Eisengeist "Iron Spirit," Solarian arena fighter.

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02/08/15 11:21 PM

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Created on Feb 9, 2015
Light BattleMech Technical Readout

Type: Eisengeist AFA-35
Technology Base: Inner Sphere / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 3,779,010 C-bills
Battle Value: 797
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 280 16.0
Type: Fusion
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 [10] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 7.5
Structure Armor
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) CT 1 1.0
ER Laser (Medium) RT 1 1.0
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Ammo (MG) 100 RT 1 0.5
Sword LA 2 2.0

BattleForce 2
MP Damage PB/M/L Overheat Class
7 2/2/- 2 L
Armor/Structure Point Value Specials
3/3 8 -
Eisengeist AFA-35
Mass: 35 tons
Chassis: Endo Steel
Power Plant: VOX 280 Fusion
Cruising Speed: 76 kph
Maximum Speed: 119 kph
Advanced Motive: Triple Strength
Jump Jets: none
Jump Capacity: none
Armor: Standard
Cockpit: Standard
ER Laser (Medium)
ER Laser (Medium)
ER Laser (Medium)
Machine Gun
Machine Gun
Machine Gun
Machine Gun
Manufacturer: Inner Sphere
Communications System: Standard
Targeting & Tracking System: Standard
A Lyran-built Solaris Arena Fighter, the Eisengeist, or, as its name translates to, Iron Spirit, was a dedicated melee fighter, converted from a supply of ancient surplus Wolfhound bodies.
First order of business was installing an engine--a 245 standard fusion engine was chosen, to maximize survivability while providing acceptable running speeds of 119 kph. Seven and a half tons of armor provided protection on par with significantly larger 'Mechs. Combined with the choice of a standard fusion engine and the decent speed of the Eisengeist, this made a very frustrating arena opponent, able to 'tank' even a Gauss rifle hit to the center torso or legs. Single heat sinks were chosen to both take advantage of another surplus and to ease the use of Triple Strength Myomer, boosting the 'Mech's left-arm-mounted Sword's damage to levels equaling that of an AC/10. To get the heat curve up to the levels required, an ER Medium Laser was installed in each torso location , allowing the Mechwarrior to enter the optimum heat range for the TSM's activation with a single alpha strike. For heatless backup, and for exploiting breaches in enemy armor, two Machine guns were mounted in each side torso, with half a ton of ammo.
AFB-35: Removes one Machine Gun and installs CASE to protect the Machine Gun ammo in the right torso, making the 'Mech even more survivable.
AFC-35: Replaces the Sword with a Hatchet for a bit more raw damage output, although most fighters seem to prefer the sword for its greater accuracy.
02/10/15 01:49 AM

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The effectiveness of your design largely hinges on whether you are using the old boxed set Solaris dueling rules or merely playing on Solaris with standard battletech rules. If the latter, I'd probably get rid of the machine guns and ammunition and add 5 jump jets.
02/10/15 10:19 AM

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Well I wanted backup weapons that wouldn't negate the effectiveness of the TSM. Thus, heat-free MG's. Maybe I'll give 'em LMG's.
Good idea with the jets though.
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