17: Advanced Mech Designs

BattleMechs :

   Level-Four Battlemench designs tend to be unique to each player: after all, each is free to choose his or her own suite of advanced technologies to use. Here are a few of the more successful designs which have turned up in our games:

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   Fomori-10 (Star League, 96 CP) : Generally considered to be little more then a glorified suit of combat armor, the Fomori is quite formidable for it’s size. Like most ultralight units, the basic motive underlying the design was that it should be cheap and easy to produce in large numbers for the home guard. Fortunately for those concerned citizens, the Fomori incorporates enough advances in technology to handle most casual raiders.

   Building Fomori requires 75 points worth of Technical Improvements; League Crystal-Aluminum Armor (10), Better Engines (3x Lighter, +10 Heat Sinks, 25) and half-ton Heat Sinks (10), Integral Gyros (5), Reducing Clan SRM-2’s, and ER Medium Lasers to League Tech (10), and lightening the lasers (10) – and Dedicated Fusion Microcells (Installed and shielded inside a weapon, or major piece of equipment, these “interact” minimally. Sadly, taking advantage of this means that the unit must weigh at least ten “tons”, that the microcell’s energy output and “heat sinks” cannot be used for anything else – and that a unit’s two possible fusion power sources must be well separated, 5). Using a clan technology base reduces the technical “costs” to 60 points, but increases the CP cost to 136.

  • Internal Structure-20 (Endo Steel) (1.00 Tons)
  • Armor-72 (Crystal-Aluminum) (2.50 Tons)
  • R-100 UL/5 Fusion Engine (3 Technical Improvements,Overheats Easily, No Backup Systems. Mounts 20x 1/2 ton Heat Sinks) (1.50 Tons)
  • Gyro (Integral) (0.00 Tons)
  • Cockpit (“Fragile”; only 4 IS/12 Armor maximum even when reinforced, No Life Support/Heat) (2.00 Tons)
  • Clan SRM-2 (Reduced to SL, with 25 Ammo) (1.00 Tons)
  • 4x Clan Medium ER Lasers (Reduced to SL and -1/2 ton. One is equipped with a dedicated microcell – and thus effectively generates no heat) (2.00 Tons)

Movement: Walk 10, Run 15, Jump 0

Armor Distribution :

  • Head 4 IS, 12 Armor
  • Center Torso 6 IS, 8/4 Armor
  • R/L Torso 5 IS, 8/2 Armor
  • R/L Arm 3 IS, 6 Armor
  • R/L Leg 4 IS, 8 Armor

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   Legionare-20 (Star League, 176 CP) : Unusually for a small unit, the Legionare was designed for garrison duty – inexpensive reinforcement for the infantry or vehicles of the local militia. Still, while it’s relatively slow and lightly armored, it does mount a potent and long-ranged weapon in it’s plaser system.

   Building a Legionare requires 35 points worth of Tech Improvements; Plaser II’s (25) with one tech improvement (Lighter, 5) and the reduction of the Targeting Computer to Star League Technology (5). Using clan technology as a starting point reduces the technical cost to 30 points but increases the CP cost to 256.

  • Internal Structure-20 (Endo Steel) (1.00 Tons)
  • Armor-69 (Standard) (3.50 Tons)
  • Cockpit (Standard) (3.00 Tons)
  • 120 Engine (Standard, with Single Heat Sinks) (4.00 Tons)
  • Gyro (Standard) (1.00 Tons)
  • Plaser-II (2.00 Tons) (20 Damage, Ranges 8/12/24, Heat 5)
  • -Backup power supply (3.00 Tons)
  • SRM-2 (1.00 Tons)
  • -25 SRM Ammo (0.50 Tons)
  • Targeting Computer (Clan, reduced to League Tech) (1.00 Tons)
  • Movement: Walk 6, Run 9, Jump 0.

Armor Distribution :

  • Head 3 IS, 9 Armor
  • Center Torso 6 IS, 10/2 Armor
  • R/L Torso 5 IS, 8/2 Armor
  • R/L Arm 3 IS, 6 Armor
  • R/L Leg 4 IS, 8 Armor

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   Tornado-20 (Star League Omnimech. 472 CP, 392 CP for a fixed variant). Relatively lightly armed and armored, the Tornado’s value lies in it’s incredible speed – even without a supercharger (Or MASC-equipped variant) it can reach speeds of better then 300 KPH. While this makes it a difficult target – and allows it to get into position to use what weaponry it carries to best advantage – mines and traps, along with bombs and area-effect weapons, tend to be fairly rough on it.

   Building a Tornado requires 55 points worth of Technical Improvements; League Crystal-Aluminum Armor (10), 3 in Engines (Weight, 15), Three in Gyroscopes (15), Three Optimizations (15) – and whatever the builder decides to put into the weaponry. Using clan technology reduces the technical “cost” to 50 points, but increases the CP cost to 552. In this case, it’s probably worth it.

  • Internal Structure-20 (Endo Steel) (1.00 Tons)
  • Armor-69 (Crystal-Aluminum) (2.50 Tons)
  • Cockpit (No Life Support/Heat) (2.50 Tons)
  • 380 XL UL-5 Engine with 15 Half-Weight Double Heat
  • Sinks (3 Tech. Improvements, Light MHD Coils, and
  • Overheats Easily) (8.00 Tons)
  • Gyro (UL/200 Divisor, Integral Gyroscope) (1.00 Tons)
  • Pod Space (23 Critical Slots Available) (7.00 Tons)
  • Optimizations;
  • Light Weapons Mounts (-1.00 Tons)
  • +1 base movement . —-
  • Thermal Channels (Integrates Armor and Heat Sinks) (-1.00 Tons).
  • Movement: Walk 20, Run 30, Jump 0

Armor Distribution:

  • Head 3 IS, 9 Armor
  • Center Torso 6 IS, 10/2 Armor
  • R/L Torso 5 IS, 8/2 Armor
  • R/L Arm 3 IS, 6 Armor
  • R/L Leg 4 IS, 8 Armor

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   Baron Munchausen-25 (Clan, 380 CP) : One of the few designs intended to use Shockfoam, the Munchausen had so much trouble with heat buildup that it’s designers opted to add cockpit vents to relieve the problem. A variant eliminates one of the 3 SRM Ammo slots in favor of extra cockpit cooling gear, permitting the vents to be sealed. While this still tends to roast the pilot (There’s still not enough cooling capacity to protect the pilot from an excessive internal temperature) it does allow atmospheric life support. Dubbed by many “The 25-Ton Assault Mech”, this design does it’s best to pack a overwhelming amount of armor and weaponry into a small, fast, frame – and does it pretty well.

   Building the Munchausen requires 55 “points” worth of technical “improvements”; Three in Engines (Weight, 15), UL150 Gyros (5), Crystal-Aluminum Armor (5), Three on ER PPC’s (Lighter, 15), Batteries (5), and Ablative Shockfoam (10). Converting it to a Star League design requires an- other 25 points worth – reducing the CA Armor, ER PPC’s, SRM-2 Launchers, CASE, and Targeting Computer, to League technology.

  • Endo Steel-40 (Includes reinforced cockpit modifier) (2.00 Tons)
  • Cockpit (No life support; heat and atmosphere) (2.00 Tons)
  • 175 UL Engine (Overheats easily, three technical improvements, and double heat sinks. Usually mounts 4 units of Ablative Shockfoam, -4 HS) (4.00 Tons)
  • Gyro (Reduced Mass, 150 Divisor) (1.00 Tons)
  • CA Armor (Maximum, 146 Points, 194 with Shockfoam) (6.00 Tons)
  • 2 ER PPC’s (No Capacitors, Reduced Mass) (5.00 Tons)
  • 2x SRM-2 Launchers (1.00 Tons)
  • 3x 1/2 Ton SRM Ammo, CASE (1.50 Tons)
  • Targeting Computer (1.00 Tons)
  • Batteries (1.5 Tons, 30 PPC Shots, CASE) (1.5 Tons)
  • Movement: Walk 7, Run 11, Jump 0
  • Armor Distribution :
  • Head 6 IS, 18 Armor, 6 Shockfoam
  • Center Torso 12 IS, 18/6 Armor, 6/2 Shockfoam
  • R/L Torso 10 IS, 15/5 Armor, 5/2 Shockfoam
  • R/L Arm 6 IS, 12 Armor, 4 Shockfoam
  • R/L Leg 10 IS, 20 Armor, 7 Shockfoam

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   LAM Rogue-30 (Clan, 688 CP) : The “Rogue” is notable for it’s incredible jump range and mobility on the battle- field – as well as for the accuracy of it’s firepower. Unfortunately, as a LAM, it’s also very, very, expensive to build. In order to keep their heat level down, Rogues usually operate half their lasers off of battery power.

   Building Rogues requires 65 points worth of technical improvements – 3 in engines (Weight, 15), 1/2 Ton Double Heat Sinks (10), UL150 Gyros (5), Crystal-Aluminum Armor (5), Dynamic-Compression Extended-Range Jump Jets (10) – and one-ton Medium Pulse Lasers (10). The unit itself has two optimizations (10); Exoskeletal Bracing and Geodesic Armor.

  • Internal Structure-45 (Endo Steel, includes the Reinforced Cockpit modifier, Exoskeletal Bracing) (1.25 Tons)
  • Cockpit (3.00 Tons)
  • 180/UL-4 Engine (3x Technical Improvements, and Overheats Easily) with 1/2 Weight Double Heat Sinks (3.25 Tons)
  • Gyro (UL, 150 Divisor) (1.00 Tons)
  • LAM Conversion Equipment (Includes 30 Fuel) (3.00 Tons)
  • Armor-150 (Crystal-Aluminum, Geodesic Optimization) (5.25 Tons)
  • 9x Jump Jets (Dynamic Compression, Extended Range) (2.25 Tons)
  • 8x Medium Pulse Lasers (UL, -1 Ton) (8.00 Tons)
  • Targeting Computer (2.00 Tons)
  • 300 point Battery/CASE (1.00 Tons)
  • Movement: Walk 6, Run 9, Jump 9 (Standard Mode), Walk 2, Run 3, Jump 27 in Airmech mode.

Armor Distribution :

  • Head 6 IS, 16 Armor
  • Center Torso 14 IS, 20/8 Armor
  • R/L Torso 11 IS, 15/6 Armor
  • R/L Arm 7 IS, 13 Armor
  • R/L Leg 11 IS, 19 Armor

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   Wildfire-35 (Star League, 336 CP). While the Wildfire mounts impressive firepower, it can’t sustain it long, and so is best suited for it’s intended roles as a scout and a hit-and-run raider. While highly effective, this unit also requires a massive investment in high technologies.

   Building a Wildfire requires 85 points worth of technical improvements; Three in Engines (Weight, 15), Light Gyro (10), Star League Tech Crystal-Aluminum Armor (10), Dynamic Compression and Extended-Range Jump Jets (10), Two improvements on Clan M. Pulse Lasers (Lighter, and Reduced to League Technology, 15), Targeting Computers to League Tech (5), Batteries (5), 1/2-Ton Double Heat Sinks (10), and Reducing Clan CASE to League Tech (5). Using a clan technology base reduces the technical cost to 65 points, but increases the CP cost to 476.

  • Internal Structure-35 (Endo Steel) (1.75 Tons)
  • Cockpit (3.00 Tons)
  • 280/UL-4 Engine (3x Technical Improvements, and Overheats Easily) with 1/2 Weight Double Heat Sinks (7.50 Tons)
  • Gyro (UL, 200 Divisor) (1.50 Tons)
  • Armor (116 Points, Crystal-Aluminum) (4.75 Tons)
  • 12x Jump Jets (Dynamic Compression, Extended Range) (3.00 Tons)
  • 10x Medium Pulse Lasers (UL, SL/Clan Upgrade) (10.00 Tons)
  • Targeting Computer (SL/Clan Upgrade) (2.00 Tons)
  • 450 point Battery/CASE (SL/Clan Upgrade) (1.50 Tons)
  • Movement: Walk 8, Run 12, Jump 12

Armor Distribution :

  • Head 3 IS, 9 Armor
  • Center Torso 11 IS, 16/5 Armor
  • R/L Torso 8 IS, 12/4 Armor
  • R/L Arm 6 IS, 12 Armor
  • R/L Leg 8 IS, 15 Armor

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   Gaki-40 (Star League. 228 CP) : Probably one of – if not the – most absurd Mech designs anybody has ever come up with, the Gaki is powered by combustion engines – and carries along it’s own infantry support in a comfortable set of torso compartments. It has – with a good deal of justification – been described as a “pillbox with legs”. Sadly, despite assorted vents, the ride can get very hot very easily. Double heat sinks would resolve this modest difficulty, but increase the cost considerably. Still, the Gaki can be quite effective in urban settings.

   Building a Gaki requires 55 points worth of Technical Improvements; Multiple and XL IC Engines (10), Composite Structure (5), 1/2 Ton Heat Sinks (10), Reducing Clan ER Medium Lasers and Streak SRM-2’s to SL Tech (10), Dynamic- Compression Jump Jets (5), Geodesic Armor (5), Dedicated Fusion Microcells (Installed and shielded inside a weapon, or major piece of equipment, these “interact” minimally. Sadly, taking advantage of this means that the unit must weigh at least ten “tons”, that the “microcell’s” energy output and “heat sinks” cannot be used for anything else – and that the unit’s two possible fusion power sources must be well seperated, 5), and Firing Ports (The basic rules don’t allow infantry to fire from their transports. This improvement allows them, but not minivehicles, to do so, 5). There are two free benefits to building Gakis; Mechs are automatically sealed against vacuum and water, and one of the passengers can take over if the pilot’s killed.

  • Internal Structure-60 (Composite) (3.00 Tons)
  • Armor-208 (Standard) (13.00 Tons)
  • Cockpit (Reinforced/Free, No Life Support/Heat) (2.50 Tons)
  • Gyro (Standard) (2.00 Tons)
  • 2x R-100 XL IC Engines (3.50 Tons)
  • 5x 1/2 Weight Heat Sinks (2.50 Tons)
  • 5x Jump Jets (Dynamic-Compression) (1.25 Tons)
  • Holographic Projector/Chameleon System (2.00 Tons)
  • 2x Clan ER Medium Lasers (Reduced to SL. Each has a dedicated microfusion cell. In opposing arms, as far apart as possible) (2.00 Tons)
  • 2x Clan Streak SRM-2’s (Reduced to SL) (2.00 Tons)
  • -50x SRM-2 Ammo (1.00 Tons)
  • Cargo Space (Infantry Compartment. Firing Ports let infantry and combat armor fire into any arc) (6.00 Tons)
  • Life Support System (Minimal; Some oxygen tanks, a supply of food and water, and sanitary arrangements for the passengers. Definitely short term) (0.25 Tons)
  • Geodesic Armor (-1.00 Tons)
  • Movement: Walk 5, Run 8, Jump 5

Armor Distribution :

  • Head 6 IS, 16 Armor
  • Center Torso 20 IS, 30/10 Armor
  • R/L Torso 14 IS, 20/8 Armor
  • R/L Arm 10 IS, 20 Armor
  • R/L Leg 14 IS, 28 Armor

   -An often-overlooked problem with using fusion micro-cells is that they shut down at heat six. Even modest overheating will effectively cripple the Gaki.

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   LAM Prometheus-55 (1258 CP) : While this design uses Clan technology, it’s something utterly foreign to them; it’s basically a noncombat design. The Prometheus-55 was designed as a light transport shuttle, heavy engineering vehicle, and fast-response emergency unit. While it’s not as easily built as the usual assortment of vehicles that make up an engineering unit, it’s at least as effective, is far faster – and is far more capable of self-defense.

   Building a Prometheus requires only 5 points worth of technical improvements; The “Hose” improvement on Cables (5). Each Promethius Lance assigned to a world provides a +1 economic bonus (+5 maximum) and reduces the cost of dealing with a natural disaster by 1 MCr (1 minimum). In setting up for battle one Prometheus is considered to be equal to one engineering unit.

  • LAM Equipment (30 Thrust points available) (5.50 Tons)
  • Endo Steel-55 (2.75 Tons)
  • Cockpit (3.00 Tons)
  • Gyro (2.50 Tons)
  • 275 XL Engine (11 Double Heat Sinks) (7.75 Tons)
  • Movement: Walk 5, Run 8, Jump 5.
  • FF Armor (182 points) (9.50 Tons)
    • Head 3 IS, 9 Armor
    • Center Torso 18 IS, 25/10 Armor
    • R/L Torso 13 IS, 19/7 Armor
    • R/L Arm 9 IS, 18 Armor
    • R/L Leg 13 IS, 25 Armor
  • 5x Jump Jets (Modified to minimize destructive side effects) (2.50 Tons)
  • 4x M. Pulse Lasers (Adjustable for welding/cutting) 8.00
  • Flamer (Adjustable for ground clearing, lighting an area, rock cutting, and glassification) (0.50 Tons)
  • Engineering Gear (Various drills, cutters, winches, pumps, building gear – and hands modified to serve as bulldozer blades, trenchers, and so on) (5.00 Tons)
  • 4x Cables (Technical improvement; these also act as hoses for water, firefighting foam, etcetra. 1/2 weight, as much of this gear is already included in the Engineering Gear package, QV) (1.00 Tons)
  • Drone Control Computer (0.50 Tons)
  • 2x Emergency Medical Gear (0.50 Tons)
  • Cargo Capacity (6.00 Tons)
  • Common “packages” include firefighting/emergency rescue gear (Including specialized detectors for locating trapped victims), field repair gear for Mechs and vehicles, drone probes for locating lost kids in the woods, concrete mixing and other heavy construction gear, space/underwater rescue gear, salvage equipment, and – when they absolutely must be pressed into combat service – various drones.

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   Golem-60 (Star League, 384 CP) : More improvised then designed, the so-called “Golem” is fairly typical of the kind of thing reverted colonies throw together – as much for heavy engineering purposes as for defense. Improved versions usually replace the basic, explosive, weaponry, with more sophisticated imported systems. Oddly enough, such designs have attracted some attention; they’re big, impressive-looking, and fairly effective for their cost. Not much use on the offensive – but sometimes handy when you’re filling out a garrison.

   Building Golems requires 10 points worth of technical improvements; Multiple IC Engines (5), and XL IC Engines (5). Both are well within reach of 3025 technology – if someone digs thru the records to find them. The required techniques are fairly common on worlds which have reverted to pre-fusion technologies.

  • Internal Structure-60 (Standard) (6.00 Tons)
  • Armor-201 (Standard) (12.50 Tons)
  • Cockpit (Standard) (3.00 Tons)
  • 2x R-120 XL IC Engines (8.00 Tons)
  • Gyro (Standard) (2.50 Tons)
  • Movement: Walk 4, Run 6, Jump 0

Armor Distribution:

  • Head 3 IS, 9 Armor
  • Center Torso 20 IS, 30/10 Armor
  • R/L Torso 14 IS, 20/8 Armor
  • R/L Arm 10 IS, 20 Armor
  • R/L Leg 14 IS, 28 Armor

—————“Standard” Weapons Package—————

  • Hatchet (4.00 Tons)
  • “Engineering Gear” (“Really Big Hands”. Can wield a club one-handed or be used for a wide variety of non-combat tasks) (3.00 Tons)
  • 5x Heat Sinks (5.00 Tons)
  • 2x Large Gas Mortars (6.00 Tons)
  • -30x Drop Mines (6.00 Tons)
  • 3x SRM-2 (3.00 Tons)
  • -50x SRM-2 Ammo (1.00 Tons)

———————Sample Upgrade———————

  • 10x Heat Sinks (Improved, 1/2 Ton) (5.00 Tons)
  • Hatchet (4.00 Tons)
  • Light “Engineering Gear” (Really Big Hands) (3.00 Tons)
  • Ultra-AC/10 (Clan, Reduced to SL) (10.00 Tons)
  • -40x AC/10 Ammunition (4.00 Tons)
  • 2x Clan SRM-2 (1.00 Tons)
  • -50x SRM-2 Ammo (1.00 Tons)
  • While this design may actually reduce the Golem’s raw firepower, it drastically increases it’s range.

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   Revenant-60 (Star League, 520 CP): Probably the most specialized Mech ever designed, the Revenant is intended for underwater and shoreline operations, and for nothing else. Unlike most military units, the Revenant’s “Armor” depends on individually armored components and openwork construction, rather then on massive sheets of metal and polymer. While this makes it a dreadful nuisance for the technicians to work on, it makes it easy to streamline and permits water to flow freely over it’s heat sinks. It also gives it a terrifying, skeletal, appearance – and a tendency to wind up draped in seaweed. Originally dubbed with the usual boring model number, it’s uncanny resemblance to the “Rotting bones of a dead Mech erupting from the sea!” earned it it’s current, rather dubious, title.

   Building a Revenant requires 90 points worth of technical improvements; 3x Lighter Engines (15), Clan LRM-10 (Reduced to SL, -1 Ton, 15), Clan SRM-4’s (Reduced to SL Tech. 5), Improved Jump Jets (15), Clan ER Large Lasers (Reduced to SL, 5), Hoses (5), 3 Optimizations (15), and Water Tolerance II (10). While “Water-To-Air” Missiles (5) aren’t actually required, the `Mech is of little use ashore without them.

  • Internal Structure-60 (Standard) (6.00 Tons)
  • Armor-201 (Standard) (12.50 Tons)
  • Cockpit (Standard) (3.00 Tons)
  • R-240 UL/5 Fusion Engine (Overheats Easily and Light MHD Coils (+4 Heat), 3x Technical Improvements. 10 Double Heat Sinks) (6.00 Tons)
  • Gyro (Standard) (2.50 Tons)
  • Movement: Walk 4, Run 6, Jump 6

Armor Distribution:

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    • Head 3 IS, 9 Armor
    • Center Torso 20 IS, 30/10 Armor
    • R/L Torso 14 IS, 20/8 Armor
    • R/L Arm 10 IS, 20 Armor
    • R/L Leg 14 IS, 28 Armor
  • 6x LRM-10’s (Torps, Clan, Reduced to SL, -1 Ton) (9.00 Tons)
  • -96 LRM-10 Ammo (Usually of split types; Water-To-Air and Conventional) (8.00 Tons)
  • 2x SRM-4’s (Torps, Clan, Reduced to SL) (2.00 Tons)
  • -50 SRM-4 Ammo (2.00 Tons)
  • 6x Jump Jets (Underwater, Dynamic-Compression, and Extended Range) (3.00 Tons)
  • ER Large Laser (Clan, Reduced to SL) (4.00 Tons)
  • 2x Cables (Hose Improvement) (1.00 Tons)
  • Chemical Reservior (10 “Shots” of whatever) (0.50 Tons)
  • Periscope (+1 level for observation purposes) (0.50 Tons)
  • Optimization; Openwork Construction. (Reduces the movement penalty for underwater operations by 1 movement point) (0.00 Tons)
  • Optimization; Open Cooling Systems. All heat sinks operate at double efficiency while underwater. (0.00 Tons).
  • Optimization; Aquatic Design. No special piloting rolls are needed during underwater operations. (0.00 Tons)
  • Water Tolerance II (Need not check for hull breach at all, 10 points) (0.00 Tons)

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   Sumotori-60 (Star League, 520 CP) : Designed to pack a massive, short-range, punch, as well as for blowing up areas containing those annoying little high-speed units, the Sumotori fulfills those objectives extremely well. Sadly, despite the afterthought of a light LRM launcher, a long-range battle leaves the Sumotori little more then an expensive target.

   Building a Sumotori requires 40 points worth of Tech. Improvements; Three in Engines (Weight, 15), SL M. Pulse Lasers (10) – and the reduction of the Clan LRM-5, Target- ing Computer, and Watchdog to Star League Tech (15). Built as a clan `Mech, the technical “costs” are reduced to 20 points, but the CP cost goes up to 760 CP.

  • Internal Structure-60 (Standard) (6.00 Tons)
  • Armor-201 (Standard) (12.50 Tons)
  • Cockpit (Standard) (3.00 Tons)
  • 300/UL-3 Engine (Three Technical Improvements with 12 Double Heat Sinks) (13.25 Tons)
  • Gyro (Standard) (3.00 Tons)
  • 6x Medium Pulse Lasers (Reduced to SL, -1 Ton) (6.00 Tons)
  • 2x Large Gas Mortars (6.00 Tons)
  • 20 Drop Mines (4.00 Tons)
  • LRM-5 (Clan, reduced to League Tech) (1.00 Tons)
  • 30 LRM-5 Ammo (1.25 Tons)
  • Watchdog (Clan, reduced to League Tech) (1.00 Tons)
  • Targeting Computer (Clan, reduced to League Tech) (3.00 Tons)
  • Movement: Walk 5, Run 8, Jump 0

Armor Distribution:

  • Head 3 IS, 9 Armor
  • Center Torso 20 IS, 30/10 Armor
  • R/L Torso 14 IS, 20/8 Armor
  • R/L Arm 10 IS, 20 Armor
  • R/L Leg 14 IS, 28 Armor

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   Spitfire-70 (Clan, 896 CP) : This interesting design is, quite literally, incapable of building up heat under ordinary conditions; even firing all of it’s weaponry in ultra mode – while running – will leave it with one more heat sink then it needs. While this has occasionally led to attempts to replace the machine guns with higher-heat weaponry (IE; ER Small Lasers), this leaves the unit far more vulnerable to infantry – and if the AC ammo has run out while facing anything bigger then that, it’s time to get the Spitfire off the field. Dropping the MG’s and Ammo in favor of more AC/5 Ammo is also common, and rather more successful, although it does leave the unit without any secondary weapons at all.

   Building a Spitfire requires 60 points worth of technical improvements; Three in Engines (Weight, 15), three in AC/5 Technology (25), Two Optimizations (10), and Two Ammunition Improvements (10). Reducing it to a “League” design requires an additional 15 points – to reduce clan Endo Steel, Ultra AC/5’s, and Machine Guns to SL tech.

  • Internal Structure-70, Endo Steel. (3.50 Tons)
  • Armor-217 (Maximum), Standard. (13.50 Tons)
  • R280/UL-3 Engine, 11 Single Heat Sinks. (11.0 Tons)
  • Gyro, Standard. (3.00 Tons)
  • Cockpit, Standard. (3.00 Tons)
  • 8x Ultra AC/5 (3x Reduced Weight). (28.00 Tons)
  • -180 AC/5 Ammo, CASE (Caseless and Ultradensity). (6.00 Tons)
  • 4x Machine Guns. (1.00 Tons)
  • -200 MG Ammo, CASE. (1.00 Tons)
  • Optimization; -1 Heat from firing an autocannon and -1 when attempting to hit with an AC/5.
  • Movement: Walk 4, Run 6, Jump 0.

Armor Distribution:

  • Head 3 IS, 9 Armor
  • Center Torso 22 IS, 34/10 Armor
  • R/L Torso 15 IS, 22/8 Armor
  • R/L Arm 11 IS, 22 Armor
  • R/L Leg 15 IS, 30 Armor

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   Battlerager (Yama)-80 (Star League, 904 CP) : Designed to leave nothing else upon the battlefield except burning wreckage, the Battlerager possesses remarkable mobility and awesome intermediate-range firepower. Even it’s one major apparent weakness – a lack of rear-firing weaponry – does little to hinder it’s usefulness; it can simply flip it’s arms. Of course, this design does leave unanswered one great question; if you can build something like this, why haven’t you won already?

   -Building a Battlerager requires some 150 points worth of Technical Improvements; Enhanced Engines (+10 built-in heat sinks (10), Lighter (15), half-ton Double Heat Sinks (10), and +10 Built in Sink “Slots” (25)), League Crystal Aluminum Armor (10), Dynamic-Compression, Extended-Range, Jump Jets (10), Composite Structure (5), Improved Clan M. Pulse Lasers (Reduced to SL, -1 Ton, 2 per critical slot, 25), Ultra-Density Batteries (15), SL Targeting Computers (5), Vulcan Lasers (10), Laser Antimissile Systems (Half- Weight, 5), and one Optimization (5).

  • Internal Structure-120 (Composite) (6.00 Tons)
  • Armor-376 (Crystal-Aluminum) (18.75 Tons)
  • R-320 XL UL/5 Fusion Engine (3x Tech. Improvements, Overheats Easily, Light MHD Coils (+4 Heat/Turn) with 23 Built-In .5 Ton Double Heat Sinks) (5.50 Tons)
  • Gyro (3.00 Tons)
  • Cockpit (3.00 Tons)
  • 8x Jump Jets (Dynamic Compression, Extended Range) (8.00 Tons)
  • 24x Clan Medium Pulse Lasers (Reduced to SL, 1 Ton, .5 Critical Slots Each (IE; Paired)) (24.00 Tons)
  • Batteries (Ultradensity, 600 points/ton, 2100 Net) (3.50 Tons)
  • Targeting Computer (5.00 Tons)
  • Vulcan Laser (1.00 Tons)
  • 3x Laser Antimissile Systems (On Battery; 2 Heat, 3 points from the battery. Imp; .75 Tons each) (2.25 Tons).
  • Optimization; +1 to base movement rate (0.00 Tons)
  • Movement: Walk 5, Run 8, Jump 8.

Armor Distribution:

  • Head 6 IS, 18 Armor
  • Center Torso 37 IS, 54/20 Armor
  • R/L Torso 26 IS, 36/16 Armor
  • R/L Arm 20 IS, 40 Armor
  • R/L Leg 25 IS, 50 Armor

   The Yama-90 is a nearly identical design – with a few, small, additions; R-360 Engine (+2.50 Tons and 1 Heat Sink), 2 more Laser Antimissile Systems (+1.50 Tons), an Integral Gyro (-0.50 Tons and +2 Slots), IS-150 (+1.50 Tons), and Armor 476 (+5.00 Tons). 992 CP. Movement: Walk 5, Run 8, Jump 8

Armor Distribution:

  • Head 6 IS, 18 Armor
  • Center Torso 47 IS, 70/24 Armor
  • R/L Torso 33 IS, 48/18 Armor
  • R/L Arm 25 IS, 50 Armor
  • R/L Leg 33 IS, 66 Armor

   Juggernaut-100 (Inner Sphere Omnimech. 1600 CP, 1200 CP as a “fixed” variant). The Juggernaut was designed to be unstoppable. It may be as close to that ideal as any battlemech will ever come. It’s multiple layers of armor alone outweigh many medium `mechs, it’s physical attacks are capable of crippling or destroying most other `mechs in a single blow, and most of it’s configurations mount, and can sustain, a horrific barrage of laser fire. The Juggernaut’s only real weaknesses may be that it’s a bit slow and that most of it’s configurations are not designed to handle little, fast, units; they’re intended to smash through any possible opposition.

   Building a Juggernaut requires about 125 points worth of Technical Improvements; Engines (Ten extra “built-in” heat sinks (10), 3x Lighter (15), 1/2 Weight Double Heat Sinks (10), and +10 Built in Sink “Slots” (25)), Crystal Aluminum Armor (10), Level-Four Hardening (20), Improved Gyros (15), Reducing Clan Endo Steel to League Tech, and 3 Optimizations (15). Thanks to the fact that this is already impossibly expensive, the “costs” of the various weapons packages are dealt with later.

  • Internal Structure-150, Endo Steel. (7.50 Tons)
  • Armor-940 (Crystal-Aluminum, Level 4 Hardening) (47.0 Tons)
  • R400 XL, UL-5 (3x Technical Improvements, Light MHD Coils, Overheats Easily), with +10 (26 Net) 1/2-Weight Double Heat Sinks and +10 Built-In Critical Slots for them) . (13.0 Tons)
  • Gyroscope (UL/200 Divisor, Integral) (1.00 Tons)
  • Triple-Strength Myomer, with Thermal Sheathing (No Tonnage)
  • Torso-Mounted Cockpit (4.00 Tons)
  • Pod Space (22 Critical Slots Available) (27.50 Tons)
  • Optimizations;
  • Armoured Systems, -1 on possible critical rolls. (Total of -3 with hardened armor)
  • Enhanced Articulation, +1 to base movement.
  • Responsive, -1 piloting (Cancels out the penalty for a torso-mounted cockpit).
  • Movement Walk 5, Run 7, Jump 0

Armor Distribution:

  • Head 6 IS, 30 Armor
  • Center Torso 47 IS, 150/38 Armor
  • R/L Torso 33 IS, 105/26 Armor
  • R/L Arm 25 IS, 100 Armor
  • R/L Leg 33 IS, 130 Armor

Configuration I; “Wotan” Crit Tons

  • 6 ER Large Lasers (Clan, Reduced to SL Tech, Two Tons Lighter (15 points). 6 slots (12.00 Tons)
  • 2 Vulcan Lasers (Exotic Tech, 10 Points). 2 Slots (2.00 Tons).
  • Flamer (Clan, Reduced to SL Tech). 1 Slot, (0.50 Tons)
  • 2 “Hatchets” (Claws, 25 Divisor, 10 Points). 8 Slots (8.00 Tons)
  • 600 Point Battery (Exotic Tech, 5 Points). 2 Slots (2.00 Tons)
  • CASE (Reduced to League Tech, 5 Points). No slots, no Tonnage
  • Targeting Computer (League Tech, 5 Points). 3 Slots (3.00 Tons).

.

   Woodsman-100 (Star League, 1040 CP) : The Woodsman’s primary purpose is pretty simple; it’s a morale-breaker. It’s intended to leap around the battlefield smashing up light units, terrifying the infantry – and demonstrating that hiding behind the heavy stuff simply isn’t going to work. While extremely light on the conventional weaponry for an assault Mech, it’s overpowering physical attacks, durability, and extreme mobility, normally make up for it.

   -Building a Woodsman requires 70 points worth of Tech Improvements” – Clan Endo Steel to SL Technology (5), SL CA Armor (10), Single-Slot Double Heat Sink (10), Mechanical Jump Boosters (10), Thermal Sheathing II (10), +10 on the weight-and-slot divisor for physical weaponry (This counts as two improvements, 10), the Clan ER Large Laser to SL Technology (5), Augmenting the Mechanical Boosters with Triple Strength Myomer (+50% jump move, round down, 5), and one Optimization (Armored Systems; -1 on critical determination rolls, 5). Using the clan technology base reduces the technical “cost” to 50 points, but increases the CP cost to 1440.

  • Internal Structure-150, Endo Steel. (7.50 Tons)
  • Armor-471 (Crystal-Aluminum) (23.50 Tons)
  • R100 Standard Engine, 10 Single-Slot Double HS (3.00 Tons)
  • Gyro, Standard. (1.00 Tons)
  • Cockpit, Standard. (3.00 Tons)
  • Mechanical Jump Boosters-8 (Triple-Myomer Enhanced) (40.00 Tons)
  • Triple-Strength Myomer, with Thermal Sheathing II (0.00 Tons)
  • 2x Hatchets, 25 Divisor (8.00 Tons) (Inflict 40 points each)
  • 5x Medium Pulse Lasers (10.00 Tons)
  • ER Large Laser (Clan, Reduced to Star League Tech) (4.00 Tons)
  • Optimization; Armored Systems (Q.V.).
  • Movement: Walk 2, Run 3, Jump 12.

Armor Distribution:

  • Head 6 IS, 18 Armor
  • Center Torso 47 IS, 70/23 Armor
  • R/L Torso 33 IS, 50/16 Armor
  • R/L Arm 25 IS, 49 Armor
  • R/L Leg 33 IS, 64 Armor.
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3 Responses

  1. The last few are a little TOO specific in mission task for my liking, but they are all well-thought out and executed in manner of design.

  2. Personally I like the Prometheus, one of the more fun ones I built. And I don’t see the Shiva, but then, nobody was ever actually able to build the thing.

    • It did require five new inventions for the fusion plants alone… It would indeed have been far worse than any of these if anyone could ever build the thing though.

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