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 Post subject: 2011 HMPDT, contest #1
PostPosted: Wed Jan 26, 2011 8:09 pm 
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Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
Contest #1 will require a design using a large laser (it need not be the main weapon) and jump jets.

It must be a medium or heavy Inner Sphere mech, and should be able to be used in an attack lance.

It can be either a level 1 or 2 design, and any tech used in 3058 or prior is allowed.

Presume cost is not an issue.

Deadline for entries is 2359 EST on 19 February 2011.

Questions/comments should be posted in the comments thread: http://www.heavymetalpro.com/forums/vie ... 14&t=19790

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PostPosted: Wed Jan 26, 2011 9:01 pm 
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Stratego
Stratego

Joined: Sat Nov 10, 2001 8:00 pm
Posts: 10855
Location: Ft. Hood Texas
[code] BattleMech Technical Readout

Type/Model: Tazu-Tenqu 2
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Luthien Med Endo Steel
Power Plant: 275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Devil A7 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Kallon Royalstar w. CASE Standard
Armament:
1 Lords Light PPC
1 ChisComp 43 Special Large Laser
1 Matabushi Guardian Guardian ECM
1 Nashan Beagle Active Probe
1 Holly Streaks Streak SRM 4
1 Armstrong Mediums Medium Laser
2 Armstrong Small Small Lasers
Manufacturer: Luthien Armor Works
Location: Luthien / DC (LAW)
Communications System: MultiGab 2000
Targeting & Tracking System: Hammerstrom Elint Suite

--------------------------------------------------------
Type/Model: Tazu-Tenqu 2
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 3 LA, 2 RA, 3 LT, 2 RT, 2 LL, 2 RL)
Engine: 275 XL Fusion 12 8.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 1 LA, 1 RA)
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: 176 pts Standard 0 11.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 28
Center Torso (Rear): 7
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7.00
1 Large Laser LA 8 2 5.00
1 Guardian ECM RT 0 2 1.50
1 Beagle Active Probe RT 0 2 1.50
1 Streak SRM 4 LT 3 25 2 4.00
(Ammo Locations: 1 LT)
1 Medium Laser LT 3 1 1.00
1 Small Laser CT 1 1 .50
1 Small Laser HD 1 1 .50
CASE Equipment: LT 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 26 77 55.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 10,810,681 C-Bills
Battle Value 2: 1,621 (old BV = 1,477)
Cost per BV2: 6,669.14
Weapon Value: 1,426 / 1,343 (Ratio = .88 / .83)
Damage Factors: SRDmg = 27; MRDmg = 12; LRDmg = 3
BattleForce2: MP: 5J, Armor/Structure: 4/2
Damage PB/M/L: 4/3/1, Overheat: 1
Class: MM; Point Value: 16
Specials: ecm, prb
[/code]


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PostPosted: Thu Jan 27, 2011 3:56 am 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
this is a version of a canon mech, the marauder 3M, in fact i think this is the first faction specific mech i have made.
the marik engineers managed to raise the heat sink capacity by two, and give it maximum armor as well as 4 jjs in exchange for the autocannon.
they also, obviously having a sense of humor, managed to give it a rating (BV1) that is LEET(1337)
[code]BattleMech Technical Readout

Type/Model: Marauder MAD-3MJ
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 75 tons
Chassis: GM Marauder Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Diverse Optics Type 30 Large Lasers
2 Magna Mk II Medium Lasers
Manufacturer: General Motors
Location: (Unknown)
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

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


==Capabilities:==


==Battle History:==



==Variants:==
Overheating and the lack of reliable PPCs have forced House Marik to
replace the Marauder's characteristic twin PPCs with heavy lasers. The
reduction in heat has, to some extent, compensated for the concurrent
reduction in firepower, and so the Marauder-M is a widely used variant.

in some situations the mobility of a marauder is not sufficient. for
situations when jumpjets are needed House Marik ordered the development of the
Marauder MAD-3MJ that sacrifices the autocannon for 4 jumpjets. for maximum
battle endurance it also features a thicker Armor.
its heatsinks are able to remove the heat of a full alpha strike, when not
moving.

--------------------------------------------------------
Type/Model: Marauder MAD-3MJ
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: 4
Heat Sinks: 22 Single 10 12,00
(Heat Sink Loc: 3 LA, 3 RA, 2 LL, 2 RL)
Gyro: 4 3,00
Cockpit, Life Supt., Sensors: 5 3,00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 ,00
Armor Factor: 231 pts Standard 0 14,50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 12
L/R Side Torso: 16 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 32/32

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5,00
1 Large Laser LA 8 2 5,00
1 Medium Laser LA 3 1 1,00
1 Medium Laser RA 3 1 1,00
4 Standard Jump Jets: 4 4,00
(Jump Jet Loc: 1 LT, 1 RT, 2 CT)
--------------------------------------------------------
TOTALS: 22 49 75,00
Crits & Tons Left: 29 ,00

Calculated Factors:
Total Cost: 6.552.000 C-Bills
Battle Value: 1.337
Cost per BV: 4.900,52
Weapon Value: 1.562 / 1.562 (Ratio = 1,17 / 1,17)
Damage Factors: SRDmg = 21; MRDmg = 10; LRDmg = 1
BattleForce2: MP: 4J, Armor/Structure: 6/6
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MH; Point Value: 13
[/code]


Last edited by cobayashimaru on Sat Jan 29, 2011 4:05 pm, edited 1 time in total.

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PostPosted: Thu Jan 27, 2011 4:13 am 
Offline
Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
[code] BattleMech Technical Readout

Type/Model: SaberDance SD-2E
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 50 tons
Chassis: Endo Steel
Power Plant: 350 Magna XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Ferro-Fibrous
Armament:
2 Large Lasers
1 C³ Slave Unit
1 Guardian ECM
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: SaberDance SD-2E
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2.50
(Endo Steel Loc: 6 LA, 4 RA, 2 LT, 2 RT)
Engine: 350 XL Fusion 12 15.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 169 pts Ferro-Fibrous 14 9.50
(Armor Crit Loc: 1 HD, 2 LA, 3 RA, 2 LT, 1 RT, 1 CT, 2 LL, 2 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 25
Center Torso (Rear): 7
L/R Side Torso: 12 20/20
L/R Side Torso (Rear): 4/4
L/R Arm: 8 16/16
L/R Leg: 12 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 C³ Slave Unit RT 0 1 1.00
1 Guardian ECM RT 0 2 1.50
1 Large Laser LT 8 2 5.00
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 16 78 50.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 11,761,000 C-Bills
Battle Value: 1,480
Cost per BV: 7,946.62
Weapon Value: 943 / 943 (Ratio = .64 / .64)
Damage Factors: SRDmg = 14; MRDmg = 9; LRDmg = 1
BattleForce: MP: 7J, Armor/Structure: 4/2
Damage PB/M/L: 3/2/-, Overheat: 0
Class: MM; Point Value: 15
Specials: ecm, c3s[/code]


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Last edited by Goose on Sun Jan 30, 2011 2:10 pm, edited 1 time in total.
Made Kosher


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PostPosted: Thu Jan 27, 2011 12:28 pm 
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Freedom Fighter
Freedom Fighter

Joined: Fri Jul 12, 2002 8:00 pm
Posts: 3483
Location: Ft Lauderdale Florida
BattleMech Technical Readout

Type/Model: Grouse Hound GH-0-ND
Tech: Inner Sphere / 3057
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 50 tons
Chassis: Luthien DAI Endo Steel
Power Plant: 300 General Motors Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Rawlings 50 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: StarSlab /Sheet Ferro-Fibrous
Armament:
2 Diverse Optics Type 18 Medium Lasers
6 Diverse Optics Type 10 Small Lasers
1 Diverse Optics Type 30 Large Laser
1 Matabushi Citizen C³ Slave Unit
Manufacturer: Luthien Armor Works
Location: (Unknown)
Communications System: Neil 6000
Targeting & Tracking System: Garret T19F w. C3 Computer

------------------------------------------------------------------------------
==Overview:==
The Grouse Hound is one of a series of designs that came from the
collaberation between FEDCOM and Combine technicians, ostensibly to fight the
clans. This previously unheard of colaberation has brought us the Gunslinger
design, though the H-0-ND seems more useful in fighting innersphere types of
battles. The Combine says that the design is primarily for mercenary export,
but that remains to be seen.

==Capabilities:==
Every attack lance needs someone to ferret out the enemy for the other mechs.
The Grouse Hound is exceptionally good at it. It can set the range of its
engagements due to the speed it possesses, allowing the larger mechs of the
unit to be in between it and harm, until such time as it's specialized
talents are called for. At which time it closes in to flank enemies
entrenched in positions that the rest of the lance forcing those mechs to make
the decision between knife-fighting a mech designed for the task, or running
out of its "hidey hole" and getting blown to smithereens by the attack lance.

Traditionally the Phoenix Hawk was used in this capacity, however that design
features several weaknesses that the Grouse Hound seeks to remedy. Removing the
ammunition-based secondary weapons was a no brainer, as was the increase in
armor. By adding 5 tons to the design, the machine inflicts SLIGHTLY more
powerful kicks, but the moving of the weapons to the torso allows for punching
in tandem with weapons fire, allowing the mech to make a series of strikes at
the cockpit of enemy mechs that don't chose to flee their hiding places.

The design uses a combination of time-tested weapons and state of the art
support equipment, the heatsinks, frame, and armor are all the latest in
design. The use of the standard engine was a deliberate choice, making the
machine more survivable in close brawls

A late addition to the design was the inclusion of a c3 slave unit. This
allows the GH-0-ND to better utilize the extreme proximity its design mission
entails for the benefit of the rest of the lance or company it is attached to,
and it is suspected that the Grouse Hound was designed with the c3 Master
variant of the Gunslinger in mind.

The Grouse Hound often finds itself used to chase off small flankers itself.
it's size and speed makes it ideal for chasing small mechs with LRMs or other
fast mediums like itself. In this mission it is sometimes referred to as the
"sheepdog", a term equal parts derision and admiration.

==Variants:==
Removal of the c3 unit frees up weight to improve two of the small lasers to
mediums, a common refit for units lacking the new and relatively hard to
aquire c3 gear.

==Deployment==
The Grouse Hound is being deployed to various mercenary units, the Eridani
Light Horse, the Northwind Highlanders, the Crater Cobras, and other units
that have experience with SLDF -era equipment. The exception to this is the
"gift" of several dozen to the Kell Hounds, with a cryptic note about
"bulldogs, wolfhounds, and other hunting dogs". Even more curious is the fact
that the default factory paint scheme is the same gull grey that old SLDF
mechs used as their default scheme, though this is explained as being less
inflammatory than the default "Draconis Parade Red" that is normally used.

--------------------------------------------------------
Type/Model: Grouse Hound GH-0-ND
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2.50
(Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine: 300 Fusion 6 19.00
Walking MP: 6
Running MP: 9
Jumping MP: 6
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+LA+H 16 .00
Armor Factor: 152 pts Ferro-Fibrous 14 8.50
(Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)

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 Medium Laser RT 3 1 1.00
3 Small Lasers RT 3 3 1.50
1 Medium Laser LT 3 1 1.00
3 Small Lasers LT 3 3 1.50
1 Large Laser CT 8 2 5.00
1 C³ Slave Unit HD 0 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 1 LT, 1 RT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 20 76 50.00
Crits & Tons Left: 2 .00

Calculated Factors:
Total Cost: 5,363,250 C-Bills
Battle Value 2: 1,291 (old BV = 1,130)
Cost per BV2: 4,154.34
Weapon Value: 890 / 890 (Ratio = .69 / .69)
Damage Factors: SRDmg = 21; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 4/4
Damage PB/M/L: 4/2/-, Overheat: 1
Class: MM; Point Value: 13
Specials: c3s


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PostPosted: Thu Jan 27, 2011 1:33 pm 
Well ..... here is my entry.

[code]
BattleMech Technical Readout

Type/Model: Mars MR-2
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Endo Steel
Power Plant: 275 CoreTek Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Pitban LFT-20 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Lexington Limited Standard
Armament:
1 Diverse Optics Type 30 Large Laser
1 Diverse Optics Type 20 Large Pulse Laser
2 Holly-4 Pack SRM 4s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: O/P COM-21
Targeting & Tracking System: O/P 1078

--------------------------------------------------------
Type/Model: Mars MR-2
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 1 HD, 3 LA, 3 RA, 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 275 Light Fusion 10 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
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+LA+H 16 .00
Armor Factor: 168 pts Standard 0 10.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 25
Center Torso (Rear): 6
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 20/20

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser LA 8 2 5.00
1 Large Pulse Laser RT 10 2 7.00
1 SRM 4 RT 3 25 2 3.00
(Ammo Locations: 1 RT)
1 SRM 4 LT 3 1 2.00
1 Hatchet RH 4 4.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 24 65 55.00
Crits & Tons Left: 13 .00

Calculated Factors:
Total Cost: 8,414,640 C-Bills
Battle Value 2: 1,359 (old BV = 1,140)
Cost per BV2: 6,191.79
Weapon Value: 953 / 953 (Ratio = .70 / .70)
Damage Factors: SRDmg = 21; MRDmg = 8; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 4/3
Damage PB/M/L: 4/2/-, Overheat: 1
Class: MM; Point Value: 14
[/code]


[attachment=0]Mars MR-2.hmp[/attachment]


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Last edited by Highball on Sat Feb 12, 2011 4:20 pm, edited 3 times in total.

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PostPosted: Thu Jan 27, 2011 4:52 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Sun Apr 30, 2006 7:13 pm
Posts: 670
Location: Sheffield UK
[code] BattleMech Technical Readout

Type/Model: Kaled KA-DRWHO1
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Kaled MK2 Standard
Power Plant: 375 Cusick 375XL XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Nation Rockets Model 12 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Dalekanium Mk6 Ferro-Fibrous
Armament:
3 Large Lasers
4 Medium Lasers
Manufacturer: Dave Ross & Sons
Location: Skaro
Communications System: Hawkins-Graham MkV
Targeting & Tracking System: Exterminate Mk2

--------------------------------------------------------
Type/Model: Kaled KA-DRWHO1
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 375 XL Fusion 12 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 14 Double [28] 0 4.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 231 pts Ferro-Fibrous 14 13.00
(Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 12
L/R Side Torso: 16 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 32/32

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Large Laser LA 8 2 5.00
1 Medium Laser RT 3 1 1.00
1 Large Laser LT 8 2 5.00
1 Medium Laser LT 3 1 1.00
1 Medium Laser CT 3 1 1.00
1 Medium Laser HD 3 1 1.00
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 36 66 75.00
Crits & Tons Left: 12 .00

Calculated Factors:
Total Cost: 18,455,500 C-Bills
Battle Value 2: 1,935 (old BV = 1,665)
Cost per BV2: 9,537.73
Weapon Value: 2,029 / 2,029 (Ratio = 1.05 / 1.05)
Damage Factors: SRDmg = 29; MRDmg = 14; LRDmg = 1
BattleForce2: MP: 5J, Armor/Structure: 6/3
Damage PB/M/L: 4/3/-, Overheat: 2
Class: MH; Point Value: 19
[/code]

Edited to remove Targeting Computer and make it legal.

Add HMPro file


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Last edited by zenorac on Sun Feb 06, 2011 2:48 pm, edited 3 times in total.

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PostPosted: Thu Jan 27, 2011 10:59 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Sun Jan 20, 2002 8:00 pm
Posts: 529
BattleMech Technical Readout

Type/Model: Recluse RCL-1A
Tech: Inner Sphere / 3058
Config: Quad BattleMech
Rules: Level 2, Standard design

Mass: 50 tons
Chassis: Corean X Endo Steel
Power Plant: 300 Hermes XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Rawlings 75 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: StarSlab/2 Standard
Armament:
2 Magna Mk III Large Lasers
2 Martell Medium Pulse Lasers
1 Irian Beagle Active Probe
Manufacturer: Corean Enterprises (MacAdams-Suharno)
Location: Stewart
Communications System: Garret T-10B
Targeting & Tracking System: Corean CalcMaster

------------------------------------------------------------------------------
==Overview:==
Due to a carefully crafted public relations campaign, the ZPH-1A Tarantula is
slowly overcoming the stigma associated with four-legged mech designs.
Following the Tarantula's moderate success, Corean soon released a much
heavier and more robust design, the RCL-1A Recluse.

Intended to serve in medium and fast attack lances, the Recluse is the
heaviest jump-capable, quad-legged mech to date.

==Capabilities:==
In appearance the Recluse is clearly reminiscent of the Tarantula. They share
the same squat yet sleek design profile. The Recluse also shares many of the
Tarantula's basic components including the same electronics and the same
StarSlab armor. Yet where the Tarantula's weapons are barely evident at first
glance, the Recluse displays its menacing laser battery for all to see.

The primary weapons of the Recluse are two Magna Mk III large lasers, mounted
on the upper surface and the left and right torso. A Martell medium pulse
laser in each torso rounds out the weaponry. With this weapon array the
Recluse can either deliver a devastating close-range alpha strike or keep a
more dangerous enemy at range with the large lasers. With a 180-meter jump
distance the Recluse is fully able to control the terms of an engagement.

Although it is not designed as a scout, the Recluse also features a Beagle
active probe. Like its namesake the Recluse is thus highly aware of its
surroundings. As a final touch the designers have crafted the external
components of the Beagle to resemble the eyes of an arachnid, while the medium
pulse lasers form its "fangs."

With its high mobility, excellent firepower, and powerful sensors, the Recluse
is an asset to any attack lance.

--------------------------------------------------------
Type/Model: Recluse RCL-1A
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 2.50
(Endo Steel Loc: 1 LFL, 1 RFL, 5 LT, 5 RT, 1 LRL, 1 RRL)
Engine: 300 XL Fusion 12 9.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 12 Double [24] 0 2.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 184 pts Standard 0 11.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 24
Center Torso (Rear): 7
L/R Side Torso: 12 18/18
L/R Side Torso (Rear): 6/6
L/R Front Leg: 12 24/24
L/R Rear Leg: 12 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RT 8 2 5.00
1 Medium Pulse Laser RT 4 1 2.00
1 Large Laser LT 8 2 5.00
1 Medium Pulse Laser LT 4 1 2.00
1 Beagle Active Probe CT 0 2 1.50
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 1 LFL, 1 RFL, 1 LT, 1 RT, 1 LRL, 1 RRL)
--------------------------------------------------------
TOTALS: 24 65 50.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 9,850,500 C-Bills
Battle Value 2: 1,473 (old BV = 1,314)
Cost per BV2: 6,687.37
Weapon Value: 1,314 / 1,314 (Ratio = .89 / .89)
Damage Factors: SRDmg = 24; MRDmg = 9; LRDmg = 1
BattleForce2: MP: 6J, Armor/Structure: 5/2
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MM; Point Value: 15
Specials: prb


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PostPosted: Sat Jan 29, 2011 9:03 am 
Offline
General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
The Bidaut (named after lightly armed mediveal mercenaries from the south of France & Northern Spain medium of Terra) 'Mech is a useful addition to attack lances, due to its ECM & BAP, the flamer & twin SPL are good anti-pbi weapons. The Federated Commonwealth is started a small production run.

I hope this is of use. I've entered the 2rd of 3 variants as I'm not sure how many variants I can post in this contest.

Dave.

BattleMech Technical Readout

Type/Model: Bidaut BID-5T
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Crucis-A Endo Steel
Power Plant: 330 Core Tek XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 [118.8] km/h
Jump Jets: 4 Northrup 12000 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Maximillian 60 Standard
Armament:
1 BlazeFire Sweetshot ER Large Laser
2 Sutel Precision Line Small Pulse Lasers
1 ChisComp 43 Special Large Laser
1 Cyclops-Beagle Sensory Probe Beagle Active Probe
1 Garret/Guardian Interface Guardian ECM
1 Hotshot Flamer
Manufacturer: Kallon Industries
Location: (Unknown)
Communications System: Tek BattleCom
Targeting & Tracking System: Garret T11b

--------------------------------------------------------
Type/Model: Bidaut BID-5T
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 3 LA, 3 RA, 3 LT, 3 RT, 2 CT)
Engine: 330 XL Fusion 12 12.50
Walking MP: 6 [7]
Running MP: 9 [11]
Jumping MP: 4
Heat Sinks: 13 Double [26] 0 3.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 184 pts Standard 0 11.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 27
Center Torso (Rear): 8
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 26/26

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 Small Pulse Laser RA 2 1 1.00
1 Large Laser LA 8 2 5.00
1 Small Pulse Laser LA 2 1 1.00
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM LT 0 2 1.50
1 Flamer HD 3 1 1.00
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 27 72 55.00
Crits & Tons Left: 6 .00

Calculated Factors:
Total Cost: 13,237,465 C-Bills
Battle Value 2: 1,682 (old BV = 1,380)
Cost per BV2: 7,870.07
Weapon Value: 1,267 / 1,267 (Ratio = .75 / .75)
Damage Factors: SRDmg = 17; MRDmg = 10; LRDmg = 3
BattleForce2: MP: 6, Armor/Structure: 5/2
Damage PB/M/L: 4/2/1, Overheat: 0
Class: MM; Point Value: 17
Specials: ecm, prb


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PostPosted: Sun Feb 06, 2011 12:16 pm 
Offline
Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
Code:
               BattleMech Technical Readout

Type/Model:    Bakeneko BKK 20KA4
Tech:          Inner Sphere / 3058
Config:        Biped BattleMech
Rules:         Level 3, Modified design

Mass:          65 tons
Chassis:       Alshain Type 65H Endo Steel
Power Plant:   325 VOX XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     5 Norse Industries 7S Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Starshield CASE Standard
Armament:      
  1 Diverse Optics Type 30 Large Laser
  2 Diverse Optics Type 20 Medium Lasers
  1 Shigunga LRM 15
  1 Telos-6 SRM 6
  1 Matabushi Guardian ECM
  1 Yori Flyswatter Anti-Missile System
  1 Kallon Sure-Shot C3-SU C³ Slave Unit
Manufacturer:  Luthien Armor Works
  Location:    Luthien
Communications System:  Sipher CommCon SCU-4 w. Guardian ECM Suite
Targeting & Tracking System:  Eagle Eye SY10-11

------------------------------------------------------------------------------
==Overview:==
The Bakeneko (Monster-Cat) was designed to fill a role that had opened with
the change in tactics the DCMS adopted when facing the Clans. Choosing to
engage the Clans on terrain that limited their range advantage often put
designs such as the Grand Dragon at a disadvantage, lacking jump jets to
negotiate the difficult terrain that battles were being fought upon.

After a limited production run the DCMS cancelled further orders so that
Luthien Armor Works could concentrate production on the versatile Black
Hawk-KU OmniMech.

==Capabilities:==
Designed to lead an assault against Clan forces the Bakeneko is well armored
carrying 25% more armor than the Grand Dragon and further augmented by a Yori
Flyswatter Anti-Missile System and CASE to protect the MechWarrior from
ammunition explosions.

Although having a lower ground speed than the Grand Dragon the Bakeneko's 150
meter jump capacity grants much greater tactical mobility. With its mobility,
C³ Slave Unit to provide accurate targeting data to other members of its Lance
and a powerful ECM Suite to protect and hide their movements the Bakeneko is
considered a valuable addition to an Attack Lance.

The offensive weapons provide the MechWarrior with a variety of engagement
options from stand-off long range indirect fire with the Shigunga LRM 15 to a
short range barrage of missile and laser fire. It was originally intended to
mount a Diverse Optics Type 30X model Large Laser to further enhance long
range fire-power but shortages meant that all production models were fitted
with the standard model. 

==Variants:==
The C³ Slave Unit in the head is designed to be easily replaced in the field
by a Small Pulse Laser for units that do not employ C³ networks.

Most remaining Bakeneko's have had their Large Laser replaced with the ER
model.

--------------------------------------------------------
Type/Model:    Bakeneko BKK 20KA4
Mass:          65 tons

Equipment:                                 Crits    Mass
Int. Struct.:  104 pts Endo Steel           14      3.50
 (Endo Steel Loc: 5 LA, 5 RA, 2 LL, 2 RL)
Engine:        325 XL Fusion                12     12.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      4.00
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:             21         30      
   Center Torso (Rear):                  9      
   L/R Side Torso:           15      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                  10      20/20      
   L/R Leg:                  15      30/30      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
2 Medium Lasers          LA      6           2      2.00
1 LRM 15                 RT      5   16      5      9.00
  (Ammo Locations: 2 RT)
1 SRM 6                  LT      4   15      3      4.00
  (Ammo Locations: 1 LT)
1 Guardian ECM           LT      0           2      1.50
1 Anti-Missile System    CT      1   12      2      1.50
  (Ammo Locations: 1 LT)
1 C³ Slave Unit          HD      0           1      1.00
CASE Equipment:          LT     RT           2      1.00
5 Standard Jump Jets:                        5      5.00
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         24          75     65.00
Crits & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        15,191,109 C-Bills
Battle Value 2:    1,759 (old BV = 1,448)
Cost per BV2:      8,636.22
Weapon Value:      1,331 / 1,331 (Ratio = .76 / .76)
Damage Factors:    SRDmg = 23;  MRDmg = 13;  LRDmg = 4
BattleForce2:      MP: 5J,  Armor/Structure: 5/3
                   Damage PB/M/L: 3/3/1,  Overheat: 1
                   Class: MH;  Point Value: 18
                   Specials: if, ecm, c3s


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PostPosted: Tue Feb 15, 2011 10:05 pm 
Offline
Captain
Captain

Joined: Mon Dec 17, 2007 1:18 am
Posts: 298
Location: Las Vegas, Nv
OK, I thought I had an interesting idea, but CavGunner put out almost the exact same design... Almost. I present the Coyote CYT-1.
Code:
               BattleMech Technical Readout

Type/Model:    Coyote CYT-1
Tech:          Inner Sphere / 3056
Config:        Quad BattleMech
Rules:         Level 2, Standard design

Mass:          50 tons
Chassis:       Endo Steel
Power Plant:   300 Vlar XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Standard
Armament:      
  2 Large Lasers
  4 Medium Pulse Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Coyote CYT-1
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel            14      2.50
 (Endo Steel Loc: 1 LFL, 1 RFL, 5 LT, 5 RT, 1 LRL, 1 RRL)
Engine:        300 XL Fusion                12      9.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  144 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             16         22      
   Center Torso (Rear):                 10      
   L/R Side Torso:           12      16/16      
   L/R Side Torso (Rear):              8/8      
   L/R Front Leg:            12      14/14      
   L/R Rear Leg:             12      14/14      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RT      8           2      5.00
1 Medium Pulse Laser     RT      4           1      2.00
1 Large Laser            LT      8           2      5.00
1 Medium Pulse Laser     LT      4           1      2.00
1 Medium Pulse Laser     CT      4           1      2.00
1 Medium Pulse Laser     CT(R)   4           1      2.00
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 1 LFL, 1 RFL, 1 LT, 1 RT, 1 LRL, 1 RRL)
--------------------------------------------------------
TOTALS:                         32          65     50.00
Crits & Tons Left:                           1       .00

Calculated Factors:
Total Cost:        9,693,000 C-Bills
Battle Value 2:    1,398 (old BV = 1,275)
Cost per BV2:      6,933.48
Weapon Value:      1,109 / 1,109 (Ratio = .79 / .79)
Damage Factors:    SRDmg = 25;  MRDmg = 9;  LRDmg = 1
BattleForce2:      MP: 6J,  Armor/Structure: 4/2
                   Damage PB/M/L: 4/3/-,  Overheat: 1
                   Class: MM;  Point Value: 14
How'd I do?
ViperXTC


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_________________
ViperXTC

The first law of battle planning: "No plan survives the first contact intact."


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PostPosted: Sat Feb 19, 2011 11:13 pm 
Offline
Major
Major

Joined: Thu Sep 25, 2008 4:40 pm
Posts: 313
Location: Michigan
I'll go ahead and submit this. I never found the time to finalize the fluff entries, but suffice it to say, it's an Outworld's Alliance design attempt in the 3040s at attracting more MechWarriors into its ranks. The name might also imply a naval vessel or aerospace fighter, which might surprise opponents in first encounters, underestimating their 'Mech strength.
Code:
               BattleMech Technical Readout

Type/Model:    Commodore CMDR-1
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          50 tons
Chassis:       Standard
Power Plant:   250 Magna Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Standard
Armament:      
  1 SRM 6
  1 Machine Gun
  1 Large Laser
  1 Medium Laser
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Commodore CMDR-1
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250 Fusion                    6     12.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     13 Single                    3      3.00
 (Heat Sink Loc: 1 HD, 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:  160 pts Standard              0     10.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             16         25      
   Center Torso (Rear):                  6      
   L/R Side Torso:           12      18/18      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   8      16/16      
   L/R Leg:                  12      21/21      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 SRM 6                  RA      4   15      3      4.00
  (Ammo Locations: 1 RA)
1 Machine Gun            LA      0  100      2      1.00
  (Ammo Locations: 1 LA)
1 Large Laser            LT      8           2      5.00
1 Medium Laser           CT      3           1      1.00
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         15          47     50.00
Crits & Tons Left:                          31       .00

Calculated Factors:
Total Cost:        4,304,750 C-Bills
Battle Value 2:    1,187 (old BV = 959)
Cost per BV2:      3,626.58
Weapon Value:      642 / 642 (Ratio = .54 / .54)
Damage Factors:    SRDmg = 16;  MRDmg = 6;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 4/4
                   Damage PB/M/L: 3/2/-,  Overheat: 0
                   Class: MM;  Point Value: 12


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PostPosted: Sun Feb 20, 2011 8:13 am 
Offline
Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
The first contest is over.

The results will be posted when available.

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
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PostPosted: Tue Feb 22, 2011 4:03 pm 
Offline
Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
1] Leon Shirow - Bakeneko BKK 20KA4 ...9pts
2] chainsawassassin - Grouse Hound GH-0-ND ...4pts
3T] CavGunner - Recluse RCL-1A ...2pts
3T] Karagin - Tazu-Tenqu 2 ...2pts

Rest in alphabetical order:

cobayashimaru - Marauder MAD-3MJ
Davion_Boy - Bidaut BID-5T
Goose - SaberDance SD-2E
Highball - Mars MR-2
M.K. Rackham - Commodore CMDR-1
ViperXTC - Coyote CYT-1
zenorac - Kaled KA-DRWHO1

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
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