A new clan supermech!!!

Pages: 1
neven
02/01/04 09:40 PM
205.188.209.103

Edit Reply Quote Quick Reply
i just came up with a design so powerful, it can take out a daishi!
here are the configs for this versatile 100-ton clan omnimech.
Permanent Equuipmecnt

this is the MAGE TYRANT OMNIMECH

CASE, ECM, Artemis IV FCS, LAMS
Chassis: STANDARD, Armour Source: Standard 19.0 Tons
Powerplant: 315 GM XL, Cruising Speed: 37.2 KPH, Max Speed: 57.6 KPH
4 Jump Jets: 120 Meters, Torso twist, Arm Swing
15 Double Heat Sinks: Laser Class

Configurations

Primary
2 Machine Guns (200)
1 Ultra A/C 2 (45)
1 ERPPC
6 Pulse Medium Laser
2 Lrm 15 (16 Shots)
2 sSrm6 (30 Shots)

Alpha
1 ERPPC
1 Gauss Rifle ( 16)
2 Lb 2x A/C (90)
2 Lrm 10 (24 Shots)
2 Srm 4 (50 Shots)

Beta
1 erLaser Medium
1 erLaser Large
2 ERPPC
1 LRM20 (6 Shots)
4 Medium Pulse Lasers
2 Large Pulse Lasers

Charlie
1 erlaser Medium
1 erlaser Large
1 FLAMER
2 Lb 2x A/C (90)
1 Lb 10x A/C (20)
2 LRM 15 (16 Shots)
2 Pulse Laser Medium

Delta
1 erLaser Medium
1 erLaser Large
1 Gauss Rifle (16)
2 Lrm 10 (24 Shots)
2 Srm 6 (30 Shots)
2 Ultra A/C 2 (90)

Epsilon
2 erLaser Medium
2 ERPPC
1 Lrm 5 (24 Shots)
2 Lrm 15 (16 Shots)
2 NARC (12 Pods)
2 Pulse Laser Large

Fi
2 erLaser Large
4 ERPPC
2 Lrm 15 (32 Shots)

Gunner
1 erlaser Medium
1 Gauss Rifle (16)
2 Lb 2x A/C (90)
2 Lb 5x A/C (40)
-***"ADAPT TO SURVIVE"***-
Nightward
02/02/04 03:06 AM
203.134.47.130

Edit Reply Quote Quick Reply
Eh?

I didn't really check the numbers myself, but I suspect you might like to download a program called The Drawing Board, available from

http://pri.mgonetwork.com/

as this will do most of the computations for you.

A couple of quick points:

- If you have a 'Mech with a 315-rated engine that moves at 3-5, your 'Mech must weigh 105 tons. This is illegal.

- If your MP is 3-5, you cannot have 4 Jump Jets.

- Your 'Mech must be Level 3 in order to use Laser Heat Sinks and a Laser AMS.

- Artemis IV cannot be mounted as Standard equipment on an OmniMech, unless a Missile system is also mounted as fixed equipment.

"i just came up with a design so powerful, it can take out a daishi!"

\/\/00t. 1 Pl-l34R Y0l_lR 733tn355. Y0l_l 4R3 t3l-l l\/l4D R0><0R5.

The Dire Wolf (Daishi) is not all that great. In fact, in most configurations, it is extremely poorly designed.

"Torso twist, Arm Swing"

Uh, what? All 'Mechs can do this already...

Really. Try it with The Drawing Board, and please run your intended posts through Microsoft Word or something in the future.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
neven
02/03/04 01:36 AM
64.12.96.206

Edit Reply Quote Quick Reply
"Torso twist, Arm Swing"

Uh, what? All 'Mechs can do this already...
Actually, nightward, some mechs dont have torso twist or arm swing, you heard of a mech called blitzkreig? he has only a turret on top, and the mage tyrant is a level 3 design, but also, i ran this through mechwarrior 3 (i seemed to have misplaced MW4!) and it all fits, i wanted the artemis system on all of the configs, so,
-***"ADAPT TO SURVIVE"***-
tgsofgc
02/03/04 02:17 AM
67.4.199.2

Edit Reply Quote Quick Reply
ummmm...
must fight urge.....
must leave thread alone....
must not flame....
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Nightward
02/03/04 02:21 AM
211.26.6.93

Edit Reply Quote Quick Reply
According to the BMR, all 'Mechs can Torso Twist. Not one, not some...*ALL*. Even the Nova (Black Hawk) which looks incapable of Torso Twisting can Torso Twist.

The Blitzkrieg is a Level 2 design. It does not have a turret. The illustration may look like that, but as it is level 2 and not level 3: it has no turret.

The rules for having Armless 'Mechs are also Level 3.

BattleTech is *NOT LIKE MECHWARRIOR*. Mechwarrior 3 is certainly better than MechWarrior IV when it comes to faithfulness to the game, but even it has its faults.

For a start, 'Mech Fusuion engines have the following rating:

Walk MP*Tonnage = Engine Rating.

You cannot use partial Engine Rating increrases like in MW3 or 4.

MechWarrior 3 and 4 are not acceptable valdidation programs for a design. Process it with The Drawing Board if you wish to have a 'Mech that is legal for any level of BattleTech play. Otherwise, your 'Mech will remain a custom design for MW play only.

Again: *ARTEMIS IS NOT A STANDARD SYSTEM. YOU MUST EQUIP YOUR BATTLEMECH WITH A MISSILE SYSTEM FOR IT TO BE EQUIPPED WITH ARTEMIS IV. ARTEMIS IV OCCUPIES ONE TON AND ONE CRITICAL FOR EACH MISSILE SYSTEM TO WHICH IT IS ASSIGNED*.

Your 'Mechs may be fine in the computer games, but they are flat illegal for the board game. If you want to build 'Mechs that *ARE LEGAL, GET THE DRAWING BOARD ALREADY*.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
CrayModerator
02/03/04 07:45 AM
147.160.1.5

Edit Reply Quote Quick Reply
Quote:

Actually, nightward, some mechs dont have torso twist or arm swing, you heard of a mech called blitzkreig?



The rules say all mechs can torso twist and swing their arms. Rules take precedent over artwork, and they certainly trump the Mechwarrior video games (which are increasingly divorced from BT).
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
neven
02/03/04 05:14 PM
142.22.16.54

Edit Reply Quote Quick Reply
i want your honest opinion on this mech, even if you flame. this includes you tgsfoc, flame all you want, i will not care!
-***"ADAPT TO SURVIVE"***-
Nightward
02/03/04 07:16 PM
202.141.217.3

Edit Reply Quote Quick Reply
OK, Neven. Let's try this one more time, shall we?

*GET THE DRAWING BOARD*

pri.mgonetwork.com

As it stands, this 'Mech cannot be used in BattleTech play. *AT ALL*

Got it?

I had a look at putting it into The Drawing Board myself. I'm assuming it's a Level 3 100-Ton 'Mech.

"Mage Tyrant" OmniMech
Mass: 100 Tons

FIXED EQUIPMENT

Engine (300XL): 9.5
Gyro: 3
Cockpit: 3
Internal Structure: 10
Armour: 19
Heat Sinks (Laser): 5
3 Jump Jets: 6

POD SPACE: 44.5 Tons

FIXED EQUIPMENT LOCATIONS
1 Jump Jet- Right Torso
1 Jump Jet, 1 Laser Heat Sink- Left Torso
1 Jump Jet- Centre Torso
1 Double Heat Sink- Left/Right Legs

PRIME

1 ER PPC: 6
2 LRM-15s with Artemis IV and 2 tons ammunition: 11
1 Ultra A/C-2 with 1 ton Ammunition: 6
2 Streak SRM-6s with 2 tons Ammunition: 8
6 Medium Pulse Lasers: 12
2 Machine Guns with 1 ton Ammunition: 1.5

Machine Gun Ammo- Head
Ultra A/C-2, 3 Medium Pulse Lasers 1 Ton Ammo- Left Arm
ER PPC, 3 Medium Pulse Lasers- Right Arm
LRM-15, Artemis IV, Streak SRM-6, 1 ton Streak SRM Ammo, 1 ton LRM Ammo- Left Torso
2 Machine Guns, LRM-15, Artemis IV, Streak SRM-6, 1 ton Streak SRM Ammo, 1 ton LRM Ammo- Right Torso

**This configuration produces 64 heat whilst stationary but can only dissipate 30 points of it. The weapons configuration is extremely poor, as weapons requiring ammunition are undersupplied with the exception of the Streak SRMs and Machine Guns. The weapons have poor overlap, and I pity the pilot who is assigned to this lumbering piece of *&^%.**

Alternate Configuration A

ER PPC: 6
Gauss Rifle with 2 tons of Ammunition: 14
2 LRM-10s with Artemis IV and 2 tons of Ammunition: 9
2 SRM-4 with Artemis IV and 2 Tons Ammunition: 6
2 LB-X A/C-2s with 2 tons Ammunition: 12

**I did not bother attempting to allocate items on this configuration, as it was 2.5 tons overweight and thus rendered even further ILLEGAL FOR PLAY**

Configuration B

2 ER PPCs: 12
2 Large Pulse Lasers: 12
ER Large Laser: 4
ER Medium Laser: 1
4 Medium Pulse Lasers: 8
1 LRM-20 with Artemis IV and 1 ton Ammunition: 6

1 ER PPC, 1 Large Pulse Laser- Each Arm
1 LRM-20, Artemis IV, 1 ton Ammunition- Left Torso
1 ER Medium Laser- Head
1 ER Large Laser- Centre Torso
4 Medium Pulse Lasers- Right Torso

**This configuration is 0.5 tons UNDERWEIGHT. This is less of a problem than the fact that it DISSIPATES LESS THAN A THIRD OF THE HEAT IT GENERATES.**

***************************************************************************

At this point I tired of inputting data into The Drawing Board for you. Instead, I merely checked to see that adequate Tonnage and Critical Space was available.

***************************************************************************

Configuration C used all its Pod Space and was legal. It was also the first design that I would even briefly consider using.

Configuration D was overweight by 3.5 tons. Its weapons configuration was once more stupid. The only thing ins this configuration's favour was the fact that it overheated the least of the designs so far, EVEN THOUGH IT WAS ONCE MORE ILLEGAL.

Configuration E was 0.5 tons UNDERWEIGHT. This was less of a problem than the SHEER, UNMITIGATED STUPIDITY of mounting both ARTEMIS IV and NARC on the SAME MACHINE. I don't care how things work in the computer games, in BT you can have either the bonus of EITHER ONE SYSTEM OR THE OTHER, BUT NOT BOTH. Again the 'Mech produced far more heat than it could ever hope to dissipate and was equipped with weapons that had poor overlap.

Configuration F was 0.5 Tons OVERWEIGHT, again rendering it ILLEGAL. It generates 97 heat but dissipates only 30. I thought your English skills were poor, but it appears they are only marginally better than your math.

Configuration G was 1.5 tons UNDERWEIGHT. However, this was the first configuration that could actually dissipate all the heat it generate. But again, weapon selection was poor, resulting in a 'Mech that is at best mediocre at long range, and completely unable to fight at short range. Still, with the flechette effect of the LB-X cannons, this might allow the 'Mech to inflict Head or Critical hits.

In sum, neven, your design is:

a). ILLEGAL

and

b). STUPID

It also *FAILED TO BE BETTER THAN THE DIRE WOLF, LET ALONE BE A 'CLAN SUPERMECH"*

*GO GET THE DRAWING BOARD*

The next time you decide to post a design here, *CHECK IT ON THE DRAWING BOARD*, *PROVIDE MASS CALCULATIONS*, and *PROVIDE THE LOCATIONS FOR WEAPONRY EQUIPPED ON THE DESIGN.*

For my sake, *PLEASE TYPE YOUR DESIGN UP ON THE FOLLOWING TEMPLATE*. Just do a copy-and-paste to MS Word.

Type:
Technology Base:
Mass:
Chassis:
Power Plant:
Cruising Speed:
Maximum Speed:
Jump Jets:
Jump Capacity:
Armour:
Armament:

Communications System:
Targeting and Tracking System:
Primary Manufacturer:
Primary Factory:

OVERVIEW



CAPABILITIES



DEPLOYMENT



NOTABLE 'MECHS AND MECHWARRIORS



COST ANALYSIS



MY BLURB



MASS BREAKDOWNS



GAME STATISTICS

Walking MP:
Running MP:
Jumping MP:
MASC MP:

Total Heat Sinks:

Notes:

ARMOUR DISTRIBUTION



BVs



LOCATIONS

Finally, *THIS IS A "CLAN SUPERMECH". Enjoy:

Type: Carmine Justice
Technology Base: Clan, 3060
Mass: 100 Tons
Chassis: Blood Spirit Hollings York Endo Steel
Power Plant: Heavy Power 300 Standard
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: Spirit Wings
Jump Capacity: 90 Metres
Armour: Blood Cuirasse
Armament:
41 Tons of Pod Space Available
Communications System: Screaming Kite EX12
Targeting and Tracking System: Blood Hunter Mark II
Primary Manufacturer: Clan Blood Spirit
Primary Factory: York

OVERVIEW

With the loss of the Liberator-class Carmine Justice and the destruction of five full Blood Spirit Galaxies, the Clan’s strength was shattered two years ago. The loss of a further two WarShips in the defence of York a short time later further crippled the Spirits; isolated on the single world of York, the Blood Spirits’ rebuilding efforts were further hampered by a lack of heavy industry and easily available resources to exploit. Raids from the hated Star Adders compounded the situation, culminating in late 3063 when the Adder’s 9th Armoured Cavalry (farcically named the “Spirit Crushers”) landed on York in force, demanding a Trial of Refusal against the newly reconstituted 2nd Crimson Guard Cluster of Beta Galaxy. Khan Karianna Schmitt accepted their ridiculous challenge and led the defence of York personally, adding her own Command Star to the slightly understrength Crimson Guards.

Unsurprisingly, when the Star Adders met with the elite Command Star of the Blood Guard Keshik (composed almost entirely of Blood Kites, piloted by the very best Blood Named warriors the Clan has to offer) and the powerful Crimson Guards Cluster, they were held at bay for over an hour before the 9th Cavalry finally succumbed to a bezerker rage and charged the Spirit defensive line en masse. Khan Schmitt countered their headlong drive by ordering one binary worth of 'Mechs out onto the flanks and allowing the middle of the line to sag backwards, folding the Star Adders neatly into a confused circle of surrounded warriors. Trapped within a zone from which the enemy could overlap firing patterns and unable to reply for fear of hitting their comrades, the Star Adders instigated a melee. They were destroyed wholesale, their warriors executed as benefits bandit scum, and their equipment claimed as isorla.

As windfall from the battle, the Blood Spirits recovered examples of the new Savage Coyote and Blood Asp assault 'Mechs to add to our study programme.

Khan Schmitt, in a furious rage after defending her home world, ordered the Scientist caste to tear the Blood Asps apart and study them in detail. The Star Adders had insulted the honour of our Clan with their ridiculously named OmniMech, and Khan Schmitt would repay their foolishness in blood.

CAPABILITIES

The new Carmine Justice has been retro-engineered from the captured Blood Asp chassis taken as isorla in the defence of York. The Carmine Justice series was named after our fallen WarShip to remind our foes that we are never defeated, will never succumb- and will always return to take payment in blood.

Standing tall at an imposing 14.5 metres and weighing a full hundred tons, the Carmine Justice is the heaviest OmniMech we are capable of manufacturing. Thick slabs of armour overlay a standard fusion engine and Endo Steel internal structure used to keep masses down for weapons room. The Clan briefly considered adding Ferro-fibrous armour to the chassis, but when the manufacturing costs were compared to the expense of materials that would be required to repair even minor damage, those plans were shelved. Four hard-mounted Double Heat Sinks provide the Carmine Justice with excellent basic heat dissipation, and a trio of Jump Jets allow the 'Mech access to areas that no other Assault 'Mech could ever reach.

As with all Blood Sprit 'Mechs, the Carmine Justice was subjected to rigorous reviews and testing. The massive expense of creating an OmniMech- let alone so massive an OmniMech- were weighed carefully against its potential performance and strategic use. The heavily armoured frame and standard engine provide durability rarely seen in Clan machinery, and each weapons configuration is centered around energy weapons, backed up by plentifully-supplied missile and ballistic weapons. Still, since the Carmine Justice is still in its infancy, it is seen only infrequently in the Touman, and is always assigned to the most elite Bloodnamed warriors.

The Carmine Justice Prime is built for one single purpose: heavy-duty siege warfare. Designed solely for the attack or defence of static positions, the Prime is armed with dual ER Large Lasers, backed up by a quad-pack of LRM-15 launchers. Each launcher provided with 16 reload racks, allowing for a solid two minute barrage of missiles. When the ammo bins run dry, the Carmine Justice Prime can close in and engage with its five ER Medium Lasers, causing heavy damage to even the most well-protected opponents. Six additional Double Heat Sinks were added to the design, allowing it to engage at long range with all its heavy weapons without much fear of overheating.

Alternate Configuration A is built to provide fire support and protection to its starmates if engaged by fast-moving opponents, such as lighter Scout 'Mechs, vehicles, or AeroSpace Fighters. A pair of LB-10X Autocannon, backed up by dual ER Large Lasers and a trio of ER Medium Lasers provide horrifyingly accurate and devastating fire at all ranges and ensures that no target will escape unscathed. Six Double Heat Sinks allow the Carmine Justice A’s pilot to engage in high intensity combat without overheating.

Alternate Configuration B has fast become the pilot’s favourite design. In what began as a simple field modification of the Prime, the B is armed with dual LRM-15s with Artemis IV Fire Control and 24 racks of reloads each, allowing for devastating missile volleys. An ER Large Laser mounted in the 'Mech’s chest and a pair of Large Pulse Lasers provide the secondary punch, finished off by the quad-pack of ER Medium Lasers mounted in the arms. Six Double Heat Sinks allow the 'Mech to make full and devastating use of its heavy armament.

Configuration C is designed for maximum flexibility, regardless of combat theatre. A new ATM-9 is mounted in the left torso, supplied with one ton each of its versatile ammunition types. The right torso houses an LB-10X Autocannon, with one ton each of Solid and Cluster ammunition. The arms house one ER Large and two ER Medium Lasers each; six extra Double Heat Sinks were added to help control heat, but this variant’s heat sinks array is always taxed during combat. Still, this variant is capable of unleashing some of the most vicious punishment imaginable in combat; it is currently only being held back in deployment because of the Blood Spirit’s traditional hatred of waste- especially waste of ammunition, which this variant heavily relies upon.

Configuration D has been built for use in extended campaigns and is armed solely with energy weapons- dual ER Large Lasers over dual Large Pulse Lasers, backed up by a quad-pack of Medium Pulse Lasers. This variant is equipped with additional Double Heat Sinks, though even they cannot save a careless warrior from overheating.

The final configuration has rapidly become a favourite for grueling close-combat operations. Armed with four Heavy Large Lasers and a pair of Medium Pulse Lasers linked to a Targeting Computer, and backed up by a quad set of Streak SRM-4s, this variant has swiftly earnt a reputation as a high-intensity fighter. Although heat concerns cripple he design in extended conflicts, if the battle is short, it will definitely end in favour of the Carmine Justice. Very few opponents can weather the heavy, concentrated battering the Carmine Justice E can generate.

DEPLOYMENT

Priority for deployment of the Carmine Justice has, unsurprisingly, gone to the elite Blood Guard Keshik. Deployed side-by-side with the Blood Kite, the Carmine Justice is swiftly earning a reputation as its replacement.

NOTABLE 'MECHS AND MECHWARRIORS

Khan Karianna Schmitt has appropriated a Carmine Justice to replace her ageing Blood Kite.

COST ANALYSIS

The Carmine Justice faithfully answers all the requirements of Khan Ceana Boques. Heavily built and equipped with some of the most efficient weapons platforms available, the Carmine Justice is well worth every fragment of material that goes into its construction; a single Carmine Justice is often the equal of two other heavyweight OmniMechs in battle.

MY BLURB

Built simply to be big, nasty, and next to unstoppable. At first a simple conversion to bring the Blood Kite up to 100 tons, the design took on a life of its own in testing and wound up as an OmniMech to boot. A standard engine gives this 'Mech incredible survivability- particularly when coupled with its heavy armour and weapons systems.

The only worry is heat, but since most designs are set up with overlapped weapons ranges so you can switch at the appropriate ranges, it shouldn’t be too bad in practice.

Enjoy

MASS BREAKDOWNS

Engine: 19
Gyro: 3
Cockpit: 3
Endo Steel: 5
Armour: 19
4 Double Heat Sinks: 4
3 Jump Jets: 6
Pod Space: 41

GAME STATISTICS

Walking MP: 3
Running MP: 5
Jumping MP: 3
MASC MP: 0

Total Heat Sinks: 14 (28) Double Heat Sinks on Base Chassis

Notes: Uses Endo Steel Internal Structure.

ARMOUR DISTRIBUTION

Head: 9
CT: 46/15
Side Torsos: 32/10
Arms: 34
Legs: 41

BVs

Base Chassis: 1,118
Prime: 2,910
A: 2,611
B: 2,883
C: 2,744
D: 2,973
E: 2,583

LOCATIONS

Base Chassis

1 Endo Steel- Head
1 Jump Jet- Centre Torso
1 Jump Jet, 1 Endo Steel- Each Side Torso
2 Endo Steel- Each Arm
1 Double Heat Sink- Each Leg

Prime

2 Double Heat Sinks, 1 ER Large Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 2 LRM-15, 4 Tons LRM Ammunition- Each Side Torso
1 ER Medium Laser- Centre Torso

A

2 Double Heat Sinks, 1 ER Large Laser, 1 ER Medium Laser- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 LB-10X A/C, 2 Tons LB-10X A/C Ammunition- Each Torso
1 ER Large Laser- Centre Torso

B

2 Double Heat Sinks, 1 Large Pulse Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 LRM-15, Artemis IV, 3 Tons LRM Ammunition- Each Side Torso
1 ER Medium Laser- Centre Torso

C

2 Double Heat Sinks, 1 ER Large Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 ATM-9, 1 ER Medium Laser, 3 Tons ATM Ammunition- Left Torso
1 Double Heat Sink, 1 LB-10X A/C, 2 Tons LB-10X A/C Ammunition- Right Torso
Medium Pulse Laser- Centre Torso

D

1 Double Heat Sink, 1 ER Large Laser, 2 Medium Pulse Lasers- Each Arm (No Lower Arm/Hand Actuators)
3 Double Heat Sinks, 1 Large Pulse Laser- Left Torso
1 Double Heat Sink, 1 Large Pulse Laser, 6-Slot Targeting Computer- Right Torso
Active Probe- Centre Torso

E

1 Double Heat Sink, 2 Large Heavy Lasers- Each Arm (No Lower Arm/Hand Actuators)
3 Double Heat Sinks, 2 Streak SRM-4, 2 Tons Streak SRM-4 Ammunition- Left Torso
1 Double Heat Sink, 2 Medium Pulse Lasers, 2 Streak SRM-4, 4-Slot Targeting Computer- Right Torso
Active Probe- Centre Torso
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
Iceman
02/03/04 07:31 PM
217.129.240.212

Edit Reply Quote Quick Reply
Gee, Nightward, a bit rough. And he was complaining about me
Not saying he doesn't deserve it, of course
Nightward
02/03/04 08:13 PM
202.138.40.194

Edit Reply Quote Quick Reply
I could have been a lot harsher. I spent about twenty minutes editing that post and removing the worst of what I was going to say.

I'm sorry, but the design is both stupid and illegal, as I said before. He seems to believe that MW3 and 4 are true to the game.

Bombast Lasers and Clan Streak MRMs, anyone?
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
neven
02/04/04 01:37 AM
152.163.253.5

Edit Reply Quote Quick Reply
i hate bombast lasers and mrms, they seem to be in my view, inferior, but thanks, i will improve this design to be superior to its old one.
-***"ADAPT TO SURVIVE"***-
tgsofgc
02/04/04 01:48 AM
67.4.194.65

Edit Reply Quote Quick Reply
This time use TDB or Hmpro or post it in the computer games forum....
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Nightward
02/04/04 02:29 AM
203.134.42.53

Edit Reply Quote Quick Reply
Yes, well. We can't all be perfect, eh?

OT, did you enter the Design Competetion at BTU, or were you Judging? I somehow managed 3rd
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
tgsofgc
02/04/04 02:49 AM
67.4.194.65

Edit Reply Quote Quick Reply
Yeah, congrats btw. I submitted one of the Icaruses, you had the Crocket II right? I am really interesting on seeing the score sheets. After the last contest I went more with my gut feelings and tried to cut the middle ground between a chameleon and Crockett... gosh I bet I lost pts for spelling....
anyhow if interested here was mine:
Code:
 
BattleMech Technical Readout

Type/Model: Icarus
Tech: Clan / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 50 tons
Chassis: I5 Standard (Endo Steel) Endo Steel
Power Plant: 200 Standard Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Clan Light Series Mk. II Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Forging ZK11 Standard
Armament:
1 Type DL Ultra AC/5
3 Series 2d ER Medium Lasers
1 Mk. 44 LRM 5
1 Pattern J6 Streak SRM 6
Manufacturer: Auxilliary Production Site #2
Location: (Unknown)
Communications System: SXA Alpha Series Communications
Targeting & Tracking System: Able-Seven Sensor Suite

------------------------------------------------------------------------------
==Overview:==
The Icarus was developed by Clan Diamond Shark during the golden century. This
period was marked by large gains among all the clans as they expanded their
holdings and was also characterized by technological breakthroughs. Of these
breakthroughs few were as impressive as the improvements developed on Star
League era weapons and military equipment.
These new weapons quickly swept through the clans revolutionizing how battles
were fought, unfortunately the training facilities were ill equipped to handle
these changes. As the primary training of mechwarriors began to suffer most
clans began refitting the older Chameleon and Crockett training 'mechs with
newer weapons. This strategy more of a stop-gap measure offered little
improvement in the warriors being trained at primary training facilities, and
so a number of forward thinking clans began to pursue an entirely new training
'mech.
The three clans primarily involved in this venture were the Coyotes, the
Diamond Sharks, and Clan Mongoose. While all three clans pursued a similar
development path basing the design on the older Star League era training
'mechs, fate aided the Diamond Sharks in being the first to introduce their
model. This is because during this period Clan Coyote the technological fore
runner of the clans was swamped in trials of possession for the design
specifications of their new "omni" technology. This left Coyote mechwarriors
in desperate bids to defend even members of the scientist caste from
absorption by other clans. While the Diamond Sharks also played an important
role in the creation of "omni" 'mechs the way they down played their role as
an accessory of the Coyotes saved them many of the trials. Also during this
period Clan Mongoose while lacking the renown logistic base of the Diamond
Sharks and Coyotes were among the earliest to call out for a new training
'mech. Unfortunately for the Mongoose program, Clan Coyote in an unusually
aggressive maneuver staged a trial for possession of the Mongoose project.
While unheard of till this point the trial was fought without incident to a
Coyote victory. This provided the Coyotes with a momentary jump in their
research, which was still being delayed by the "omni fallout" and completely
destroyed the Mongoose project.
A short year later, actually about 6 months, the Diamond Sharks announced
their new training 'mech dubbed the Icarus. To date the speech announcing the
Icarus remains among the most poignant in all clan history:
"Today with the hard work of hundreds of dedicated men and women I bring a
gift. With these wings may the young warriors of future generations fly higher
than ever before. However as with Icarus we must be ever vigilant and make
sure that these wings don't melt."
The last statement has become the single most popular call for development and
the constant re-evaluation of military designs among the generally
conservative minded clans.

==Capabilities:==
The Icarus was based largely on the older Crockett and Chameleon 'mechs, and
it is instantly apparent to most that view the 'mechs technical
specifications. The Icarus while weighing as much as the Chameleon, handles
like your average clan heavy 'mech (though slightly slower) with a respectable
movement speed. The equipment load aboard the design is based heavily on the
Crockett which carried a variety of weapons. This was deemed essential early
into the development because it allowed training of warriors in multiple types
of systems at one time.
The design also has a large number of newer features than the older 'mechs,
including updated weaponry and an advanced targeting computer. While few
second line clan warriors will ever be able to again pilot a 'mech with such
sophisticated electronics it was considered a crucial part of training. [ed.
note luckily this worked out well for the Diamond Sharks which for a period
had such an excess of equipment that many warriors even in second line units
were given advanced omnimechs with sophisticated electronics]
The Icarus's most impressive feature however remains totally hidden to the
naked eye. The large battle computer which includes an advanced targeting
computer was created to act as a true to life simulator. To this extent the
computer can handle and store up to 300 individual differently configurations
of firing TICs (Target Interlocking Circuitry) at one time. This allows a
single Icarus to continually serve multiple sibkos and cater to the advanced
tactical training of allowing recruits to store their own TIC configurations.
Also the computer system of the Icarus remains one of the most modular in clan
space, even in comparison to many omnimechs. In this extent specialized
training centers working to develop scout troops can remove the targeting
computer and install other advanced electronics arrays, such as a Active
Probe, Electronic Counter Measures suite, or a TAG laser. Use of this feature
remains rare however as the clans show a general disdain for specialized
training and for scout style roles.

==Variants:==
The most common variant of the Icarus by far is the version used to train
soldiers for scouting missions. While many clans consider this advanced
specialized training wasteful, a number make use of it after a warrior passes
their trials. This variant replaces the Icarus's targeting computer with an
Active Probe and an ECM suite.
The only other variant seen exclusively among The Goliath Scorpions is a refit
to use the Icarus as a second line battlemech. The Scorpions with their almost
religious obsession with the Star League have decreed that most Star League
era battlmechs are far too valuable to serve as lowly second line units
(though they still enigmatically use Corcketts for training). To this extent
most Goliath Scorpion second line clusters contain a number of Icaruses, that
were captured over time, and converted to a more efficient weapons
configuration. This most often mean removing the 2 missile launchers and
placing 2 more lasers (ER Medium Lasers) in the 'mech's left arm and adding 3
more double heat sinks. This variant has proved deadly especially when the
improved direct fire weaponry is combined with the Goliath Scorpion concept of
the "artistic kill."

==Deployment==
The Icarus is used extensively through out clan space, with a number of
exceptions. The most notable exception, the Goliath Scorpions consider the
'mech inferior to the older star league era training 'mechs and when the
design is salvaged they use it in second line and solahma units. The Ghost
Bears have found the design useful but due to their penchant for slower 'mechs
it still plays a secondary role to the Crockett as a training 'mech. The Blood
Spirits have yet to adopt the 'mech due to concerns about cost efficiency,
instead using standard battlemechs of any variety available, but most often
Black Knights and Blood Kites. Clan Coyote is the final hold out instead
preferring the radical move of training all their warriors in omnimechs, which
has earned them some scorn over the years, primarily from the Jade Falcons and
now extinct Smoke Jaguars.
This widespread use has made the Icarus one of the corner stones of the
Diamond Shark economic machine. As such the Icarus is available to all clans
at a bargain price. Rumors have suggested that the Diamond Sharks may be
slowly phasing out the Icarus in their own training programs in order to free
up more of the production for export.

--------------------------------------------------------
Type/Model: Icarus
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 7 2.50
(Endo Steel Loc: 2 LA, 1 RA, 2 LT, 2 RT)
Engine: 200 Fusion 6 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 13 Double [26] 10 3.00
(Heat Sink Loc: 1 RA, 1 LT, 1 RT, 1 LL, 1 RL)
Gyro: 4 2.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 160 pts Standard 0 10.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 23
Center Torso (Rear): 8
L/R Side Torso: 12 18/18
L/R Side Torso (Rear): 6/6
L/R Arm: 8 16/16
L/R Leg: 12 20/20

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Ultra AC/5 RA 1 20 4 8.00
(Ammo Locations: 1 RT)
3 ER Medium Lasers LA 15 3 3.00
1 LRM 5 RT 2 24 2 2.00
(Ammo Locations: 1 RT)
1 Streak SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 LT)
1 Targeting Computer CT 2 2.00
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS: 23 66 50.00
Crits & Tons Left: 12 .00

Calculated Factors:
Total Cost: 4,493,500 C-Bills
Battle Value: 1,812
Cost per BV: 2,479.86
Weapon Value: 2,289 / 2,140 (Ratio = 1.26 / 1.18)
Damage Factors: SRDmg = 39; MRDmg = 27; LRDmg = 7
BattleForce2: MP: 4J, Armor/Structure: 4/4
Damage PB/M/L: 6/5/1, Overheat: 0
Class: MM; Point Value: 18


I chose it mainly based on the fact that it cut the middle ground between the two IS designs and had a very good Cost per BV ratio, which seemed to be a big point last contest. In retrospect I should have spent more time polishing the fluff, correcting spelling, and getting the date right.... hehe.

My runner up design that I didn't submit was based on the Crockett, too:
(Please note it doesn't have fluff, I mainly went for squeezing lots of different kinds of weapondry in this one)
Code:
 
BattleMech Technical Readout

Type/Model: Crockett IIC CRK-5003-2C
Tech: Clan / 2750
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 85 tons
Chassis: Geometric 530 Hard Core Endo Steel
Power Plant: 255 Strand Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Geotec 300 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: CarbonStrand 30 Weight AS Standard
Armament:
2 Medium Pulse Lasers
2 ER Large Lasers
2 SRM 6s
2 LRM 5s
1 LB 5-X AC
1 Ultra AC/5
Manufacturer: Blankenburg Technologies
Location: Soul
Communications System: GRPNTR Groundpainter 5
Targeting & Tracking System: Scope 30 RNDST

------------------------------------------------------------------------------
==Overview:==
The Crockett BattleMech is the classic story of a design that was better
than anyone, even the commanding generals of the Star League Defense Forces,
ever expected. Originally, Blankenburg Technologies of Soul won the contract
to construct a battle-worthy 'Mech for use as a training simulator. The 'Mech
was named for Davy Crockett, the famous 19th-Century Terran hero known for his
fighting ability and unique approach to frontier combat. In 2735, the first
limited production run of Crocketts was shipped to Star League military
academies for use as training simulators for handling heavy 'Mechs.
In the era of the Hidden Wars when tensions between Star League
member-states led to both overt and covert military actions, the SLDF had to
redeploy many of its front-line BattleMechs to new posts, creating the need
for new training 'Mechs. Ten years after the Crockett's introduction, a number
of commanders began to test the design for possible combat use. When they
discovered its ease of handling and that some of the 'Mech's unique
capabilities made it unpredictable to the enemy, a number of 'Mech divisions
began to use the Crockett.

==Capabilities:==
The Crockett was originally designed to train new recruits and
MechWarriors in the rigors, restrictions, and skills of piloting an oversized
'Mech. The fact that it was jump-capable added to the huge machine's training
potential. One reason the Crockett made the transition from training to
fighting so smoothly was that its design sacrifices some of the armor
protection typical of a 'Mech of its weight class in favor of additional heat
sinks and weapons. The Blankenburg engineers took seriously the Quartermaster
Command's request that the new trainer-'Mech be battle-worthy and thus
incorporated some powerful features.
The reliable Holly Short Range Missile Racks and their feed systems seem
to work well with the Crockett's Scope 30 targeting and tracking systems.
Because the 'Mech was designed as a simulator, many older Crocketts were
simplified for ease of operation by green MechWarriors. Such ergonomics made
the 'Mech very popular, and these features were retained in the design when
the 5003-1 Series began production as a standard heavy combat BattleMech.
Blankenburg Technologies Weapons Division (BTWD) has made breakthroughs
in laser targeting and firing technology. In an attempt to give the Crockett
an edge, Blankenburg incorporated its own specially modified laser in the
'Mech's design. The Blankenburg 25 Large Laser has a longer range than most
other types because of a hyper-extensive guide beam channeled through the
Scope 30 RNDST targeting system. Though the Blankenburg 25 Large Laser
requires more frequent maintenance and generates more heat than other models,
most warriors whose 'Mechs carry these weapons consider it a small price to
pay. The light-weight, highly accurate LB 10-X Autocannon and the two
arm-mounted small lasers round out the Crockett's weaponry.
The cockpit life support system is the Crockett's chief weakness. Because
the 'Mech was conceived as a simulator rather than a fighter, its life-support
apparatus and systems did not use the most durable materials. This flaw led to
the deaths of three MechWarriors after the Crockett was pressed into full-time
military service. Two years later, all 5003-1 Series 'Mechs were recalled and
refitted. Meanwhile, the original design was modified to correct the flaw in
new production runs of the Crockett.
The unique blend of movement capabilities, weapons, and their effective
ranges make the Crockett a formidable battle machine.
[Editors Note: The primary tactic of Crockett pilots was to maintain
distance from an enemy, using the 'Mech's long range lasers to slow and weaken
an opponent. Then, before the enemy could accurately target the 'Mech, the
pilot jumped the Crockett to the rear of the enemy. Once landed, he turned
quickly to fire at an enemy BattleMech's weaker rear. If the enemy turned, he
risked exposing his machine's rear to other hostile BattleMechs. This tactic
was a hallmark of the Crockett.]

--------------------------------------------------------
Type/Model: Crockett IIC CRK-5003-2C
Mass: 85 tons

Equipment: Crits Mass
Int. Struct.: 130 pts Endo Steel 7 4.50
(Endo Steel Loc: 1 HD, 1 LA, 1 RA, 1 RT, 1 CT, 1 LL, 1 RL)
Engine: 255 Fusion 6 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 15 Double [30] 10 5.00
(Heat Sink Loc: 2 LA, 2 RA, 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 263 pts Standard 0 16.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 35
Center Torso (Rear): 19
L/R Side Torso: 18 25/25
L/R Side Torso (Rear): 11/11
L/R Arm: 14 28/28
L/R Leg: 18 36/36

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Pulse Laser RA 4 1 2.00
1 ER Large Laser RA 12 1 4.00
1 Medium Pulse Laser LA 4 1 2.00
1 ER Large Laser LA 12 1 4.00
1 SRM 6 RT 4 30 3 3.50
(Ammo Locations: 1 LT, 1 RT)
1 LRM 5 RT 2 48 3 3.00
(Ammo Locations: 1 LT, 1 RT)
1 LB 5-X AC RT 1 20 5 8.00
(Ammo Locations: 1 RT)
1 SRM 6 LT 4 1 1.50
1 LRM 5 LT 2 1 1.00
1 Ultra AC/5 LT 1 20 4 8.00
(Ammo Locations: 1 LT)
3 Standard Jump Jets: 3 3.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 47 70 85.00
Crits & Tons Left: 8 .00

Calculated Factors:
Total Cost: 9,224,100 C-Bills
Battle Value: 2,183
Cost per BV: 4,225.42
Weapon Value: 3,230 / 3,230 (Ratio = 1.48 / 1.48)
Damage Factors: SRDmg = 41; MRDmg = 29; LRDmg = 17
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 6/5/3, Overheat: 3
Class: MA; Point Value: 22


Love to see yours, if you have time. Else I can wait till Panzer gets around to it.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Nightward
02/04/04 03:02 AM
203.134.42.53

Edit Reply Quote Quick Reply
Wow. We all went the ugly, hodge-podge Weapons selection to try and cram in as many things as we could to satisfy the design points, eh?

I had the Sergeant. It's pretty messy, but I think the fluff might have saved me. Maybe that and sympathy for the last competition

Type: Sergeant
Technology Base: Clan, Second Line, 3050
Mass: 35 Tons
Chassis: SGT Endo Steel
Power Plant: Star Fury 210 Standard
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Spirit Wings Light
Jump Capacity: 180 Metres
Armour: Strana Mechty 101 Ferro-Fibrous
Armament:
1 Ares Broadsword ER Large Laser
1 Type V “Great Bow” LRM Launcher
1 Type II “Short Bow” SRM Launcher
2 Hellfire Machine Guns
Communications System: Wolf’s Howl with integrated ECM Suite
Targeting and Tracking System: Hunting Wolf with integrated Active Probe
Primary Manufacturer: Clan Wolf
Primary Factory: Strana Mechty

OVERVIEW

After Operation Klondike, Clan Wolf became the legendary heirs to the Kerensky Bloodname. Although this entitled them to the leadership of the Clans, it also upset the balance in the Council of Khans, with the Smoke Jaguars and Jade Falcons heading up the Wolf’s opposition. Minor incidents swiftly escalated to major skirmishes, and with the semi-friendly “arms race” of the Golden Century with Clan Coyote, the Wolf Clan found itself in need of a way to swiftly expand its standing touman. However, the Wolf could not appear weak to its rivals by promoting callow cadets to its elite Battle Clusters; Khan Alexis Ward charged his technician caste with the construction of an effective training machine that could, if necessary, be deployed with new warriors to form ad hoc defensive Stars.

The technicians took stock of Clan Wolf’s touman at large, and then spoke to the Pack Alphas that headed up Wolf training sibkos of the time to determine the best specifications for the new machine. The Pack Alphas agreed that the new machine should rely on a single, long-range weapon to teach cadets the virtue of patience and the skills necessary for lining up true shots. The preponderance of unarmoured infantry at the time also dictated the inclusion of anti-infantry machine guns, a common feature of pre-Revival ‘Mechs, and the technicians decided to include a pair of small, though effective, missile launchers to train aspiring warriors how to employ their larger cousins in battle.

Finally, the technicians mounted an array of sophisticated electronic equipment on the ‘Mech, serving to enhance its ability to hunt down enemy units and allowing for it to be used to great effect by Pack Alphas posing as opposing forces during training exercises.

The ‘Mech was named “Sergeant”, after the entry-level, enlisted Star League rank, and serving to remind young Wolf warriors the reason they were taking to the field.

CAPABILITIES

Compared to any Inner Sphere ‘Mech of similar tonnage, the Sergeant is a truly impressive machine. Excellent mobility is combined with long-range strike power in the form of the Ares Broadsword ER Large Laser and ”Great Bow” series LRM-5 Launcher, backed up by enough heat sinks to effectively use both of these main weapons continuously. When ranges close, the Sergeant can lash out with its smaller SRM-2 and twinned machine guns. At the time the Sergeant was introduced, it was also one of the most powerful light ‘Mechs fielded by the Clans at the time, by far outperforming the UrbanMech IIC, Ice Storm, and Horned Owls starting to be widely deployed.

The weapons placement on the Sergeant were also selected based upon the usual fittings on “front-line” machines; most Clan ‘Mechs feature their primary weapons in the arms, with the secondary, missile-based armament mounted in the side torsos. The Sergeant places the ER Large Laser in the ‘Mech’s Right Arm, and the dual machine guns in the left arm. The LRM-5 sits on the Sergeant’s right shoulder, with the SRM-2 to the left. The electronic equipment is buried deep within the ‘Mech’s chest, protecting it from enemy fire.

Although the Sergeant is swift and well-armed, it suffers the bane of all light ‘Mechs- weak armour. Although advanced, Ferro-Fibrous composites were used, the Sergeant is still not able to survive more than a few glancing hits from Clan weaponry. Although many Pack Alphas use this as a method to teach their charges to stay on the move during combat- if you are moving too swiftly to be hit, your armour is of no concern- this weakness in the design meant that frontline warriors were reticent to accept the ‘Mech- even frontline warriors who were cadets training in the Sergeant a bare few weeks ago.

Finally, the Sergeant is equipped with Jump Jets. Although unusual in the present day on a Clan machine, during the times before the introduction of OmniMechs, all BattleMechs used by the Clans had to be equipped for maximum flexibility. The Sergeant is able to leap up to 180 metres, allowing it to escape swarming Elementals or cross wide rivers with ease.

DEPLOYMENT

First deployed during the Golden Century, the Sergeant’s limited popularity meant that it was rarely constructed save for the purpose of equipping a Sibko for training. Each Wolf Clan Sibko was outfitted with two Stars of the Sergeant, meaning that a large training site- such as the Dire Wolf Primary Sibko on Strana Mechty- might field a full Cluster of such ‘Mechs. On backwater garrison world with smaller, Secondary facilities, these Sergeants were also commandeered as needed by the local Star Colonel to augment his bids or replace losses as needed.

After the Golden Century and the introduction of the OmniMech, the Sergeant was slowly retired from duty as a trainer, replaced by the Fire Moth, Adder, or Mist Lynx OmniMechs, training the best and brightest Truebirths how to use the new machines more effectively. Most were either sent to Freebirth sibkos, or transferred to Provisional Garrison Clusters lacking BattleMech assets. As the centuries ground on, Sergeants became an extremely rare sight in the field.

After the Refusal War, Khan Vladimir Ward broke open most of Clan Wolf’s Brian Caches, which included vintage examples of the Sergeant. Needing every ‘Mech he could lay his hands on, Khan Ward ordered them activated. His technicians scrambled to the cause, quickly discovering that the Sergeant’s simple, no-nonsense design made returning them to the field an easy task. Currently, ten Sergeants serve as trainers in the Homeworlds, with a further fifty deployed on active duty, largely in the second-line Epsilon Galaxy.

COST ANALYSIS

A Sergeant costs 4,226,175 C-Bills to build. The Clans, however, use Kerenskys.

MY BLURB

As the Clans have an established pattern of sending newly-tested Warriors to lighter OmniMechs, I figured this would be a common theme dating back from before the introduction of the OmniMech. The lightest ‘Mech I could design that still had a substantial payload was at 35 tons, and even this was pushing it. However, it is light, fast, and equipped with some nice gadgets and a solid armament.

And cheap. Very, very cheap.

MASS BREAKDOWNS

Engine: 9
Gyro: 3
Cockpit: 3
Endo Steel: 2
Ferro-Fibrous: 4.5
6 Jump Jets: 3
ECM Suite: 1
Active Probe: 1
ER Large Laser: 4
LRM-5: 1
LRM-5 Ammunition: 1
SRM-2: .5
SRM-2 Ammunition: 1
2 Machine Guns: .5
Machine Gun Ammunition: .5

GAME STATISTICS

Walking MP: 6
Running MP: 9
Jumping MP: 6

Total Heat Sinks: 10 (20) Double Heat Sinks

Notes: Equipped with ECM Suite and Active Probe. Uses Endo Steel and Ferro-Fibrous.

ARMOUR DISTRIBUTION

Head: 9
Centre Torso: 10/4
Side Torsos: 10/3
Arms: 9
Legs: 10

BVs

Dunno. Just updated to TDB 2.0.23, which no longer does BV calculations.

LOCATIONS

2 Machine Guns, .5 Ton Machine Gun Ammo (No Hand Actuator)- Left Arm
ER Large Laser (No Hand Actuator)- Right Arm
3 Jump Jets, 1 SRM-2, 1 Ton SRM-2 Ammunition, CASE- Left Torso
3 Jump Jets, 1 LRM-5, 1 ton LRM-5 Ammunition, CASE- Right Torso
ECM Suite, Active Probe- Centre Torso

Place Endo Steel and Ferro-Fibrous slots wherever you wish.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
tgsofgc
02/04/04 03:10 AM
67.4.194.65

Edit Reply Quote Quick Reply
Very nice mech, love the fluff. I liked your name too. Definately a well earned title we will just have to see about those dezgra entrants that edged you out . GJ!
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Grizzly
02/04/04 10:47 AM
12.108.119.227

Edit Reply Quote Quick Reply
Nice design and fluff, I can see why it did well in the competition!
"I am but mad north-northwest, when the wind is southerly I know a hawk from a handsaw" Hamlet
Alemnyr
03/03/04 05:40 PM
208.38.59.90

Edit Reply Quote Quick Reply
Clan Streak MRMs?

What the hell, who still uses those.

I -MIGHT- stoop to using ER Clan Streak Pulse MRMs, that is if I can't use the Narc Artemis IV ER Clan Streak Pulse Gauss MRMs.
Silenced_Sonix
03/06/04 03:28 AM
168.209.97.34

Edit Reply Quote Quick Reply
Cooment on those Streak MRM's: are they not supposed to be a paradox?

'Streak' - highly specialized targetting
'MRM' - dumb-fire missiles, with a +1 to-hit

Who had the birght idea of putting them together?
Evolve or Die
Nightward
03/06/04 05:21 PM
211.26.7.68

Edit Reply Quote Quick Reply
Micro$oft. Same fools who decioded a slot-based system (making it impossible to construct almost all of FASA's Omni variants) would be a good idea. They also invented the Bombast Laser, but admittedly, that was a fun piece of equipment.

Man, that game both sucked and blowed from a BT perspective. MechWarrior 3 was a step in the right direction- I especially loved the way the X/Y Axis on the mouse controled arm swing and firing angles instead of frickin' torso twisting- but then MW4 came along. If only they'd stuck with the MW3 engine and ramped up the graphics and AI. Unfortunately, Micr$oft realised that to make the game appealing, they had to appeal to the lowest common denominator- lovers of first-person shooters.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
Silenced_Sonix
03/07/04 06:01 AM
168.209.97.34

Edit Reply Quote Quick Reply
True. MW4 was not very much BattleTech as it was the arcade version of MechCommander 2 that used the same graphics from MC2 and just put you in the cockpit instead of in the command center. It is fun none-the-less, and could be seen as an excellent game on which to introduce someone to the BattleTech universe. But, like you said, MW3 is still the best BattleTech-wise.
Evolve or Die
Pages: 1
Extra information
0 registered and 110 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 11686


Contact Admins Sarna.net