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Some Battletechnology Gems (Lights)
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Draconis Combine
Tai-sho
Tai-sho


Joined: 23-Jul-2002 00:00
Posts: 1618

PostPosted: 27-Jun-2005 16:55    Post subject: Some Battletechnology Gems (Lights) Reply to topic Reply with quote

If you've got HMP you can download all of this stuff from their website, but for those of you who don't feel like paying for the stuff (like me...thanks Mordel ), I'm putting up some of my favorites.



BattleMech Technical Readout

Type/Model: Cobra
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Custom design

Mass: 20 tons
Chassis: Standard
Power Plant: 140 Hermes Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
4 Small Lasers
2 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
Mo Muraski of Battletechnic Military Salvage builds 'Mechs from the
scraps his team acquires. These "frankensteins", as he calls them, are rarely
constructed but the demand assures constant sales whenever this particular
'Mech is sold.

==Capabilities:==
The following is an excerpt from one of Mo Muraski's commercial. We
claim no responsibility in any way either Battletechnic Salvage, this 'Mech,
or Mo Muraski.
"This was originally meant to be sort of a Locust-hunter,(back before the
Locust started getting armed) and it is made out of an old Locust. It took a
bit of work to get the medium lasers to fit into the space where only one had
been before. The small lasers were easier to fit into the arms. I made the
engine smaller so that the extra medium laser would fit, but I doubt anyone
would miss the extra 10.8 kph. Despite its lack of new tech, this 'Mech can
outgun any 'Mech in its weight class or lower, as well as run circles around
almost anything else. The armor is also very good for the 'Mech's size. Again,
heat can be a problem for the uncautious pilot.


==Deployment==
Various Militias from various successor states have been grabbing this
'Mech as it becomes available. Due to its low cost and maintenance, Militia
units find them to be a bargain especially as more money is shuffled to R&D
projects, production of other 'Mechs, or more flashy units.

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

Equipment: Crits Mass
Int. Struct.: 33 pts Standard 0 2.00
Engine: 140 Fusion 6 5.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 Single 5 .00
(Heat Sink Loc: 1 RT, 2 LL, 2 RL)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 62 pts Standard 0 4.00

Internal Armor
Structure Value
Head: 3 6
Center Torso: 6 7
Center Torso (Rear): 5
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 4/4
L/R Arm: 3 5/5
L/R Leg: 4 7/7

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Small Lasers RA 2 2 1.00
2 Small Lasers LA 2 2 1.00
2 Medium Lasers CT 6 2 2.00
--------------------------------------------------------
TOTALS: 10 40 20.00
Crits & Tons Left: 38 .00

Calculated Factors:
Total Cost: 1,571,600 C-Bills
Battle Value: 463
Cost per BV: 3,394.38
Weapon Value: 207 / 207 (Ratio = .45 / .45)
Damage Factors: SRDmg = 11; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 7, Armor/Structure: 2/2
Damage PB/M/L: 3/1/-, Overheat: 0
Class: ML; Point Value: 5



BattleMech Technical Readout

Type/Model: Wasp WSP-1A3
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 1, Modified design

Mass: 25 tons
Chassis: Standard
Power Plant: 150 Omni Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Standard
Armament:
1 Machine Gun
2 Medium Lasers
1 SRM 2
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Wasp WSP-1A3
Mass: 25 tons

Equipment: Crits Mass
Int. Struct.: 43 pts Standard 0 2.50
Engine: 150 Fusion 6 5.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 Single 4 .00
(Heat Sink Loc: 1 LT, 3 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 64 pts Standard 0 4.00

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

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Machine Gun RA 0 100 2 1.00
(Ammo Locations: 1 RT)
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 SRM 2 LL 2 50 2 2.00
(Ammo Locations: 1 LT)
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 1 LT, 1 RT, 2 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 8 47 25.00
Crits & Tons Left: 31 .00

Calculated Factors:
Total Cost: 1,976,875 C-Bills
Battle Value: 457
Cost per BV: 4,325.77
Weapon Value: 191 / 191 (Ratio = .42 / .42)
Damage Factors: SRDmg = 10; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 2/2
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 5


BattleMech Technical Readout

Type/Model: Weasel WS3-L
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 25 tons
Chassis: Endo Steel
Power Plant: 250 Magna XL Fusion
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 Small Pulse Lasers
1 Anti-Missile System
1 Medium Pulse Laser
1 Small Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
With the success of the Mongoose, designers in Diplan Mechyards of Ozawa
decided to improve upon the 'Mech. It would contain all the advanced
technology possible. The team came up with two designs. Both were accepted and
built into the same 'Mech design. It was hoped that the Star League would see
value in a 'Mech with two configurations.
The Amaris coup in 2765 brought the design to a halt. As Republic
troops stormed the plant a group of the designers fled. A week later they were
found. When the designs were not found on them, they were killed.
It wasn't until 3041 when the designs were found again. On the planet
Ozawa, a Davion science team were looking in the ruins of a city. This city
was in a radioactive 'hot spot', so it had been left untouched for centuries.
The team came upon a capsule embedded in the foundation of a building. After
carefully opening it they found a group of holovid memory crystals and the
memory core of a small but advanced computer. The contents seemed to have
survived the radiation, so they were rushed to NAIS for further
investigation.


==Capabilities:==
The Weasel and its counterpart the Wild Weasel were designed to be the
ultimate in speed and technology. The 250 Magna XL gives them excellent speed
without the normal weight. Together with their Endo Steel frame and Ferro
Fibrous armor, this leaves the 'Mech with enough weight to equip it for its
primary modes.
The Weasel has many rolls: quick strike and harassment, serving as an
escort for its sister the Wild Weasel, and use as an anti-recon 'Mech. With
its speed and pulse lasers, it can be capable of crippling almost any light
scouting 'Mech or vehicle. It's small laser in the rear makes any attack from
that direction a little more tricky.
The Wild Weasel looks almost identical to its sister. It drops the
rear small laser and uses normal lasers to save weight for its Beagle Active
Probe and Guardian ECM Suite. Both are tucked inside the torsos of the 'Mech.
It is not meant to fight, depending on its speed to keep it out of trouble.
The probe and ECM Suite combination make it a valuable recon and jamming
'Mech. It cannot use the probe and the ECM at the same time, due to a design
flaw in the circuit card which ties them to the Central Processing Unit. If a
careless pilot turns one on while the other is still operating, the circuit
card will short out, rendering both pieces of equipment inoperable until the
warrior gets a chance to replace the card.
Both 'Mechs are equipped with a Crossbow anti-missile system to
protect it against any pilot lucky enough to lock onto this fast-mover in the
first place. Both of them have their AMS ammo protected by cellular ammunition
storage. The Wild Weasel holds only 1 ton of ammo to save room for its probe.


--------------------------------------------------------
Type/Model: Weasel WS3-L
Mass: 25 tons

Equipment: Crits Mass
Int. Struct.: 43 pts Endo Steel 14 1.50
(Endo Steel Loc: 2 LA, 2 RA, 3 LT, 3 RT, 2 LL, 2 RL)
Engine: 250 XL Fusion 12 6.50
Walking MP: 10
Running MP: 15
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 72 pts Standard 0 4.50

Internal Armor
Structure Value
Head: 3 8
Center Torso: 8 11
Center Torso (Rear): 5
L/R Side Torso: 6 8/8
L/R Side Torso (Rear): 4/4
L/R Arm: 4 6/6
L/R Leg: 6 6/6

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Small Pulse Laser RA 2 1 1.00
1 Small Pulse Laser LA 2 1 1.00
1 Anti-Missile System RT 1 12 2 1.50
(Ammo Locations: 1 RT)
1 Medium Pulse Laser CT 4 1 2.00
1 Small Laser CT(R) 1 1 .50
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 10 58 25.00
Crits & Tons Left: 20 .00

Calculated Factors:
Total Cost: 4,182,396 C-Bills
Battle Value: 490
Cost per BV: 8,535.5
Weapon Value: 148 / 148 (Ratio = .30 / .30)
Damage Factors: SRDmg = 8; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 10, Armor/Structure: 2/1
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 5


BattleMech Technical Readout

Type/Model: Wild Weasel WS3-L2
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 25 tons
Chassis: Endo Steel
Power Plant: 250 Magna XL Fusion
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 Small Laser
1 Guardian ECM
1 Anti-Missile System
1 Beagle Active Probe
1 Medium Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Wild Weasel WS3-L2
Mass: 25 tons

Equipment: Crits Mass
Int. Struct.: 43 pts Endo Steel 14 1.50
(Endo Steel Loc: 2 LA, 2 RA, 3 LT, 3 RT, 2 LL, 2 RL)
Engine: 250 XL Fusion 12 6.50
Walking MP: 10
Running MP: 15
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 72 pts Standard 0 4.50

Internal Armor
Structure Value
Head: 3 8
Center Torso: 8 11
Center Torso (Rear): 5
L/R Side Torso: 6 8/8
L/R Side Torso (Rear): 4/4
L/R Arm: 4 6/6
L/R Leg: 6 6/6

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Small Laser RA 1 1 .50
1 Guardian ECM RT 0 2 1.50
1 Anti-Missile System RT 1 12 2 1.50
(Ammo Locations: 1 RT)
1 Beagle Active Probe LT 0 2 1.50
1 Medium Laser CT 3 1 1.00
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 5 60 25.00
Crits & Tons Left: 18 .00

Calculated Factors:
Total Cost: 4,617,396 C-Bills
Battle Value: 549
Cost per BV: 8,410.56
Weapon Value: 123 / 123 (Ratio = .22 / .22)
Damage Factors: SRDmg = 5; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 10, Armor/Structure: 2/1
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 6
Specials: ecm, prb


BattleMech Technical Readout

Type/Model: Rattleshake JR7-31P
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 35 tons
Chassis: Standard
Power Plant: 245 Magna XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Standard
Armament:
7 Medium Lasers
1 Small Laser
1 C³ Slave Unit
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The JR7-31P Rattlesnake is the latest design from Phoenix Heavy
Industries. Phoenix, a manufacturing concern located on Ashkum in the Capellan
March of the Federated Commonwealth, has gained a reputation since the Fourth
Succession War as a developer of unique combat designs and refits. Other
recent Phoenix designs include the UM-R90 SuburbanMech and the Omar
Hovertank/APC.
Phoenix has developed a close working relationship with the St Ives
Compact, and the relationship has been profitable to both parties. Phoenix
manufactures 'Mechs to the Compact's specifications, to improve the defensive
capabilities of the relatively small Compact military. In return, the Compact
provides advanced technical information to Phoenix, enabling the corporation
to upgrade both its manufacturing facilities and its product line.
The latest requirements submitted by St Ives called for "a
reconnaissance BattleMech, built with advanced technology, capable of engaging
and destroying any other 'Mech of the same or lesser tonnage." Phoenix had
already begun work on an upgrade of the JR7-D Jenner, and the incorporation of
recovered Star League technology made meeting the Compact's requirements a
simple matter. When testing the new design, however, the Phoenix designers
found that they had built something far more significant than another
recon-killer.
Testing of the new JR7-31P included field trials against heavier
'Mechs, to determine its ability to survive such a mismatch. In almost every
case, the new design was able not only to survive, but to win, in one-on-one
combat against 'Mechs up to 75 tons. The combination of high maneuverability
and significant firepower allowed the JR7-31P to control the range and tempo
of combat, striking at high speed to attack the enemy's vulnerable rear armor
while evading his return fire. A defeated Crusader pilot declared that the new
'Mech was "as fast as a Rattlesnake and just as deadly." Thus, the JR7-31P
Rattlesnake gained its name.


==Capabilities:==
The Rattlesnake is based on the design of the JR7-D Jenner, and at
first glance is externally identical to its older cousin. Close examination
will reveal heavily-reinforced, ferro-fibrous armor and reconfigured weapons
ports. The most radical changes, however, are hidden from external view.
Power for the Rattlesnake is supplied by a Phoenix 245XL engine,
providing excellent speed at a lesser weight than conventional engines. Some
of the saved weight has been used to augment the 'Mech's jump capability,
raising it from the Jenner's 150 meters to 210 meters. Thus, the Rattlesnake
has impressive mobility both in open terrain and in more confined areas.
The truly unique feature of the Rattlesnake, however, it its armament.
The JR7-31P carries close-range firepower equivalent to some heavy 'Mechs, in
the form of seven HEC Mjolnir-5 medium lasers and a Mjolnir-3 light laser.
Eleven dual-capacity heat sinks allow the Rattlesnake to use its entire
arsenal without significant heat buildup. Provision has been made in the
targeting system to incorporate an advanced fire-coordination system when
these become available.
Hammerstrom Electronics, the manufacturers of the Rattlesnake's
weapons systems, expressed initial surprise at the lack of long-range weapons
in the 'Mech's design. As the Phoenix design team pointed out, however, the
Rattlesnake can close the range between itself and any target rapidly, thus
making the lack of long-range firepower less important than it would be with a
slower 'Mech.


==Deployment==
No reports are yet available on the Rattlesnake's performance in
actual combat. The 'Mech, however, has been deployed in lance strength by
several units in both the St Ives Compact and the Federated Commonwealth. It
is certain to be a significant factor in any battle in which it it involved.

--------------------------------------------------------
Type/Model: Rattleshake JR7-31P
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 245 XL Fusion 12 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Double [20] 3 .00
(Heat Sink Loc: 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 116 pts Standard 0 7.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (Rear): 6
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 5/5
L/R Arm: 6 11/11
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
2 Medium Lasers RT 6 2 2.00
2 Medium Lasers LT 6 2 2.00
1 Small Laser LT 1 1 .50
1 Medium Laser CT 3 1 1.00
1 C³ Slave Unit HD 0 1 1.00
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 22 56 35.00
Crits & Tons Left: 22 .00

Calculated Factors:
Total Cost: 6,278,198 C-Bills
Battle Value: 1,132 (+116 for C³)
Cost per BV: 5,546.11
Weapon Value: 823 / 823 (Ratio = .73 / .73)
Damage Factors: SRDmg = 26; MRDmg = 4; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 3/1
Damage PB/M/L: 4/3/-, Overheat: 1
Class: ML; Point Value: 11
Specials: c3s
BattleMech Technical Readout

Type/Model: Rattleshake JR7-31PX
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 35 tons
Chassis: Standard
Power Plant: 245 Magna XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Standard
Armament:
8 Medium Lasers
1 Small Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The JR7-31P Rattlesnake is the latest design from Phoenix Heavy
Industries. Phoenix, a manufacturing concern located on Ashkum in the Capellan
March of the Federated Commonwealth, has gained a reputation since the Fourth
Succession War as a developer of unique combat designs and refits. Other
recent Phoenix designs include the UM-R90 SuburbanMech and the Omar
Hovertank/APC.
Phoenix has developed a close working relationship with the St Ives
Compact, and the relationship has been profitable to both parties. Phoenix
manufactures 'Mechs to the Compact's specifications, to improve the defensive
capabilities of the relatively small Compact military. In return, the Compact
provides advanced technical information to Phoenix, enabling the corporation
to upgrade both its manufacturing facilities and its product line.
The latest requirements submitted by St Ives called for "a
reconnaissance BattleMech, built with advanced technology, capable of engaging
and destroying any other 'Mech of the same or lesser tonnage." Phoenix had
already begun work on an upgrade of the JR7-D Jenner, and the incorporation of
recovered Star League technology made meeting the Compact's requirements a
simple matter. When testing the new design, however, the Phoenix designers
found that they had built something far more significant than another
recon-killer.
Testing of the new JR7-31P included field trials against heavier
'Mechs, to determine its ability to survive such a mismatch. In almost every
case, the new design was able not only to survive, but to win, in one-on-one
combat against 'Mechs up to 75 tons. The combination of high maneuverability
and significant firepower allowed the JR7-31P to control the range and tempo
of combat, striking at high speed to attack the enemy's vulnerable rear armor
while evading his return fire. A defeated Crusader pilot declared that the new
'Mech was "as fast as a Rattlesnake and just as deadly." Thus, the JR7-31P
Rattlesnake gained its name.


==Capabilities:==
The Rattlesnake is based on the design of the JR7-D Jenner, and at
first glance is externally identical to its older cousin. Close examination
will reveal heavily-reinforced, ferro-fibrous armor and reconfigured weapons
ports. The most radical changes, however, are hidden from external view.
Power for the Rattlesnake is supplied by a Phoenix 245XL engine,
providing excellent speed at a lesser weight than conventional engines. Some
of the saved weight has been used to augment the 'Mech's jump capability,
raising it from the Jenner's 150 meters to 210 meters. Thus, the Rattlesnake
has impressive mobility both in open terrain and in more confined areas.
The truly unique feature of the Rattlesnake, however, it its armament.
The JR7-31P carries close-range firepower equivalent to some heavy 'Mechs, in
the form of seven HEC Mjolnir-5 medium lasers and a Mjolnir-3 light laser.
Eleven dual-capacity heat sinks allow the Rattlesnake to use its entire
arsenal without significant heat buildup. Provision has been made in the
targeting system to incorporate an advanced fire-coordination system when
these become available.
Hammerstrom Electronics, the manufacturers of the Rattlesnake's
weapons systems, expressed initial surprise at the lack of long-range weapons
in the 'Mech's design. As the Phoenix design team pointed out, however, the
Rattlesnake can close the range between itself and any target rapidly, thus
making the lack of long-range firepower less important than it would be with a
slower 'Mech.


==Deployment==
No reports are yet available on the Rattlesnake's performance in
actual combat. The 'Mech, however, has been deployed in lance strength by
several units in both the St Ives Compact and the Federated Commonwealth. It
is certain to be a significant factor in any battle in which it it involved.

--------------------------------------------------------
Type/Model: Rattleshake JR7-31PX
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 245 XL Fusion 12 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Double [20] 3 .00
(Heat Sink Loc: 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 116 pts Standard 0 7.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (Rear): 6
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 5/5
L/R Arm: 6 11/11
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
2 Medium Lasers RT 6 2 2.00
2 Medium Lasers LT 6 2 2.00
1 Small Laser LT 1 1 .50
1 Medium Laser CT 3 1 1.00
1 Medium Laser HD 3 1 1.00
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 25 56 35.00
Crits & Tons Left: 22 .00

Calculated Factors:
Total Cost: 5,994,698 C-Bills
Battle Value: 1,184
Cost per BV: 5,063.09
Weapon Value: 850 / 850 (Ratio = .72 / .72)
Damage Factors: SRDmg = 27; MRDmg = 4; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 3/1
Damage PB/M/L: 4/3/-, Overheat: 1
Class: ML; Point Value: 12


BattleMech Technical Readout

Type/Model: Sandman SND-01
Tech: Inner Sphere / 3025
Config: Land Air BattleMech
Rules: Level 3, Custom design

Mass: 35 tons
Chassis: Standard
Power Plant: 245 Magna Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Standard
Armament: None
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The Sandman is designed to obtain and transport essential personnel
from places they would rather not be to places where they are needed. It's a
forcible extraction specialist with a rather odd construction history. It's
the only 'Mech we know of which was conceived of by someone listening to a
song. In May of 3020, Justo San Andreas, a mercenary from Carey's Cavaliers, a
company working under contract to Snord's Irregulars, got into a high-stakes
poker game on Kooken's Pleasure Pit. During the game, he was listening to a
teammate's vintage rock tapes. He ended the four-day marathon with enough
C-bills to construct his own 'Mech...and the idea for the Sandman from the
Classical group Metallica's song, Enter Sandman. The 'Mech was constructed to
his specifications while he practiced piloting it on a simulator built for
that special purpose (you can buy anything on Kooken's Pleasure Pit).
From outside, the Sandman looks like a Stinger LAM, complete with fake
weapons ports. It is faster than any other LAM currently made. The
compartments are not obvious; indeed, they are shielded from most sensor scans
by the same insulators which protect passengers from battlefield radiation.
When San Andreas returned from leave with his own 'Mech, only his company
commander and the lieutenant in charge of special operations were informed of
its special properties. He was reassigned to the Special Operations Group,
where the Sandman performed several 'recon missions'. In 3022, the SOG was
hired for a special job, removing a fuels chemist and his family from the
then-Capellan world of Tall Trees. The planet held several research stations,
including the Convention-breaking BioChemical Warfare facility. The chemist,
Martin Wu, had smuggled word out to the Federated Suns that he wished to leave
his current employment, but that he would not go without his wife and
children. The Snord observer reported that San Andreas behaved in the finest
traditions of the Irregulars when he had a music tape smuggled in to Dr Wu.
The song gave Wu the clues that rescue was to occur that night.
The lightning raid took place at midnight. Wu had indeed left his
window unlit; his family were gathered behind it. As the rest of the lance
made a feint at the facility's main gate, the Sandman punched a hole in the
house wall in the next room, inserted its right arm, and opened the hatch.
When the right arm was filled, he withdrew it and inserted the left arm for
the remaining family members to enter. He then withdrew to a safe distance,
fired a signal barrage, and changed form to flee. Not a shot was exchanged. As
the Sandman fired his barrage, his outside speakers were blaring Enter
Sandman.
Since this rescue, San Andreas has gone independent after receiving a
substantial bonus from Snord's design team for his 'Mech design. He and his
'Mech Peter Pan have been reported at various times during the Thirties in
Canopian space. Reports since then have been vague as to his whereabouts.


--------------------------------------------------------
Type/Model: Sandman SND-01
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 245 Fusion 6 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 7 [21]
Heat Sinks: 10 Single 1 .00
(Heat Sink Loc: 1 CT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 88 pts Standard 0 5.50

Internal Armor
Structure Value
Head: 3 8
Center Torso: 11 12
Center Torso (Rear): 4
L/R Side Torso: 8 8/8
L/R Side Torso (Rear): 4/4
L/R Arm: 6 8/8
L/R Leg: 8 12/12

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
LAM Conversion Equipment: 0 3.50
--------------------------------------------------------
TOTALS: 0 39 34.00
Crits & Tons Left: 39 1.00

Calculated Factors:
Total Cost: 5,467,455 C-Bills
Battle Value: 447
Cost per BV: 12,231.44
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 2/3
Damage PB/M/L: 1/-/-, Overheat: 0
Class: ML; Point Value: 4



[ This Message was edited by: mud on 2005-06-27 17:01 ]
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Posts: 1856

PostPosted: 27-Jun-2005 18:49    Post subject: RE: Some Battletechnology Gems (Lights) Reply to topic Reply with quote

Press Return about six more times between each design. It's a little hard to distinguish where one starts and another begins.

I always loved the Sandman.

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Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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