Please use fluff in here and not at the page the link sends u to
gram errors are very bad when done half asleep
Oky Nova 2.0 (cheap version) Hell's Horses ->
http://www.solaris7.com/TRO/Design.asp?Type=Battlemech&ID=19245Slepnir
Level:Custom Level 2 / 2750
Era [Rules]:Clan Invasion [Tournament Legal]
Technology:Clan Biped
Tonnage:50 Tons
Designer:LordGrayson
Armory:Pershing Incorpated
Slepnir
Rules Level: Tournament Legal
Technology Base: Clan
Chassis Config: Biped
Production Year: 3070
Earliest Production Year: 3051
Extinct By: Never
Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion Engine
Cruising Speed: 54.0 km/h
Maximum Speed: 86.4 km/h (108.0 km/h)
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
18.50 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview
The Hell's Horses Khan requested a upgraded second line omni mech from his science caste only months before the Ilkhan issued the quicksilver challenge for the 50tn range. The design team had already formed up and started on the project Nightmare a 50tn mech when the Horse's Khan ordered the Nightmare project renamed to project Slepnir ( Named after the horse that the Odin rides from Norse mythology ). The project was viewed by many as a replacement/clone for the old Nova battlemech that the clan still produced parts for ,but using a cheaper and easier to produce and maintain 250 engine over the older Nova's XL engine.
Some Clan's have taken a dislike to the Slepnir due to the rumor that the Hell's Horses Khan choose the name to make anyone hearing of the mech think of the Horses making it almost like a totem mech for the clan ,and that if it wins the challenge would be produced for all the clans. This has made the Council of Khan's rather contested and many believe if the design is to win the challenge that the name would be challenged by a number of clan's to have it changed.
Capabilities
The design team took the frame of the nova and upgraded it with current advanced materials in the forms of endo steel and advanced armor but removed the XL engine from it and replaced it with a normal 250 fusion engine in use in a number of clan vehicles making it easier to maintain and lowering the expense of the Slepnir. The design comes equipped with a MASC to allow the mech to retreat or arrive at the area it needs to be in in the shortest amount of time ,this backed with eight and a half tons of advanced armor gives the machine a very lasting time on the battlefield before being forced to withdraw from a engagement.
Because in the Norse mythology the slepnir had eight leg's the original weapons load out was given eight layouts which covered a large area of use. With eighteen and a half tons of pod space theses layouts are not lacking in abilities.
Prime
Is a rather simple weapon layout of four lasers but three of them are large lasers allowing the design to lay down at long range heavy damage the addition of six heat sinks helps with the heat produced but the pilot must still take care
Alpha
Is a close quarters mech design built around six medium pulse lasers and a single large laser for sniping with until its into range a eleventh heat sink is added but the design is prone to over heating by green pilots.
Beta
Is the fire support layout with three LRM 15's and six tons of ammo giving it average life span on the battlefield before being forces to withdraw to reload as the twin medium lasers aren't enough to keep it in the field.
Gamma
Is a sniper with up-close hole seeking missiles with its twin large lasers for sniping and five SRM 4's for closing and unloading on a enemy that's already been damaged by the lasers the addition of three heats sinks help with the heat, and three jump jets help with movement when up-close to the enemy
Delta
Is the big can opener with its huge ultra 20 AC tied to three tons of ammo and backed by three medium lasers and a light tag for calling in Arrow IV strikes
Epsilon
Is considered a anti inf and urban engagement mech with its large laser and five medium lasers and five small pulse lasers and the addition of five jump jets lets the mech have a very easy time fighting in built up terrain. but with only twelve heat sinks the pilot has to keep a eye on how he fires his weapons.
Thor
Is a attempt to make a ranged striker mech with a GR with three tons of ammo back with two medium lasers and ninety meters of jumping abilities
Loki
Is a strange load out for the mech with five jump jets giving it great mobility in built up area's. The addition of a TAG for Arrow IV strikes, a ECM for staying hidden from enemy's and a Active probe for finding enemies hiding from it, but its weapons layout is for up-close back with ten small lasers and three medium lasers all tied to a targeting computer which allows the mech once it gets close to a enemy to give it heavy damage ability. The thirteen heat sinks are heavily taxed to stop this version from overheating and shutting down.
Battle History
Clan Blood Spirit has used a few of Slepnir( they call them Blood Fangs ) against their old enemy clan Burrock with resulting appearing to be favorable opion of the mech from warriors assigned to it.
Deployment
Currently deployed with elements of Clan Hell's Horses ,Fire Mandrill ,Goliath Scorpion, Diamond Shark, and Blood Spirit.
Known Variants
Other then a few of the Clans giving the design its own name mainly Clan Blood spirits calling it Blood Fang well the Fire mandrills call it Fire Fang. Theses mechs are all the same.
Technology Base: Clan 50.00 tons
Chassis Config: Biped Cost: 5,696,875 C-Bills
BV2: 861 Tech Rating/Era Availability: E/X-X-E
Equipment Mass
Internal Structure: Endo-Steel 2.50
Internal Locations: 2 LT, 2 RT, 1 LA, 2 RA
Engine: 250 Fusion Engine 12.50
Walking MP: 5
Running MP: 8 (10)
Jumping MP: 0
Heat Sinks: 10 (20) - Double (10 in engine) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: 163 points - Ferro-Fibrous 8.50
Armor Locations: 2 LT, 3 LA, 2 RA
Internal Armor
Structure Factor
Head: 3 9
Center Torso: 16 25
Center Torso (rear): 7
R/L Torso: 12 18
R/L Torso (rear): 6
R/L Arm: 8 16
R/L Leg: 12 21
MASC RT 0 2 2.00
Configuration Prime Cost: 6,934,844 C-Bills
BV2: 2,099 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Large Laser HD 12 1 4.00
2 ER Large Lasers CT 24 2 8.00
ER Small Laser RT 2 1 0.50
MASC RT 0 2 2.00
Equipment Mass
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks: 16 (32) 6.00
Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 21
6 4 4 3 0 2 0 Structure: 4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
Configuration Alpha Cost: 6,926,875 C-Bills
BV2: 2,392 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Large Laser HD 12 1 4.00
3 Medium Pulse Lasers RT 12 3 6.00
MASC RT 0 2 2.00
3 Medium Pulse Lasers LT 12 3 6.00
Equipment Mass
Actuators: L: SH+UA R: SH+UA
Heat Sinks: 11 (22) 1.00
Heat Sink Locations: 1 RL
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 24
6/2j 4 4 1 0 2 1 Structure: 4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
Configuration Beta Cost: 7,356,250 C-Bills
BV2: 2,137 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
LRM-15 CT 5 2 3.50
LRM-15 RT 5 2 3.50
ER Medium Laser RT 5 1 1.00
MASC RT 0 2 2.00
LRM-15 LT 5 2 3.50
ER Medium Laser LT 5 1 1.00
@LRM-15 (
RT -- 1 1.00
@LRM-15 (
LT -- 1 1.00
@LRM-15 (16) RL -- 2 2.00
@LRM-15 (16) LL -- 2 2.00
Equipment Mass
Actuators: L: SH+UA R: SH+UA
Heat Sinks: 10 (20) 0.00
CASE Locations: LT, RT, LL, RL 0.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 21
6 2 2 0 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2
Configuration Gamma Cost: 7,330,000 C-Bills
BV2: 2,079 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Large Laser HD 12 1 4.00
ER Large Laser CT 12 1 4.00
SRM-4 RT 3 1 1.00
MASC RT 0 2 2.00
2 SRM-4s LT 6 2 2.00
SRM-4 RA 3 1 1.00
SRM-4 LA 3 1 1.00
@SRM-4 (25) LT -- 1 1.00
Equipment Mass
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks: 13 (26) 3.00
Heat Sink Locations: 1 RT, 1 LL, 1 RL
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
CASE Locations: LT 0.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 21
6/2j 2 2 2 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0
Configuration Delta Cost: 7,240,000 C-Bills
BV2: 2,053 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
Light TAG HD 0 1 0.50
2 ER Medium Lasers CT 10 2 2.00
Ultra AC/20 RT 7 /shot (14.0 max) 8 12.00
MASC RT 0 2 2.00
ER Medium Laser LT 5 1 1.00
@Ultra AC/20 (15) LT -- 3 3.00
Equipment Mass
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks: 10 (20) 0.00
CASE Locations: LT 0.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 21
6 4 4 0 0 2 0 Structure: 4
Special Abilities: OMNI, LTAG, CASE, SRCH, ES, SEAL, SOA
Configuration Epsilon Cost: 7,487,500 C-Bills
BV2: 2,376 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Large Laser HD 12 1 4.00
2 Small Pulse Lasers RT 4 2 2.00
ER Medium Laser RT 5 1 1.00
MASC RT 0 2 2.00
Small Pulse Laser LT 2 1 1.00
2 ER Medium Lasers LT 10 2 2.00
Small Pulse Laser RA 2 1 1.00
ER Medium Laser RA 5 1 1.00
Small Pulse Laser LA 2 1 1.00
ER Medium Laser LA 5 1 1.00
Equipment Mass
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks: 12 (24) 2.00
Heat Sink Locations: 1 LL, 1 RL
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 24
6/5j 4 4 1 0 2 1 Structure: 4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
Configuration Thor Cost: 6,821,875 C-Bills
BV2: 2,114 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Medium Laser HD 5 1 1.00
ER Medium Laser CT 5 1 1.00
Gauss Rifle RT 1 6 12.00
MASC RT 0 2 2.00
@Gauss Rifle (24) LT -- 3 3.00
Equipment Mass
Actuators: L: SH+UA R: SH+UA
Heat Sinks: 10 (20) 0.00
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
CASE Locations: RT 0.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 21
6/2j 3 3 2 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Configuration Loki Cost: 7,765,938 C-Bills
BV2: 2,427 Tech Rating/Era Availability: F/X-X-E
Weapons and Ammo Location Heat Criticals Tonnage
ER Medium Laser HD 5 1 1.00
4 ER Small Lasers RT 8 4 2.00
MASC RT 0 2 2.00
4 ER Small Lasers LT 8 4 2.00
ER Small Laser RA 2 1 0.50
ECM Suite RA 0 1 1.00
Active Probe RA 0 1 1.00
ER Medium Laser RA 5 1 1.00
ER Small Laser LA 2 1 0.50
TAG LA 0 1 1.00
ER Medium Laser LA 5 1 1.00
Targeting Computer RL -- 2 2.00
Equipment Mass
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks: 13 (26) 3.00
Heat Sink Locations: 1 LT, 1 RT, 1 LL
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 24
6/5j 6 6 0 0 2 0 Structure: 4
Special Abilities: OMNI, ECM, TAG, PRB, RCN, ENE, SRCH, ES, SEAL, SOA