Contract #4600-B

Pages: 1
Karagin
01/03/02 09:12 PM
63.173.170.162

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Star League Quartermaster Corps calls for a new heavy class BattleMech that concentrated more on firepower than on speed.

This mech is to be used in conjunction with the mech that wins the Contract #4590-A trials. The mech should come with in the 14 million c-bill range, again no technology from the Confederation. Also please keep new tech items, those from the FMs, down to a minimum mostly for logisitical reason.

Please submit your designs...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Zilaz
01/03/02 09:42 PM
66.72.164.24

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ON1-URB Orion (Cost: 7,091,000 | BV: 1378)

Chassis: 1A Type 3
Power Plant: Dantrus 225
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: none
Jump Capacity: none
Armor: Kallon Unity Weave with CASE
Armament:
1 Magna Longbow LRM 15
1 Harpoon SRM 4
1 Mydron Ultra AC/20
3 Diverse Optics ER Medium Lasers
Manufacturer: Omani Mechworks
Primary Factory: Dieron
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: Wayne Marksman

Overview:
This excelent Orion model was based on the ON1-K Orion chassis.
It was designed by a Mechwarrior of the Federated Commonwealth during
an advanced training course on city fighting. The ON1-K's AC/10 was
replaced with a new Mydron Ultra AC/20 . Heatsinks were upgraded from
the standard single heatsinks to double heatsinks, as well as 5 extra
doubles being added to give the new Orion a very cool operating
temperature. The Martell Medium Lasers were replaced with 3 Diverse
Optics Extended Range Medium Lasers, the third being slung just under
the Right Arm laser. The LRM 15 was left from the original to leave
some long range weapons in the 'Mech. Just under the ER Medium Laser
in the left arm is the same reliable Harpoon SRM 4
launcher.
Although almost prohibitively expensive, it more than
makes up it's cost with effectiveness.

Capabilities:
Designed for urban combat, the ON1-URB shines in close range
encounters. Between the Ultra AC/20 and the 3 ER Medium Lasers, it
can deal out a suberb amount of damage up to 300 meters, when the SRM
4 and Ultra AC/20 exaust their range. With the LRM 15 and ER lasers,
it can still hit beyond that, alhtough not as effectively. With
excelent heat dissapation, it can run cool in almost any environment.

Deployment:
Currently deployed only by the Federated Commonwealth for hunting
Clanners in mountainous and city terrain.


ON1-URB Orion

Technology Base: - Inner Sphere - Level 2
Equipment Mass
Internal Structure: 7.5
Engine: 225 10
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 15(30) - Double 5
Gyro: 3
Cockpit: 3
Armor Factor: 208 13

Internal Armor
Structure Value
Head 3 9
Center Torso 23 32
Center Torso(rear) 11
R/L Torso 16 20
R/L Torso(rear) 6
R/L Arm 12 22
R/L Leg 16 30

Weapons and Ammo Location Critical Tonnage
ER Medium Laser LA 1 1
SRM 4 LA 1 2
LRM 15 LT 3 7
LRM 15 Ammo LT 2 2
SRM 4 Ammo LT 1 1
Ultra AC/20 Ammo LT 2 2
CASE LT 1 0.5
Ultra AC/20 RT/CT 0/0 15
ER Medium Laser RA 1 1
ER Medium Laser RA 1 1
Ultra AC/20 Ammo CT 1 1

My Blurb
I have been toying with this variant of the Orion for quite some time, although the version I uses adds a ton of armor and a XL engine, to make it go faster... Since speed isn't a concern with this contract, I was able to drop the speed and the XL engine which almost doubled the price of the 'Mech. If I coulda fit ES inside it I woulda kept the extra armor... as it is it's pretty good amor-wise, although not quite maxxed =) Just a side note, Omani Mechworks is a completely fictional (as far as game background goes) company... I'm not familiar enough with the manufacturers of different 'Mech type (I can't afford the TROs ;( Stupid being-student-ness) so I jsut made one up =p If anyone wants to change Omani Mechworks (and related stuff) to some company that might actually be workign with the Orion chassis, feel free to =) or e-mail me at zilaz_x@hotmail.com and lemme know ;)
I think, therefore you is.
Karagin
01/03/02 09:48 PM
63.173.170.162

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Interesting design...

As for the company bit, it can be covered with the simple idea of the parnet company of the Orion doing a licensce thing with your company to free up room etc....at the main plant...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
LordChaos
01/04/02 12:01 AM
216.161.101.158

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Should I limite myself to just one design, or do you want the works again?

:)
Real mechwariors pilot IS mechs.
Karagin
01/04/02 01:10 AM
63.173.170.140

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Enjoy your self.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
01/04/02 09:57 AM
63.173.170.107

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Sleath Armor, new Arrow IV rounds, new warheads for LRMs.

Karagin

Given time and plenty of paper, a philosopher can prove anything.
LordChaos
01/04/02 08:27 PM
216.161.103.28

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BattleMech Technical Readout

GSL-2X Godslayer

Mass: 75 tons
Chassis: Endo Steel
Power Plant: Vlar 300
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Reliant Mod 2 Turbojets
Jump Capacity: 120 meters
Armor: Durallex Ultra Heavy
Armament: 3
1 Appocolypse Arrow IV missle system @ 10 rounds
1 Reliant Mod 1 Mk 2 ER Large Laser
4 Sunbeam Mk 2 ER Medium Lasers
Manufacturer(s): 1
Reliant Weapon Systems
Communications System: Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak

Overview: 50
The GSL-2X "Godslayer" was the brainchild of Reliant
Weapon System's cheif designer. First designed in 3056,
RWS was unwilling to front the expenses of prototyping
this mech and was unable to find any other investors.
Stillborn, the design remained paper only until the SLDF
released Contract #4590-B in early 3063. At that point,
one of RWS's PR agents, who was a friend fo the
designer's, sent a rough copy of the design specs to
Chaos Consulting Ltd, the company that handled some of
Reliant's sales. (this was because no one in reliant was
willing to go out on a limb for the design anymore). CCL
was impressed by the design, and actualy paid an
unreveiled amount of credits out of their own pockets to
have the design finalized and prototyped. Funding
secure, RWS's design was submited for consideration for
the SLDF's contract. In the meantime, CCL has
approached various other potential customers and offering
the mech if it should loose the contract. CCL has ben very
carefull not to revile any solid details about the design to
any other potential buyers at this time, only giving rough
outlines of capabilities (and even then, not reveling fully
the abilities). They have done this to avoid potentialy
causing problems with the SLDF's contract.

Furthermore, when SLDF Contract #4600-B, was opened, RWS placed the Godslayer up as their entry. While 4590-B had not been resloved yet, 4600-B was not considered a potential "conflict of interest".

Capabilities -

The GSL's "Appocolypse" system is an artillery grade
missle system and the source of it's name. With a full 2
tons of ammo for the system, the GSL is prepaired to last
at least one engagement without running out of ammo. As
a backup, the ER Large laser and quad ER Mediums
provide moderate firepower individual, but in groups are
more then capabile of taking down other large mechs.

Defensivly, the GSL mounts the most armor it's chasis will
handle with the CASE subsystem to vent any ammo
explosions out before they can damage the mech's engine
or gyro. In this case, the GSL will still have it's array of
lasers to fight with.

Though not exceptionaly fast for it's size, the GSL is fully
jump capable. While some would argue that such a
capacity is wasted on a mech of this size, and armement,
RWS and CCL is gambling otherwise.

Additionaly, the bulky (and heavy) Arrow IV system can be
removed and replaced with many different weapon loads,
ranging from Reliant's "Big Bertha" Gauss Rifle to an
additional ER Large, extra heat sinks, and specialized
ECW gear, as well as other potential loadouts.



Type: GSL-2X Godslayer
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 75

Equipment Mass
Internal Structure: ES 4.0
Engine: 300 19.0
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 11 [22] 1
Gyro: 3
Cockpit: 3
Armor Factor: 232 14.5
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (Rear): 11
R/L Torso: 16 24
R/L Torso (Rear): 8
R/L Arm: 12 24
R/L Leg: 16 32

BV : 1433 Cost : 8116938
Weapons and Ammo Location Critical Heat Mass
Arrow IV System RA/T 10/ 5 10 15.0
@Arrow IV System (10) RT 2 0 2.0
ER Large Laser LA 2 12 5.0
ER Medium Laser CT 1 5 1.0
ER Medium Laser CT 1 5 1.0
ER Medium Laser LT 1 5 1.0
ER Medium Laser LT 1 5 1.0
Jump Jet(s) LL 1 0 1.0
Jump Jet(s) LL 1 0 1.0
Jump Jet(s) RL 1 0 1.0
Jump Jet(s) RL 1 0 1.0
CASE RT 1 0 0.5
*** ACTUATORS LA LH
*** ES LT1 LT1 LT1 LT1 LT1 LT1 LT1 LT1 LT1 LT1 LA1 LA1 LA1 LA1

Variants :

GSL-2R
Replace the Arrow IV and ammo with a Gauss Rifle (RA) and 2 tons ammo (RT).
BV - 1807, Cost 7,889,438 C-bills

GSL-2E
Replace the Arrow IV and ammo with :
1 ER-PPC (RA)
1 ER-ML (RA)
1 LL (RT)
4 DHS (2 RA, 1 RT, 1 engine)
BV 1634, Cost 8,176,438 C-bills

GSL-2M
Replace the Arrow IV and ammo with :
2 LRM-15's (RA)
3 tons of ammo (RT)
BV 1590, Cost 8,064,438 C-bills

GSL-2T
Replace the Arrow IV and ammo with
2 ER Large Lasers (RA)
5 DHS (2 RA, 2 RT, 1 engine)
1 Med Pulse (RT)
BV 1617, Cost 8,151,938

GSL-2EW
Replace Arrow IV and ammo with
C3 Master (RT)
Gaurdian ECM (RA)
Beagle Active Probe (RA
ER PPC (RA)
2 HS (1 engine, 1 RA)
BV-1573, Cost 11,165,438 - this is due to the expense of the C3 master.

GSL-2EW2
Replace the Arrow IV and ammo with
C3 Slave (RT)
3 DHS (1 engine, 2 RT)
1 ER Large Laser
1 LRM 15
1 ton ammo
BV - 1605, Cost 8,472,188


Any GSL can be changed from one variant to another realitivly quickly at any moderately well equiped base. While not an omnimech, the GSL incoperated a modual design for the Arrow IV housing allowing it to be replaced with other moduals built specificly to bolt in place. At the present time, these are the only additional moduals designed by RWS, but more can be designed and built by RWS if required.
Real mechwariors pilot IS mechs.
LordChaos
01/04/02 08:31 PM
216.161.103.28

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VMP-1 Vampire

Mass: 70 tons
Chassis: Albat-50
Power Plant: VOX 280 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Durallex Heavy
Armament: 4
1 ER PPC
2 Large Lasers
8 Medium Lasers
1 SRM6
Manufacturer(s): 1
Argile Tehnologies
Communications System: Angst Clear Channel 3
Targeting & Tracking System: Angst Clear View 2A

Overview: 20
The VMP-1 Vampire was Argile Tehnologies' design for a
Warhammer replacement. It was, however, also deemed
a failure. In spite of it's heavier armor and firepower, the
revamped Warhammer remained the mech of choice.
Arfile's vision of massed Vampire units broken, they
attempted to sell the Vampire to merc units and smaller
governments. This too failed, as the loss of the
competition to the Warhammer got out. The Vampire soon
had the image of a second class mech. Making a last,
desperate gamble to shake that image and find buyers for
the mech, Argile highered a small group of veterian
freelance mercs, outfitted them with 2 lances of Vampires
(every one that had been built), and sent them into battle.
Though they were victorious (having only lost 2 of the
eight mechs in exchange for 7 medium and heavy clan
mechs), the second class image was stuck in the public's
mind. Finaly, Argile gave up on the design. Retaining 2 of
the 6 surviving prototypes, they leased the remaining 4 to
4 of the mechwarriors that used them in their attempt to
brighten the image.

New hope was given to the VMP-1 Vampire by SLDF Contract 4600-B. The VMP-1 more then filled the required capabilities for the contract, and with 2 prototypes already existing (allong with complete tooling required to start production), one would think that it would have an advantage in the competion.

Type: VMP-1 Vampire
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 70

Equipment Mass
Internal Structure: 7.0
Engine: 280 XL 8.0
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 16 [32] 6
Gyro: 3
Cockpit: 3
Armor Factor: 208 13.0
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 30
Center Torso (Rear): 13
R/L Torso: 15 20
R/L Torso (Rear): 10
R/L Arm: 11 22
R/L Leg: 15 26

BV : 1259 Cost : 13443034
Weapons and Ammo Location Critical Heat Mass
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
ER PPC RA 3 15 7.0
Large Laser LA 2 8 5.0
Large Laser LA 2 8 5.0
SRM-6 LT 2 4 3.0
@SRM-6 (15) LT 1 0 1.0
*** ACTUATORS RA LA
*** HS RA1 RA1 LA1 LT1 LT1
Real mechwariors pilot IS mechs.
LordChaos
01/04/02 08:47 PM
216.161.103.28

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TRL-1 Troll

Mass: 70 tons
Chassis: TRL Special Endo Steel
Power Plant: VOX 280 XL
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarGuard IV
Armament: 4
2 Holly LRM 20 racks @ 4 tons ammo (24 rounds) w/ artemis
3 Sunbeam Medium Lasers
1 Magna PPC
1 Reliance Small Laser
Manufacturer(s): 1
Ford Military Limited
Communications System: CurtissComm Mk I
Targeting & Tracking System: Cat's Eyes 5

Overview: 14
The TRL-1 (or "Troll" as it's more popularly known) is a
devistatingly effective heavy offense unit. Sporting
maximum armor, the Troll is not going to be on anyone's
"easy kill" list. Equipped with a pair of Holly Long Range
20-Racks w/ Artemis and 4 tons of ammo, backed up by a
single Magna PPC, the Troll is most comfortable fighting at
the 300 - 540m range (comfortable for the TRL that is,
rather nasty for it's oposition). With a secondary suite of 3
Medium lasers, should anything survive the TRL's
barrages and get inside the LRM's (or heaven forbid, the
PPC's) minimum ranges, it should be more then suffeciently
"softened up" for the triple mediums to finish off. A single
small laser rounds off the weapon list, more as an
afterthought then anything else.

Type: TRL-1 Troll
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 70

Equipment Mass
Internal Structure: ES 3.5
Engine: 280 XL 8.0
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12 [24] 2
Gyro: 3
Cockpit: 3
Armor Factor: 216 13.5
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 33
Center Torso (Rear): 10
R/L Torso: 15 23
R/L Torso (Rear): 7
R/L Arm: 11 22
R/L Leg: 15 30

BV : 1354 Cost : 14007859
Weapons and Ammo Location Critical Heat Mass
LRM-20 LT 5 6 10.0
LRM-20 LA 5 6 10.0
Artemis IV FCS LT 1 0 1.0
Artemis IV FCS LA 1 0 1.0
@LRM-20 (18) LA 3 0 3.0
PPC RA 3 10 7.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Small Laser RT 1 1 0.5
@LRM-20 (6) LA 1 0 1.0
CASE LT 1 0 0.5
*** HS RT1
*** ES LL1 LL1 RL1 RL1 LT1 LT1 H1 CT1 CT1 RA1 RA1 RA1 RA1 RT1

This was an idea floating around in my head for a bit now. A "uptonned and upgunned" version of my Arbilist, I just had to include it.
Real mechwariors pilot IS mechs.
LordChaos
01/04/02 09:15 PM
216.161.103.28

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BBN-1

Mass: 75 tons
Chassis: Blackstone BBN Special Endo Steel
Power Plant: VOX 225
Cruising Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Bulldog Special
Armament: 4
1 Gauss Riffle @ 2 tons ammo
1 Holly LRM 20 @ 2 tons ammo w/ artemis
1 Martel ER Large Laser
5 Martel Medium Lasers
Manufacturer(s): 1
Blackstone BattleMechs, Ltd.
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Comp. Type 29K

Overview: 27
The BBN-1 is still nothing more then a singular prototyp
that shows promising potential. It doesn't even have an
official name, BBN being is designation because, in it's
cheif designer's own terms, it's "Big, Bad, and Nasty!".

The mech's main strength's are it's heavy armor (as much
as it's chasis could hold) and extream firepower (more then
many mechs can dish out OR take). The centerpeices of
this firepower are a singular Holly Longe Range 20-rack
w/ Artemis fire control and a singular Blizzard Gauss Riffle.
Both these systems are equiped with 2 tons of ammo,
which should be sufficient if the mech's pilot doesn't get
foolish. Backing that impressive array up at long range is
a Martel ER Large Laser. Combined, these 3 weapon
systems can punch through all but the very heaviest armor
(found only on the very heaviest mechs) and leave ruble
behind. As a secondary system, a suite of 5 Martel
Medium Lasers was added for close in work. While these
lack the punch of the mech's long range weapons, by
they time they come into play, the other weapon systems
should have turned the opposition's armor into something
resembling swiss cheese.

This mech does have a drawback (other then it's name)
however. That is it's speed. With a top speed of only
54kmp/h, the BBN is actualy slower then many assult
mechs, let allone mechs in it's own class.

Type: BBN-1
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 75

Equipment Mass
Internal Structure: ES 4.0
Engine: 225 10.0
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 232 14.5
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (Rear): 11
R/L Torso: 16 24
R/L Torso (Rear): 8
R/L Arm: 12 24
R/L Leg: 16 32

BV : 1571 Cost : 7327250
Weapons and Ammo Location Critical Heat Mass
LRM-20 LT 5 6 10.0
Artemis IV FCS LT 1 0 1.0
@LRM-20 (6) LT 1 0 1.0
@LRM-20 (6) LT 1 0 1.0
Gauss Rifle LA 7 1 15.0
@Gauss Rifle (8) LT 1 0 1.0
@Gauss Rifle (8) LT 1 0 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
ER Large Laser RA 2 12 5.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
CASE LT 1 0 0.5
*** ACTUATORS RA RH LA LH
*** HS RA1
*** ES LL1 LL1 RL1 RL1 CT1 CT1 RA1 RT1 RT1 RT1 RT1 RT1 RT1 LT1

At only 7 million C-bills, this thing could be called "cheap" for a mech of it's size and combat capabilities. It is, quite literaly, "Big, Bad, and Nasty".
Real mechwariors pilot IS mechs.
Nightward
01/06/02 05:15 PM
203.134.12.8

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Karagin-we did this one in your absence> Check out the "Heavy 'Mech" Thread. I submitted a Guillotine refit and a Black Knight refit.
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.
LordChaos
01/06/02 11:53 PM
216.161.101.250

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Bah! You stold my Deamon design (it's on one the the pages further back).

Course, you found a way to bring it in under the price cap (it's at 15.5million in my version due to XL engine).
Real mechwariors pilot IS mechs.
Nightward
01/08/02 05:42 PM
203.134.12.8

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Type: BL-SLDF-KNT Black Knight
Technology Base: Inner Sphere, 3060
Mass: 75 Tons
Chassis: BL2 Endo Steel
Power Plant: VLAAR 300
Cruising Speed: 42.8 kph
Maximum Speed: 64.8 kph
Armour: StarSlab/3
Armament:
1 Kinslaughter H-Class ER PPC
2 McCorkel Large Lasers
5 Blakenburg Technologies ER Medium Lasers
Communications System: Transcomm Alpha
Targeting and Tracking System: TransTrack Alpha with Beagle Active Probe
Primary Manufacturer: Com Guards, in a joint initiative with Luthien Armour Works and the Crosby 'Mech Research Firm
Primary Factories: Luthien

OVERVIEW

The Black Knight was once the standard Heavy BattleMech of the ancient Star League. In recent times, the Black Knight has become relatively scarce amongst the Successor States; the Com Guard are the only major user of the 'Mech. The Black Knight has a well-earnt reputation as a high-intensity fighter, and we are confident that the Black Knight will re-establish its place in the vanguard of the Star League Defence Forces.

CAPABILITIES

By replacing the older Technicron 1L internal structure with a new Endo Steel frame produced in the Draconis Combine, and employing new double-strength ‘Freezer’ Double Heat Sinks, the design team freed a incredible amount of mass. This was put to use by adding one and a half tons of armour plating, bringing the 'Mech up to full armour. The team then stripped out the old Magna HellStar II PPC, replacing it with a Kinslaughter ER PPC. Since the lessened mass of the new coolant array and internal structure allowed for it, the Medium Lasers were replaced with ER models; the Small Laser was upgraded and replaced with another ER Medium Laser.

In an attempt to aid in heat control, the team decided to leave the McCorkel Large Lasers as they were. Since they already possess solid ranges and good damage, the team felt it would be best to leave them ‘as is’. They also retained the 'Mech’s Beagle Active Probe for additional EW capabilities.

Although not totally modular, the Active Probe and Medium Laser mounted in the 'Mech’s chest and head are contained in ‘bays’ structured in such a way as to allow them to be replaced by TAG or a C3 Slave (in the case of the Laser) or an ECM Suite (in the case of the Active Probe).

VARIANTS

The manufacturers are prepared to offer the following variants:

BL-SLDF2-KNT: This 'Mech uses Blakenburg Technologies ER Large Lasers in place of the McCorkels to add extra range, but at the cost of extra heat. We are also prepared to offer variants using standard Medium Lasers at the request of the SLDF.

BL-9-KNT: This is a Black Knight variant deployed by the Com Guard, and will be made available on request.

BL-C3i-KNT/BLK-C3i2-KNT: The Com Guard are prepared to share their upgrade packages for the Black Knight, although these 'Mechs are considerably more expensive. These 'Mechs have been given a full evaluation, below.

DEPLOYMENT

The factories at Luthien can produce 6 Black Knights per month. We are prepared to offer manufacturing specifications to firms based in the Free Rasalhague Republic on the understanding that a portion of their production will be directed to the Royal Kungsarme, the DCMS, and the Com Guard.

MY BLURB

When in doubt, drag out one of the classics. ER weaponry and Double Heat Sinks should enhance the 'Mech’s capabilities on the field no end.

MASS BREAKDOWNS

Engine: 19
Gyro: 3
Cockpit: 3
Endo Steel: 4
Armour: 14.5
8 Additional Double Heat Sinks: 8
ER PPC: 7
2 Large Lasers: 10
5 Medium Lasers: 5
Active Probe: 1.5

ARMOUR DISTRIBUTION

Head: 9
Centre Torso: 35/11
Side Torsos: 24/8
Arms: 24
Legs: 32

LOCATIONS

ER PPC- Right Arm
2 ER Medium Lasers- Left Arm
3 Double Heat Sinks, ER Medium Laser, 1 Large Laser- Each Side Torso
Beagle Active Probe- Centre Torso
ER Medium Laser- Head

COST ANALYSIS

The BLK-SLDF-KNT Black Knight is well under budget, costing only 7,892,500 C-Bills. It is worth 1,444 BV.

Type: BL-C3i-KNT Black Knight
Technology Base: Inner Sphere, 3062
Mass: 75 Tons
Chassis: Integrity XIV Endo Steel
Power Plant: GM 300 Standard
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armour: Valiant Chainmail
Armament
1 Kinslaughter H-Class ER PPC
2 Blakenburg Technologies ER Large Lasers
4 Blakenburg Technologies ER Medium Lasers
1 Blakenburg Technologies ER Small Laser
Communications System: Transcomm Alpha with Integrated C3i Computer
Targeting and Tracking System: Garret 02j with Integrated Beagle Active Probe and Integrated C3i Computer
Manufacturer: ComStar Field Upgrades Kits
Primary Factory: Luthien

OVERVIEW

The Black Knight has steadily built up a reputation as one of the most effective Heavy 'Mechs in existence. Save for perhaps the Marauder, the Black Knight is one of the most easily recognised Heavy 'Mechs ever created. The standard command 'Mech of the SLDF, the Black Knight is widespread amongst the Com Guards, present in no less than three variants. To these may now be added the latest variant; the BL-C3i-KNT Black Knight.

As units rebuild from the horrors of Tukayyid, and the more recent Operations Bulldog and Serpent, they are receiving upgrade packages and entirely new 'Mechs. Whereas once a 'Mech would simply be repaired and sent back to its parent unit, the Com Guards are now taking the opportunity to overhaul such 'Mechs as they can, retrofitting them with C3 equipment wherever possible. Since the Com Guards have lost their access to Terra’s 'Mech factories, the Guards have turned to the Draconis Combine for manufacturing equipment. Black Knights are sent to Luthien Armour Works and the Crosby Manufacturing Firm for their upgrades.

CAPABILITIES

Very little has changed in the Black Knight’s weapons arrays. Engineers have simply replaced every weapon in its arsenal with ER technologies. They also replaced its antiquated (some might say dilapidated) coolant circuit with the more efficient Double Heat Sinks. The Crosby Manufacturing Firm has supplied the Com Guards with Triple Strength Myomers for their 'Mechs; considering the tremendous amounts of waste heat Energy (to say nothing of ER technology) weapons can generate, this addition to the 'Mech has serious implications on its battlefield performance. Pilots complain little about the extra heat their new weapons generate, knowing that when they close with their opponents they can make devastating physical attacks.

VARIANTS

The Com Guards usually standardise their 'Mechs for ease of supply and maintenance, but the number of variants fielded by the CSGM has seen the Black Knight deploy in yet another variant. This machine, dubbed the BL-C3i2-KNT Black Knight, is being assigned to pilots of the rarer BL-9-KNT Black Knight variant. It keeps the hatchet the 'Mech carried, but switches the hands based on pilot preference; some carry it in its right hand, some in the left. But all semblance to the ‘Model 9’ ends there. The 'Mech’s engine has been replaced with the GM 300 Standard model, and the Large Pulse Laser has been removed. Instead, the 'Mech carries two Blakenburg Technologies ER Large Lasers, just like the ‘standard’ model. A trio of Medium Pulse Lasers dot the torsos and arms of the 'Mech, just as in the original. However, the 'Mech also carries a Blakenburg Technologies ER Small Laser in the head, and a Blakenburg Technologies ER Medium Laser on the arm not carrying the hatchet. TheBL-C3i2-KNT Black Knight also uses the TSM and C3i systems found on the BL-C3i-KNT, but also adds the Beagle Active Probe found on all other variants. This especially dangerous 'Mech appears only in small numbers, and only amongst the Com Guard’s most elite units, such as the White Lions, Mack the Knife, and Com Guard Grenadiers divisions.

DEPLOYMENT

Al units fielding a Black Knight should have it upgraded to the appropriate specifications by the end of 3065. Until that time, however, the Black Knight is going to units in the most desperate need of it- those units shattered in recent years, plus the 85th Division (Mack the Knife) as morale-boosters.

MY BLURB

The Black Knight rules. ‘Nuff said, OK? No? You want to hear more of my senseless ravings? Very well. I did warn you.

;)

Seriously, though, the Black Knight is a favourite of mine. It is like the Timber Wolf; it has that aura of menace and supreme ‘coolness’ to it. Besides, it is called the ‘Black Knight’ (visions of Monty Python’s Quest for the Holy Grail spring to mind…). Anyway, after pawing through RS: Upgrades in the hopes that they would rectify some design flaws (like the use of standard heat sinks) and coming away disappointed, I decided to have a go myself. The results, though not particularly inspired, are pretty good.

First off, on the standard BL-C3i-KNT model, ER technology has had a profound effect upon its capabilities in battle. Nigh-on doubled ranges, for one thing. You do need to be careful with heat (I could not get it to be able to use the ER PPC/ER Larges together without resorting to an XL), but-being the genius that I am- if you use both the Large Lasers and the ER PPC, plus run, you go to exactly 9 heat. Nifty. Unfortunately, after that it’s just a mess. If you don’t move, you can use all the Medium Lasers and one Large without overheating. Oh well. One cannot have everything…

Except on the ‘Variant’ BL-C3i2-KNT Black Knight. I cooked it up whilst I wrote the fluff for the ‘Standard’ model, as dim recollections of a pulse laser-equipped, hatchet-wielding monstrosity from the Battle for Tukayyid scenario pack came to me. The first thing on my ‘hit list’ was that *&^%ing XL engine. It had to go. From there, things worked out rather well. Although I had to take out the ER PPC, the paired ER Larges make up for that. Not being a big fan of Inner Sphere Large Pulse Lasers (Mediums have only slightly less range and you can get 3 of them and a Heat Sink for the same tonnage), I took that out too. The Medium Pulses and ERs were added as afterthoughts. Being the vicious S.O.B that I am, I also packed in TSM. Oooh yeah….feel that double-damage hatchet to the head…Sadly, heat is a stone b!tch in this thing. In order to bring the TSM on-line, you have to use everything on board, going to an unpalatable 17 heat, or use one ER Large, all of the Medium lasers, plus run or use the Small, and switch off 3 Heat Sinks to get to 9 heat. Since heating up is a prelude to using TSM, and you have a hatchet, there is a distinct advantage to closing with your enemy to employ the Pulse Lasers. Being right-handed myself, I moved the Hatchet to the Right Arm. Those of you who are puritans or southpaws should feel free to swap the arm weapons mounts.

Enjoy.

MASS BREAKDOWNS

(Both)

Engine: 19
Gyro: 3
Cockpit: 3
Endo Steel: 4
Armour: 14.5
C3i Computer: 2.5
Beagle Active Probe: 1.5

BLK-C3i-KNT Black Knight

1 ER PPC: 7
2 ER Large Lasers: 10
4 ER Medium Lasers: 4
1 ER Small Laser: .5
6 Additional Double Heat Sinks: 6

BL-C3i2-KNT Black Knight

2 ER Large Lasers: 10
3 Medium Pulse Lasers: 6
2 ER Medium Lasers: 2
Hatchet: 5
5 Additional Double Heat Sinks: 5

ARMOUR DISTRIBUTION

(Both)

Head: 9
Centre Torso: 36/10
Side Torsos: 24/8
Arms: 24
Legs: 32

LOCATIONS

BL-C3i-KNT Black Knight

ER PPC (No Hand Actuator)- Right Arm
2 ER Medium Lasers- Left Arm
1 ER Small Laser- Head
2 ER Medium Lasers- Centre Torso
1 ER Large Laser, 2 Double Heat Sinks, C3i Computer- Right Torso
1 ER Large Laser, 2 Double Heat Sinks, Active Probe- Left Torso

(Place Endo Steel and TSM in unused slots)

BLK-C3i2-KNT

5-Slot Hatchet- Right Arm
2 Medium Pulse Lasers- Right Arm
Medium Pulse Laser- Head
1 ER Medium laser, 1 ER Small Laser- Centre Torso
1 ER Large Laser, 2 Double Heat Sinks, C3i Computer- Right Torso
1 ER Large Laser, 1 Double Heat Sink, Active Probe- Left Torso

COST BREAKDOWNS

BLK-C3i-KNT Black Knight

This one is worth 1,473 (+287 for C3) BVs and costs 11,640,288 C-Bills. The original BL-6-KNT Black Knight upon which it was based cost 1,194 BV and 7,136,938 C-Bills. Roughly 25% increases for both-not bad, considering the use of Double Heat Sinks, Endo Steel, ER Technologies, and TSM.

BL-C3i2-KNT Black Knight

This one is worth 1,400 (+ 192 for C3) BV and costs 10,654,438 C-Bills. Not bad, considering that the BL-9-KNT Black Knight upon which I based it cost 1,222 BV and was considerably more expensive at 15,438,500 C-Bills. For that, you could almost buy 2 AS7-D Atlases….

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.
Karagin
01/11/02 02:37 PM
63.173.170.103

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On January 26th the SLDF Proucurement Board and Quatermasters Corps will be holding the finial testing of the submitted mechs to pick a winner of the contract for a new heavy support mech.

If you wish to have your mech tested, please submit the ideas now...

Thank you.
SLDF spokesperson
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Nightward
01/11/02 04:48 PM
203.134.12.8

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Why bother? Just pick my Black Knight ;)
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.
NathanKell
01/11/02 09:56 PM
24.44.238.62

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Whoops, submitted my Lion to Nightward's Heavy contract and not yours...I'd thought I did both, but apparently not...

Anyway, here goes:
[NB 2: Want a picture? Think a 70-ton Battlemaster.]


LI-8N Lion

Chassis: Yankee 61A2
Power Plant: Ford 280
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: none
Jump Capacity: none
Armor: Lexington Limited with CASE
Armament:
3 Yankee Fireworks LRM 5s
2 Yankee Sharps ER Large Lasers
4 Yankee Maxim Medium Lasers
4 Yankee Maxim II ER Medium Lasers
Manufacturer: Yankee Weapons Systems
Primary Factory: Terra (3059+ Tukayyid)
Communications System: Hartford J25 A
Targeting and Tracking System: Hartford S2000A with C3

Overview
After over two centuries of oblivion and then subservience to an often fickle and flighty ComStar, Yankee Weapons systems was most pleased by the recent Reformation of that organization and the expulsion of its less well-grounded elements, not to mention the Star League's own reformation barely half a decade later. Proud to once again serve a united humanity--and able to do so since its relocation to Tukayyid, fortuitously begun before the dark days of 3058--Yankee Weapons agains supplies cutting edge equipment to the SLDF. The LI-8N Lion, introduced in 3058, is Yankee Weapons's upgrade to its venerable LI-4N Lion, and it continues the tradition of the Lions of Cameron, serving humanty's defenders across the Inner Sphere. The LI-8N builds upon its predecessor's strengths while correcting its great vice, which it shared with many other pre-League mechs, heat: the new LI-8N mounts only two-thirds as many heat sinks as its predecessor while nearly doubling firepower and maintaining the latter's legendary survivability. Introduced just in time for Operation Bulldog, the LI-8N served ably, though in small numbers due to its late introduction, from Kiamba to Tamby and on to Huntress and Strana Mechty.

Capabilities
The LI-8N retains the excellent armor protection of its predecessor, while, thanks to recovered Star League technology, managing to double its firepower. In addition it mounts as standard the newly-developed C3 system, allowing lance and company members to work together in the grand tradition of the Star League and its Defense Force. The LI-8N's main armament is its pair of Yankee Sharps Extended Range Large Lasers, mounted in a double-barreled pistol in its right hand, an arrangement reminiscent of the famous Battlemaster. Additional long range firepower comes from its triplet of LRM 5-tube racks; two are placed on the right shoulder and one on the left. The amunition supply is protected by CASE and resides in the right torso as well. For close-quarters punch the LI-8N mounts two quartets of Medium Lasers, four of the older Yankee Maxim model and four of the new Yankee Maxim II extended range model. These are mounted in a similar fashion to the preceding LI-4N model, namely a tribarrel central mounting of Maxim IIs, a pair of Maxims in the left torso, and the remaining three around the left wrist. To dissipate the enormous heat generated by such a battery of lasers the LI-8N mounts fifteen double heat sinks: eleven in the engine, one each in the left arm and torso, and two in the right torso. Such a massive weapons array is possible in part due to the much lighter skeleton of the LI-8N; the rediscovered Endo Steel which was so instrumental in many Star League-era machines is used in place of the LI-4N's standard internals. Though the LI-8N has not seen much in the way of combat yet, there are reports that the LI-8N does not carry enough ammunition for its missile tubes; Yankee Weapons's response is that the LRM racks were added as a secondary system and ought to be fired sparingly.

Deployment
The upgraded Lion is deployed in small numbers by the SLDF, though Yankee Weapons hopes that that will change. It has reason to: the SLDF Quartermaster Corps has recently issued a specification (Contract #4590-B) calling for a new Line Heavy Mech with which to equip the 1st Royal Battlemech Regiment (Morgan's Lions). Fittingly the LI-8N Lion is a candidate.

Variants
A number of variants have been proposed--as well as created in the field--even though the LI-8N is by no means an old machine. The major change is to drop the right torso's second LRM 5-rack and replace the second Sharps ER Large Laser with a Sharps ER PPC, creating the LI-8NP. These two basic types have Command (-8NC or -8NPC) variants, in which an LRM rack is dropped (or, in the case of the PC, both are, and two ER Medium Lasers are replaced with three standard Medium Lasers, with a half ton of leg armor replacing the CASE system) in exchange for a C3 Master uplink. A company command lance, in contrast to DCMS practice, is recommended to include two Lions--one for the CO and one for the XO.
In addition there is the EW (-NE) variant, in which a Beagle Active Probe and Guardian ECM suite are added at the expense of the third LRM rack and a standard Medium Laser. Another variant, an energy weapons-only version, has been proposed, though it is rather similar to a Davion Warhammer.
ComStar fields the LI-8NCS, in which the C3 Slave and third LRM rack are replaced by ComStar's C3i system and an ER Small Laser, respectively.


LI-8N Lion

Technology Base: - Inner Sphere - Level 2
Equipment Mass
Internal Structure: - EndoSteel 3.5
Engine: 280 16
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 15(30) - Double 5
Gyro: 3
Cockpit: 3
Armor Factor: 208 13

Internal Armor
Structure Value
Head 3 9
Center Torso 22 33
Center Torso(rear) 10
R/L Torso 15 23
R/L Torso(rear) 7
R/L Arm 11 22
R/L Leg 15 26

Weapons and Ammo Location Critical Tonnage
ER Medium Laser LA 1 1
Medium Laser LA 1 1
Medium Laser LA 1 1
C3 Slave LT 1 1
LRM 5 LT 1 2
Medium Laser LT 1 1
Medium Laser LT 1 1
LRM 5 RT 1 2
LRM 5 RT 1 2
LRM 5 Ammo RT 1 1
CASE RT 1 0.5
ER Large Laser RA 2 5
ER Large Laser RA 2 5
ER Medium Laser CT 1 1
ER Medium Laser CT 1 1
ER Medium Laser H 1 1


(All LI-8N variants may be downloaded, in DBM format, as LI-8N Lion.zip)

Price and BV:
LI-8N: 1,311 BV, (c) 7,564,744.
LI-8NC: 1,538 BV, (c) 9,492,574
LI-8NE: 1,370 BV, (c) 8,125,774
LI-8NCS: 1,264 BV, (c) 8,382,899
---
LI-8NP: 1,319 BV, (c) 7,683,774
LI-8NPC: 1,612 BV, (c) 9, 511,274
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
KamikazeJohnson
01/12/02 06:26 PM
209.202.47.12

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DMD-4D Diamondback

Chassis: Unknown
Power Plant: GM 210
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: Geotec 300
Jump Capacity: 90 meters
Armor: Unknown with CASE
Armament:
1 Zeus Slingshot Gauss Rifle
1 Fusigon Longtooth ER PPC
1 LRM 5
1 Shigunga MRM 10
4 Machine Guns
1 Medium Pulse Laser
1 ER Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
After years of obscurity and failure, Juhnson 'Mechworks, Inc.
has been attempting a comeback of late, hoping to redeem themselves
and the company name. After throwing together a prototype "Cambion"
design for SLDF contract #4590-A, JMInc. decided to go all out by
submitting the DMD-4D Diamondback for contract #4600-B, the "wingman"
for the earlier contract. Keeping in mind the purpose of the new
Heavy 'Mech, namely to work with the 50-ton Cambion, the JMInc.
designers addressed the "holes" in the CBN-2C's weapon's complement.
Seeing that the Cambion lacked concentrated long-range fire, the
designers began with a Fusigon Longtooth ERPPC and a Zeus Slingshot
Gauss Rifle. An Artemis-enhanced 5-rack LRM was added "just for
laughs", replacing the 'Mech's left hand. A Shigunga light MRM and
mismatched pair of lasers nicely complement the Cambion's close-range
laser fire, and a cluster of Machine Guns complete the picture. As
is typical for JMInc. designs, the prototype was built with whatever
brands of parts were readily at hand. Should the company be granted
funding to begin production, the assembly line can be constructed to
accomodate the sponsor's needs with respect to equipment
availability.

Capabilities:
Although it was designed specifically to complement the lighter
CBN-2C Cambion, the 70-ton Diamondback is impressive in its own
right. While rather slow for its weight class, (with most 'Mechs
about 33% faster), the (prototype's) Geotec 300 Jump Jets give it a
great deal of added mobility. Firepower is potent at all ranges,
while judicious use of the ERPPC at close range can keep heat buildup
to a minimum. The 'Mech's greatest success however, is its cost: at a
mere 6,763,450 C-bills, the final bill comes in at less than half the
stated budget.

Variants:
Since the DMD-4D Diamondback was thrown together rather quickly
around its primary long-range weapons, the designers did not devote a
lot of thought to variants. However, two possibilities emerged
immediately in a hasty think-tank session. One modification removes
the ludicrous LRM, replacing it with the more potent punch of a
(non-Artemis) SRM-6. The other alteration removes some or all of the
machine guns in favor of additional armor.


DMD-4D Diamondback

Technology Base: - Inner Sphere - Level 2
Equipment Mass
Internal Structure: - EndoSteel 3.5
Engine: 210 9
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 168 10.5

Internal Armor
Structure Value
Head 3 9
Center Torso 22 26
Center Torso(rear) 7
R/L Torso 15 20
R/L Torso(rear) 5
R/L Arm 11 18
R/L Leg 15 20

Weapons and Ammo Location Critical Tonnage
Medium Pulse Laser CT 1 2
Machine Gun Ammo (1/2 ton) (100) H 1 0.5
ER Medium Laser LA 1 1
LRM 5 LA 1 2
ER PPC LT 3 7
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Gauss Rifle RA 7 15
CASE RT 1 0.5
Gauss Rifle Ammo (16) RT 2 2
LRM 5 Ammo - Artemis IV (24) RT 1 1
MRM 10 RT 2 3
MRM 10 Ammo (24) RT 1 1
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5

Cost: 6,763,450
BV: 1526
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
01/24/02 05:44 AM
63.173.170.195

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Test will happen starting today posting of the result will be on Monday the 28th.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
01/27/07 01:00 AM
70.123.166.36

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Or more like this one.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
JackGarrity
01/27/07 09:32 AM
71.207.203.207

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damn.. should have read eariler so ida had time to submit.. lol.. reading the fluff tho on all these reminds me of how little i can remeber about the backtround, sure i got the manuals and have read em all but woot.. anyways, good builds here in general
Greetings Mechwarrior.
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