BattleMech Technical Readout
Name/Model: Ogre OGR-2J
Designer: Larnievc
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 80
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3061
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 8,466,240 C-Bills
Battle Value: 1,589
Chassis: Standard
Power Plant: 320 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Standard with CASE
Armament:
1 LB 10-X AC
4 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Defiance Industries – Internal Design Brief
Project Code: OGRE (Hunchback II)
Chassis Designation: OGRE-7H
Classification: Assault-Class Urban Breaker BattleMech
Distribution: Licensed Houses, LCAF Procurement, ComStar Technical Archive (abridged)
Design Rationale
The Hunchback has proven, for over two centuries, that a single decisive weapon applied at
close range can dominate urban and rough-terrain engagements. However, battlefield data from
the Succession Wars and Clan Invasion era reveals consistent weaknesses: limited engagement
envelope, vulnerability after primary weapon loss, and insufficient durability when facing
coordinated heavy opposition.
Project OGRE addresses these shortcomings by scaling the Hunchback concept upward into a
true assault platform—retaining the brutal, forward-focused doctrine while adding
redundancy, survivability, and sustained firepower. The result is not a replacement for the
Hunchback, but its evolution: a machine designed to break fortified lines, dominate city
centers, and survive doing so.
Chassis Overview
Mass: 80 tons
Height: 10.5 meters
Structure: Endo-Steel (reinforced)
Engine: 320-rated Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
The OGRE chassis deliberately preserves the iconic asymmetrical torso profile of the
Hunchback line. The oversized right torso remains the visual and functional focal point,
both for psychological impact and weapon housing efficiency. Internal bracing has been
extensively reinforced to withstand repeated recoil stresses and catastrophic damage without
total system loss.
Tactical Role
The OGRE is intended to operate as:
Urban assault spearhead
Defensive anchor in city or industrial terrain
Heavy fire support for mechanized infantry advances
It is not a fast-response unit nor a long-range sniper. Commanders are advised to deploy the
OGRE where terrain compresses engagement distances and where morale impact is as valuable as
raw firepower. Enemy forces encountering an OGRE at close range rarely retain cohesion.
Strategic Assessment
“Where the Hunchback knocks, the Ogre breaks the door down—and the building behind
it.”
— Defiance Industries Test Pilot, Solaris VII Trials
The OGRE-7H represents a deliberate return to brutally honest BattleMech design: thick
armor, overwhelming short-range firepower, and the expectation of sustained contact. In an
era increasingly obsessed with speed and electronics, the OGRE stands as a reminder that
sometimes the most reliable solution is to advance, absorb fire, and annihilate the target
at point-blank range.
Capabilities:
Armor Protection
Armor Type: StarSlab Ferro-Fibrous
Coverage: Near-maximum, front-biased distribution
Field analysis confirms that OGRE pilots will be advancing under concentrated fire. Armor
geometry reflects this reality, with reinforced frontal plates capable of absorbing
sustained assault-class weapons fire long enough to close to optimal engagement range. Rear
armor remains sufficient for survivability without compromising mass allocation to weapons.
Primary Armament
Right Torso – Main Battery
1x LB 20-X Autocannon (Cluster/Solid)
2 tons ammunition (CASE protected)
The LB 20-X replaces the traditional AC/20, providing flexibility against both hardened
targets and lighter formations. Cluster munitions allow the OGRE to clear infantry,
vehicles, and exposed components during advances, while solid shot retains the decisive
punch expected of the Hunchback lineage.
Secondary Armament
Left Torso & Arms – Support and Sustainment
2x Medium Pulse Lasers (left arm)
2x SRM-6 Launchers (left torso, Artemis-capable)
1x Large Laser (center torso)
This array ensures the OGRE remains combat-effective even after loss of its primary gun.
Close-range lethality is maintained, while the Large Laser extends engagement capability
beyond knife-fight distances—addressing a key limitation of the original design.
Heat Management
Heat Sinks: 18 Double Heat Sinks (distributed)
Urban combat and sustained assaults demand reliable thermal control. The OGRE can alpha
strike in short bursts without shutdown risk and maintain continuous fire under most
engagement profiles. Heat sink placement prioritizes redundancy; partial system damage will
not cripple heat dissipation.
Ammunition & Survivability Systems
CASE: Installed in all ammunition bays
Redundant Actuators: Reinforced hip and knee joints
Cockpit: Armored, with shock isolation and enhanced life support
Lessons learned from catastrophic ammunition detonations during the Third Succession War
heavily informed the OGRE’s internal layout. The design emphasizes pilot survivability and
field-repair viability over ease of manufacture.
Deployment:
Tactical Role
The OGRE is intended to operate as:
Urban assault spearhead
Defensive anchor in city or industrial terrain
Heavy fire support for mechanized infantry advances
It is not a fast-response unit nor a long-range sniper. Commanders are advised to deploy the
OGRE where terrain compresses engagement distances and where morale impact is as valuable as
raw firepower. Enemy forces encountering an OGRE at close range rarely retain cohesion.
Strategic Assessment
“Where the Hunchback knocks, the Ogre breaks the door down—and the building behind
it.”
— Defiance Industries Test Pilot, Solaris VII Trials
The OGRE-7H represents a deliberate return to brutally honest BattleMech design: thick
armor, overwhelming short-range firepower, and the expectation of sustained contact. In an
era increasingly obsessed with speed and electronics, the OGRE stands as a reminder that
sometimes the most reliable solution is to advance, absorb fire, and annihilate the target
at point-blank range.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 8.00
Engine: 320 Fusion 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 13 3.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 240 15.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 35
Center Torso (rear): 8
R/L Torso: 17 28
R/L Torso (rear): 6
R/L Arm: 13 26
R/L Leg: 17 34
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
LB 10-X AC RT 6 11.00
CASE LT 1 0.50
LB 10-X AC (Ammo 10) LT 1 1.00
2 Medium Pulse Lasers RA 2 4.00
2 Medium Pulse Lasers LA 2 4.00
2 Jump Jets RL 2 2.00
2 Jump Jets LL 2 2.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 39
TP: BM, SZ: 4, TMM: 1, MV: 8"j
Damage: (S) 3 / (M) 3 / (L) 1, OV: 1
Armor (A): 8, Structure (S): 6
Specials: CASE, FLK1/1/1
Distribution
Name/Model: Ogre OGR-2J
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
====================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Hand Actuator
5. Roll Again 5. Sensors 5. Roll Again
6. Medium Pulse Laser 6. Life Support 6. Medium Pulse Laser
1. Medium Pulse Laser 1. Medium Pulse Laser
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. LB 10-X AC (Ammo 10) 1. Fusion Engine 1.LB 10-X AC
2. Heat Sink 2. Fusion Engine 2.LB 10-X AC
3. CASE 3. Fusion Engine 3.LB 10-X AC
4. Roll Again 4. Gyro 4.LB 10-X AC
5. Roll Again 5. Gyro 5.LB 10-X AC
6. Roll Again 6. Gyro 6.LB 10-X AC
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Ogre OGR-2J
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 240 x 2.5 x 1 600.000
Internal Structure (Standard w/ Fusion Engine): 122 x 1.5 x 1 x 1 (+) 183.000 = 783.000
Gyro (Standard): 80 x 0.5 (+) 40.000 = 823.000
Defensive Movement Factor: +2 (*) 1.20 = 987.600
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 987.600
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 13 (Heat Sinks) - 4 (Movement) - 18 (Weapons) = -3
Offensive Equipment:
LB 10-X AC 148.000
Medium Pulse Laser (+) 48.000 = 196.000
Medium Pulse Laser (+) 48.000 = 244.000
Medium Pulse Laser (+) 48.000 = 292.000
Medium Pulse Laser (+) 48.000 = 340.000
LB 10-X AC (Ammo 10) (+) 19.000 = 359.000
Total 'Mech Tonnage: (+) 80.000 = 439.000
Speed Factor: 6 (Run) + 2 (Jump) (*) 1.370 = 601.430
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 601.430
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 987.600
Offensive Battle Rating: (+) 601.430 = 1,589.030
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 1,589
Alpha Strike Conversion
Name/Model: Ogre OGR-2J
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 80 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
Jumping Movement: 4 (Jump) = 8"j
Jumping Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"j
==========================================================================================================================
Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
13 (Heat Sinks) = 13
4 (Movement) + 18 (Weapons) - 4 (Base) (-) 18 = -5
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Medium Pulse Laser (+) 0.660 = 1.290
Medium Pulse Laser (+) 0.660 = 1.950
Medium Pulse Laser (+) 0.660 = 2.610
Medium Pulse Laser (+) 0.660 = 3.270
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 13 = 42.510
Divided by the maximum heat output - 4 (/) 18 = 2.362
Rounded up to the nearest tenth = 2.4
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Final Short Range Damage Value: 3
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
13 (Heat Sinks) = 13
4 (Movement) + 18 (Weapons) - 4 (Base) (-) 18 = -5
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Medium Pulse Laser (+) 0.660 = 1.290
Medium Pulse Laser (+) 0.660 = 1.950
Medium Pulse Laser (+) 0.660 = 2.610
Medium Pulse Laser (+) 0.660 = 3.270
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 13 = 42.510
Divided by the maximum heat output - 4 (/) 18 = 2.362
Rounded up to the nearest tenth = 2.4
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 3
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
13 (Heat Sinks) = 13
4 (Movement) + 2 (Weapons) - 4 (Base) (-) 2 = 11
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.7
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Final Long Range Damage Value: 1
==========================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------------
Standard: 240 armor points x 1 240.000 = 240.000
Armor Factor Conversion (/) 30 = 8.000
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Final Armor Value: 8
==========================================================================================================================
Convert Structure
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Engine: Inner Sphere Fusion on a 80 ton BattleMech = 6.0
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Final Structure Value: 6
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with CASE = CASE
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
==========================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 10.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 12.000
Overheat Factor 1 (Overheat) (+) 1.000 = 13.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 13.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 22.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") + 0.5 (Jump-capable) = 1.500
Final DIR Defensive Interaction Rating (+) 24.000 = 25.500
Unit's Final Point Value:
Offensive Value = 13.000
Defensive Value (+) 25.500 = 38.500
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Final Point Value: 39
Cost Breakdown
Name/Model: Ogre OGR-2J
Technology: Inner Sphere
Tonnage: 80
Configuration: Biped BattleMech
======================================================================================================================
Structural Cost
----------------------------------------------------------------------------------------------------------------------
Armor (Standard): (240 pts) 15.0 x 10,000 150,000.00
Internal Structure (Standard): 80 x 400 x 1 (+) 32,000.00 = 182,000.00
Myomer (Standard): 80 x 2,000 (+) 160,000.00 = 342,000.00
Engine (Fusion): (5,000 x 320 x 80) / 75 (+) 1,706,666.67 = 2,048,666.67
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 3,248,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,448,666.67
Life Support: 50,000 (+) 50,000.00 = 3,498,666.67
Sensors: 80 x 2,000 (+) 160,000.00 = 3,658,666.67
Heat Sinks (Single): 3 x 2,000 (+) 6,000.00 = 3,664,666.67
Arm Actuators: 80 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 36,800.00 = 3,701,466.67
Leg Actuators: 80 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 56,000.00 = 3,757,466.67
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Total Structural Cost: 3,757,466.67
======================================================================================================================
Weapons and Equipment Cost
----------------------------------------------------------------------------------------------------------------------
CASE 50,000 50,000.00
Jump Jets 80 x (4 x 4) x 200 (+) 256,000.00 = 306,000.00
LB 10-X AC 400,000 (+) 400,000.00 = 706,000.00
LB 10-X AC (Ammo 10) [Empty Bin] 0 (+) 0.00 = 706,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 766,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 826,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 886,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 946,000.00
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Total Weapons and Equipment Cost 946,000.00
======================================================================================================================
BattleMech Cost
----------------------------------------------------------------------------------------------------------------------
Structural Cost: 3,757,466.67
Weapons and Equipment Cost: (+) 946,000.00 = 4,703,466.67
BattleMech Cost Multiplier: 1 + (80 / 100) (*) 1.80 = 8,466,240.00
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Final BattleMech Cost 8,466,240.00