OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Suralin on July 27, 2017, 01:22:42 AM
-
This thread is for the various 'Mech designs that are part of my Vaults AU. A few are minor enough that they could've been shoved into the canon timeline with little to no changes to events, but most everything in this thread from after 3022 is specific to the Vaults timeline.
Some of these designs use non-canon equipment. Where appropriate, I'll provide little blurbs describing it.
This first design was originally a TRO42 design by Snow_Cheetah, and can still be found there. All I did was fluff it out and add variants, both for canon and for the Vaultsverse. I'm assuming it's his pencil art, too, but this long after the original post it's hard to say for sure.
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fwww.tro42.com%2FTRO%2Fl1%2Fvanguard1_1.jpg&hash=a544e7dc1b889c42aa6e07404b96c57a423fe45a)
Vanguard VNG-3D
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 2818
VNG-1A 2473-2531
VNG-2L 2528-2713
VNG-3C 2630-2815
Cost: 5,008,960 C-Bills
Battle Value: 1,203
Chassis: Technicron Type B
Power Plant: Pitban 240
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Pratt and Whitney 440
Jump Capacity: 120 meters
Armor: Valiant Lamellor
Armament:
1 Holly LRM-15
1 Imperator-A or Mydron Model C Autocannon/5
1 Holly SRM-6
Manufacturer: Confederation Defense Corporation, Earthwerks Inc.
Primary Factory: Exedor (CDC; production ended 2713), Tikonov (production
line irreparably damaged 2849)
Communications System: Varies
Targeting and Tracking System: Varies
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: Fusion Engine 240 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 184 11.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 28
Center Torso (rear) 9
L/R Torso 14 19
L/R Torso (rear) 6
L/R Arm 10 18
L/R Leg 14 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/5 RT 1 4 8.00
SRM-6 RA 4 2 3.00
LRM-15 LA 5 3 7.00
@AC/5 (20) RT - 1 1.00
@SRM-6 (15) RA - 1 1.00
@LRM-15 (8) LA - 1 1.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4j 2 2 2 0 3 0 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Overview:
For a long time, little was definitively known about the origins of the Vanguard. The few surviving records from that era were damaged. Fortunately, the New Dallas Memory Core provided detailed information on the design's early years. The Vanguard was built by House Liao during the Age of War, as a contemporary of such early designs as the Mackie, Firebee, and Hector. The production line was shut down after the Reunification War. A second production line was set up on Tikonov just prior to the outbreak of the Succession Wars, but it was crippled by sabotage during the Second Succession War and has only produced a scattered collection of spare parts for the machine since then. Despite that, the Vanguard is still occasionally used today. It has a distinct reliance on ammunition, limiting its use in offensive operations, but it is otherwise a very versatile design.
Capabilities:
The Vanguard's primary loadout was brought to regularity when a forgotten cache of mothballed Star League-era Vanguards were discovered on Shoreham by AFFS forces in 2894. The ER lasers were removed and subsequently lost before they could be taken to New Avalon for reverse-engineering; at the time, the destruction of the dropship was blamed on Liao sabotage, but in the wake of the War of Silence, it is now thought to have been carried out by a ROM operative.
The Vanguard chassis, however, were still on Shoreham and were perfectly serviceable. Removing the now-unnecessary extra heat sinks and the token medium laser, techs added an autocannon in place of the missing main gun. The final configuration stuck when it received good reviews from a front line Capellan March lance leader. Its flexibility was so apparent that other MechWarriors -- even some on the opposite side of the border -- changed their designs to match it.
With its class 5 autocannon in the torso and the Holly LRM rack in the left arm, the Vanguard-3D has an acceptable long range punch. The SRM-6, coupled with its combat grade fists, delivers a decent close range blow as well. While some might consider it slow for its purpose, the Pratt and Whitney 440 jump jets add greatly to its maneuverability.
Deployment:
Estimates are that a maximum of 356 Vanguards existed within the Inner Sphere as of the beginning of the Capellan Civil War, none of which were in good condition (outside of the handful fielded by ComStar, of course). The Succession Wars were not kind to the design, with many falling prey to ammunition explosions or heat-induced shutdown. The CCAF could not afford to retire the 'Mech or relegate it to militia units, due to their limited heavy 'Mech production. Thus the Vanguard was reserved for times when it was most useful.
Two small companies -- one on Capella, one based on Tikonov itself -- exist solely to fashion spare parts for surviving Vanguards. The first was bought up by Ceres Metal Works in 2907, and the second was damaged during the Capellan Civil War but has since been rebuilt.
Variants:
The prototype VNG-1A, a relic of the Age of War, was designed only shortly after the Firebee. It is known to have mounted a primitive engine, cockpit, and armor. The main gun was a standard large laser, and the LRM rack was much smaller than in later variants. Jumpjet technology had not yet been perfected at the time, so it comes as no surprise that the primitive Vanguard lacked them. (VNG-1A: LLAS, LRM-5/1A, SRM-6/1A, 290 PFE, 16.5T Primitive Armor. 1,042 BV; cost 4,441,760 C-Bills.) Only two original-run Vanguards are known to still exist in this form, both museum pieces. A third was found in the New Dallas vault, but was destroyed by Marik forces during the fight for Carver V's Lunar HPG in 3022.
A refit which saw some use during the Succession Wars, the VNG-3E replaced the LRM rack with another SRM-6, and removed the increasingly finicky jump jets altogether. This made room for a more sizable engine, the tried-and-true Vlar 300. Half a ton of armor was removed, mostly from the legs, to add the extra free tonnage required to mount a medium laser in the right torso. (VNG-3E: 1,180 BV; 4,989,760 C-bills.)
The Star League variant, the VNG-3C, was built by Earthwerks on Tikonov, and was functionally identical to the Succession-War 3D variant, except that the autocannon was replaced by two lasers -- an extended-range large and a standard medium -- and three single heat sinks. (VNG-3C: 1,327 BV; cost 5,202,560 C-bills.) During the Succession Wars, Capellan Mechwarriors were forced to downgrade their main guns to a standard large laser, producing the 3L variant. (VNG-3L: 1,312 BV; cost 5,042,560 C-bills.)
Liao forces produced an intermediate variant, starting in the 2530s, which overhauled the Primitive 'Mech to then-modern technology. It was functionally identical to the later -3L, but with the older "Primitive" skeleton, different targeting equipment, and with the heat sinks in a slightly different configuration. Production slowed to a trickle during the days of the Star League's military limitation treaties, and stopped altogether by 2713. All of these VNG-2L models were overhauled to the more modern VNG-3C variant over the course of several decades, apart from a tiny handful that had somehow found their way into foreign or mercenary service.
A minor refit of the -3L from the mid-3030s upgrades to Semi-Ferro Armor, reducing the weight by half a ton without losing any protection. This provides the weight for CASE, though the ammo feeds are now external. The three heat sinks outside the engine have been upgraded to double-strength Freezers. (VNG-4C: 13[16] HS. BV 1,386; cost 5,268,960 C-Bills.) Another refit variant that would have downgraded the VNG-3D's AC/5 to a snub-nosed version in order to mount CASE and a Protector ECM suite was considered, but ultimately abandoned, due in large part to the rarity of the Vanguard in the wake of losses during the War of 3038.
AU EQUIPMENT OVERVIEW (VNG-4C)
- Semi-Ferro Armor:
A partially-successful attempt to work towards Ferro-Fibrous armor without the benefit
of Star League metallurgy data. 14 crits, multiplies armor value by 1.06.
- Mixed Heat Sinks
-
Fire Wraith FW3-A
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 2504
Cost: 4,587,483 C-Bills
Battle Value: 1,217
Chassis: CIW Fire Wraith
Power Plant: DAV 220
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Chilton 460
Jump Capacity: 120 meters
Armor: Starslab-3
Armament:
1 Parti-Kill PPC
1 GM Whirlwind AC/5
2 Defiance B3M Medium Lasers
2 Holly SRM-2s
Manufacturer: Caph Industrial Works
Primary Factory: Caph (Prototypes only)
Communications System: Arc-Signal A62
Targeting and Tracking System: Angst ClearView 2B
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 220 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 CT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 168 10.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 21
Center Torso (rear) 8
L/R Torso 13 19
L/R Torso (rear) 7
L/R Arm 9 18
L/R Leg 13 21
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RT 3 1 1.00
SRM-2 RT 2 1 1.00
Medium Laser LT 3 1 1.00
SRM-2 LT 2 1 1.00
PPC RA 10 3 7.00
Autocannon/5 LA 1 4 8.00
@SRM-2 (50) RT - 1 1.00
@AC/5 (20) LT - 1 1.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4j 2 2 1 0 2 1 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA
Fire Wraith FW3-A: The Fire Wraith, designed in its primitive form in 2498 by Caph Industrial Works, a long-forgotten subsidiary of Martinson Armaments, was a multipurpose BattleMech capable of combat at all ranges, intended for Hegemony use. Originally, the primitive Fire Wraith prototypes were only capable of moving 54 kilometers per hour, a damning trait given that the existing Griffin not only outranged and outpaced it, but could jump as well. GRF-1As triumphed over the primitive FW1-A Fire Wraith in 88 percent of all the simulations the Hegemony's strategists and programmers could muster, and the newer -1N increased that to 95.8 percent.
With the first company of primitive 'Mechs already built and summarily rejected, the designers at Caph Industrial Works moved forward with a modernized variant, the FW3-A, in hopes that it would fare better. This variant used then-modern components, equal to those of the Succession War era, to improve the speed, mobility, armor, and firepower. This, too, was rejected by the Hegemony Armed Forces in 2505. CIW then attempted to sell the blueprints to a Capellan broker and pass it off as corporate espionage, but the plot was stopped and Martinson absorbed their wayward charges. The prototypes were quietly moved to the New Dallas militia and stored in the vault a scant decade and a half later for lack of proper replacement parts.
These failed, but still repairable prototypes lay forgotten in the New Dallas Vault until 3022, when they were unearthed by pirates who had misjumped into the system. Though only two of these 'Mechs were built to modern standards at the time, the pirates managed to modify four primitive chassis with modern equipment to match them, scrapping the other eight for parts. All were rendered inoperable by the end of the New Dallas Incident, either by destruction or attrition.
Primitive Fire Wraiths, based on the New Dallas schematics have been produced on a handful of worlds across the Inner Sphere and Periphery since the end of the War of Silence, particularly by non-House powers like the Marians and the Tamar Pact. These 'Mechs are horribly ineffective against Clan attackers, as seen with the Star Adders' massacre of the garrison on Morges. They can, however, hold their own against pirates and other ill-equipped raiders so that better units can move to the front lines. (FW1-A: 200 PFE, LLAS, AC-5/1A, 2 SRM-2/1A, 2 MLAS, 15T Prim. Armor, 3/5/0. BV 1,014; cost 3,294,267 C-Bills.)
The more modern FW3-A is also produced and used by Tamar and Skye forces, though never in terribly great numbers. The lack of CASE, among other things, is seen as a major safety hazard. A modernized FW4-P variant is currently in the works. (FW4-P: 275 LFE, PPC, snAC-5/1A, 2 SRM-2/1A, 2 MLAS, CASE, 5 JJ, 10[20] DHS, 2.5T L.Gyro, 5/8/5. BV ; cost C-Bills.)
AU EQUIPMENT OVERVIEW (FW4-P)
- Light Gyro:
Halfway between a Standard Gyro and an XL Gyro. One extra crit, but is 25% lighter.
- Snub-Nosed AutoCannons
Like canon Light ACs, but without the proper metallurgy, causing a chance to jam
(2 on a 2d6 roll). Snub AC jams can be cleared as per Rotary AC rules. Snub ACs
can also use Standard AC ammo, with the associated range brackets, but at a
higher chance to jam (2 or 3 on a 2d6 roll).
-
Cavalry CAV-2H
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2528
Cost: 6,613,907 C-Bills
Battle Value: 1,293
Chassis: Chariot Type G
Power Plant: DAV 350
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor:
Armament:
6 Hellion Spitfire Medium Lasers
2 Harpoon-5 LRM Launchers
2 M-4 Machine Guns
Manufacturer: Martinson Armaments
Primary Factory: Terra
Communications System: Dalban CommTek
Targeting and Tracking System: Standus-2
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7.00
Engine: Fusion Engine 350 29.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 14 4.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 160 10.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 25
Center Torso (rear) 6
L/R Torso 15 21
L/R Torso (rear) 5
L/R Arm 11 15
L/R Leg 15 19
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RT 6 2 2.00
LRM-5 RT 2 1 2.00
2 Medium Lasers LT 6 2 2.00
LRM-5 LT 2 1 2.00
Medium Laser RA 3 1 1.00
Machine Gun RA 0 1 0.50
Medium Laser LA 3 1 1.00
Machine Gun LA 0 1 0.50
@LRM-5 (24) CT - 1 1.00
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
5 3 3 1 0 3 1 Structure: 6
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Cavalry CAV-2H: One of a series of Hegemony prototypes, the Cavalry seems (appropriately) to have been an early precursor to the heavy-cavalry designs of the Star League, and later the Clans, such as the Excalibur and the Jotun. Unlike either of its later descendants, however, the Cavalry avoids large weaponry and uses its limited tonnage on a Battlemaster-esque array of medium lasers, machine guns, and missiles. Based on their serial numbers, the weapons themselves were likely older spares, put on the trio of chassis to serve as a proof-of-concept. With fourteen standard heat sinks, the heat levels would have been at least somewhat manageable, provided the pilot didn't alpha strike very often.
What little data survives regarding the history of this 'Mech seems to point to supply issues being at the heart of its cancellation. The 350-rated standard engines used in the prototypes were clearly custom-made, and it is likely the DAV corporation would have had to produce an entirely new product line to support the Cavalry, an expensive undertaking when the 'Mech itself was hardly guaranteed to be used by the Hegemony Armed Forces.
Only three prototype chassis are known to have been built during the 2520s, and since their unearthing they have been refurbished more as historical curiosities than as proper war machines. The design was never properly revisited, though some Techs and researchers do claim to see similarities between the Cavalry's internals and those of the later Excalibur, implying Martinson Armaments may have sold off the Cavalry schematics at some point prior to 2621.
-
This was originally Snow_Cheetah's TRO42 'Mech, and can still be found there. I decided to fluff it out some more, just like I did with the Vanguard.
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fwww.tro42.com%2FTRO%2Fl1%2Fdomino1_1.jpg&hash=df679eabd4174c2bbb655c9e37cf7b5e54e1ae93)
Domino DMI-2D
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D
Production Year: 2751
Cost: 5,851,598 C-Bills
Battle Value: 1,275
Chassis: Crucis-A
Power Plant: VOX 280
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Kallon RoyalStar
Armament:
2 Mydron Model C AC/5s
2 Holly SRM-6s
1 Martell Medium Laser
1 ChisComp 32 Small Laser
Manufacturer: Kallon Industries
Primary Factory: Talon
Communications System: Garret T19-G
Targeting and Tracking System: Garret A99
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7.00
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 216 13.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 32
Center Torso (rear) 11
L/R Torso 15 23
L/R Torso (rear) 7
L/R Arm 11 22
L/R Leg 15 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
Medium Laser CT 3 1 1.00
SRM-6 RT 4 2 3.00
SRM-6 LT 4 2 3.00
Autocannon/5 RA 1 4 8.00
Autocannon/5 LA 1 4 8.00
@SRM-6 (15) RT - 1 1.00
@SRM-6 (15) LT - 1 1.00
@AC/5 (20) RA - 1 1.00
@AC/5 (20) LA - 1 1.00
Free Critical Slots: 29
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 13
4 2 2 1 0 3 0 Structure: 6
Special Abilities: SRCH, ES, SEAL, SOA, SRM 1/1/0
Overview:
The Domino's history dates back to 2749, during the latter half of the Star League's reign. Kallon Industries pitched a new Mech which would "make its targets fall like dominoes". The Domino was born, and was swiftly rejected by the SLDF in favor of StarCorp's much more affordable Warhammer refit package.
Kallon's attempts to get the Domino accepted into the SLDF were rebuffed at every turn. Bribes were met with even larger counterbribes. Less avarice-minded procurement officers saw no need to buy what they saw as a knockoff design of the Warhammer or Maltex's larger Thug, particularly one with such a poor heat curve.
The Domino was saved from history by the change to Star League doctrine in 2752, which allowed the Houses to double the size of their private militaries. Kallon jumped at the chance to sell their surplus Domino chassis to House Davion by removing the PPCs and heat sinks in favor of autocannons, which Davion warriors were still enthralled by. The move was successful, and the DMI-2D entered service in the AFFS.
Capabilities:
The Domino is not a fast mech by any means, nor is it powerful enough to stand up to most other heavy designs. What it does do exceptionally well is serve as a "trooper" unit or garrison mech. With thirteen and a half tons of armor, the Domino can absorb damage that would cripple other heavy mechs.
The mech's weaponry is limited to a pair of autocannons, and a pair of SRM racks, backed up by a medium and a small laser. While the Domino does have a good mix of long and short-ranged weaponry, as well as battlefists to back it up, this is not enough firepower to present a credible threat to most other heavy mechs. FedSuns warriors belatedly realized this during the First Succession War, and a number of refits came into being thereafter.
The good news is that the Domino turned out to be a very rugged and serviceable design. With the arm gunmounts and ammo bins being self-contained, they could be removed and replaced with other types of weaponry fairly easily, allowing for an impressive amount of customization. After damage to the Talon facilities was sustained during the Second Succession War, however, this technology became unreliable and glitchy. Dominoes produced between 2880 and the production line's shutdown have their weaponry hardwired into place. The Domino gained a very negative reputation due to these glitches, and most Dominoes were relegated to militia forces, or briefly mothballed.
The heavy attrition on the Confederated Suns' borders during the War of 3038 led to Kallon scrapping their plans to retool the Domino's production line. Most of these 'Mechs have been sent to reinforce the ConSuns' border worlds near Oriente and Andurien.
Deployment:
With its main factory well within FedSuns space on Talon, the Domino was all but exclusive to House Davion, apart from battlefield salvage. The modern CSAF still uses it in a number of their heavy lances, though it is nowhere near as common as the Thunderbolts, Riflemen, and Jagermechs that populate many of the formations.
Variants:
The original Domino, the DMI-1C, mounted PPCs instead of the Mydron autocannons. It also mounted a brace of four heat sinks, which flanked the SRM ammo bins and gave them some protection from penetrating rounds. (DMI-1C: 14 SHS, 2 PPC, 2 SRM-6/2A, MLAS, SLAS. 1,432 BV; cost 6,120,198 C-Bills.) On the rare occasion that a DCMS unit would capture a Domino, they would invariably refit it to this standard, although in a few cases during the Succession Wars they did so by replacing the arms entirely with spare Warhammer arms.
There are also several refit variants of the Domino which were deployed by House Davion during the Succession Wars. The first, the 2E, replaced each autocannon with three medium lasers (usually Magna brand) and six heat sinks, resulting in a powerful brawler. (DMI-2E: 1,413 BV; cost 5,875,398 C-bills.) The second variant, the 2F, replaced each autocannon with a large laser and four heat sinks. (DMI-2F: BV 1,379; cost 5,793,798 C-bills.) A third variant mounting a brace of class-2 autocannons and downgraded SRMs was known to have been used by Draconis March forces during the Second Succession War. (DMI-2G: 3 AC-2/3A, 4 MLAS, 2 SRM-2/1A, 11 SHS, 12T Std armor. BV 1,191; cost 5,733,873 C-bills.) A few other old variants exist, but most of them are some variation on these themes.
Proper improvements to the design were put on paper for several years, but only with the development of the Light Engine did anything new enter production. CASE is added to side-torso ammo bins, and the autocannons are swapped out for Snub AC/10s with four tons of ammo, making the updated Domino a fearsome brawler, particularly when Cluster ammunition can damage vulnerable internals on an enemy target. The head-mounted small laser is removed to provide the tonnage to increase the armor to thirteen tons of Semi-Ferro armor, the maximum the chassis can support. The two remaining tons were used to improve the heat dissipation capabilities of the variant. (DMI-3C: 12[13]HS. 1,458 BV; cost 11,110,690 C-Bills.)
AU EQUIPMENT OVERVIEW (DMI-3C)
- Snub-Nosed AutoCannons
Like canon Light ACs, but without the proper metallurgy, causing a chance to jam
(2 on a 2d6 roll). Snub AC jams can be cleared as per Rotary AC rules. Snub ACs
can also use Standard AC ammo, with the associated range brackets, but at a
higher chance to jam (2 or 3 on a 2d6 roll).
- Semi-Ferro Armor:
A partially-successful attempt to work towards Ferro-Fibrous armor without the benefit
of Star League metallurgy data. 14 crits, multiplies armor value by 1.06.
- Mixed Heat Sinks
-
Enforcer ENF-4D
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 2882
Cost: 3,452,875 C-Bills
Battle Value: 873
Chassis: Dorwinion Standard
Power Plant: Nissan 200
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: McCloud Specials
Jump Capacity: 120 meters
Armor: Starshield
Armament:
2 Autocannon/5s (usually GM Whirlwind or Mydron Model C)
1 ChisComp 32 Small Laser
Manufacturer: (Refit only)
Primary Factory: (Refit only)
Communications System: Achernar Electronics HICS-11
Targeting and Tracking System: Federated Hunter
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 12 2.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 144 9.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 23
Center Torso (rear) 4
L/R Torso 12 17
L/R Torso (rear) 3
L/R Arm 8 14
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser LT 1 1 0.50
Autocannon/5 RA 1 4 8.00
Autocannon/5 LA 1 4 8.00
@AC/5 (40) RT - 2 2.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 9
4j 1 0 0 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SOA, AC 1/1/1
Enforcer ENF-4D: This refit of the 4R removes the main weapons in favor of a pair of class-5 autocannons and two tons of ammo. Despite the Davions' love of autocannons, it never had the damage levels it needed to catch on during the brutal Succession Wars.
Enforcer ENF-4D2
Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 2887
Cost: 3,566,875 C-Bills
Battle Value: 999
Chassis: Dorwinion Standard
Power Plant: Nissan 200
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: McCloud Specials
Jump Capacity: 120 meters
Armor: Starshield
Armament:
2 Autocannon/5s (usually GM Whirlwind or Mydron Model C)
2 Medium Lasers (usually Martell or ChisComp 39)
1 ChisComp 32 Small Laser
Manufacturer: (Refit only)
Primary Factory: (Refit only)
Communications System: Achernar Electronics HICS-11
Targeting and Tracking System: Federated Hunter
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 144 9.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 16 23
Center Torso (rear) 4
L/R Torso 12 17
L/R Torso (rear) 3
L/R Arm 8 14
L/R Leg 12 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser LT 1 1 0.50
Medium Laser RA 3 1 1.00
Autocannon/5 RA 1 4 8.00
Medium Laser LA 3 1 1.00
Autocannon/5 LA 1 4 8.00
@AC/5 (40) RT - 2 2.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4j 3 2 1 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/1/1
Enforcer ENF-4D2: A modified version of the -4D Enforcer refit removes the unnecessary extra heat sinks and adds a medium laser to each arm, greatly improving its damage output. It still was quite rare, and only ever saw significant use due to supply shortages.
Battlemaster BLR-1M
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2911
Cost: 8,231,143 C-Bills
Battle Value: 1,491
Chassis: Hollis Mark X
Power Plant: VOX 340
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarGuard IV
Armament:
1 Large Laser (almost always Diverse Optics Type 30)
1 Holly SRM-6
6 Martell Medium Lasers
3 SperryBrowning Machine Guns
Manufacturer: (refit)
Primary Factory: (refit)
Communications System: HarfordCo COM 4000
Targeting and Tracking System: HarfordCo XKZ 1
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 340 27.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 20 10.00
Heat Sink Locations: 2 CT, 1 RT, 2 LL, 2 RL
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 232 14.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 11
L/R Torso 18 28
L/R Torso (rear) 8
L/R Arm 14 24
L/R Leg 18 26
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RT 6 2 2.00
(R) Medium Laser RT 3 1 1.00
2 Medium Lasers LT 6 2 2.00
(R) Medium Laser LT 3 1 1.00
SRM-6 LT 4 2 3.00
Large Laser RA 8 2 5.00
3 Machine Guns LA 0 3 1.50
@SRM-6 (30) LT - 2 2.00
@MG (1/2) (100) LT - 1 0.50
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 15
4 4 4 0 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA
Battlemaster BLR-1M: The ongoing PPC supply problems in the Free Worlds League have inspired yet another large laser refit, this time to the Battlemaster. Two extra heat sinks are added, as well as a third machine gun. The machine gun ammo bin is reduced to half a ton, causing it to be depleted even more rapidly.
Vindicator VND-1M
Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 2931
Cost: 3,053,483 C-Bills
Battle Value: 1,014
Chassis: Ceresplex IV
Power Plant: GM 180
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Anderson Propulsion 30
Jump Capacity: 120 meters
Armor: Starshield
Armament:
1 Large Laser (usually Diverse Optics 30 or Magna Mk.III)
1 CeresArms Medium Laser
1 Medium Laser (usually Martell or Diverse Optics 18)
1 Sian/Ceres Jaguar LRM-5
1 Hessen Small Laser
Manufacturer: Refits only
Primary Factory: (n/a)
Communications System: CeresCom Model 21-Rs
Targeting and Tracking System: C-Apple Churchill
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 75 points 4.50
Engine: Fusion Engine 180 7.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 CT, 1 LL, 1 RL 2.00
Heat Sinks: Single Heat Sink 17 7.00
Heat Sink Locations: 4 LT, 4 RT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 144 9.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 14 18
Center Torso (rear) 9
L/R Torso 11 16
L/R Torso (rear) 6
L/R Arm 7 14
L/R Leg 11 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.00
LRM-5 LT 2 1 2.00
Large Laser RA 8 2 5.00
Medium Laser RA 3 1 1.00
Small Laser LA 1 1 0.50
@LRM-5 (24) LT - 1 1.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4j 3 3 1 0 2 0 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA
Vindicator VND-1M: Marik units that captured Capellan Vindicators often stripped the badly-needed PPCs for use on other 'Mechs. Often the captured Vindicators were pressed back into service, with the PPC replaced by a pair of lasers -- one large, one medium -- or occasionally, a brace of long-range missiles. (Vindicator VND-1M2: LRM-15/2A, LRM-5/1A, MLAS, SLAS, 14 SHS. BV 980, cost 3,095,533 C-Bills.)
Marauder MAD-3M2
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 2994
Cost: 6,261,500 C-Bills
Battle Value: 1,403
Chassis: GM Marauder
Power Plant: Vlar 300
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor
Armament:
3 Magna Mk III Large Lasers
2 Magna Mk II Medium Lasers
Manufacturer: General Motors, Independence Weaponry
Primary Factory: Kathil (GM), Quentin (Independence)
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 24 14.00
Heat Sink Locations: 3 LT, 3 RT, 1 LA, 1 RA, 2 LL, 2 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 184 11.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 17
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser CT 8 2 5.00
Medium Laser RA 3 1 1.00
Large Laser RA 8 2 5.00
Medium Laser LA 3 1 1.00
Large Laser LA 8 2 5.00
Free Critical Slots: 29
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
4 3 3 0 0 3 0 Structure: 6
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Marauder MAD-3M2: A few hardscrabble Marik units had to strip their Marauders of PPCs entirely, leading to a large laser-based variant. The extra tonnage went to heat sinks. This variant has cropped up from time to time anywhere PPCs are scarce, including bandit and Periphery forces.
Marauder MAD-3D2
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D
Production Year: 3018
Cost: 6,354,250 C-Bills
Battle Value: 1,209
Chassis: GM Marauder
Power Plant: Vlar 300
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor
Armament:
3 GM Whirlwind Autocannon/5
2 Magna Mk II Medium Lasers
Manufacturer: General Motors, Independence Weaponry
Primary Factory: Kathil (GM), Quentin (Independence)
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 12 2.00
Heat Sink Locations: n/a
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 184 11.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 17
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 18
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/5 RT 1 4 8.00
Medium Laser RA 3 1 1.00
Autocannon/5 RA 1 4 8.00
Medium Laser LA 3 1 1.00
Autocannon/5 LA 1 4 8.00
@AC/5 (60) LT - 3 3.00
Free Critical Slots: 32
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4 1 1 0 0 3 0 Structure: 6
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/2/2
Marauder MAD-3D2: By the end of the Third Succession War, there was concern that the PPC would become lostech. Davion scientists came up with this autocannon-toting Marauder variant as a proof of concept, but low damage levels kept it out of circulation.
-
Cool artwork and a couple of nice designs
-
Thanks. I decided I'm going to work on the story and post designs in this thread as they get introduced.
-
Some neat throwbacks