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One Rabid Fox changes the Succession Wars [A Battletech Isekai]

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One Rabid Fox changes the Succession Wars
A BattleTech Isekai
Sakhara Academy Dorms, October...
Common ASF inventories (near future)
Honest question here, with how much BV can swing depending on loadout would it be cheaper for the MC to refit inner sphere mechs with clan equipment for an edge or use clan standard mechs?

Also, any plans for the MC's Aerospace equipment? Dropships and fighters to escort a move his troops and jumpships are going be important given the attention on him.
ASF in the short term is most likely going to be F 77 and Slantbacks which are related designs probably through Vengeances, and really given the 240 usage those will be pretty common in general especially since the Stingray is pretty common anyway

In GWW its Rapiers, Eagles, and Sabres for Gene's ASF complement, and also Wasps, but thats kind of a case 'and now you have fucked up' by that point.

In EWSG its Rapiers, and Wasps for Odin's forces predominantly, and thats probably going to be true for Heron as well.

In the longer term. Here, as well as with Odin and Heron there will probably be a transition to a frontline clan OmniFighter designs more or less once discretion is no longer a necessity. Both here, and in EWSG things like the Jengiz will show up in the 3020s in low key roles obstensibly as a look at this thing we did with the shinies probably Primes for Sakhara and alt B for Alpha Centauri respectively.
 
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In the beginnning, the essence
Finally, and this is definitely my personal opinion since it seems to be a stylistic choice...the beginning of this fic is just WAY too 'in medias res'. We're launched in with no real details on the character, how exactly they got their position, or even what their position is. Hell there's little to no details on the cheat power such that almost the entire time I'm second guessing how anything he summons (especially big things like jump-ships and factories that need other people to RUN them) are not just going to be immediately pounced on by the various agencies and groups on the lookout for such things. It still isn't really explained even in chapter two, and I'm just assuming that there's some sort of fiat insertion involved such that his power can make people, resources, and major pieces of hardware with no one wondering where all that stuff came from. But worst of all? What exactly is the MC's name? It's not mentioned anywhere in the first two chapters that I could find. Just his call-sign and two explanations of how he doesn't like it but is stuck with it.

Ah, he started with the prologue chapters in the BT ideas thread. There was a small mention and summary on the notes of the first chapter but I don't think he gave the link.

https://forum.questionablequesting....discussions-thread.4740/page-338#post-6812214

Edit: Reference to the Essence he is using can be found here: https://forum.questionablequesting....discussions-thread.4740/page-101#post-5134727

The basics of it is he can design and/or buy BT units using the MegaMekLab app as a basis, either with money or BV from a daily allowance (or from salvaging units with the power as a "recycle" option). Loyal crews can also be created with them, and groups/factions can be used as reference to their background/nature. There is indeed a normalizing function so there's less questions about things popping out of thin air.
 
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DropShips Note
Hmmm, the Clan Goth medium Omnifighter looks basically identical to the Gotha ASF. Give it double heatsinks and it's damn impressive. For Dropships I'm guessing you'll stick to upgrading standard Inner Sphere designs?
Clan Titans will show up in pretty much everything...

Isegrim, Aesir and Vanirs will show up in this and Essence.

Outposts will show up down the road, potentially here. Clan Hells Horse has a version. But yeah for the most part the Clan Titan will be the most common clan Dropship the standard dropships will be Inner Sphere versions.
 
Contribution: Nominal Canon Mech Design Near Future (3015)
Longsword LGS-4D
Mass:
70 tons
Chassis: Achernar Special 5
Power Plant: VOX 280 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Duralex Heavy
Armament:
2 Donal PPCs
4 ChisComp 39 Medium Lasers
Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 6,365,933 C-bills
Type: Longsword
Technology Base: Inner Sphere (Introductory)
Tonnage: 70
Battle Value: 1,467

Equipment
 
Mass

Internal Structure
 
7

Engine

280 Fusion

16

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

18

8

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

176

11
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

22

27

Center Torso (rear)
 
8

R/L Torso

15

20

R/L Torso (rear)
 
6

R/L Arm

11

20

R/L Leg

15

20

Weapons
and Ammo

Location

Critical

Tonnage

2 Jump Jet

LL

2

2

2 Heat Sink

CT

2

2

2 Medium Laser

RT

2

2

2 Heat Sink

LA

2

2

PPC

LA

3

7

2 Medium Laser

LT

2

2

2 Jump Jet

RL

2

2

Heat Sink

HD

1

1

2 Heat Sink

RA

2

2

PPC

RA

3

7
Quirks:
Improved Cooling Jacket (RA/LA PPC)
Rugged (2)
the longsword. aka what happens when a battleaxe and a warhammer 6D had a kid
moves at 4/6/4. has 11 tons of armor in a layout that mimics of that of the introtech black knight and 18 heatsinks and armed with 2 PPC and 4 medium lasers.
has the rugged (2) and Improved cooling jackets for its PPCs as quirks
as per our glorious OP nominally going to be a canon thing in this story.
 
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40MM Hammerhands
Hammerhands HMH-4F
Mass:
75 tons
Chassis: Achernar Special Type 4-reinforced
Power Plant: Dav 225 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: StarGuard III
Armament:
2 Donal PPCs
4 ChisComp 39 Medium Lasers
2 Harpoon-6 SRM 6s

Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 6,562,500 C-bills

Type: Hammerhands
Role: Brawler
Technology Base: Inner Sphere (Introductory)
Tonnage: 75
Battle Value: 1,678


Equipment
 
Mass

Internal Structure
 
7.5

Engine

225 Fusion

10

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

18

8

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

231

14.5
 
Internal
Structure

Armor
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
Right Arm Actuators: Upper, Shoulder, Lower
Left Arm Actuators: Upper, Shoulder, Lower


Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

1

Heat Sink

CT

1

1

Jump Jet

CT

1

1

3 Heat Sink

RT

3

3

Medium Laser

RT

1

1

SRM 6

RT

2

3

SRM 6 Ammo (15)

RT

1

1

Medium Laser

LA

1

1

PPC

LA

3

7

2 Heat Sink

LT

2

2

Medium Laser

LT

1

1

SRM 6

LT

2

3

SRM 6 Ammo (15)

LT

1

1

Heat Sink

RL

1

1

Jump Jet

RL

1

1

Heat Sink

HD

1

1

Medium Laser

RA

1

1

PPC

RA

3

7
Quirks:
Barrel Fists (RA/LA)
Protected Actuators
Rugged (1)
Its not quite as good quirks wise as the longsword but the hammerhands comes with Barrel fists and protected actuators and I figured rugged probably ain't hard to add to such a venerable design. Also uses a new coms and tracking and targeting system much like the longsword does from the hammerhands. They're the systems the enforcer uses actually and so widely available in the Suns.
Still 3/5/3 with 14.5 tons of armor and 18 heatsinks is solid. Especially with 2 PPCs,2 SRM-6s with a ton of ammo each, and 4 medium lasers as the weapons suite
 
Last edited:
40MM Alecto
another design using decently common parts thats mostly also stuff that's made in the suns to make a scary 80 ton assault mech that's decently flexible.
Alecto ALC-2T
Mass:
80 tons
Chassis: Federated Chassis Type 11
Power Plant: Pitban 240 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Valiant Lamellor
Armament:
1 Hellstar PPC
3 Martel Medium Lasers
1 Defiance 'Mech Hunter AC/20
2 Holly V LRM 5s
Communication System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 7,044,840 C-bills
Role: Juggernaut/Brawler

Type: Alecto
Technology Base: Inner Sphere (Introductory)
Tonnage: 80
Battle Value: 1,725

Equipment
 
Mass

Internal Structure
 
8

Engine

240 Fusion

11.5

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

15

5

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

247

15.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

25

38

Center Torso (rear)
 
12

R/L Torso

17

26

R/L Torso (rear)
 
8

R/L Arm

13

26

R/L Leg

17

34
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand


Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

1

Heat Sink

CT

1

1

Jump Jet

CT

1

1

AC/20 Ammo (10)

RT

2

2

AC/20

RT

10

14

PPC

LA

3

7

2 Heat Sink

LT

2

2

LRM 5 Ammo (24)

LT

1

1

3 Medium Laser

LT

3

3

2 LRM 5

LT

2

4

Heat Sink

RL

1

1

Jump Jet

RL

1

1

Heat Sink

HD

1

1
Quirks:
Command Mech
Improved Communications
A 3/5/3 assault mech design that straddles the line between juggernaut and brawer. Its able to accompany stuff like the atlas, highlander, and stalker comfortably at the frontlines or as a example be a scary as heck bodyguard to awesomes and longbow while in both cases decently adding to the long range firepower of either group with the armor of a thug. And much like the Thug or Battlemaster on its PPC arm it has a hand . Its solid armor and excellent crit padding to mean its most likely returning home and probably just needing its armor patched up and ammo restocked at least during a combat operation. And its quirks make it a reasonably solid command assault mech option especially for its price.
 
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40MM ShadowHawk
My formidable shadow hawk variant.
Shadow Hawk SHD-2F
Mass:
55 tons
Chassis: Earthwerks SHD
Power Plant: CoreTek 275
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Maximilian 43
Armament:
2 Medium Laser
1 LRM 5
1 SRM 6
1 Large Laser
Communication System: O/P 300 COMSET
Targeting & Tracking System: O/P 2000A
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 4,936,957 C-bills
Type: Shadow Hawk
Role: Skirmisher
Technology Base: Inner Sphere (Introductory)
Tonnage: 55
Battle Value: 1,269

Equipment
 
Mass

Internal Structure
 
5.5

Engine

275 Fusion

15.5

Walking MP:

5
 

Running MP:

8
 

Jumping MP:

5
 

Heat Sink:

12

2

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

152

9.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

18

23

Center Torso (rear)
 
8

R/L Torso

13

18

R/L Torso (rear)
 
6

R/L Arm

9

16

R/L Leg

13

16

Weapons
and Ammo

Location

Critical

Tonnage

Jump Jet

CT

1

0.5

Heat Sink

RT

1

1

LRM 5 Ammo (24)

RT

1

1

2 Jump Jet

RT

2

1

LRM 5

RT

1

2

SRM 6

RT

2

3

SRM 6 Ammo (15)

RT

1

1

Medium Laser

LA

1

1

2 Jump Jet

LT

2

1

Large Laser

LT

2

5

Medium Laser

RA

1

1
It does the role of all 3 introtech shadow hawk variants decently well and also has some Wolverine 6-M DNA mixed in.
 
40MM Antares Sentry Enforcer
the first of my light designs for ya imperator pax. the antares
Antares ANR-3T
Mass:
35 tons
Chassis: Dorwinion Standard II
Power Plant: General Motors 210 Fusion Engine
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Maximum Jump Distance: 180 meters from 6 McCloud Special Jumpjets
Armor: Starshield A
Armament:
4 ChisComp 39 Medium Lasers
2 Zippo Flamers
Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3018
Tech Rating/Availability: D/X-E-D-D
Cost: 3,154,410 C-bills
Type: Antares
Role: Striker
Technology Base: Inner Sphere (Introductory)
Tonnage: 35
Battle Value: 948




Equipment
 
Mass

Internal Structure
 
3.5

Engine

210 Fusion

9

Walking MP:

6
 

Running MP:

9
 

Jumping MP:

6
 

Heat Sink:

10
 

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

119

7.5


Actuators: Hands, Upper, Lower for both arms.


 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

11

17

Center Torso (rear)
 
5

R/L Torso

8

12

R/L Torso (rear)
 
4

R/L Arm

6

12

R/L Leg

8

16

Weapons
and Ammo

Location

Critical

Tonnage

2 Jump Jet

LL

2

1

2 Medium Laser

CT

2

2

Jump Jet

RT

1

0.5

Medium Laser

LA

1

1

Flamer

LA

1

1

Heat Sink

LT

1

1

Jump Jet

LT

1

0.5

2 Jump Jet

RL

2

1

Heat Sink

HD

1

1

Medium Laser

RA

1

1

Flamer

RA

1

1
I haven't given it any quirks and honestly leave that up to you. fundamentally though its a Firestarter given some modifications to be legally different and remove some design flaws and to also be a more balanced design. One that's closer to a wolfhound with 2 flammers and jumpjets instead of the large laser in all honesty.

edit:
my second design for ya a early watchman/sentry which again lacks quirks due to me not yet giving it any. albeit they probably should match the otl design
Introtech Era Sentry
Mass:
40 tons
Chassis: Dorwinion Standard
Power Plant: Nissan 200 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86.2 kph
Maximum Jump Distance: 150 meters from 5 McCloud Special Jumpjets
Armor: Starshield A
Armament:
1 Parti-Kill Heavy Cannon PPC
3 ChisComp 39 Medium Lasers
1 ChisComp 32 Small Laser
1 Zippo Flamer
Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3018
Tech Rating/Availability: D/X-E-D-D
Cost: 3,121,277 C-bills
Type: Sentry
Role: Skirmisher
Tonnage: 40
Battle Value: 1,154


Equipment
 
Mass

Internal Structure
 
4

Engine

200 Fusion

8.5

Walking MP:

5
 

Running MP:

8
 

Jumping MP:

5
 

Heat Sink:

10
 

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

136

8.5
Actuators Hand, upper, lower for both hands

 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

12

17

Center Torso (rear)
 
6

R/L Torso

10

15

R/L Torso (rear)
 
5

R/L Arm

6

12

R/L Leg

10

20

Weapons
and Ammo

Location

Critical

Tonnage

Jump Jet

LL

1

0.5

Medium Laser

CT

1

1

Jump Jet

CT

1

0.5

Heat Sink

RT

1

1

Jump Jet

RT

1

0.5

Medium Laser

LA

1

1

Flamer

LA

1

1

Heat Sink

LT

1

1

Medium Laser

LT

1

1

Jump Jet

LT

1

0.5

Jump Jet

RL

1

0.5

Small Laser

HD

1

0.5

PPC

RA

3

7


And my third design which is basically a slightly modified enforcer which due to being a enforcer doesn't need all the fluff filled out since its on sarna so here's the hard data for it. In summary what it does is that it axes the AC-10 for a 2nd large laser, max efficient armor aka 10.5 tons , 4 more heatsinks for a total of 16, and upgrading the secondary weapons to a robust total of 3 medium lasers vs the old designs single small one.

Enforcer ENF-4D
Mass:
50 tons
Chassis: Standard Biped
Power Plant: 200 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
3 Medium Laser
2 Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2777
Tech Rating/Availability: D/C-E-D-D
Cost: 3,575,500 C-bills
Type: Enforcer
Role: Skirmisher
Technology Base: Inner Sphere (Introductory)
Tonnage: 50
Battle Value: 1,215

Equipment
 
Mass

Internal Structure
 
5

Engine

200 Fusion

8.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

16

6

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

168

10.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

16

24

Center Torso (rear)
 
7

R/L Torso

12

19

R/L Torso (rear)
 
5

R/L Arm

8

16

R/L Leg

12

24

Weapons
and Ammo

Location

Critical

Tonnage

2 Jump Jet

LL

2

1

Heat Sink

CT

1

1

Medium Laser

CT

1

1

2 Heat Sink

RT

2

2

Medium Laser

RT

1

1

Heat Sink

LA

1

1

Large Laser

LA

2

5

2 Heat Sink

LT

2

2

Medium Laser

LT

1

1

2 Jump Jet

RL

2

1

Heat Sink

HD

1

1

Heat Sink

RA

1

1

Large Laser

RA

2

5
 
Last edited:
HR DropShip CargoKing
Anyone want to do me a favor, and downtech the Cargo King dropship I don't have MML up but I know the er larges and artemis four need to go but is there anything else that needs to be gotten rid of

The Cargo King doesn't seem to have any other lostech other than the automated Cargo Bays, but I think that can be fluffed away in MML, like the Hydroponics in the Invader. Removing the Artemis and swapping the LL to standard frees up 5 tons since the Heat Sinks are already at the minimum. Without touching the crew or the bays, I used the tonnage for 1 extra ammo per launcher, to compensate for the LRMs' lowered accuracy. If need be, the base crew can be lowered to 7, freeing up 42 tons. Without changing too much, that could be 4 extra LLs, 1 gunner officer quarters (Assuming the officer quarters are for the gunners, actual officers don't seem to need them), and 12 HS to keep it heat neutral. If you're not keeping the automation, the cargo can be cut down, using up the space and tonnage for steerage quarters for bay personnel.

Cargo King (3015)
Type: Military Spheriod
Mass: 12,500 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3015
Mass: 12,500
Battle Value: 1,967
Tech Rating/Availability: D/X-E-D-D
Cost: 217,515,200 C-bills
Fuel: 389 tons (11,670)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 128
Structural Integrity: 12
Armor
Nose: 82
Sides: 71/71
Aft: 62
Cargo
Bay 1: Cargo (2245.0 tons) 2 Doors
Bay 2: Cargo (2244.5 tons) 2 Doors
Bay 3: Cargo (2244.5 tons) 2 Doors
Bay 4: Cargo (2244.5 tons) 2 Doors
Ammunition:
162 rounds of LRM 20 ammunition (27 tons)
Escape Pods: 2
Life Boats: 2
Crew: 4 officers, 9 enlisted/non-rated, 4 gunners
Notes: Mounts 17 tons of standard aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (14 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (18 shots)
RS/LS Fwd (20 Heat)
2 Medium Laser 14 2(18) 1(8) 0(0) 0(0) Laser
1 Large Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (36 shots)
RS/LS Aft (20 Heat)
2 Medium Laser 14 2(18) 1(8) 0(0) 0(0) Laser
1 Large Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (36 shots)
Aft (14 Heat)
2 Medium Laser 14 2(18) 1(8) 0(0) 0(0) Laser
1 Large Laser

Cargo King (Skeleton Crew)
Type: Military Spheriod
Mass: 12,500 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3015
Mass: 12,500
Battle Value: 2,151
Tech Rating/Availability: D/X-E-D-D
Cost: 228,687,200 C-bills
Fuel: 389 tons (11,670)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 140
Structural Integrity: 12
Armor
Nose: 82
Sides: 71/71
Aft: 62
Cargo
Bay 1: Cargo (2245.0 tons) 2 Doors
Bay 2: Cargo (2244.5 tons) 2 Doors
Bay 3: Cargo (2244.5 tons) 2 Doors
Bay 4: Cargo (2244.5 tons) 2 Doors
Ammunition:
162 rounds of LRM 20 ammunition (27 tons)
Escape Pods: 2
Life Boats: 2
Crew: 4 officers, 3 enlisted/non-rated, 5 gunners
Notes: Mounts 17 tons of standard aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (14 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (18 shots)
RS/LS Fwd (28 Heat)
2 Medium Laser 22 3(26) 2(16) 0(0) 0(0) Laser
2 Large Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (36 shots)
RS/LS Aft (28 Heat)
2 Medium Laser 22 3(26) 2(16) 0(0) 0(0) Laser
2 Large Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (36 shots)
Aft (14 Heat)
2 Medium Laser 14 2(18) 1(8) 0(0) 0(0) Laser
1 Large Laser

Oh, are you planning to summon the lost prototype, or maybe just the blueprints, for use in Galax? Seems costly though for a civ dropship, with only a few hundred more tons of cargo compared to the Mule. I suppose the draw is the lower personnel requirements and its tougher hull.

Edit: Sorry, accidentally double-posted. I'll just merge this two.
edit:
my second design for ya a early watchman/sentry which again lacks quirks due to me not yet giving it any. albeit they probably should match the otl design
Introtech Era Sentry
Mass:
40 tons
Chassis: Dorwinion Standard
Power Plant: Nissan 200 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86.2 kph
Maximum Jump Distance: 150 meters from 5 McCloud Special Jumpjets
Armor: Starshield A
Armament:
1 Parti-Kill Heavy Cannon PPC
3 ChisComp 39 Medium Lasers
1 ChisComp 32 Small Laser
1 Zippo Flamer
Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3018
Tech Rating/Availability: D/X-E-D-D
Cost: 3,121,277 C-bills
Type: Sentry
Role: Skirmisher
Tonnage: 40
Battle Value: 1,154


Equipment
 
Mass

Internal Structure
 
4

Engine

200 Fusion

8.5

Walking MP:

5
 

Running MP:

8
 

Jumping MP:

5
 

Heat Sink:

10
 

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

136

8.5
Actuators Hand, upper, lower for both hands

 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

12

18

Center Torso (rear)
 
5

R/L Torso

10

16

R/L Torso (rear)
 
4

R/L Arm

6

12

R/L Leg

10

20

Weapons
and Ammo

Location

Critical

Tonnage

Jump Jet

LL

1

0.5

Medium Laser

CT

1

1

Jump Jet

CT

1

0.5

Heat Sink

RT

1

1

Jump Jet

RT

1

0.5

Medium Laser

LA

1

1

Flamer

LA

1

1

Heat Sink

LT

1

1

Medium Laser

LT

1

1

Jump Jet

LT

1

0.5

Jump Jet

RL

1

0.5

Small Laser

HD

1

0.5

PPC

RA

3

7

Needs more PBI blender for a Sentry (though I suppose the SL is a placeholder for Pulse later), looks more like a Watchman. Though I suppose that's a good thing, I don't know why they thought that many MGs and SPLs was necessary.
 
Last edited:
40MM Rifleman
Yeah....might need to do some stuff for kathil's, firgorve's, and new sytris's yards or at least 1 of them.
and maybe get kathil's nightstar plant making a introtech variant?

also for the phone thing it just takes practice

edit.
a trooper like rifleman variant
Rifleman RFL-4P
Mass: 60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 PPC
4 Medium Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 4,974,400 C-bills
Type: Rifleman
Technology Base: Inner Sphere (Introductory)
Tonnage: 60
Battle Value: 1,308
Equipment   Mass
Internal Structure   6
Engine 240 Fusion 11.5
Walking MP: 4  
Running MP: 6  
Jumping MP:    
Heat Sink: 18 8
Gyro:   3
Cockpit:   3
Armor Factor: 168 10.5
  Internal
Structure
Armor
Value
Head 3 9
Center Torso 20 25
Center Torso (rear)   8
R/L Torso 14 19
R/L Torso (rear)   5
R/L Arm 10 19
R/L Leg 14 20
Weapons
and Ammo
Location Critical Tonnage
2 Heat Sink LL 2 2
2 Heat Sink CT 2 2
Medium Laser RT 1 1
Heat Sink LA 1 1
Medium Laser LA 1 1
PPC LA 3 7
Medium Laser LT 1 1
2 Heat Sink RL 2 2
Heat Sink HD 1 1
Heat Sink RA 1 1
Medium Laser RA 1 1
PPC RA 3 7
Since its a rifleman all its subsystems and quirks should be on Sarna and the like. Alas not on MML by default and I can't be too bothered to add them so unless its wanted.
 
Last edited:
40MM Sphinx Tank
why do i imagine this is semi related to my introtech sentry/watchman variant assuming a source of FE 200s is made available for a swordman variant or the like...or is a variant for the swordsman proper needed here?

also a LRM-5 or 2 is decent long range firepower for a light or medium mech in this period.

oh i think you randomly mentioned the grasshopper on accident

edit:
Sphinx Tank (Standard)
Mass:
40 tons
Movement Type: Tracked
Power Plant: 160 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 LRM 5
1 SRM 6
1 Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3000
Tech Rating/Availability: E/X-E-D-D
Cost: 1,240,633 C-bills
Type: Sphinx Tank
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 784

Equipment
 
Mass

Internal Structure
 
4

Engine

160 Fusion

9

Cruising MP:

4
 

Flanking MP:

6
 

Heat Sinks:

10
 

Control Equipment:
 
2

Power Amplifier:
   

Turret:
 
1.5

Armor Factor:

152

9.5
 
Internal
Structure

Armor
Value

Front

4

37

R/L Side

4/4

26/26

Rear

4

26

Turret

4

37

Weapons
and Ammo

Location

Critical

Tonnage

2 LRM 5

Turret

2

4

SRM 6

Turret

2

3

Large Laser

Turret

2

5

LRM 5 Ammo (24)

Body

1

1

SRM 6 Ammo (15)

Body

1

1
Something I cooked up awhile ago a Myrmidon expy that loses the PPC due to Succession War production scarcity and maintenance hell and also downrates the engine to a 160 for much the same reason and also to add additional weapons in the form of 2 LRM-5s fed by a ton of ammo and a half ton of additional armor upping it to 9.5 tons which among other things means in theory all facings can tank a direct hit from a long tom albeit a TAC is likely. Has a MG variant that loses the 2nd LRM-5 for a pair of MGs fed by a half ton of ammo and a additional half ton of armor bringing the total up to 10 tons and costs 17 less BV and 20,300 C-bills than the stock variant. Overall the design is a bit cheaper than the original tank its inspired by and its big attraction in universe would be that you can buy 2 for 159,534 less c-bills than a single Manticore.
 
Last edited:
40MM Nightstar Swordsman
Introtech Nightstar NSR-8D
Mass:
95 tons
Chassis: Standard Biped
Power Plant: 285 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
1 PPC
4 Medium Laser
2 AC/10
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3021
Tech Rating/Availability: D/X-E-D-D
Cost: 8,695,440 C-bills
Type: Introtech Nightstar
Technology Base: Inner Sphere (Introductory)
Tonnage: 95
Battle Value: 1,825

Equipment
 
Mass

Internal Structure
 
9.5

Engine

285 Fusion

16.5

Walking MP:

3
 

Running MP:

5
 

Jumping MP:
   

Heat Sink:

16

6

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

288

18
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

30

45

Center Torso (rear)
 
14

R/L Torso

20

31

R/L Torso (rear)
 
9

R/L Arm

16

31

R/L Leg

20

39

Weapons
and Ammo

Location

Critical

Tonnage

2 Heat Sink

RT

2

2

AC/10 Ammo (20)

RT

2

2

PPC

RT

3

7

Medium Laser

LA

1

1

AC/10

LA

7

12

3 Heat Sink

LT

3

3

Medium Laser

LT

1

1

AC/10 Ammo (20)

LT

2

2

Medium Laser

HD

1

1

Medium Laser

RA

1

1

AC/10

RA

7

12

a introtech nightstar variant.

Swordsman SWD-3
Mass:
40 tons
Chassis: Standard Biped
Power Plant: 160 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
1 LRM 5
1 SRM 6
1 Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3023
Tech Rating/Availability: D/X-E-D-D
Cost: 2,885,493 C-bills
Type: Large Laser Swordsman
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 964

Equipment
 
Mass

Internal Structure
 
4

Engine

160 Fusion

6

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

11

1

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

128

8
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

12

17

Center Torso (rear)
 
6

R/L Torso

10

15

R/L Torso (rear)
 
5

R/L Arm

6

12

R/L Leg

10

16

Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

0.5

Heat Sink

CT

1

1

LRM 5 Ammo (24)

RT

1

1

Jump Jet

RT

1

0.5

LRM 5

RT

1

2

SRM 6

RT

2

3

SRM 6 Ammo (15)

RT

1

1

Medium Laser

LA

1

1

Heat Sink

LT

1

1

Jump Jet

LT

1

0.5

Large Laser

LT

2

5

Heat Sink

RL

1

1

Jump Jet

RL

1

0.5

Heat Sink

HD

1

1

Medium Laser

RA

1

1
A large laser swordsman I threw together before I saw the authors note and figured I'd post anyways
 
40MM Fusilier
working on something that's based off the enforcer right now actually. And for that matter the Sentry/Watchman uses most of the same parts as that canonically to speed up/ease production including the frame.
and for that matter not far back i posted a dual LL enforcer here.

Look at what goes into the Longsword components wise (which Hanse doesn't know, but coincidence I am sure).

hint as the designer it totally wasn't

edit: my newest 50 ton design.
Fusilier FSR-3E
Mass:
50 tons
Chassis: Dorwinion Standard
Power Plant: Nissan 200
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Starshield
Armament:
2 Zeus LRM-15s
4 ChisComp 39 Medium Lasers
Manufacturer: Archernar Battlemechs
Primary Factory: New Avalon
Communication System: Achernar Electronics HID-21
Targeting & Tracking System: Federated Hunter Mk. II
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 3,773,500 C-bills

Type: Fusilier
Role: Missile Boat
Technology Base: Inner Sphere (Introductory)
Tonnage: 50
Battle Value: 1,155


Equipment
 
Mass

Internal Structure
 
5

Engine

200 Fusion

8.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:
   

Heat Sink:

10
 

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

152

9.5
 

Internal
Structure


Armor
Value

Head

3

9

Center Torso

16

22

Center Torso (rear)
 
7

R/L Torso

12

18

R/L Torso (rear)
 
5

R/L Arm

8

14

R/L Leg

12

20
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand


Weapons
and Ammo


Location


Critical


Tonnage

2 Medium Laser

CT

2

2

Heat Sink

RT

1

1

LRM 15

RT

3

7

LRM 15 Ammo (16)

RT

2

2

Medium Laser

LA

1

1

Heat Sink

LT

1

1

LRM 15

LT

3

7

LRM 15 Ammo (16)

LT

2

2

Medium Laser

RA

1

1

The Fusilier started with me wondering what you could do with a slower Trebuchet. as it turns out a decent amount with the resulting 5 available tons. 2 tons of ammo, 1 medium laser, and 2 tons of armor over the stock trebuchet. And yes its a Achernar design since they have experience with fire support designs including using the Dorwinion Standard frame or close variants of it via the Dervish(which needs a slight upgrade in my POV via more armor and heatsinks via dropping the SRMs for another pair of medium lasers and 2 tons of armor and the 2 LRM-10s being replaced with 2 more heatsinks). The name of Fusilier is a hint over how cranky Achernar is with the Federal Government right now. Well that and I already have a Ranger design so a Fusilier one works naming scheme wise.

Honestly its basically a mini archer in terms of capabilities and in terms of price comparison vs its in production in the 3rd SW Missile Boat peers its roughly 59.1% of the price of the 2R Archer, 88% of the 5N Trebuchet, 75.6% of a Dervish 6M, 66.4% of a Crusader 3R and 50.9% of the 7Q Longbow.
 
Last edited:
40MM Falchion
Falchion FLN-3C
Mass:
85 tons
Chassis: Crusis-F
Power Plant: Strand 255 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jumping Distance: 90 meters from 3 HildCo Model 12 Jumpjets
Armor: Durallex Heavy
Armament:
2 Donal PPCs
4 Martell Medium Lasers
2 Harpoon-6 SRM 6s
4 Zippo Flamers

Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 7,780,360 C-bills

Type: Falchion
Role: Juggernaut
Technology Base: Inner Sphere (Introductory)
Tonnage: 85
Battle Value: 1,836 (1873 with the quirks applied)


Equipment
 
Mass

Internal Structure
 
8.5

Engine

255 Fusion

13

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

18(22)

8

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

263

16.5






Internal
Structure

Armor
Value

Head

3

9

Center Torso

27

41

Center Torso (rear)
 
13

R/L Torso

18

27

R/L Torso (rear)
 
9

R/L Arm

14

28

R/L Leg

18

36
RA actuators: shoulder, upper, lower, hand
LA actuators: shoulder, upper, lower, hand


Weapons
and Ammo

Location

Critical

Tonnage

2 Heat Sink

LL

2

2

Heat Sink

CT

1

1

Jump Jet

CT

1

1

Heat Sink

RT

1

1

2 Medium Laser

RT

2

2

Jump Jet

RT

1

1

SRM 6

RT

2

3

Flamer

RT

1

1

SRM 6 Ammo (15)

RT

1

1

Flamer

LA

1

1

PPC

LA

3

7

Heat Sink

LT

1

1

2 Medium Laser

LT

2

2

Jump Jet

LT

1

1

SRM 6

LT

2

3

Flamer

LT

1

1

SRM 6 Ammo (15)

LT

1

1

2 Heat Sink

RL

2

2

Heat Sink

HD

1

1

Flamer

RA

1

1

PPC

RA

3

7
Quirks: Combat Computer

My latest design a 85 tonner which I've posted elsewhere already and the newest in my line of mechs named after melee weapons. It would run really hot in its brackets it I didn't give it the combat computer quirk(or pulled 2 of the flamers to get the heatsinks back up to 20 vs the 18 is has if the quirk wasn't there). Its basically the kid of a 3 way between a firestarter, a warhammer, and a thug in terms of role
As always thoughts and comments are welcomed.
 
Last edited:
40MM Ranger
a MML upgrade of my Ranger Design
Ranger RNG-4R
Mass:
60 tons
Chassis: Dorwinion Standard 60T
Power Plant: Pitban 240 Fusion Engine
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Starshield A
Armament:
1 Parti-Kill Heavy Cannon PPC
3 Holy 3-Tube MMLs
3 ChisComp 39 Medium Lasers
1 ChisComp 32 Small Laser
1 Zippo Flamer

Manufacturer: Robinson Standard Battleworks, Achernar Battlemechs
Primary Factories: Robinson, New Avalon
Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter Mark III
Introduction Year: 3025
Tech Rating/Availability: D/X-X-X-D
Cost: 4,978,160 C-bills

Type: Ranger
Role: Brawler
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 1,306


Equipment
 
Mass

Internal Structure
 
6

Engine

240 Fusion

11.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:
   

Heat Sink:

16

6

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

200

12.5




Right Arm Actuators: Shoulder, Upper, Lower, Hand
Left Arm Actuators: Shoulder, Upper, Lower, Hand

 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

20

30

Center Torso (rear)
 
9

R/L Torso

14

22

R/L Torso (rear)
 
6

R/L Arm

10

20

R/L Leg

14

28



Weapons
and Ammo


Location


Critical


Tonnage

2 Heat Sink

LL

2

2

Heat Sink

CT

1

1

Medium Laser

CT

1

1

2 Medium Laser

RT

2

2

Flamer

LA

1

1

2 Heat Sink

LT

2

2

3 MML 3

LT

6

4.5

MML 3 SRM Ammo (33)

LT

1

1

MML 3 LRM Ammo (40)

LT

1

1

2 Heat Sink

RL

2

2

Small Laser

HD

1

0.5

PPC

RA

3

7
Quirks:
Easy to Maintain
Rugged (2)
This writeup also contains all the missing fluff the original writeup of the stock introtech one lacks.

On another note Achernar not being the top of the trooper medium mech game isn't the end of the world for them since over three quarters of their money comes from non military stuff.


edit: The introtech ranger
Ranger RNG-3R
Mass:
60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
1 PPC
3 Medium Laser
2 LRM 5
1 SRM 6
1 Flamer
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 4,961,760 C-bills
Type: Ranger
Technology Base: Inner Sphere (Introductory)
Tonnage: 60
Battle Value: 1,306


Equipment
 
Mass

Internal Structure
 
6

Engine

240 Fusion

11.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:
   

Heat Sink:

14

4

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

200

12.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

20

30

Center Torso (rear)
 
9

R/L Torso

14

22

R/L Torso (rear)
 
6

R/L Arm

10

20

R/L Leg

14

28
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand


Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

CT

1

1

Medium Laser

CT

1

1

2 Heat Sink

RT

2

2

Medium Laser

RT

1

1

SRM 6

RT

2

3

SRM 6 Ammo (15)

RT

1

1

Flamer

LA

1

1

Heat Sink

LT

1

1

LRM 5 Ammo (24)

LT

1

1

Medium Laser

LT

1

1

2 LRM 5

LT

2

4

Heat Sink

HD

1

1

PPC

RA

3

7
Quirks: Easy to Maintain, Rugged (2)
 
Last edited:
40MM Shogun
My introtech shogun variant

Shogun SHG-2D
Mass:
85 tons
Chassis: Kitushi Shogun
Power Plant: Strand 255 Fusion Engine
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jumping Distance: 90 Meters
Jumpjets: HildCo Model 12
Armor: Valiant Lamellor
Armament:
1 Magna Hellstar PPC
2 Coventry Star Fire LRM 15s
1 Harpoon-6 SRM 6
4 Martel Medium Laser

Communication System: HartfordCo COM 4000
Targeting & Tracking System: HartfordCo XKZ 1
Introduction Year: 3020
Tech Rating/Availability: D/X-E-D-D
Cost: 7,936,130 C-bills

Type: Shogun
Role: Juggernaut
Technology Base: Inner Sphere (Introductory)
Tonnage: 85
Battle Value: 1,841

Equipment
 
Mass

Internal Structure
 
8.5

Engine

255 Fusion

13

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

17

7

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

248

15.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

27

40

Center Torso (rear)
 
11

R/L Torso

18

28

R/L Torso (rear)
 
8

R/L Arm

14

26

R/L Leg

18

32
Right Arm Actuators: Shoulder, Upper. Lower
Left Arm Actuators: Shoulder, Upper. Lower


Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

1

Medium Laser

CT

1

1

Jump Jet

CT

1

1

Heat Sink

RT

1

1

2 Medium Laser

RT

2

2

LRM 15 Ammo (16)

RT

2

2

PPC

RT

3

7

LRM 15

LA

3

7

4 Heat Sink

LT

4

4

SRM 6

LT

2

3

LRM 15 Ammo (8)

LT

1

1

SRM 6 Ammo (15)

LT

1

1

Heat Sink

RL

1

1

Jump Jet

RL

1

1

Medium Laser

HD

1

1

LRM 15

RA

3

7
Quirks:
Barrel Fist (RA) (LA)

I pulled one of the SRM-6s and its ammo for 4 medium lasers (2 of which take up the position of the pulled SRM-6 and the other 2 occupy the head and CT slots where the original shogun had a medium pulse laser and a medium laser) and since its a strictly introtech design the case got pulled for another much needed ton of LRM ammo.
Also swaps out the jump jets and the remaining SRM-6 for much more common and reliable models(the Thunderstroke SRM-6 model isn't even listed on sarna it links to the SRM-4 page where there isn't a Thunderstroke model when you look and you know the many problems with the Anderson 21 Jump Jet Model) ditto for the armor which is unique solely to the Shogun( it was also slightly rearranged to give the side torsos and arms some more armor at the expense of the legs which still have plenty of armor) all of which I fell should help remove the non standard parts and difficult to maintain quirks.
Alas doesn't solve the heat problem but short of adding the combat computer quirk, improved cooling jackets to the PPC and LRMs, or pulling the jump jets its not possible in introtech.

I kept the coms and targeting systems as is since those are the same as the battlemaster's and so should be able to be produced by the time you can set up a shogun plant and they will help the suns make the battlemaster if that's wanted.
 
Last edited:
40MM Bastion
The latest in my 200 fusion engine using designs that fundamentally is in my opinion at least is at least somewhat a Annihilator like design done semi right.
Bastion BAS-2T
Mass:
100 tons
Chassis: Achernar Type 10
Power Plant: Nissan 200 Fusion Engine
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Durallex Heavy
Armament:
2 Donal PPCs
2 Zeus LRM 15s
8 Magna MK II Medium Lasers
2 Zippo Flamers

Manufacturer: Achernar Battlemechs
Primary Factory: New Avalon
Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 8,290,667 C-bills

Type: Bastion
Role: Juggernaut
Technology Base: Inner Sphere (Introductory)
Tonnage: 100
Battle Value: 1,740


Equipment
 
Mass

Internal Structure
 
10

Engine

200 Fusion

8.5

Walking MP:

2
 

Running MP:

3
 

Jumping MP:
   

Heat Sink:

28

18

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

264

16.5



Internal
Structure

Armor
Value

Head

3

9

Center Torso

31

40

Center Torso (rear)
 
15

R/L Torso

21

30

R/L Torso (rear)
 
10

R/L Arm

17

30

R/L Leg

21

30
Right Arm Actuators: Shoulder, Upper, Lower, Hand
Left Arm Actuators: Shoulder, Upper, Lower, Hand



Weapons
and Ammo

Location

Critical

Tonnage

2 Heat Sink

LL

2

2

2 Medium Laser

CT

2

2

5 Heat Sink

RT

5

5

2 Medium Laser

RT

2

2

LRM 15

RT

3

7

LRM 15 Ammo (16)

RT

2

2

2 Heat Sink

LA

2

2

Medium Laser

LA

1

1

Flamer

LA

1

1

PPC

LA

3

7

4 Heat Sink

LT

5

5

2 Medium Laser

LT

2

2

LRM 15

LT

3

7

LRM 15 Ammo (16)

LT

2

2

2 Heat Sink

RL

2

2

Heat Sink

HD

1

1

3 Heat Sink

RA

3

3

Medium Laser

RA

1

1

Flamer

RT

1

1

PPC

RA

3

7
Quirks:
Extended Torso Twist
Protected Actuators
Its protected by some 16.5 tons of armor a full 4 tons more than Annihilator. Its long range punch is 2 PPCs and 2 LRM-15s with 2 tons of ammo each for prolonged downrange fire. Up close it has 8 medium lasers and 2 flamers albeit the later is mostly for anti infantry work or for creating stuff like smoke cover. And it has 28 heat sinks to keep things reasonably cool all things considered in the introtech era.
 
Last edited:
40MM Centurion
Posted this over in the general BT thread but given the heavy centurion focus of this story I figured it would also be suited to be posted here as well.


Centurion CN9-AP
Mass:
50 tons
Chassis: Corean Model 7K
Power Plant: Nissan 200 Fusion Engine
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: StarGuard III
Armament:
1 Magna Hellstar PPC
2 Holy V LRM 5s
4 Photech 806c Medium Lasers
1 Zippo Flamer

Communication System: Corean Transband-J9
Targeting & Tracking System: Corean B-Tech
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 3,547,750 C-bills

Type: Centurion
Role: Brawler
Technology Base: Inner Sphere (Introductory)
Tonnage: 50
Battle Value: 1,159


Equipment
 
Mass
Internal Structure  
5
Engine
200 Fusion

8.5
Walking MP:
4
 
Running MP:
6
 
Jumping MP:    
Heat Sink:
14

4
Gyro:  
2
Cockpit:  
3
Armor Factor: 168
10.5
 
Internal
Structure

Armor
Value
Head
3

9
Center Torso
16

24
Center Torso (rear)  
7
R/L Torso
12

19
R/L Torso (rear)  
5
R/L Arm
8

16
R/L Leg
12

24
Right arm Actuators: Shoulder, Upper, Lower
Left arm Actuators: Shoulder, Upper, Lower, Hand

Weapons
and Ammo

Location

Critical

Tonnage
Heat Sink
LL

1

1
2 Medium Laser
CT

2

2
Heat Sink
RT

1

1
Medium Laser
RT

1

1
Flamer
LA

1

1
Heat Sink
LT

1

1
LRM 5 Ammo (24)
LT

1

1
2 LRM 5
LT

2

4
Heat Sink
RL

1

1
Heat Sink
HD

1

1
Heat Sink
RA

1

1
Medium Laser
RA

1

1
PPC
RA

3

7
Something I designed when I looked at the AL Centurion and realized that assuming your using it as a bracket fighter its way way oversinked. and of course using a LRM-10 which is the worst LRM system. Oh and it wastes half a ton to add a single point of armor.
If nothing else that can be used to make the right arm small laser a medium one. with the saved mass via the 2 cut heat sinks and the 2 LRM-5s vs 1 10 and cutting the LRM ammo to a more reasonable single ton(if your firing 24 rounds of LRMs in a medium mech that's a brawler you probably have been in the battle too long and really should have withdrawn to rearmor so its basically a ammo bomb risk) to add a PPC, a medium laser, upgrading the small to a medium, making the rearward firing medium laser forward facing, and a flamer since anti infantry capabilities among other uses is very useful for a line mech.

The design does weaken the rear armor compared to the AL by 2 points per torso due to auto placement of the armor and also my POV that a line mech needs as much armor forward as possible especially since I pulled the rear medium laser.
It runs a slightly hot in the longer range bracket when moving but even then you can just turn off one or both the LRM5s every once in awhile to manage that.
 
Last edited:
40MM Sphinx Introtech
Well its been long enough for this not to count as a double post and since I posted it in the main QQ BT thread so best to post it here as well.

Sphinx Tank
Mass:
40 tons
Movement Type: Tracked
Power Plant: LVT 160 Fusion Engine
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: ArcShield Maxi II
Armament:
1 Exostar Large Laser
2 Holy V LRM 5s
1 Harpoon-6 SRM 6

Communication System: O/P R Janxiir
Targeting & Tracking System: TargiTrack 717
Introduction Year: 3025
Tech Rating/Availability: E/X-E-D-D
Cost: 1,240,633 C-bills

Type: Sphinx
Role: MBT/Infantry Support
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 784

Equipment
 
Mass

Internal Structure
 
4

Engine

160 Fusion

9

Cruising MP:

4
 

Flanking MP:

6
 

Heat Sinks:

10
 

Control Equipment:
 
2

Power Amplifier:
   

Turret:
 
1.5

Armor Factor:

152

9.5
 
Internal
Structure

Armor
Value

Front

4

38

R/L Side

4/4

26/26

Rear

4

25

Turret

4

37

Weapons
and Ammo

Location

Critical

Tonnage

2 LRM 5

Turret

2

4

SRM 6

Turret

2

3

Large Laser

Turret

2

5

LRM 5 Ammo (24)

Body

1

1

SRM 6 Ammo (15)

Body

1

1
Quirks:
Power Reverse
Fast Reload
My latest(ish I forgot I had this one file) design that's basically a Succession War era Myrmidion that's made for the resource scarcity of the succession wars and thus uses a FE 160 and a large laser rather than a FE 200 and a PPC but in exchange gains 1 ton of armor and 2 LRM-5s with a ton of ammo split between them. It also has the option of dropping a LRM-5 for a pair of MGs with a half ton of ammo and adding a additional half ton of armor albeit this option has 17 less BV. Overall it has only 24 points less armor and a tad less weapons than the Manticore which is reflected in the BV. It has only 109 BV less than a Manticore and you can buy 2 of them and still spend 159,534 less c-bills than a single Manticore and for that matter it costs some 32,000 C-bills less than a standard Bulldog but has 179 more BV than one. Oh and since it comfortably fits in a light vehicle bay you can haul 2 of them per Manticore or Bulldog assuming you have light vehicle bays available.

Very much designed with 2nd and 3rd line house units, mercs, and militias in mind while still being solid enough for 1st line and even high end units in the Succession War period. I could have given it better quirks but I give too many of my designs powerful as heck quirks like easy to maintain and rugged so I decided to mix things up this time.

As always thoughts and comments are welcome.
 
Last edited:
40MM Warden
Derp I forgot to post the warden over here after I even gave it the fluff to be a suns design. Give me a bit to correct that.

Warden WRN-D3
Mass:
80 tons
Chassis: Achernar Type 8
Power Plant: Pitban 240 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Valiant Lamellor
Armament:
1 Defiance 'Mech Hunter AC/20
1 Magna Hellstar PPC
1 Harpoon- 6 SRM 6
3 Magna Mk. 2 Medium Lasers
1 Zippo Flamer

Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D

Cost: 6,840,540 C-bills
Type: Warden
Role: Juggernaut
Technology Base: Inner Sphere (Introductory)
Tonnage: 80
Battle Value: 1,594



Equipment
 

Mass

Internal Structure
 
8

Engine

240 Fusion

11.5

Walking MP:

3
 

Running MP:

5
 

Jumping MP:
   

Heat Sink:

18

8

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

247

15.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

25

38

Center Torso (rear)
 
12

R/L Torso

17

26

R/L Torso (rear)
 
8

R/L Arm

13

26

R/L Leg

17

34
Right Arm Actuators: Shoulder, Upper, Lower, Hand
Left Arm Actuators: Shoulder, Upper, Lower, Hand


Weapons
and Ammo

Location

Critical

Tonnage

2 Heat Sink

LL

2

2

Heat Sink

CT

1

1

Medium Laser

CT

1

1

AC/20 Ammo (10)

RT

2

2

AC/20

RT

10

14

Heat Sink

LA

1

1

PPC

LA

3

7

2 Heat Sink

LT

2

2

2 Medium Laser

LT

2

2

SRM 6

LT

2

3

SRM 6 Ammo (15)

LT

1

1

2 Heat Sink

RL

2

2

Heat Sink

HD

1

1

Flamer

RA

1

1
Quirks:
Improved Cooling Jacket (Right Torso AC-20)
Command Mech
Improved Communications
And yes its a atlas knockoff that doesn't have battlefists as a quirk. Something something too many postive quirk points and more importantly in universe there's the fact that its arms are different from the atlases since it has to fit a PPC in one of them and the other fits a flammer. And yes if wanted I have a modernized variant that uses such fun things as a ER PPC, a Gauss rifle, and MMLs
 
Last edited:
40MM Star lifter sting, Maidens, Missle carrier Demolisher sharpe
It certainly is a discount Atlas but in a good way. The Suns right now is starved for proper Assault mechs, excluding the other ones Henry is planning to introduce/bring back. A more affordable command juggernaut will certainly be helpful. It's less maneuverable than the alternative of a Victor for a heavy command mech but it's cheaper, tougher, has actual bonuses for leading and has more versatile firepower. Plus there's the 240 FE goodness. I suppose it depends on the commander if they'll prefer the short-range punch of the Warden versus the additional fire support and mobility of the Alecto.
they do pair pretty well together albeit they do need something to provide more indirect firepower to their formation since otherwise they can potentially get LRM spammed to death


edit cross posting more designs over here that i have posted elsewhere on QQ and the like so I can readily copy them here
here's my militarized jumbo refit. probably more so keeps the engines of the design than anything else. which to be fair is the hardest part of building a dropship by far
Starlifter
Type:
Military Spheriod
Mass: 14,800 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3025
Mass: 14,800
Battle Value: 10,766
Tech Rating/Availability: D/X-E-D-D
Cost: 679,352,800 C-bills
Fuel: 400 tons (12,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 456
Structural Integrity: 30
Armor
Nose:
484
Sides: 408/408
Aft: 332
Cargo

Bay 1:

Small Craft (2)

1 Door

Bay 2:

Fighter (6)

2 Doors

Bay 3:

Mech (16)

1 Door

Bay 4:

Heavy Vehicle (24)

1 Door

Bay 5:

Infantry (Foot) (4 platoons)

1 Door

Bay 6:

Light Vehicle (24)

1 Door

Bay 7:

Cargo (1181.0 tons)

1 Door
Escape Pods: 24
Life Boats: 24
Crew: 9 officers, 26 enlisted/non-rated, 13 gunners, 478 bay personnel
Ammunition: 120 rounds of Long Tom ammunition (24 tons), 120 rounds of AC/20 ammunition (24 tons), 270 rounds of SRM 6 ammunition (18 tons), 360 rounds of LRM 20 ammunition (60 tons)
Notes: Mounts 108 tons of standard aerospace armor.

Weapons:
 
Capital Attack Values (Standard)
 

Arc (Heat)

Heat

SRV

MRV

LRV

ERV

Class

Nose (111 Heat)
           

2 PPC

20

2(20)

2(20)

0(0)

0(0)

PPC

3 Large Laser

24

2(24)

2(24)

0(0)

0(0)

Laser

2 LRM 20, LRM 20 Ammo (60 shots)

12

2(24)

2(24)

2(24)

0(0)

LRM

1 AC/20, AC/20 Ammo (20 shots)

7

2(20)

0(0)

0(0)

0(0)

AC

2 SRM 6, SRM 6 Ammo (45 shots)

8

2(16)

0(0)

0(0)

0(0)

SRM

2 Long Tom, Long Tom Ammo (120 shots)

40

0(0)

0(0)

0(0)

0(0)

Artillery

RS/LS Fwd (71 Heat)
           

2 PPC

20

2(20)

2(20)

0(0)

0(0)

PPC

3 Large Laser

24

2(24)

2(24)

0(0)

0(0)

Laser

2 LRM 20, LRM 20 Ammo (60 shots)

12

2(24)

2(24)

2(24)

0(0)

LRM

1 AC/20, AC/20 Ammo (20 shots)

7

2(20)

0(0)

0(0)

0(0)

AC

2 SRM 6, SRM 6 Ammo (45 shots)

8

2(16)

0(0)

0(0)

0(0)

SRM

RS/LS Aft (71 Heat)
           

2 PPC

20

2(20)

2(20)

0(0)

0(0)

PPC

3 Large Laser

24

2(24)

2(24)

0(0)

0(0)

Laser

2 LRM 20, LRM 20 Ammo (60 shots)

12

2(24)

2(24)

2(24)

0(0)

LRM

1 AC/20, AC/20 Ammo (20 shots)

7

2(20)

0(0)

0(0)

0(0)

AC

2 SRM 6, SRM 6 Ammo (45 shots)

8

2(16)

0(0)

0(0)

0(0)

SRM

Aft (71 Heat)
           

2 PPC

20

2(20)

2(20)

0(0)

0(0)

PPC

3 Large Laser

24

2(24)

2(24)

0(0)

0(0)

Laser

2 LRM 20, LRM 20 Ammo (60 shots)

12

2(24)

2(24)

2(24)

0(0)

LRM

1 AC/20, AC/20 Ammo (20 shots)

7

2(20)

0(0)

0(0)

0(0)

AC

2 SRM 6, SRM 6 Ammo (45 shots)

8

2(16)

0(0)

0(0)

0(0)

SRM
and here's my flying murder blender that is the sting variant of the drost.
well one variant of it anyways.
DroST IIa Transport Sting assault dropship variant
Type:
Military Aerodyne
Mass: 5,300 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3025
Mass: 5,300
Battle Value: 18,783
Tech Rating/Availability: D/X-E-D-D
Cost: 754,804,800 C-bills
Fuel: 200 tons (6,000)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 472
Structural Integrity: 40
Armor
Nose: 904
Sides: 760/760
Aft: 616
Cargo

Bay 1:

Small Craft (2)

2 Doors

Bay 2:

Infantry (Foot) (2 platoons)

2 Doors

Bay 3:

Cargo (262.0 tons)

2 Doors
Escape Pods: 6
Life Boats: 6
Crew: 4 officers, 8 enlisted/non-rated, 12 gunners, 66 bay personnel
Ammunition: 160 rounds of AC/20 ammunition (32 tons), 390 rounds of LRM 20 ammunition (65 tons)
Notes: Mounts 180 tons of standard aerospace armor.

Weapons:
 
Capital Attack Values (Standard)
 

Arc (Heat)

Heat

SRV

MRV

LRV

ERV

Class

Nose (142 Heat)
           

4 LRM 20, LRM 20 Ammo (120 shots)

24

5(48)

5(48)

5(48)

0(0)

LRM

2 AC/20, AC/20 Ammo (40 shots)

14

4(40)

0(0)

0(0)

0(0)

AC

4 PPC

40

4(40)

4(40)

0(0)

0(0)

PPC

8 Large Laser

64

6(64)

6(64)

0(0)

0(0)

Laser

RW/LW (110 Heat)
           

3 LRM 20, LRM 20 Ammo (90 shots)

18

4(36)

4(36)

4(36)

0(0)

LRM

2 AC/20, AC/20 Ammo (40 shots)

14

4(40)

0(0)

0(0)

0(0)

AC

3 PPC

30

3(30)

3(30)

0(0)

0(0)

PPC

6 Large Laser

48

5(48)

5(48)

0(0)

0(0)

Laser

Aft (110 Heat)
           

3 LRM 20, LRM 20 Ammo (90 shots)

18

4(36)

4(36)

4(36)

0(0)

LRM

2 AC/20, AC/20 Ammo (40 shots)

14

4(40)

0(0)

0(0)

0(0)

AC

3 PPC

30

3(30)

3(30)

0(0)

0(0)

PPC

6 Large Laser

48

5(48)

5(48)

0(0)

0(0)

Laser

Battle Maiden BAM-D4
Mass:
35 tons
Chassis: Ironworks Type 6B Chassis
Power Plant: GM 175 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jumping Distance: 150 meters provided by 5 Rawlings Model 55 Jumpjets
Armor: StarGuard III
Armament:
3 Martell Medium Lasers
2 Holy V LRM 5s
1 Zippo Flamer
1 Magna Small Laser
Manufacturer: Bath Ironworks
Primary Factory: Markesan
Communication System: Radcom TXX
Targeting & Tracking System: Datacom 26
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 2,607,773 C-bills

Type: Battle Maiden
Role: Skirmisher
Technology Base: Inner Sphere (Introductory)
Tonnage: 35
Battle Value: 950

Equipment
 
Mass

Internal Structure
 
3.5

Engine

175 Fusion

7

Walking MP:

5
 

Running MP:

8
 

Jumping MP:

5
 

Heat Sink:

10
 

Gyro:
 
2

Cockpit:
 
3

Armor Factor:
 
7.5
 
Internal
Structure

Armor
Value

Head

3
9

Center Torso

11
17

Center Torso (rear)
  5

R/L Torso

8
12

R/L Torso (rear)
  4

R/L Arm

6
12

R/L Leg

8
16
Actuators: Right Arm Upper, Lower, Hand. Left Arm Upper, Lower, Hand

Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Heat Sink

CT

1

1

Jump Jet

CT

1

0.5

LRM 5 Ammo (24)

RT

1

1

2 Jump Jet

RT

2

1

2 LRM 5

RT

2

4

Flamer

LA

1

1

2 Medium Laser

LT

2

2

2 Jump Jet

LT

2

1

Heat Sink

RL

1

1

Small Laser

HD

1

0.5

Medium Laser

RA

1

1
Quirks:
Easy to Maintain
Narrow/ Low Profile
.

War Maiden WMD-5E
Mass:
45 tons
Chassis: Iron Works Type 8W
Power Plant: GM 180 Fusion Engine
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jumping Distance: 120 meters provided by 4 Rawlings Model 55 Jumpjets
Armor: StarGuard III
Armament:
2 Martell Medium Laser
1 Holy V LRM 5
1 Harpoon-6 SRM 6
1 Sunglow Type 2 Large Laser
Manufacturer: Bath Iron Works
Primary Factory: Markesan
Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 3,236,690 C-bills

Type: War Maiden
Role: Skirmisher
Technology Base: Inner Sphere (Introductory)
Tonnage: 45
Battle Value: 1,036

Equipment
 
Mass

Internal Structure
 
4.5

Engine

180 Fusion

7

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

13

3

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

152

9.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

14

21

Center Torso (rear)
 
6

R/L Torso

11

17

R/L Torso (rear)
 
5

R/L Arm

7

14

R/L Leg

11

22
Actuators: Right Arm Upper, Lower, Hand. Left Arm Upper, Lower, Hand

Weapons
and Ammo

Location

Critical

Tonnage

Jump Jet

LL

1

0.5

2 Heat Sink

CT

2

2

2 Heat Sink

RT

2

2

LRM 5 Ammo (24)

RT

1

1

Medium Laser

RT

1

1

Jump Jet

RT

1

0.5

LRM 5

RT

1

2

Heat Sink

LT

1

1

Medium Laser

LT

1

1

Jump Jet

LT

1

0.5

SRM 6

LT

2

3

SRM 6 Ammo (15)

LT

1

1

Jump Jet

RL

1

0.5

Heat Sink

HD

1

1

Large Laser

RA

2

5
Quirks:
Easy to Maintain
Rugged (1)
Improved Cooling Jacket (RA Large Laser)

SRM Carrier Sane version
Base Tech Level: Introductory (IS)
---------------------------------------------
Level Era
Experimental -
Advanced 2470-2504
Standard 2505+
Tech Rating: E/C-C-C-C

Weight: 60 tons
BV: 935
Cost: 1,712,800 C-bills
Source: TRO 3039 - Age of War
Role: Ambusher

Movement: 3/5 (Tracked)
Engine: 180 ICE

Internal: 30
Armor: 176
-----------------------------
Internal Armor
Front 6 40
Right 6 34
Left 6 34
Rear 6 28
Turret 6 40
---------------------------
Loc Heat
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
SRM 4 TU 3
Machine Gun TU 0
----------------------------------
Ammo Loc Shots
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
Half Machine Gun Ammo BD 100

Rational LRM Carrier
Base Tech Level: Introductory (IS)
---------------------------------------------
Level Era
Experimental -
Advanced -
Standard 3025+
Tech Rating: E/X-C-C-C

Weight: 60 tons
BV: 988
Cost: 1,648,000 C-bills
Source: TRO 3039 - Age of War

Movement: 3/5 (Tracked)
Engine: 180 ICE

Internal: 30
Armor: 160
--------------------------------------
Internal Armor
Front 6 35
Right 6 32
Left 6 32
Rear 6 25
Turret 6 36
------------------------------------
Weapons Loc Heat
LRM 20 TU 6
LRM 20 TU 6
---------------------------------------
Ammo Loc Shots
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6

Demolisher variant (Von Luckner expy)
Base Tech Level
: Introductory (IS)

Level

Era

Experimental

-

Advanced

-

Standard

3025+
Tech Rating: E/X-X-X-D

Weight: 80 tons
BV: 1,063
Cost: 2,172,600 C-bills
Movement: 3/5 (Tracked)
Engine: 240 ICE
Internal: 40
Armor: 176

 
Internal

Armor
   

Front

8

45
   

Right

8

30
   

Left

8

30
   

Rear

8

26
   

Turret

8

45
   

Weapons

Loc

Heat
 

AC/20

TU

7
 

SRM 6

TU

4
 

SRM 6

TU

4
 

LRM 5

TU

2
 

LRM 5

TU

2
 

Machine Gun

TU
   

Machine Gun

TU
   

Ammo

Loc

Shots
 

AC/20 Ammo

BD

5
 

AC/20 Ammo

BD

5
 

AC/20 Ammo

BD

5
 

SRM 6 Ammo

BD

15
 

SRM 6 Ammo

BD

15
 

LRM 5 Ammo

BD

24
 

Half Machine Gun Ammo

BD

100
 

Sharpe SHR-3P
Mass:
65 tons
Chassis: Crussis-S
Power Plant: Magna 260 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jumping Distance: 120 meters
Armor: Duralex Heavy
Armament:
1 Donal PPC
4 Martel Medium Lasers
1 Holy SRM 6
1 Zippo Flamer
Communication System: HartfordCo COM 4000
Targeting & Tracking System: HartfordCo XKZ 1
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 5,713,235 C-bills
Type: Sharpe
Role: Brawler
Technology Base: Inner Sphere (Introductory)
Tonnage: 65
Battle Value: 1,446

Equipment
 
Mass

Internal Structure
 
6.5

Engine

260 Fusion

13.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

16

6

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

208

13
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

21

31

Center Torso (rear)
 
10

R/L Torso

15

23

R/L Torso (rear)
 
7

R/L Arm

10

20

R/L Leg

15

29
Actuators: LA Upper, Lower, Hand. RA Upper, Lower, Hand.

Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

1

2 Heat Sink

CT

2

2

2 Medium Laser

RT

2

2

Jump Jet

RT

1

1

Flamer

LA

1

1

Heat Sink

LT

1

1

2 Medium Laser

LT

2

2

Jump Jet

LT

1

1

SRM 6

LT

2

3

SRM 6 Ammo (15)

LT

1

1

Heat Sink

RL

1

1

Jump Jet

RL

1

1

Heat Sink

HD

1

1

PPC

RA

3

7
Quirks:
Command Mech
My newest design the Sharpe. Sort of looks like a thunderbolt variant but actually started out as a mini Battlemaster. as it turns out even with the 4 jump jets added all you lose from the 20 less tons of mass is replacing the MGs and their ammo with a single flamer, the 2 aft facing Medium lasers, 2 heatsinks, 1.5 tons of armor and a ton of SRM ammo and 73 BV. Of course it does cost a lot less than a Battlemaster. It costs some 2,788,008 C-bills less than one or in percentage terms a Sharpe is only 67.2 % the price of a Battlemaster.
As for the name it totally wasn't from me rewatching part of the Sharpe series when I was designing it. And yes it's a Kallon design.


Designers note: Ignore the manufacture and chassis information on the battle maiden and war maiden designs. meant to be for something else that i never got around to. feel free to edit if needed for this fic.
 
Last edited:
40MM MML Centurion
Huh, I just realized that since they only had Longswords in the cargo coming from Sakhara, Henry spawned/had his techs construct the other designs on New Avalon. No wonder Ian was calling them tech-wizards before, even assuming Henry was running them ragged, it doesn't change the fact that those are several new mech designs spanning across all four weight classes.

Hmm, I suppose the Rabid Fox will be a guest of honor this New Year, probably when Ian's planning to drop the new title/s on him as well. The 5th DG RCT on Spica, so Yvonne's doing him a favor and giving him a direct line to Justin's unit.​
Forget tech wizards these dudes are miracle workers since they apparently didn't bring any tools or parts for them....which uhh yeah. That or they finished them elsewhere and shipped them to NA separately which might be a good idea in universe so people don't godamm notice magically appearing mechs including assaults since that would make NA security have a collective heart attack and also cause so many problems for Henry


edit: was that MML centurion using a PPC or a large laser as its main gun. need to know so I can maybe draw up its stats.

PPC MML Centurion
Mass:
50 tons
Chassis: Standard Biped
Power Plant: 200 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
1 PPC
1 MML 7
3 Medium Laser
1 Flamer
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 3,582,250 C-bills
Type: MML Centurion
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 1,102

Equipment
 
Mass

Internal Structure
 
5

Engine

200 Fusion

8.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:
   

Heat Sink:

14

4

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

160

10
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

16

24

Center Torso (rear)
 
7

R/L Torso

12

18

R/L Torso (rear)
 
5

R/L Arm

8

16

R/L Leg

12

21

Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

2 Medium Laser

CT

2

2

Flamer

LA

1

1

MML 7 LRM Ammo (17)

LT

1

1

2 Heat Sink

LT

2

2

MML 7

LT

4

4.5

MML 7 SRM Ammo (14)

LT

1

1

Heat Sink

RL

1

1

Heat Sink

HD

1

1

Heat Sink

RA

1

1

Medium Laser

RA

1

1

PPC

RA

3

7
something like this for the PPC variant


LL MML Centurion
Mass:
50 tons
Chassis: Standard Biped
Power Plant: 200 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
3 MML 3
1 Large Laser
3 Medium Laser
1 Flamer

Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 3,717,250 C-bills
Type: LL MML Centurion
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 1,124

Equipment
 
Mass

Internal Structure
 
5

Engine

200 Fusion

8.5

Walking MP:

4
 

Running MP:

6
 

Jumping MP:

4
 

Heat Sink:

14

4

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

160

10
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

16

24

Center Torso (rear)
 
7

R/L Torso

12

18

R/L Torso (rear)
 
5

R/L Arm

8

16

R/L Leg

12

21

Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

0.5

2 Medium Laser

CT

2

2

Jump Jet

RT

1

0.5

Flamer

LA

1

1

2 Heat Sink

LT

2

2

Jump Jet

LT

1

0.5

3 MML 3

LT

6

4.5

MML 3 SRM Ammo (33)

LT

1

1

MML 3 LRM Ammo (40)

LT

1

1

Heat Sink

RL

1

1

Jump Jet

RL

1

0.5

Heat Sink

HD

1

1

Heat Sink

RA

1

1

Medium Laser

RA

1

1

Large Laser

RA

2

5
and something like this for the LL variant

In both cases I tried to balance the heat levels which resulted in different MML loadouts (1 MML-7 vs 3 MML 3s due to the heat difference in the PPC vs the LL albeit you could probably just use wise heat management to rock 3 MML 3s on the PPC Centurion) and in the case of the Large Laser one the saved mass gives it the jump jets that previously it lacked and the enforcer had which massively increases its versatility and mobility albeit still not to calvary medium mech levels. and no the fluff isn't there since its a centurion and we have the fluff for that elsewhere
 
Last edited:
40MM MML Valkyrie
large laser is on point for what i had in mind
In that case....well I'd say the enforcer is in trouble but it's way way too established in the AFFS to be so. Not to mention the sheer number of my designs use its base frame or modifications( ranger, Fusilier, sentry, antares) of it and share a lot of systems and parts from it which greatly increases its logistical ease to sustain and produce compared to the centurion which is basically sharing parts with just other centurions.

Edit on another note it occurs to me the valkyrie probably is the mech that benefits the most of in production suns mechs from mml. I'll probably get around to a refit for that soon enough

edit 2:
MML Valkyrie
Mass:
30 tons
Chassis: Standard Biped
Power Plant: 150 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
1 Medium Laser
3 MML 3
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 2,289,820 C-bills
Type: MML Valkyrie
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 719

Equipment
 
Mass

Internal Structure
 
3

Engine

150 Fusion

5.5

Walking MP:

5
 

Running MP:

8
 

Jumping MP:

5
 

Heat Sink:

10
 

Gyro:
 
2

Cockpit:
 
3

Armor Factor:

104

6.5
 
Internal
Structure

Armor
Value

Head

3

9

Center Torso

10

15

Center Torso (rear)
 
4

R/L Torso

7

11

R/L Torso (rear)
 
3

R/L Arm

5

10

R/L Leg

7

14

Weapons
and Ammo

Location

Critical

Tonnage

2 Jump Jet

LL

2

1

Heat Sink

CT

1

1

Jump Jet

CT

1

0.5

Heat Sink

RT

1

1

Heat Sink

LT

1

1

3 MML 3

LT

6

4.5

MML 3 SRM Ammo (33)

LT

1

1

MML 3 LRM Ammo (40)

LT

1

1

2 Jump Jet

RL

2

1

Heat Sink

HD

1

1

Medium Laser

RA

1

1
that MML Valkyrie variant
 
Last edited:
40MM Hammerhands
a slight redesign on my older hammerhands variant that has a better heat balance among other slight change mostly in the the secondary weapons.
Hammerhands HMH-4R
Mass: 75 tons
Chassis:
Achernar Special Type 4-reinforced
Power Plant: Dav 225 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Hildoco Model 12 Jumpjets
Jumping Distance: 90 Meters
Armor: StarGuard III
Armament:
2 Donal PPCs
1 Harpoon-6 SRM 6
5 ChisComp 39 Medium Lasers
1 Zippo Flamer

Communication System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost:
6,465,375 C-bills

Type: Hammerhands
Role: Brawler
Technology Base: Inner Sphere (Introductory)
Tonnage:
75
Battle Value: 1,683


Equipment
 
Mass

Internal Structure
 
7.5

Engine

225 Fusion

10

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

20

10

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

231

14.5


Internal
Structure

Armor
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
Right Arm Actuators: Upper, Shoulder, Lower
Left Arm Actuators: Upper, Shoulder, Lower


Weapons
and Ammo

Location

Critical

Tonnage

Heat Sink

LL

1

1

Jump Jet

LL

1

1

Heat Sink

CT

1

1

Jump Jet

CT

1

1

SRM 6

RT

2

3

SRM 6 Ammo (15)

RT

1

1

Heat Sink

RL

1

1

Jump Jet

RL

1

1

Heat Sink

HD

1

1
Quirks:
Barrel Fists (RA/LA)
Protected Actuators
Rugged (1)
 
Last edited:
40MM RAC Hammerhands
RAC Hammerhands
Mass:
75 tons
Chassis: Standard Biped
Power Plant: 225 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
2 Rotary AC/5
4 Medium Lasers

Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 6,562,500 C-bills
Type: RAC Hammerhands
Role: Brawler
Technology Base: Inner Sphere (Standard)
Tonnage: 75
Battle Value: 1,943

Equipment
 
Mass

Internal Structure
 
7.5

Engine

225 Fusion

10

Walking MP:

3
 

Running MP:

5
 

Jumping MP:

3
 

Heat Sink:

14

4

Gyro:
 
3

Cockpit:
 
3

Armor Factor:

231

14.5
 
Internal
Structure

Armor
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
Right Arm Actuators: Shoulder, Upper, Lower
Left Arm Actuators: Shoulder, Upper, Lower



Weapons
and Ammo

Location

Critical

Tonnage

Jump Jet

LL

1

1

Heat Sink

HD

1

1

Jump Jet

CT

1

1

2 Heat Sink

RT

2

2

Medium Laser

RT

1

1

Rotary AC/5 Ammo (40)

RT

2

2

Medium Laser

LA

1

1

Rotary AC/5

LA

6

10

Rotary AC/5 Ammo (20)

LA

1

1

2 Heat Sink

LT

2

2

Medium Laser

LT

1

1

Rotary AC/5 Ammo (40)

LT

2

2

Jump Jet

RL

1

1

Medium Laser

RA

1

1

Rotary AC/5

RA

6

10

Rotary AC/5 Ammo (20)

RA

1

1
a Hammerhands that uses just RACs as the sole advanced tech in it. Something I bet the Davions would drool over. no fluff since its a Hammerhands and I've posted several builds with fluff attached albeit I might change that later. Let me know what you think.
 
Last edited:
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