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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 14:13 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Gargoyle Mk LXXX Mod W (Prime)
Mass: 80 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 21,679,800 C-Bills
Battle Value: 2,295
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 ER Large Laser
1 LRM-15 w/ Artemis IV FCS
1 LB 10-X AC
1 ER Medium Laser
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Gargoyle is one of the most common Clan Assault-weight BattleMechs.
Originally designed by Clan Wolf, it is now in production by the Cloud Cobras,
Diamond Sharks, Fire Mandrills, and Snow Ravens as well. Nearly all Clans
(except Goliath Scorpion and Ice Hellion) field several Gargoyles in their
toumen, thanks to the Sharks making this BattleMech available for purchase.
Very mobile for an Assault unit, the Gargoyle owes much of its design to the
Lyran Zeus BattleMech.
Capabilities:
Although the Gargoyle masses 80-tons, it uses a extremely heavy and powerful
400-rate engine to give it speeds of 54 kilometers per hour (walking) and 86.4
kph (running). No jump jets are mounted on the design, but the scientists who
built this BattleMech used endo-steel internal structure and twelve and a half
tons of ferro-fibrous armor plating to acheive a weapons and equipment payload
of 30 tons.
Designed to begin the engagement at long-range and grow more powerful as the
range drops, the Gargoyle includes an ER Large Laser in the left torso as a
long-range weapon, supported by an LRM-15 launcher in the right arm. The LRM
launcher is equipped with Artemis IV and has three tons of ammunition (24
missile salvoes). As the range continues to drop, the LB-10X autocannon on the
left arm comes to bear (10 cluster and 20 slug). At short range, an ER Medium
Laser (center torso)) add a slight improvement in damage capacity.
To assist in defense, the Gargoyle also includes a head mounted Anti-Missile
System (24 shots stored in the center torso). Thirteen double-strength heat
sinks are mounted, which perfectly balances the full heat load of this
BattleMech. Warriors assigned to the Gargoyle can fire away without concern
over heat generation, but even though substantial ammunition is included, it
must be remembered that the supply is finite. If a Gargoyle exhausts its
munitions storage, it armament is dramatically decreased in effectiveness.
Deployment:
Found in nearly every Clan toumen, most Warriors regard the Gargoyle as an
oversized heavy-class BattleMech. With the speed to maintain pace with most
heavies, many Clans assign heavy or assault-star Star Commanders one of these
machines as their command BattleMech. Clan Wolf extensively uses the Gargoyle
in this role, while other Clans group the Gargoyle into light assault Stars
that use their heavy armor protection and speed to subdue larger, more
dangerous assaults. Currently, the Gargoyle is produced by Clans Cloud Cobra,
Diamond Shark, Fire Mandrill, Snow Raven, and Wolf.
Variants:
The Gargoyle Mk LXXX Mod CC removes all weapon systems to mount an all-energy
battery of weapons. One ER PPC (center torso), two ER Large Lasers (right and
left arms), and three ER Medium Lasers (right torso, left torso, and head) form
the armament of this BattleMech. Twenty-three double strength heat sinks are
installed to deal with the tremendous heat load of this design, but a full
alpha-strike will still result in significant overheat problems.
The Fire Mandrills Mod FM once again removes the weapons, but the Mandrills
added five jump jets to the Gargoyle allowing for a 150-meter jump capacity.
The main gun is a LB-20X autocannon in the right arm, fed by three tons of
ammunition (10 slug and 5 cluster) in the right torso. A Streak SRM-4 missile
launcher (25 shots) in the left torso provides backup to the heavy autocannon,
along with an ER Medium Laser placed in the head. To give the design a
long-range sting, the Mandrill scientists added an ER Large Laser to the left
arm. Only twelve double-strength heat sinks are mounted, but this is enough to
fire all weapons except the Streak while walking for zero net heat buildup. A
jumping alpha strike, especifcally if the Streak locks on target, will result in a
sizable heat spike.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 2 LT, 2 RT, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 13(26) 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 240 12.50
Armor Locations: 2 LT, 2 RT, 1 RA, 1 LL, 1 RL
CASE Locations: CT, LA, RA 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 9
L/R Torso 17 26
L/R Torso (rear) 7
L/R Arm 13 26
L/R Leg 17 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-15 RA 5 2 3.50
Artemis IV FCS RA - 1 1.00
LB 10-X AC LA 2 5 10.00
ER Large Laser LT 12 1 4.00
ER Medium Laser CT 5 1 1.00
Anti-Missile System HD 1 1 0.50
@LRM-15 (Artemis) (24) RA - 3 3.00
@LB 10-X (Cluster) (10) LA - 1 1.00
@LB 10-X (Slug) (20) LA - 2 2.00
@Anti-Missile System (24) CT - 1 1.00
Free Critical Slots: 13
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 23
5 4 4 3 0 4 0 Structure: 4
Special Abilities: AMS, CASE, SRCH, ES, SOA, IF 1, FLK 1/1/1
Gargoyle Mk LXXX Mod CC
Mass: 80 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 21,333,840 C-Bills
Battle Value: 2,808
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 ER PPC
2 ER Large Lasers
3 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 2 LT, 1 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 23(46) 13.00
Heat Sink Locations: 3 LT, 4 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 240 12.50
Armor Locations: 1 LT, 1 RT, 2 LA, 1 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 9
L/R Torso 17 26
L/R Torso (rear) 7
L/R Arm 13 26
L/R Leg 17 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
ER Medium Laser RT 5 1 1.00
ER Medium Laser LT 5 1 1.00
ER PPC CT 15 2 6.00
ER Medium Laser HD 5 1 1.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 28
5 5 5 4 0 4 0 Structure: 4
Special Abilities: ENE, SRCH, ES, SOA
Gargoyle Mk LXXX Mod FM
Mass: 80 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 22,157,520 C-Bills
Battle Value: 2,510
Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 ER Large Laser
1 LB 20-X AC
1 ER Medium Laser
1 Streak SRM-4
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 2 LT, 2 RT, 1 LA, 1 LL, 1 RL
Engine: XL Fusion Engine 400 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 240 12.50
Armor Locations: 2 LT, 2 RT, 1 LA, 1 LL, 1 RL
CASE Locations: LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 9
L/R Torso 17 26
L/R Torso (rear) 7
L/R Arm 13 26
L/R Leg 17 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 20-X AC RA 6 9 12.00
ER Large Laser LA 12 1 4.00
Streak SRM-4 LT 3 1 2.00
ER Medium Laser HD 5 1 1.00
@LB 20-X (Cluster) (5) RT - 1 1.00
@LB 20-X (Slug) (10) RT - 2 2.00
@Streak SRM-4 (25) LT - 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 25
5j 4 4 1 0 4 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SOA, FLK 1/1/0 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 14:23 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Thunder Stallion Mk LXXX Mod HH (Prime)
Mass: 80 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 19,247,520 C-Bills
Battle Value: 2,573
Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
2 LRM-20s w/ Artemis IV FCS
1 ER Medium Laser
1 LB 5-X AC
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Thunder Stallion has a strange history. Developed by Clan Hell's Horses,
the original schematics called for a quad design. But the failure of the Boreal
Wildcat and the disdain that Horse Warriors showed for that quad design caused
the Thunder Stallion to undergo a radical change during the initial design
phase. Changing to a biped configuration, the scientists found a far greater
usable internal volume, and used that volume to the limit. As constructed, the
Thunder Stallion has no remaining room for any systems, making it a difficult
BattleMech to modify--but it seems to serve its purpose in Hell's Horses
assault stars.
Capabilities:
Possessing a speed more in line with traditional assault machines, the 80-ton
Thunder Stallions uses 320-rate extra-light fusion engine that gives it a
walking speed of 43.2 kilometers per hour and a running speed of 64.8 kph. No
jump jets were mounted on the design, and the lack of space prevented the use
of ferro-fibrous armor plating. Endo-steel internal structure was used,
however, and fifteen tons of standard armor composite was fitted to the chassis.
The main weapon is an ER PCC located in the center torso, backed up by a pair
of LRM-20 launchers (left arm and left torso), each of which is equipped with
Artemis IV and provided with three tons of munitions (giving each missile rack
18 shots). The right arm features an LB-5X autocannon with 20 shots of cluster
and 20 shots of slug, plus an under-slung ER Medium Laser. Considered by many
as too light-weight an autocannon to be placed on an assault-class BattleMech,
the Horse's like the inclusion of the LB-5X because of the superior range and
ability to fire anti-air cluster munitions (which also are superb at engaging
infantry troops caught in the open). The final system is an Anti-Missle System
mounted in the head, fed by 24 shots in the right torso.
Seventeen double-strength heat sinks are mounted on the design, while allows
the full use of all weapon systems with only movement generating excess
overheat. If properly supported by lighter, more mobile BattleMechs, fast hover
tanks, and Elemental infantry, the Thunder Stallion presents a difficult
opponent on the battlefield--and the Horse's excel at using this BattleMech in
just such a manner.
Deployment:
The Thunder Stallion is produced by Clans Coyote, Hell's Horses, and Steel
Viper, all of whom value the solid, well-balanced machine and its fearsome
ranged firepower. In addition, the Khans of Hell's Horse's have been unusually
placid in trading newly consturcted Thunder Stallions to other Clans in
exchange for needed resources. Thus, the 'Mech can be found throughout the
Clans of Kerensky.
Variants:
Extremely difficult to modify, the Thunder Stallion has remained remarkably
static since its introduction in the late 3030s. Only the original biped design
is currently in production. The quad design never made it past the blue-print
stage and none were constructed.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 1 RT, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 320 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 1 LT, 4 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 240 15.00
CASE Locations: LT, RT, LA, RA 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 25 36
Center Torso (rear) 9
L/R Torso 17 26
L/R Torso (rear) 7
L/R Arm 13 26
L/R Leg 17 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RA 5 1 1.00
LB 5-X AC RA 1 4 7.00
LRM-20 LA 6 4 5.00
Artemis IV FCS LA - 1 1.00
LRM-20 LT 6 4 5.00
Artemis IV FCS LT - 1 1.00
ER PPC CT 15 2 6.00
Anti-Missile System HD 1 1 0.50
@LB 5-X (Cluster) (20) RA - 1 1.00
@LB 5-X (Slug) (20) RA - 1 1.00
@LRM-20 (Artemis) (18) LA - 3 3.00
@Anti-Missile System (24) RT - 1 1.00
@LRM-20 (Artemis) (18) LT - 3 3.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 26
4 6 6 5 0 4 0 Structure: 4
Special Abilities: AMS, CASE, SRCH, ES, SOA, IF 2 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 14:31 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Dune Stalker Mk LXXXV Mod SA (Prime)
Mass: 85 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E
Production Year: 3050
Cost: 21,647,158 C-Bills
Battle Value: 2,794
Chassis: Unknown Endo-Steel
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 ER Large Lasers
2 LRM-15s w/ Artemis IV FCS
2 Streak SRM-6s
4 ER Medium Lasers
2 AP Gauss Rifles
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The 85-ton Dune Stalker is the primary assault BattleMech of Clan Star Adder.
Based in large part upon the SLDF Stalker, it is this massive and hard-hitting
BattleMech that has made the Adders such a feared Crusader Clan.
Capabilities:
The Dune Stalker uses a 340-rate extra-light fusion engine that give this beast
a ground speed of 43.2 kilometers per hour while walking and 64.8 kph running.
As with most Assault BattleMechs, the design does not mount jump jets, instead
devoting the tonnage to additional weapon systems and equipment. Although the
design team was able to equip the Dune Stalker with endo-steel internal
structure, there simply was not sufficient room in the internal volume to
accomodate ferro-fibrous armor. Instead, sixteen tons of standard armor are
used to provide near maximum armor coverage (97.33%).
The weapons layout is based largely upon the ancient Stalker, but the Adder
Warriors overseeing the design insisted upon concentrating the long-range
weapons in the two arms. This allows the Dune Stalker to engage targets while
closing and simultaneously carrying mechanized Battle Armor Elementals. Both
arms remove the lower arm actuator and hand actuator, allowing the Warrior
piloting this war-machine to 'flip' the arms (and arm-mounted weapons) into the
rear arc. Since Clan LRMs have no minimum range, units attempting to attack the
Dune Stalker from behind are liable to receive a devasting attack in return.
Long-range weapons consist of two ER Large Lasers and two LRM-15 launchers,
each with Artemis IV Fire Control Systems. The long-range missile launchers are
provided with a total of six tons of ammunition for 24 shots apiece. Before
installing the short-range battery, the design scientists next fitted seventeen
double-strength heat sinks to the chassis, allowing for the full use of the
long-range weapons with the only excess heat production coming from movement.
All of the short-range weapons are mounted in the right and left torso. Four ER
Medium Lasers are the main guns, backed up by a pair of Streak SRM-6 launchers
(15 shots each) and two AP Gauss Rifles (20 shots apiece, with the ammunition
in the center torso). At short range, the Dune Stalker can fire all four
lasers, both AP Gauss, both SRM launchers, and run and remain two below the
nominal heat dissipation capacity of the design. Warriors piloting a Dune
Stalker can easily substitute one or both LRM launchers if either or both
Streaks fail to achieve weapons lock and still remain heat neutral.
Deployment:
Clan Nova Cat surprised the Adders in 3040 when they successfully won a trial
for production rights to the Dune Stalker. To date, however, this is the only
Clan that has won the right to manufacture the design. Neither Clan has proven
willing to trade these mighty assault machines, and so only a handful of
captured isorla units are in service with the other Clans.
Concentrated in the ranks of assault Clusters, the Dune Stalkers lead Nova Cat
and Star Adder offensives against the other Clans. These tough and powerful
war machines are certain to cause trepidation, if not panic, among the first
Inner Sphere forces to encounter them.
Variants:
The layered weapons arrangement and bracked fire concept makes altering the
weapons layout of that assault BattleMech a difficult proposistion. Instead of
wasting time and resources on such a task, the Adders and Cats have instead
concentrated on producing as many of these BattleMechs as possible.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 130 points 4.50
Internal Locations: 1 CT, 1 LA, 1 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 256 16.00
CASE Locations: LT, RT, LA, RA 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 7
L/R Torso 18 30
L/R Torso (rear) 6
L/R Arm 14 28
L/R Leg 18 36
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
LRM-15 RA 5 2 3.50
Artemis IV FCS RA - 1 1.00
ER Large Laser LA 12 1 4.00
LRM-15 LA 5 2 3.50
Artemis IV FCS LA - 1 1.00
2 ER Medium Lasers RT 10 2 2.00
Streak SRM-6 RT 4 2 3.00
AP Gauss Rifle RT 1 1 0.50
2 ER Medium Lasers LT 10 2 2.00
Streak SRM-6 LT 4 2 3.00
AP Gauss Rifle LT 1 1 0.50
@LRM-15 (Artemis) (24) RA - 3 3.00
@LRM-15 (Artemis) (24) LA - 3 3.00
@Streak SRM-6 (15) RT - 1 1.00
@Streak SRM-6 (15) LT - 1 1.00
@AP Gauss Rifle (40) CT - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 6 6 3 0 4 2 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 1 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 14:48 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Warhawk Mk LXXXV Mod JF (Prime)
Mass: 85 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 22,069,883 C-Bills
Battle Value: 3,267
Chassis: Unknown Endo-Steel
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
2 ER PPCs
2 LRM-10s w/ Artemis IV FCS
7 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Warhawk is a Jade Falcon design that emphasizes mobility, armor protection,
and firepower on an 85-ton assault chassis. This excellent BattleMech is able
to jump distances of 120 meters and still manages to carry enough weapon
systems to invoke fear among lighter units. Taking down a Warhawk is not an
easy task, for the only ammunition is carried in the heavily armored torsos,
with other locations equally (or better) protected.
Originally, the scientists presented a radically different Warhawk that
featured four ER PPCs, plus secondary weapons. But even before the start of
production, the Falcon saKhan ordered the lead scientist seized and killed him
in a Trial of Grievance. Properly motivated to produce an appropriate BattleMech for
the Clan, the second design (which was placed in production) proved more to the
Warrior Castes liking.
In 3046, Blood Spirit Warriors gained production rights to the Warhawk after
defeating a Falcon Trinary on Ironhold, and they traded the right to construct
more to Clan Smoke Jaguar. Currently, this machine is commonly encountered only
in those three Clans, although limited number of isorla have managed to worm
through way through the various toumens.
Capabilities:
As originally envisioned by saKhan Timur Malthus, the Warhawk would be a mobile
fire support platform, capable of delivering a blistering barrage of weapons
fire at short-range, yet maintaining heavy long-range firepower. Jump jets, in
his opinion, were necessary to make up for the lower speed of the Assault-class
BattleMech.
But the original design veered sharply from his specifications. Not only did it
lack jump-jets, but it also removed the entire short-range and mid-range
weapons, instead fitting four ER PPCs and an LRM-10 launcher onto the chassis.
Malthus was furious when a scientist loyal to the saKhan leaked the design
schematics. This was a design more to the Jaguar liking than the Falcon, and it
was one that could not fire its main battery more than once without an
immediate engine shutdown!
After the death of the lead scientist in a Trial of Grievance, the redesigned
Warhawk was submitted for approval. This version featured a 340-rate
extra-light fusion engine and four jump jets, allowing for a maximum jump
distance of 120 meters. Endo-steel internal structure was used in the
construction, along with sixteen tons of standard armor plating.
Some of the original armament was kept, with two ER PPCs (right arm and left
arm) and a pair of LRM-10 launchers (right torso and left torso), each of which
was fitted with Artemis IV Fire Control and supplied with two tons of
ammunition (24 shots each). Twenty double-strength heat sinks were fitted,
allowing the Warhawk to run and fire all four of these weapons without
overheating--jumping would result in a slight production of excess overheat.
To meet Mathus's short-range requirements, the scientists next installed seven
ER Medium Lasers (two in the right torso, two in the left torso, and one each
in the right arm, left arm, and head). Once within effective ERML range, the
Warrior assigned to a Warhawk could salvo all seven guns and jump for zero net
heat production, or walk and fire all seven plus one LRM launcher without
generating any excess.
His anger at the scientists suspended, saKhan Malthus recommended full
production, which Khan Crichell approved.
Deployment:
The majority of Warhawks belong to Clans Blood Spirit, Jade Falcon, and Smoke
Jaguar, although these sluggers have made their into the toumens of several
other Clans as well. Although not common, they are by no means rare, and are
much sought after assignments.
Variants:
The Smoke Jaguars have modified their Warhawks into the Mod SJ varient to
remove the 'Falcon' influences on the design. Quite similar to the original
prototype of the Warhawk, the Mod SJ removes the jump jets and a half ton of
armor and all of the weapon systems. Each arm mounts an ER PPC, with a Gauss
Rifle posistoned in the right torso with 24 shots. A single LRM-10 with
Artemis IV and 24 salvoes has been fitted to the left torso. All three of the
direct fire weapons are tied into a five-ton targeting computer, while
seventeen double-strength heat sinks alleviate the worst of the heat problems
suffered.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 130 points 4.50
Internal Locations: 1 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 4.00
Heat Sinks: Double Heat Sink 20(40) 10.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT, 2 LA, 2 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 256 16.00
CASE Locations: LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 7
L/R Torso 18 30
L/R Torso (rear) 6
L/R Arm 14 28
L/R Leg 18 36
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
ER Medium Laser RA 5 1 1.00
ER PPC LA 15 2 6.00
ER Medium Laser LA 5 1 1.00
LRM-10 RT 4 1 2.50
Artemis IV FCS RT - 1 1.00
2 ER Medium Lasers RT 10 2 2.00
LRM-10 LT 4 1 2.50
Artemis IV FCS LT - 1 1.00
2 ER Medium Lasers LT 10 2 2.00
ER Medium Laser HD 5 1 1.00
@LRM-10 (Artemis) (24) RT - 2 2.00
@LRM-10 (Artemis) (24) LT - 2 2.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 33
4j 6 6 3 0 4 2 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 1
Warhawk Mk LXXXV Mod SJ
Mass: 85 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 20,765,633 C-Bills
Battle Value: 2,980
Chassis: Unknown Endo-Steel
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 ER PPCs
1 Gauss Rifle
1 LRM-10 w/ Artemis IV FCS
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 130 points 4.50
Internal Locations: 1 CT, 1 LT, 1 RT, 2 LA, 2 RA
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 1 LA, 1 RA, 1 LL, 1 RL
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 248 15.50
CASE Locations: LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 27 38
Center Torso (rear) 7
L/R Torso 18 28
L/R Torso (rear) 6
L/R Arm 14 28
L/R Leg 18 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
Gauss Rifle RT 1 6 12.00
LRM-10 LT 4 1 2.50
Artemis IV FCS LT - 1 1.00
Targeting Computer LT - 5 5.00
@Gauss Rifle (24) RT - 3 3.00
@LRM-10 (Artemis) (24) LT - 2 2.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 30
4 6 6 6 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 1 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 14:55 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Ghost Bear Mk XC Mod GB (Prime)
Mass: 90 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E
Production Year: 3070
Cost: 24,366,360 C-Bills
Battle Value: 2,531
Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 LRM-20 w/ Artemis IV FCS
1 ER Large Laser
1 LB 20-X AC
1 Streak SRM-6
4 ER Medium Lasers
2 AP Gauss Rifles
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Ghost Bear is the standard Clan Ghost Bear assault-class BattleMech.
Staunch conservatives and traditionalists, when the Bears needed a new
assault-weight machine, they set their sights on the infamous Atlas of the Star
League Defense Forces. Fully modernized with the use of Clan technology, this
new and formidable BattleMech brings an entirely new meaning to the phase 'Lord
of the Battlefield'.
Capabilities:
Based upon the Star League Atlas, the Ghost Bear is a fearsome 'Mech. Frst,
the Bear scientists installed a powerful 360-rate extra-light fusion engine.
This engine gives the 90-ton Ghost Bear a walking speed of 43.2 kilometers per
hour and a running speed of 64.8 kph. Like the Atlas before it, the Ghost Bear
mounts no jump jets, relying upon its physical toughness to absorb damage
instead of attempting to evade it. Seventeen tons of standard armor plating
provides near maximum coverage for the weight class; although less than the
Atlas, the reduced overall tonnage prohibited mounting any greater amount.
However, the Bears consider the additional speed to be well worth the loss of
two tons of armor protection.
The scientists behind this project included endo-steel internal structure,
needing the additional four and a half tons for the weapon systems. The right
torso carries a massive LB-20X autocannon, which takes up the majority of that
location. Almost as an afterthought, an ER Medium laser posistioned to fire to
the rear was also fitted in this area. Ammunition for the LB-20X (consisting of
15 shots of slug and 5 of cluster) is stored in the center torso and right leg.
The LRM-20 with Artemis IV and the Streak SRM-6 launcher were installed in the
left torso, with a second rear-firing ER Medium Laser. One ton each of SRM and
LRM ammunition are also stored in the left torso, with two more tons of LRM
flights in the left leg.
The designers deliberately kept the hand actuators intact in both the left and
right arms to enable the Ghost Bear to lift objects and (if necessary) defend
itself in physical combat, as dishonorable as that might be.
The original Atlas included two more medium lasers, mounted in the right and
left arms; the Ghost Bear instead mounts one ER Medium in the left arm.
Recognizing that a major flaw of the original Atlas was the lack of any
long-range weapons once the LRM munitions had been expended, the Bears next
added an ER Large Laser to the right arm. A third rear firing ER Medium Laser
was installed in the head, while two AP Gauss Rifles (20 shots each) were
fitted to the right arm to provide a small degree of anti-personnel weaponry
(although it should be noted that the LB-20X cluster munitions serve admirably
in that capacity as well).
Sixteen double-strength heat sinks were mounted on the Ghost Bear, using the
remaining tonnage in full. This is sufficient to fire all forward facing
weapons (with the exception of the Streak SRM launcher) and walk while
remaining heat neutral. Excess overheat is produced if the Streak successfully
locks on, but by not firing the left arm mounted ER Medium, the heat balance is
retained. Any well-trained Clan Warrior should be more than able to manage the
heat balance on this fine war-machine.
The three rear-firing weapons are a bit unusual for Clan BattleMechs, which
normally do not carry rear-mounted guns of any kind. However, the Ghost Bears
outfitted this BattleMech for two reasons: first, the Atlas upon which it was
based carried the defensive weapons. And second, when the Clans returned to the
Inner Sphere, it was certain that those opponents would not respect Clan
protocols--at which time, the rear firing lasers would become much more
valuable. And on that point, the Ghost Bears were completely correct.
Deployment:
Many Clans hunger for a chance to pilot a Ghost Bear, but Clan Ghost Bear has
remained the exclusive manufacturer since this BattleMechs introduction. A
handful exist among the toumens of the remaining Clans (captured as isorla in
the main), but few other Clan can match the rumbling might of Clan Ghost Bear
assault Stars.
Variants:
The Ghost Bear Mk XC Mod GB-2 is a limited production variant approved for
field tests in 3047. This model replaces the LB-20X with a Gauss Rifle and
three tons of ammunition, with a fourth ton of LRM ammuntion added to the
chassis as well. One double-strength heat sink has been removed in order to
make room for an ECM suite. To date, only five Mod GB-2s have been produced and
further production is on hold until the results of the field testing trials
have been analyzed.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 138 points 4.50
Internal Locations: 5 LA, 2 RA
Engine: XL Fusion Engine 360 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 272 17.00
CASE Locations: CT, LT, RA, LL, RL 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 29 42
Center Torso (rear) 9
L/R Torso 19 30
L/R Torso (rear) 8
L/R Arm 15 30
L/R Leg 19 38
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
2 AP Gauss Rifles RA 2 2 1.00
ER Medium Laser LA 5 1 1.00
(R) ER Medium Laser RT 5 1 1.00
LB 20-X AC RT 6 9 12.00
LRM-20 LT 6 4 5.00
Artemis IV FCS LT - 1 1.00
(R) ER Medium Laser LT 5 1 1.00
Streak SRM-6 LT 4 2 3.00
(R) ER Medium Laser HD 5 1 1.00
@AP Gauss Rifle (40) RA - 1 1.00
@LRM-20 (Artemis) (6) LT - 1 1.00
@Streak SRM-6 (15) LT - 1 1.00
@LB 20-X (Cluster) (5) CT - 1 1.00
@LB 20-X (Slug) (5) CT - 1 1.00
@LB 20-X (Slug) (10) RL - 2 2.00
@LRM-20 (Artemis) (12) LL - 2 2.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 25
4 7 7 3 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 1, FLK 1/1/0
Ghost Bear Mk XC Mod GB-2
Mass: 90 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E
Production Year: 3070
Cost: 24,164,960 C-Bills
Battle Value: 2,812
Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Gauss Rifle
1 LRM-20 w/ Artemis IV FCS
1 ER Large Laser
1 Streak SRM-6
4 ER Medium Lasers
2 AP Gauss Rifles
1 ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 138 points 4.50
Internal Locations: 4 LA, 3 RA
Engine: XL Fusion Engine 360 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 1 LA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 272 17.00
CASE Locations: CT, LT, RT, RA, LL 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 29 42
Center Torso (rear) 9
L/R Torso 19 30
L/R Torso (rear) 8
L/R Arm 15 30
L/R Leg 19 38
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
2 AP Gauss Rifles RA 2 2 1.00
ER Medium Laser LA 5 1 1.00
(R) ER Medium Laser RT 5 1 1.00
Gauss Rifle RT 1 6 12.00
LRM-20 LT 6 4 5.00
Artemis IV FCS LT - 1 1.00
(R) ER Medium Laser LT 5 1 1.00
Streak SRM-6 LT 4 2 3.00
ECM Suite CT 0 1 1.00
(R) ER Medium Laser HD 5 1 1.00
@AP Gauss Rifle (40) RA - 1 1.00
@Gauss Rifle (24) RT - 3 3.00
@LRM-20 (Artemis) (6) LT - 1 1.00
@Streak SRM-6 (15) LT - 1 1.00
@LRM-20 (Artemis) (6) CT - 1 1.00
@LRM-20 (Artemis) (12) LL - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 28
4 7 7 5 0 4 0 Structure: 5
Special Abilities: ECM, CASE, SRCH, ES, SOA, IF 1 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 15:19 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Savage Coyote Mk XCV Mod CC (Prime)
Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 27,148,225 C-Bills
Battle Value: 3,178
Chassis: Unknown Endo-Steel
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
4 LRM-20s w/ Artemis IV FCS
4 ER Medium Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Coyotes have always relied on missiles as their main weapons, usually in
conjunction with heavier direct-fire systems. But the Savage Coyote forgoes any
attempt to provide substantial energy or ballistic weapons to mount a truely
incredible array of long-range missile launchers. This 95-ton BattleMech can
eighty LRMs in a single volley and carries an onboard supply of 1,440 LRMs in
its ammunition bins. Considered by many Clans as far too specialized, it works
for the Coyotes who use this Assault class war-machine as the keystone of their
heavy toumen.
Capabilities:
The Savage Coyote masses 95-tons, but uses a 380-rate extra-light fusion engine
to acheive speeds of 43.2 kilometers per hour (walking) and 64.8 kph (running).
Endo-steel internal structure was used in the construction process, but there
was no room for ferro-fibrous. Instead, the Savage Coyote carries eighteen tons
of standard armor plating that provides 98.29% of maximum armor coverage.
The primary weapons of this BattleMech are concentrated in the arms, each of
which carries two LRM-20 launchers with Artemis IV Fire Control--for a total of
80 long-range missiles in a single volley. This installation required the
Coyotes to remove both the hand actuators and lower arm actuators from each
arm, but in exchange the design can 'flip' the missile pods to strike at
opponents behind them (and with no minimum range on the Clan LRMs, this is an
incredible amount of response to a dishonorable back attack).
To fed those hungry launchers, the Savage Coyote carries twelve full tons of
LRMs, all stored in the right and left torsos. This gives each launcher 18
salvoes. Since hostile missiles might pose a threat, the Savage Coyote carries
an Anti-Missile System in the head, fed from a one ton bin in the center torso
(24 shots). Thirteen double heat sinks are fitted to the chassis (all within
the engine) and provide enough heat dissipation to fire all four LRM launchers
and the AMS while walking without generating any excess overheat.
However, the launchers and munitions consumed so much tonnage that only four
tons remained. The Savage Coyote used that tonnage to fit four ER Medium Lasers
(two each in the right and left torso)) as back-up weapons. A Warrior piloting
a Savage Coyote cannot fire these guns in conjunction with the missiles, but
they do provide a short-range backup in the event the missile launchers are
disabled or their magazines run dry.
Deployment:
Produced exclusively by the Coyotes, they are also one of the few users of this
highly specialized design. A handful are possessed by Clan Steel Viper, which
also likes missile heavy designs, but most Clans prefer to trade Savage Coyotes
captured as isorla for BattleMechs more suited to their style of combat
operations.
Variants:
Currently, there are no variants of the Savage Coyote in production. However,
it is vitually certain that if other Clans begin to operate this BattleMech in
quantity that additional variants will be forthcoming.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 145 points 5.00
Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 13(26) 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 288 18.00
CASE Locations: CT, LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 45
Center Torso (rear) 10
L/R Torso 20 32
L/R Torso (rear) 8
L/R Arm 16 32
L/R Leg 20 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 LRM-20s RA 12 8 10.00
Artemis IV FCS RA - 1 2.00
2 LRM-20s LA 12 8 10.00
Artemis IV FCS LA - 1 2.00
2 ER Medium Lasers RT 10 2 2.00
2 ER Medium Lasers LT 10 2 2.00
Anti-Missile System HD 1 1 0.50
@LRM-20 (Artemis) (36) RT - 6 6.00
@LRM-20 (Artemis) (36) LT - 6 6.00
@Anti-Missile System (24) CT - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 32
4 6 6 4 0 4 1 Structure: 5
Special Abilities: AMS, CASE, SRCH, ES, SOA, IF 2 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 15:23 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Blood Drinker Mk C Mod BS (Prime)
Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3050
Cost: 23,470,000 C-Bills
Battle Value: 3,217
Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
4 Gauss Rifles
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
The Blood Drinker is an extremely rare BattleMech exclusive to Clan Blood
Spirit. This 100-ton monstrosity is based on the Annihilator chassis that
served the SLDF-in-exile and then the Clans so well. However, the cost in
resources required to build and maintain these BattleMechs, combined with their
slow tactical speed on the battlefield has kept the other Clans (even the Smoke
Jaguars) from contesting the production rights. A handful of Blood Drinkers
taken as isorla are in the possession of other Clans (primarily Smoke Jaguar,
who pays top Kerensky for any they can get their hands on) but no one other
than the Spirits wants to devote the resources to construct a production
facility just for these BattleMechs.
Capabilities:
The Blood Drinker is a 100-ton BattleMech that uses a 300-rate extra-light
fusion engine giving it a walking speed of 32.4 kilometers per hour and a
running speed of 54 kph. The design incorporates endo-steel internal structure,
but insufficient space was available for ferro-fibrous. Instead, 17.5 tons of
standard armor was fitted (91.2% of maximum).
Only five weapon systems were mounted on this BattleMech, consuming a total of
sixty-two tons of mass. The sole energy based weapon is an ER PPC in the center
torso. The remainder consists of four Gauss Rifles (right arm, left arm, right
torso, and left torso), each of which has 16 shots available. Blood Spirit
engineers only fitted the standard ten double strength heat sinks into the
engine, but on the Blood Drinker is sufficient to fire all five weapons and
walk for zero net excess heat production. Running will create a minor amount of
overheat. The hand and lower arm actuators were eliminated from both arms,
allowing the Blood Drinker to rotate two of its weapons to the rear and engage
targets behind it, which alleviates some--but not all--of the need for
secondary weapon systems.
Despite the formidable ranged firepower of this design, many Clan Warriors feel
it is far too slow for modern combat. The long-range engagement envelope of the
Blood Drinker does partially offset that concern, however.
Deployment:
Other than a few, very rare, examples of isorla, all Blood Drinkers are in the
possession of Clan Blood Spirit. This Clan is the exclusive producer of this
BattleMech, and even they can only manufacture a dozen or so each year.
Variants:
The Spirits have made no attempt to replace the hard-hitting weapons on the
Blood Drinker with other types of systems. They appear to be more than happy
with its base configuration.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 152 points 5.00
Internal Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 280 17.50
CASE Locations: LT, RT, LA, RA 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 45
Center Torso (rear) 16
L/R Torso 21 30
L/R Torso (rear) 10
L/R Arm 17 30
L/R Leg 21 35
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Gauss Rifle RA 1 6 12.00
Gauss Rifle LA 1 6 12.00
Gauss Rifle RT 1 6 12.00
Gauss Rifle LT 1 6 12.00
ER PPC CT 15 2 6.00
@Gauss Rifle (16) RA - 2 2.00
@Gauss Rifle (16) LA - 2 2.00
@Gauss Rifle (16) RT - 2 2.00
@Gauss Rifle (16) LT - 2 2.00
Free Critical Slots: 6
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 32
3 7 8 8 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 15:30 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Code: | Dire Wolf Mk C Mod W (Prime)
Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E
Production Year: 3050
Cost: 23,382,000 C-Bills
Battle Value: 2,906
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
1 Gauss Rifle
1 LRM-15 w/ Artemis IV FCS
1 LB 10-X AC
1 Streak SRM-6
1 ER Medium Laser
4 AP Gauss Rifles
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
First encountered in 3040, the Dire Wolf was intended to be the most powerful
Clan BattleMech ever fielded. Massing a full 100-tons, this Wolf designed
war-machine would be slow moving but carry an array of weaponry more in line
with that of a naval battlecruiser than a BattleMech. And even though the
design was a complete success, in general Wolf Warriors did not like the
plodding beast--it was simply too slow.
But the Smoke Jaguars desired it, and in 3041--barely seven months after the
Dire Wolf fought its first trial--the Jaguars secured the rights to produce
this brute. Since then, this BattleMech has become the central focus of the
Jaguar toumen.
Although the Wolves retain production rights, they only manufacture a handful
each year, and assign those Dire Wolves only to units specifically built to
handle the heaviest defensive fortifications. General field operations are
conducted by lighter, more mobile Assault- and Heavy-weight designs.
A few of the more suspicious minds among the Khans have whispered the question:
did the Wolves deliberately design the Dire Wolf to further slow the already
ponderous Jaguar toumen in maneuver warfare? Such questions raise many issues,
but in some respects they are correct--for every Jaguar blood-named feels that
he must have a Dire Wolf if he commands or serves in an Assault (or even some
Heavy) Star. And the proliferation of this design has slowed the strategic and
tactical maneuvering ability of the Smoke Jaguars as a whole by roughly 25%.
The debate continues to this day.
The Wolves only grin when they are asked to speculate on the matter.
Capabilities:
Massing 100-ton, the mighty Dire Wolf is perhaps the slowest Clan BattleMech.
It uses a 300-rate extra-light fusion engine for a walking speed of 32.4
kilometers per hour and a running speed of 54 kph, which is roughly the same as
the most sluggish Heavy BattleMechs walking speed. The design mounts no jump
jets, so it cannot avoid rugged terrain that impairs its strategic mobiity even
further.
The Wolf designers opted to forgo any advanced construction materials, but did
fit the chassis with nineteen tons of standard armor plating--as much as the
ancient Atlas of the SLDF. This left a massive 55.5 tons for weapons,
equipment, and heat sinks.
However, the design team had to proceed cautiously at this point, because even
without Endo-Steel internal structure or Ferro-Fibrous armor plating, the
internal volume would too small to accomodate a sizable number of
double-strength heats--only twelve of which could be placed within the 300-rate
engine.
The final weapons layout was a mixture of ballistic, energy, and missile
systems that made the most efficient use of available heat dissipation and
internal volume. To maximize that volume, the design team eliminate both hand
actuators, but retained the lower arm actuators (which continues to point at
the entire project being a means to shackle the Jaguars, as the design cannot
direct any weapons to protect its rear).
The right arm carries a Gauss Rifle with 24 shots, while the left mounts an ER
PPC. Alongside the ER PPC is an LB-10X autocannon with 10 shots of cluster and
10 more of slug. The right torso carries an LRM-15 launcher with Artemis IV and
three tons of ammunition (24 salvoes), while the left carries a Streak SRM-6
launcher with 15 shots. One additional energy weapon (an ER Medium Laser) was
mounted in the center torso, and four AP Gauss Rifles (with 20 shots each) were
mounted in pairs in the right and left torsos.
Sixteen double-strength heat sinks were fitted to the chassis--enough to fire
all weapons except the Streak SRM-6 without generating any excess heat other
than that produced by movement. If the Streak successfully locks on to the
target, the Warrior piloting a Dire Wolf can maintain his heat balance by not
firing the quad APGs. Unlike many Clan heavy and assault-class BattleMechs, the
Dire Wolf does not mount an Anti-Missile System, although with its thick armor
plating it probably does not need to.
However, one flaw with the design (especially since the start of Operation
Revival Reborn) is the lack of any rear-firing weapon systems, of vital
improtance on a BattleMech so slow moving. It is interesting to note that the
Jaguars are planning to upgrade existing Dire Wolves by downgrading the LRM-15
to an LRM-10, reducing the ammunition to two tons, and fitting a pair of
rear-facing ER Medium Lasers to the right and left torso. None of these variant
Dire Wolves have so entered service with the Clan toumen, however.
Deployment:
The majority of the Dire Wolf inventory is in the possession of Clan Smoke
Jaguar, who deploy the BattleMech in every Assault Star, and several Heavy
Stars. As one of only two producers of this Assault BattleMech, the Jaguars
consider it to be their pride and joy.
The second producer is Clan Wolf, who only deploys the Dire Wolf in specialized
Stars dedicated to reducing heavily defended fortifications. These Stars are
supported by lighter Clan elements and are comprised of two or three Dire
Wolves, support by Gargoyles or Timber Wolves. However, on a mobile
battlefield, the Dire Wolf has no place in the Wolf toumen.
A handful of these BattleMech have reached other Clans, including the Jade
Falcons. Most have been impressed by the firepower, but many are leery of the
low speed. However, the Blood Spirits have indicated they will soon issue a
batchall for production rights--first against the Wolves, and if that fails
against the Jaguars. They are also trading furiously to acquire any isorla Dire
Wolves in the possession of other Clans.
Variants:
Other than the proposed Dire Wolf Mk C Mod SJ detailed above, this Assault
BattleMech retains its original weapons layout and configuration.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 304 19.00
CASE Locations: LT, RT, LA, RA 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 45
Center Torso (rear) 14
L/R Torso 21 34
L/R Torso (rear) 8
L/R Arm 17 34
L/R Leg 21 42
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Gauss Rifle RA 1 6 12.00
LB 10-X AC LA 2 5 10.00
ER PPC LA 15 2 6.00
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
2 AP Gauss Rifles RT 2 2 1.00
2 AP Gauss Rifles LT 2 2 1.00
Streak SRM-6 LT 4 2 3.00
ER Medium Laser CT 5 1 1.00
@Gauss Rifle (24) RA - 3 3.00
@LB 10-X (Cluster) (10) LA - 1 1.00
@LB 10-X (Slug) (10) LA - 1 1.00
@LRM-15 (Artemis) (24) RT - 3 3.00
@AP Gauss Rifle (40) LT - 1 1.00
@Streak SRM-6 (15) LT - 1 1.00
@AP Gauss Rifle (40) CT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 29
3 8 8 5 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 1, FLK 1/1/1 | _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 03-Jan-2012 15:31 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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And that is it for the Assault 'Mech of my Clan vision. Production breakdown is the following:
Blood Spirit: Warhawk; Blood Drinker
Cloud Cobra: Gargoyle
Coyote: Thunder Stallion; Savage Coyote
Diamond Shark: Gargoyle
Fire Mandrill: Gargoyle
Ghost Bear: Ghost Bear
Goliath Scorpion: N/A
Hell's Horses: Thunder Stallion
Ice Hellion: N/A
Jade Falcon: War Hawk
Nova Cat: Dune Stalker
Smoke Jaguar: Warhawk; Dire Wolf
Snow Raven: Gargoyle
Star Adder: Dune Stalker
Steel Viper: Thunder Stallion
Wolf: Gargoyle; Dire Wolf _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 05-Jan-2012 14:09 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Are these similar to the ones you posted on HeavyMetal Pro forum's? _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 05-Jan-2012 14:16 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Very close; I have since refined the designs (based in large part upon feedback on Solaris VII), but those were indeed the basis. What do you think of them, Karagin?
Master Arminas _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 05-Jan-2012 16:39 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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I liked the first run you posted over there, these are good as well. Overall your storyline makes sense and that adds to the mechs giving them the niche and background. _________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Jade_Dragon 8th Sword of Light Sho-sho
Joined: 05-Feb-2002 00:00 Posts: 1329 Location: United States
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Posted: 09-Jan-2012 13:40 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Well you may have upset the supermunchkins by doing away with pulse lasers than again you may have become their new hero with the Blood Drinker. Eat that Guazzilla!
I personally have never liked the 80 ton platform at higher speeds 4/6 or 5/8 due to the simple over tonned required by an engine, something the resource thrifty Clans should notice. Instead I would like to see a nice 3/5/3 85 ton machine, much better weapons platform and comparable mobility in rough terrain. If you need speed go down to the heavy or medium weight class. _________________ The JadeDragon
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 09-Jan-2012 14:31 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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Jade Dragon.
I almost didn't include the Blood Drinker, just because I hate the Gausszilla so much: but it seemed so perfect for Clan Blood Spirit that I swallowed my ire and did it anyway. I wouldn't pilot it (too slow), but it is there.
I'm really the opposite way: I know that the engines are woefully inefficient for 80 tonners moving 5/8 and 85-95 tonners moving 4/6, but Clan tech makes it doable while having more than enough room left for weapons. 3/5 is just too slow (in my opinion) to field if you are Clan. Of course, there are a couple of 3/5 assault out there (Dire Wolf and Blood Drinker) , but as you can tell from the fluff I don't really care for either.
In fact, I almost tried to make the Dire Wolf move at 4/6! Needless to say, it didn't work out with anywhere near the weapons it needed. Overall, I think canon has failed to emphasize the fast moving nature of Clan warfare by continually giving us new 3/5 Clan assaults and 4/6 heavies. It takes away the feel of a Clan force and becomes just a 3025 assault tag team with a lot more weapons!
Which is another reason why the Assault category is the most limited of all of the 'Mech classes in this AU.
Just my thoughts.
Master Arminas _________________ All that is necessary for evil to triumph is for good men to do nothing--Edmund Burke
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Jade_Dragon 8th Sword of Light Sho-sho
Joined: 05-Feb-2002 00:00 Posts: 1329 Location: United States
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Posted: 09-Jan-2012 18:30 Post subject: A New Clan Vision: Part IV (The Juggernauts) |
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If you will notice I requested a 3/5/3, which means it is a jumper for those hard to reach places, in the correct terrain the jets will allow it to move better than even a 5/8/0. Of course if the terrain is more open which I suspect the Clans still prefer in your AU my slow assault would still have problems.
Speed is NOT everything, there are still going to be times when you have to put aside speed and just go with brute force. Unless you are completely writting everything for your AU then there are going to be clans that prefer the brute force approach over speed like the Smoke Jaguars.
You have a 4/6/4 jumper with your Warhawk and you have the gun platform with your Dire Wolf so maybe you don't need a 3/5/3.
My main point was this, assaults are about assaulting, i.e. brute force. If you need a blend of firepower and speed then you need to be looking at the heavy or medium weight classes depending how much speed vs firepower you really need. That is more or less the whole point of the classes. If you try and make an assault class scout you end up with something as bad as the ol'Charger which is not really fast enough to be a scout and not really good for anything but a big target. Same thing in reverse if you try and make a light gun platform, yeah it can shot more than it other little brothers but as soon as something bigger comes along it can out shoot it and probably out move it.
I do agree with you in that FASA was going more and more with just another gun platform after another gun platform. The Night Gyr I liked as it had the JJs which gave it some mobility the Nova Cat was just a pure gun platform which I do not like from a flavor standpoint and from effeciency why just bring in a Warhawk Omni? _________________ The JadeDragon
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