts, be with us yet,
Lest we forget—lest we forget!

—Rudyard Kipling
"Recessional" (1897)


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PostPosted: Fri Nov 16, 2007 7:49 pm 
Offline
Sergeant
Sergeant

Joined: Fri Nov 16, 2007 3:20 pm
Posts: 42
The Midnight Sun represents the attempt to create what was percieved at the time to be the ultimate arctic garrison mech: capable of laying down fire at a breakneck pace without need for cooldown or reload. Commisioned to take advantage of sub-zero fighting conditions and defensive positions, the Midnight Sun performed admirably, commiting to full alpha-strike tactics and obliterating enemies, while sustaining incredible punishment from attackers. The Federated Suns considered it to be a viable flagship 'Mech for commanders to intimidate the foe, as well as a strong spearhead for assault lances, and bore the weight of research and development.

However, when moved from the specialized cold defense role to the attack, or when utilized on worlds and battlefields above freezing, it was quickly discovered that the devestating edge that such energy barrages provide quickly gave way to overheating, or minimizing one's fire profile, so as to lower overall performance in exchange for dependability. Furthermore, the engine gave the mech too little speed to deal with flanking mechs capable of exploiting the undefended rear arc of the titanic MNS. As such, the designs were filed away, and the prototypes mothballed.

The Flashman was later used for this role for it's cheaper construction, greater speed, and improved ability to redirect it's assault at the shifting lines of an attack, and garrison work was ceded to the more heat-versatile Atlas. However, both bear the mark of descendance from the grim, skull-faced beast of the snow that could have been. Furthermore, the Ghost Bear garrison Kodiak bears more than a passing resemblance with it's claw-like laser arrays on it's arms and usual deployment strategies...
Code:
               BattleMech Technical Readout

Type/Model:    Midnight Sun MNS-1A
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          100 tons
Chassis:       Standard
Power Plant:   200 Nissan Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  4 Large Lasers
  8 Medium Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Midnight Sun MNS-1A
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        200                  6      8.50
   Walking MP:   2
   Running MP:   3
   Jumping MP:   0
Heat Sinks:     39 Single                   31     29.00
 (Heat Sink Loc: 1 HD, 2 LA, 2 RA, 10 LT, 10 RT, 2 CT, 2 LL, 2 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  307 pts Standard              0     19.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         46      
   Center Torso (Rear):                 16      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      42/42      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
4 Medium Lasers          RA     12           4      4.00
1 Large Laser            LA      8           2      5.00
4 Medium Lasers          LA     12           4      4.00
1 Large Laser            RT      8           2      5.00
1 Large Laser            LT      8           2      5.00
--------------------------------------------------------
TOTALS:                         56          78    100.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        7,424,666 C-Bills
Battle Value:      1,488
Cost per BV:       4,989.69
Weapon Value:      2,618 / 2,618 (Ratio = 1.76 / 1.76)
Damage Factors:    SRDmg = 43;  MRDmg = 19;  LRDmg = 2
BattleForce2:      MP: 2,  Armor/Structure: 8/8
                   Damage PB/M/L: 7/5/-,  Overheat: 2
                   Class: MA;  Point Value: 15
Variants: One of the original Midnight Suns was recently sold off to provide money for the FedCom Civil War, as well as the schematics, to a small mercenary company known as Miller's Marauders II. A descendant of the original Miller, Frank Miller quickly gave over the mech to the unit's chief tech, who quickly retrofitted it with 27 Clan-designed double heat sinks and a 300 fusion engine for additional speed, as well as swapped out the lasers for salvaged Clan extended-range versions captured in a skirmish with Diamond Shark aerospace forces, adding an extra extended-range large laser in the head. The hybrid design seems to work, however, the unit commander complains that the Mech is useless in their usual high-speed jump-capable raids, and has, ironically, relegated it to successful garrison duty at the unit's Excalibur command Dropship, where it has become a lynchpin in their slow-responsive defensive grid tactics.


Last edited by InfernalistGamer on Fri Nov 16, 2007 8:34 pm, edited 4 times in total.

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 Post subject:
PostPosted: Fri Nov 16, 2007 7:50 pm 
Offline
Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
where is the beef?

sorry:

where is the fluff?

_________________
typos and spelling-mistakes are property of the finder. english is not my mother-tongue.


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 Post subject:
PostPosted: Wed Mar 19, 2008 1:45 pm 
Offline
Colonel
Colonel

Joined: Tue Mar 19, 2002 8:00 pm
Posts: 433
Location: Vermont
Time to call/vote on this contest and order up a new one? :D


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