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Author Topic: Quicksilver Program #8: 50 ton Zombie OmniMech  (Read 2693 times)

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Takiro

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Quicksilver Program #8: 50 ton Zombie OmniMech
« on: July 27, 2014, 09:35:21 AM »

Hard to believe we are on the eighth Quicksilver challenge thus far and there is still plenty more to come. I have really had a lot of fun with this entire project and I hope you have as well. If it seems like we started Medium Omnis only last week it’s because we did. Ultimately only two medium design spots were really opened when we began and there was such a glut of canon designs three had to be discontinued. So it was an eventful two weeks we spent on the middle weights.

Yeah it’s another Zombie this time around but that should not be very surprising considering more then a third of the Quicksilver designs will be that type. These cheap Omnis should allow significant growth of Clan Toumans in the face of numerous InnerSphere threats. There are Clans who will not produce these low tech Omnis which are slow and considered a waste of resources. If forced to by circumstances these Clans will make use of these machines as reserves for downed equipment, solahama units, training units, test beds, or at best garrison duty.

So this war machine will mass 50 tons and as a medium I will still be looking for a 5/8 movement but I will consider 4/6 designs even though I believe they are too slow. I like middle weights to be agile or extremely mobile so jump jets and MASCs are always fun. Basing your design of another existing design is always a plus but not required and remember I love to hear about using components already in production. Keep in mind the existing 50 ton Clan Omnis, the Huntsman (or Nobori-Nin) and the Crimson Langur (construction expedited by the Fire Mandrill - Blood Spirit alliance), when designing your submission. 

I have readjusted the Industrial Commitments for the Clans based on last week’s winner, an error that I corrected, and decisions we have made on the Quicksilver Program. Currently there are ten completely unaccounted for design frames and the ilKhan wants each Clan to produce at least one OmniMech design to display a united front. Wolf, Jade Falcon, Smoke Jaguar are at full production capacity so no more designs from them please With the shutdown of the Hellbringer the Hell’s Horses and Goliath Scorpion are currently not producing any OmniMech designs. Keep all this in mind when your telling me who built your entry, how they did it, and why.

Clan Industrial Commitments & OmniMech Preferences 3052
Blood Spirit [2] – Zombie
Burrock [2] – Zombie
Cloud Cobra [1] – Zombie
Coyote [3] – Vampire (Assailant)
Diamond Shark [1] – Vampire (Assailant)
Fire Mandrill [1] – Zombie
Ghost Bear [4] – Werewolf (Speedster)
Goliath Scorpion [ 0 ] – Zombie
Hell's Horses [ 0 ] – Werewolf (Speedster)
Ice Hellion [1] – Werewolf (Speedster)
Jade Falcon [6] – Vampire (Assailant)
Nova Cat [3] – Vampire (Assailant)
Smoke Jaguar [5] – Vampire (Assailant)
Snow Raven [1] – Vampire (Assailant)
Star Adder [2] – Werewolf (Speedster)
Steel Viper [3] – Zombie
Wolf [6] – Werewolf (Speedster)

While you are picking a designing Clan keep in mind that another major point in the submission process, the name. The name of your entry is a big deal as more then one designer has found out. Accepted naming conventions for the Quicksilver Program include two major criteria from this point forward. Star League Standard English is a must at this point in Clan history for your presentation. They take great pride in their language and will not pollute it with contractions or foreign ‘Mech names. Also do not name your design after a Clan. I personally dislike the whole totem Mech idea and for the united Quicksilver Program such pomp pomps will be bounced by the ilKhan.

Of course the winning entry will be featured in my FedCom Forever universe which is outlined in my Clarion Call fanfic. BTW, Coyote has successfully petitioned Wolf for the manufacturing rights to the Woodsman and along with the Lupus will be restarting production of those designs unless suitable replacements can be found. Lately I have been considering a Technical Readout 3054: Quicksilver Program which will feature all the contest winners and tell us about the Clans of this alternate universe following Tukayyid. What do you think? With every contest we get closer and closer to a finished product.

I still prefer that entries are presented in some kind of design program like Heavy Metal Pro as it makes things easier on me. I’m looking forward to seeing what ideas are developed here and hopefully I can build on them in my fanfic. Any questions or more information can be obtained by simply contacting me at anytime. At the end of next week a winner shall be chosen from all submissions posted that meet the criteria. Thanks for your interest and as always good luck!

Criteria
Type: Medium OmniMech
Name: Star League Standard English only & no Totem ‘Mechs
Mass: 50 tons
Engine: Standard Fusion
Movement: 5/8 minimum
Era: 3052, just following the Truce of Tukayyid
Tech: Clan Level 2
Manufacturer: No Wolf, Jade Falcon, or Smoke Jaguar

Fluff
I love fluff and as this design is intended for the Clarion Call setting I’m making it a requirement.

Art
This would be nice if you could but is not at all required to enter this contest.
« Last Edit: July 27, 2014, 10:46:33 AM by Takiro »
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masterarminas

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #1 on: July 27, 2014, 09:45:55 AM »

Ah, Goliath Scorpion is producing my Sand Devil which won the last contest, Takiro.  Not in any great numbers (the majority are coming from Shark factories), but they ARE producing them.

MA
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Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #2 on: July 27, 2014, 10:45:32 AM »

I knew this would come up. The Quicksilver Program is a wholesale reform to the Clan industrial complex. The aim is to create a more efficient manufacturing process. To affect this change Primary Manufacturers have been strengthen by the addition of resources from other smaller producers. Expanding factories to get the best production possible for all the Clans. With more quantities available for everyone. As a result those Clans which contribute to this are rewarded with a share of the greater return. So while Diamond Shark is primary manufacturer of the Sand Devil the Goliath Scorpions have manufacturer rights which they can exercise. Thanks Master Arminas for a chance to elaborate.
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Abele

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #3 on: July 27, 2014, 11:02:03 AM »

Design deleted. Even though posted first, I believe that MA's version that is below this is far superior tomine in terms of fluff. I will submit another design within the next day or two.
« Last Edit: July 28, 2014, 03:45:54 AM by Abele »
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masterarminas

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #4 on: July 27, 2014, 11:29:28 AM »

Thunder Hound

Overview
In 3047, Warriors from Clan Cloud Cobra discovered a previously unknown facility dating from the Star League In Exile in the Snaefell Mountains on the world of Babylon.  This discovery set in motion a series of Trials as several Clans vied for the (unknown) contents of the abandoned (and sealed) cache.

After several months, the Cobras managed to defeat all challengers and proceeded to open the facility and finally take stock of all that it contained.

They were disappointed by the contents.

Major General Ian McGregor, commanding officer of the 194th Mechanized Infantry Division, was the officer who ordered the construction of the underground bunker.  Stationed in the Free Worlds League prior to the Amaris Coup, the 194th had fought long and hard throughout the Liberation of the Hegemony and Terra before joining the Exodus.  One of the few divisions to remain intact after the massive reductions in force ordered by General Kerensky upon arriving in the Pentagon, the 194th was one of the formations that refused to follow Nicholas Kerensky's call for unity after the death of the General.

Expecting to find SLDF equipment in storage, the Cobra excavation teams instead stumbled upon one mad-man's playground.  McGregor, it turned out, laid much of the blame on the Fall of the Star League on Captain-General Marik and the Free Worlds League.  And his unit, along with several others originally posted in the FWL pre-Coup, contained many designs common to League forces.

McGregor had spent YEARS gathering BattleMechs associated with the League (primarily Trebuchets) and melting them down into slag so that he might destroy all remnants of the Free Worlds League amongst the Exodus survivors.

Instead of pristine, mothballed BattleMechs and vehicles, the Cobras were in the possession of thousands of tons of scrap metal.  But the mad General had not destroyed ALL of the components.

Nearly 800 250-rate standard fusion engines, removed from Trebuchets slowly gathered and destroyed over the years of isolation, were stored in a separate chamber.  The engines had been rebuilt and refurbished and were found with the partial, incomplete schematics for a new 50-ton BattleMech design.

The Cobras had gained an immense supply of standard fusion engines . . . in a power-rating used only on the second-line quad BattleMech the Stalking Spider.

The Cobras stored away the engines against future need (no one seeing the necessity to produce 800 new Stalking Spiders, after all). And there they sat.

Until the ilKhan announced Project Quicksilver.  Cobra Scientists suggested to the Khan that the Stalking Spider be used as the basis for a new OmniMech . . . a quad OmniMech that would used the existing 250-rate standard engines.

Khan Din Steiner agreed, and in 3052, the Thunder Hound was born.


Capabilities
Massing 50-tons, the Thunder Hound utilizes a 250-rate standard fusion engine that allows for speeds of 54 kilometers per hour walking and 86.4 kph running.  Borrowing from the old Nova OmniMech, the Cobra Scientists fixed five jump-jets to the chassis, giving the Thunder Hound enhanced mobility (with 150 meter jumps) despite the slow pace (in comparison to Clan front-line units) of the war-machine.

Design engineers considered installing MASC (as per the Stalking Spider), but a desire for the design to be rugged and dependable ended that line of thought.  Despite the limitation imposed on internal space, both Endo-Steel II internal structure and Ferro-Fibrous armor plating (9.5 tons for 98%+ armor coverage) were used, leaving seventeen tons of pod-space available (one more than the existing Nova OmniMech).  Sensors, communication equipment, and fire control systems were duplicated almost exactly from the Stalking Spider, and the two chassis' shared nearly 80% commonality in parts.  One major difference with the introduction of a more Clan-like cockpit that resembles those on the Mad Dog and Nova.  Warriors assigned to the new OmniMech praise the improved all-around visibility as one of the Thunder Hounds greatest features.

The Prime configuration features two Large Pulse Lasers (right torso and left torso) supported by a Medium Pulse Laser (center torso).  Three additional DHS eliminate all heat generated except for that caused by jumping 90 meters or farther while conducting an Alpha Strike; the configuration is heat-neutral on a walk or a run.  Deadly accurate and with good reach, the Thunder Hound Prime is the configuration of choice for second-line forces and their (normally) lower quality Warriors.

Configuration A is designed for long-range combat with an ER PPC in the right torso and an LRM-20 with Artemis IV fire control systems in the left torso.  Three tons of ammunition provide ample magazine reserves (18 salvoes), while twelve double-strength heat sinks allow for constant use of the weapons without heat worries.  An ECM Suite in the center torso adds additional protection to this design.

Configuration B is a short-range in-fighter with a long-range sting.  A center torso mounted ER Large Laser provides some damage at range, but the bulk of the firepower comes from five Streak SRM-4 launchers (head, two right torso, and two left torso) fed by two tons of ammunition (50 total salvoes).  Eleven DHS eliminate just 68.75% of the maximum possible heat generation, but given the 'no-lock, no-fire' feature of the Streaks, it is generally manageable.

Another common variant is Configuration C.  This version carries thirteen DHS and SEVEN Medium Pulse Lasers (one in the center torso and three each in the right and left torsos).  Firing all seven guns will put the design at +2 on the heat scale before movement . . . but Cobra Scientists and Khans deemed that as acceptable.  Especially in light of the sheer levels of close-in damage (highly accurate damage) this configuration is capable of unleashing in close.  Thunder Hound Cs are often paired with Thunder Hound Primes to provide Stars with the short-ranged Cs some ability to engage targets at longer ranges.

Finally, the D Configuration features an LB-5X autocannon with two tons of ammunition in the right torso, supported by an ER Large Laser (center torso) and an ER Medium Laser (left torso).  All three guns are tied into a three-ton Targeting Computer.  Just the base ten DHS are fitted, but this configuration can run-and-gun without overheating.  Jumping with an Alpha WILL produce a small amount of excess overheat, but this is considered minimal and easily dealt with.


Deployment
Khan Steiner took a unique approach to the Thunder Hound . . . he directed his Scientists to produce fifty-two of these prototypes instead of the handful normally manufactured for field testing.  He then presented each Khan with two Thunder Hounds and the ilKhan with five, retaining fifteen for testing within his own Touman.  His only request was a full report on the performance of the design as well as any faults and flaws discovered.

Although taken aback by this show of generosity, the inclusion of Thunder Hounds amongst all of the Clans as well as the ilKhan ensure that they will be tested in a tremendous variety of conditions and defects will be quickly
discovered and corrected.


Additional
The Thunder Hound of Circe is the result of a small pack of Irish Wolfhounds released into the Wild during the Star League in Exile that went feral.  Genetically modified for greater intelligence and resistance to local diseases, the Thunder Hounds thrived and today packs of the animals roam the forests of Circian low-lands.  So named for the cacophony of barks that resound and echo through the forest like thunder, the male Thunder Hounds act in coordination to drive their prey towards the females who wait until the exhausted animals enter their territory before taking down the prey.

Extremely intelligent and pack-oriented, the Thunder Hounds are honored for their commitment to each other; there have been documented cases of the Hounds dragging food to ill or injured pack-members and they will fight to the death to protect their young, nursing females, and injured.  And while the species (as a whole) is considered feral, there are no known incidents of a Thunder Hound attacking a human being except in defense of itself or its pack.

Although the species has gone feral, the pups are easily domesticated and trained if captured early in life . . . and they breed in captivity.  The Thunder Hound has become a favored familiar for Warriors of Clan Goliath Scorpion because of its loyalty and willing obedience once fully trained.  Indeed, while other Clans often chide the Scorpions for their fondness for 'pets', domesticated Thunder Hounds can be found at the side of their masters in EVERY Clan of Kerensky.

Code: [Select]
Thunder Hound

Mass: 50 tons
Tech Base: Clan
Chassis Config: Quad Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3052
Cost: 5,312,500 C-Bills
Battle Value: 889

Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous
Armament:
    17.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    91 points                2.50
    Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine:             Fusion Engine                250                      12.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Ferro-Fibrous                AV - 182                  9.50
    Armor Locations: 1 LT, 2 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           24       
                                 Center Torso (rear)                  7         
                                           L/R Torso     12           18       
                                    L/R Torso (rear)                  5         
                                       L/R Front Leg     12           24       
                                        L/R Rear Leg     12           24       



================================================================================
Loadout Name: Prime                                          Cost: 6,115,000
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,018

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 LT, 2 RT
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Large Pulse Laser                            RT        10        2         6.00
Large Pulse Laser                            LT        10        2         6.00
Medium Pulse Laser                           CT        4         1         2.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 20
5j         3       3       3       0      2     0   Structure:  4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 7,105,000
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,301

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 RT
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RT        15        2         6.00
LRM-20                                       LT        6         4         5.00
    Artemis IV FCS                           LT        -         1         1.00
ECM Suite                                    CT        0         1         1.00
@LRM-20 (Artemis) (6)                        RT        -         1         1.00
@LRM-20 (Artemis) (12)                       LT        -         2         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 23
5j         4       4       4       0      2     0   Structure:  4
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, IF 2


================================================================================
Loadout Name: B                                              Cost: 6,730,000
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,056

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 RT
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Streak SRM-4s                              RT        6         2         4.00
2 Streak SRM-4s                              LT        6         2         4.00
ER Large Laser                               CT        12        1         4.00
Streak SRM-4                                 HD        3         1         2.00
@Streak SRM-4 (25)                           RT        -         1         1.00
@Streak SRM-4 (25)                           LT        -         1         1.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 21
5j         4       4       1       0      2     1   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 6,133,750
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,257

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 LT, 2 RT
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
3 Medium Pulse Lasers                        RT        12        3         6.00
3 Medium Pulse Lasers                        LT        12        3         6.00
Medium Pulse Laser                           CT        4         1         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 23
5j         5       5       0       0      2     0   Structure:  4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: D                                              Cost: 6,456,250
Tech Rating/Era Availability: F/X-X-E                         BV2: 1,919

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   0.00
    CASE Locations: RT                                                     0.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 5-X AC                                    RT        1         4         7.00
ER Medium Laser                              LT        5         1         1.00
Targeting Computer                           LT        -         3         3.00
ER Large Laser                               CT        12        1         4.00
@LB 5-X (Cluster) (20)                       RT        -         1         1.00
@LB 5-X (Slug) (20)                          RT        -         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 19
5j         3       3       2       0      2     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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masterarminas

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #5 on: July 27, 2014, 11:32:56 AM »

It looks like I'm first, so here's my entry, the Black Widow.

Grrrrrr.  Get out of my head, Abele!  Quit stealing my ideas.  :)

MA
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Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #6 on: July 27, 2014, 11:42:07 AM »

Two Cloud Cobra Quads!! You guys need to stop sharing a brain.
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Smegish

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #7 on: July 27, 2014, 12:08:33 PM »

Well, worth a shot. Worst it can be is a complete disaster after all.

Code: [Select]
Type/Model:    Quasar [Base}
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Standard design

Mass:          50 tons
Chassis:       Standard
Power Plant:   250 Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [108.0] km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous
Armament:      None
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Quasar [Base}
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250                  6     12.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        2      2.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  163 pts Ferro-Fibrous         7      8.50
 (Armor Crit Loc: 1 LA, 1 RA, 2 LT, 1 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             16         22     
   Center Torso (Rear):                  8     
   L/R Side Torso:           12      17/17     
   L/R Side Torso (Rear):              6/6     
   L/R Arm:                   8      16/16     
   L/R Leg:                  12      23/23     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
--------------------------------------------------------
TOTALS:                          0          40     34.00
Crits & Tons Left:                          38     16.00

My ilKhan: -

After seeing all the promise of glory and future riches going to the other clans through the
Quicksilver Program, it seems that Clan Fire Mandrill have collectively gotten their *ahem* shit
together, we can only hope they fling it at the right opponents quiaff?

According to the information I have been given access to by Mandrill scientists, the Quasar is a
50-ton 'Mech based largely upon the out of production Nova chassis, which according to rumour
was obtained from the Ghost Bears for the exorbitant price of a 'carpet made of the hair of a
thousand hell's horses, to keep the floor of the Khan Jorgensson's cave warm through the
winter'. I do not beleive the veracity of that rumour.

In any case this 'Mech is has the same standard structure as the Nova, though it is now sheathed
in 8.5 tons of Ferro-Fibrous armour, allowing it to withstand a substantial amount of punishment
for a machine its size.

Its speed is also equal to its predecessor, mounting the 250 Standard engine found and
duplicated from the many Crab mechs found in the Brian Caches. MASC was also installed, allowing
the machine to exceed 100kph for short bursts. Its 16 tons of pod space is a match for the
machine it was based upon, but while many variants mount jump jets they are not fixed to the
machine.

The Prime variant shows that perhaps the Mandrills have not learned from the mistakes of
Operation Revival, with a Ultra AC/10 with 2 tons of ammo backed up by a ER Large laser. Twenty
bursts for the Ultra may be sufficient in a Trial, but it runs the risk of running short during
extended battles, like we saw on Tukayyid.

The Alpha variant shows more promise ilKhan. Clearly built to deal with an urban environment, it
mounts jump jets as well as a full electronic suite. Unfortunately this does not allow much room
for weapons, but the Mandrills have equipped it with twin Medium Pulse lasers and 2 SRM 6 racks,
which the warriors in the testing grounds have thoroughly enjoyed loading with infernos for
dealing with vehicles. 4 machine guns with a half ton of ammunition shall deal with any
dismounted infantry unlucky enough to come across this machine.

The Bravo variant is intended as a fire support machine. It also mounts jump jets allowing it to
get itself to high ground and and darken the skies over the foe with their twin LRM 15's, though
like the Prime variant I doubt they have gifted the machine with sufficient ammunition for an
extended engagement, with only 12 volleys for each launcher. At least it's pair of Extended
range Medium lasers will keep it in the fight when its ammo invariably runs out. Finally an Anti-missile
system helps keep it protected from the inevitable return fire.

The Charlie variant is the simple, all-energy loadout the mech needs should it ever find itself
in a battle like Tukayyid or Luthien. An ER PPC in one arm backed up by 4 ER Mediums may not be
the most inventive loadout in the homeworlds, but the Mandrill scientists beleive that if it
works why mess around with it? Heat buildup is a minor problem with this variant, as even the 6
extra heat sinks installed cannot handle all of the load.

This report I give you ilKhan, no doubt the Mandrills shall have a similar report for you in the
coming days, once all of their tests have concluded.

-- Star Captain Felix, Katyusha Keshik

Code: [Select]
Type/Model:    Quasar Prime
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250                  6     12.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        2      2.00
Actuators: L: Sh+UA    R: Sh+UA+LA+H        14       .00
Armor Factor:  163 pts Ferro-Fibrous         7      8.50
 (Armor Crit Loc: 1 LA, 1 RA, 2 LT, 1 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             16         22     
   Center Torso (Rear):                  8     
   L/R Side Torso:           12      17/17     
   L/R Side Torso (Rear):              6/6     
   L/R Arm:                   8      16/16     
   L/R Leg:                  12      23/23     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER Large Laser         RA     12           1      4.00
1 Ultra AC/10            LA      3   20      6     12.00
  (Ammo Locations: 2 LT)

------------------------------------------------
Type/Model:    Quasar A
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250                  6     12.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   5
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        2      2.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  163 pts Ferro-Fibrous         7      8.50
 (Armor Crit Loc: 1 LA, 1 RA, 1 LT, 2 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             16         22     
   Center Torso (Rear):                  8     
   L/R Side Torso:           12      17/17     
   L/R Side Torso (Rear):              6/6     
   L/R Arm:                   8      16/16     
   L/R Leg:                  12      23/23     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Pulse Lasers    RA      8           2      4.00
4 Machine Guns           LA      0  100      5      1.50
  (Ammo Locations: 1 LA)
2 SRM 6s                 RT      8   45      5      6.00
  (Ammo Locations: 3 RT)
1 ECM Suite              LT      0           1      1.00
1 Active Probe           LT      0           1      1.00
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 1 RT, 1 LL, 1 RL)

------------------------------------------------
Type/Model:    Quasar B
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250                  6     12.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   5
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        2      2.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  163 pts Ferro-Fibrous         7      8.50
 (Armor Crit Loc: 1 LA, 1 RA, 2 LT, 1 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             16         22     
   Center Torso (Rear):                  8     
   L/R Side Torso:           12      17/17     
   L/R Side Torso (Rear):              6/6     
   L/R Arm:                   8      16/16     
   L/R Leg:                  12      23/23     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LRM 15                 RA      5   24      5      6.50
  (Ammo Locations: 2 LT, 1 RT)
1 LRM 15                 LA      5           2      3.50
1 ER Medium Laser        RT      5           1      1.00
1 ER Medium Laser        LT      5           1      1.00
1 Anti-Missile System    HD      1   24      2      1.50
  (Ammo Locations: 1 RT)
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 1 LT, 2 RT, 1 LL, 1 RL)

-----------------------------------------------
Type/Model:    Quasar C
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Standard               0      5.00
Engine:        250                  6     12.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   0
Heat Sinks:     16 Double [32]              12      6.00
 (Heat Sink Loc: 2 RA, 2 LT, 2 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        2      2.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA        14       .00
Armor Factor:  163 pts Ferro-Fibrous         7      8.50
 (Armor Crit Loc: 1 LA, 1 RA, 2 LT, 1 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             16         22     
   Center Torso (Rear):                  8     
   L/R Side Torso:           12      17/17     
   L/R Side Torso (Rear):              6/6     
   L/R Arm:                   8      16/16     
   L/R Leg:                  12      23/23     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           2      6.00
2 ER Medium Lasers       LA     10           2      2.00
1 ER Medium Laser        RT      5           1      1.00
1 ER Medium Laser        LT      5           1      1.00
--------------------------------------------------------
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Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #8 on: July 27, 2014, 12:11:28 PM »

A fine entry Smegish, welcome aboard Quicksilver!
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Abele

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #9 on: July 27, 2014, 12:25:01 PM »

No beating MA for me this round. He's got more pod space than I do and better fluff, IMNSHO. I can only hope for 2nd best again.
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Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #10 on: July 27, 2014, 12:38:38 PM »

I don't know Abele the Black Widow is a pretty cool name but Master Arminas does such a great job with Clan names, Thunder Hound is cool. And then there is this new comer Smegish with his Quasar which is very impressive. All very good so far. Up hill battle for anyone who wants in. Anyone want to throw down?!
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LordGrayson

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #11 on: July 27, 2014, 04:56:29 PM »

 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=19245
Slepnir

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 (8) RT -- 1 1.00
@LRM-15 (8) 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
« Last Edit: July 28, 2014, 04:49:29 PM by LordGrayson »
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Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #12 on: July 27, 2014, 05:22:16 PM »

Nice LordGrayson, another child of the Nova!
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Dragon Cat

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #13 on: July 27, 2014, 05:38:18 PM »

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My stuff, and my AU timeline follow link and enjoy

http://www.ourbattletech.com/forum/dragon-cat-collection/

The original CBT thread
Dragon Cat on CBT


Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Takiro

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Re: Quicksilver Program #8: 50 ton Zombie OmniMech
« Reply #14 on: July 27, 2014, 05:52:48 PM »

Excellent, get on in here Dragon Cat!

No beating MA for me this round. He's got more pod space than I do and better fluff, IMNSHO. I can only hope for 2nd best again.

I was just thinking about this sentiment in general while working outside and if you guys have any doubt or want to add or revise your submission you got until next Friday August 1 (11:59 pm Eastern) to do so. Plenty of time!! ;)
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