Battletech BattleTech discussion thread: May the light of Hanse Davion guide us

Typhonis

Well-known member
How well would Battletech work as an alternate tech setting? IE golden age of pirates. With the general technology level being about the same as in 1750's Earth?
 

Doomsought

Well-known member
I've had an odd idea while reading a story featuring Land-Air-Mechs:

Stinger Lam/Rescue
30 ton LAM
Structure: Standard 3 tons
Transformation Equipment: 4.5 tons
Engine: Class 180 Fusion 7 tons
Gyro: Standard 2 tons
Jump Jets: 6, 3 tons
Cockpit: 3 tons
Heatsinks: 10 standard 0 tons
Armor: Standard 5 tons
Remaining:
Searchlight, nose, 0.5 tons
Small laser, LA, 0.5 tons
Small laser, RA, 0.5 tons
4 Life Support Pods (Paramedic Equipment), 2LT/2RT, 1 ton
Quirks: Fine Manipulators, Improve Life Support

While much more expensive than a S&R helo, bettlemech hand actuators are a huge improvement over a man dangling from a rope when rescuing someone form a dangerous situation.
 

Bear Ribs

Well-known member
Alternate LAM ideas are always interesting. I might replace the small lasers with a fluid sprayer for anti-fire duty myself.

If would probably be easier, though, to just put manipulator arms on the VTOL, and totally legal. That said in a move that makes FASAnomics look intelligent, the writers put the rules for manipulators nowhere, they're a piece of equipment listed and layed out in TechManual but it refers to another book for the usage, and they never bothered to actually publish the book that would let a VTOL pick it's nose.
 

Doomsought

Well-known member
Many non combat vehichles are represented by generics for the game. So there should be a bunch of units like rescue VTOLs with manipulator arms and water landing variants of dropships that exist just out of sight of your mercenary mech pilot.
 

Typhonis

Well-known member
That is why I like Mekton Zeta. Want a VTOL with arms? Here you go. Want a starship that can submerge like a submarine? We can cover that. It just lacks massed infantry against vehicle rules.
 

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Solaris Skunk Werks is mech and vehicles design program

MegaMekLab allows you to make or modify all types of units, but is more clunky than SSW

There's also mech factory, which is more intuitive than either of those two, but also more limited. It does any sort of standard mech, but can't do tripods or superheavies, and they're still pinning down the systems for some vehicles.

Devs have said they plan to work on more features this year, namely aerospace stuff and dropships. Instead of finishing the mech roster, for some reason (it can't be consumer demand. I refuse to believe union class dropships see more play than triskelions).
 

PsihoKekec

Swashbuckling Accountant
War against Unity 4

Good news Beth, our first battle with alien invaders didn't end up with mutual destruction. Jokes aside, you will be probably devouring the tons of reports our team sent with this packet, so here is my overview first.

The way rumors travel you will probably get yelled at to provide information about zombies before the team even started compiling provisional reports. In a way they really could be called zombies, as in the earliest version of the myth being brought into reality via modern technology. They are all living, breathing humans, implanted with the neural interface implants that are simplified version of those used by Unity ''regulars'', and have surgically grafted sacks with the behavioral chemicals making them unable to disobey their handlers. Remains of zombified Mechwarriors show more extensive neural implantation and what seem to be effects mutagenic virotherapy . There is no proof that zombification was done on any of population of Burton and so it seems it had been done on other captured worlds, with the zombies being brought in subsequent reinforcement waves. There are also no blakist style self destruct implants. One of the theories is that the zombies are but a stopgap measure until the Unity can produce sufficient number of their soldier phenotypes, indicating that we are racing against the clock. Whether this is ad hoc measure or part of premeditated plan it bodes nothing good for populations of conquered worlds. We captured lot of propaganda materials they had in store for their campaign of indoctrination, our humanities detachment is still digesting what they got, but the gist seems to be that instead of zombifying everyone they intended to gradually convince the population to abandon humanity as they know it and embrace depersonalization through Unity. Of course this is only what we can gather through limited selection of propaganda and education materials, as we still haven't cracked their own language.

Our computer experts are nearing breakthrough though, it seems the their networks run on old Star League software, with a fancy new interface overlay slapped over it. So far we were able to make basic simulacra of their transmissions and our electronic warfare experts believe we will be able to use our communication arrays to shot data packages down their field network, identifying their communication nodes and targeting them with homing Arrow IV salvo. Please use your connections to expedite the pre-production of the modified homing packages our boys are improvising here.

We finally got our hands on wreckage of their dropships and shuttles, the results are telling. Their spacer phenotypes are even more removed from humanity than Clanner Aerospace phenotype is and their dropships are built with this in mind, all areas outside cargo are basically inaccessible to normal humans, so to get to the bridge we basically had to cut our way through bulkheads. Which means in combat, the boarding action is next to impossible for us, but not for them, as they seem to be also operating a collection of captured dropships and jumpships, some of which they were also using in subterfuge actions, like trying to lure defenders of Burton to retreat to supposedly friendly jumpships waiting for them.

Observations of combat can be summed that these Unitarians can shoot better, react faster and coordinate much better than us, but their tactical acumen is lower than that of those mental dinosaurs that have been multiplying in the AFFS ranks during the last decades.

On technical side, they absolutely hate being on the receiving end of ECM interference and target any source of such emissions with rabid intensity, to a great consternation of those using them, but it also meant that we could successfully use such units as a trap bait, also to consternation of their crews. Stealth armor and Chameleon light polarization shield exceeded all expectation though, Unitarians have extremely difficult time hitting units mounting them and according to some troopers, they even resorted to walking the shots.

Of our experimentals, the Guard Suits proved to be an exceptional success it would do well to scrounge any Gray Death suits and upgrade them to this standard. Of course

PS

This thought has been troubling me for the last few days. If Clans are the product of soldiers trying to build a new society, could Unity be a work of scientists trying to do the same?
------

We were sent to New Vandenburg for rest and recuperation. In theory at least, as Magistracy sponsored raiders and terrorists kept us busy, when we should be preparing for the next battle against Unitarians. We lost several veterans of Burton and Carthage in these attacks, a heroes who stood against the nightmares and then died for petty ambitions of feted sociopaths. Not to mention that their propaganda was just blood boiling, declaring Unitarians to be a product of propaganda, that the Protector came up with in order to pave way for selling out to the Fedrats. Worst part was that there was no lack of idiots buying into that pile of rancid crap, guys from second company stomped one such retard into emergency room when he called them traitors in the local pub.

I must admit I was a wreck and many of my comrades were no better, we were trying to pull ourselves together and for once our higher ups decided not to shit on us too much, sure there was mountain of paperwork to be done, but they didn't prod us much over deadlines or a missed comma in a paragraph and they eased up on garrison chickenshit for a bit. We slowly received replacements for our lost comrades and not all were Taurians. It seems that while the leaders throughout the sphere roundly ignored what was happening here, with Feddies somehow being the exception, some people decided that they must do something about and traveled here, mostly via Sea Foxes, albeit some Feddie princeling, who was chasing tail around Lyran parts, managed to gather couple of regiments worth of these guys and bring them to the Suns, however they got diverted to fight the Snakes. The guys that made their way here were mostly Leaguers and Clanners. Leaguers seem to be born with hatred of cybernetics and when they heard of these emdee copycats, some decided that this would be more worthwhile cause than the usual shooting of their third cousins who wear insignia in slightly different shade of purple. Clanners, from what I learned, are bred to be warriors and trained from the moment they can crawl on how to become one, then 95% are discarded and those who make it into the lofty ranks are expected to get themselves killed gloriously before they reach the age of thirty, otherwise they are a disgrace to the human race. How these idiots managed to get foothold in the Sphere is completely beyond me.

Anyway, since there were some vacancies due to promotions I was made commander of the second lance, but since I was the most junior commander it meant others snatched Hare and Green, so I was left with three newbies; a kid straight from the training, a clanner washout and a clanner failure. Baby was a stereotypical new kid, thought he learned everything there is to know in the training and that he is the hottest shit since canteen overdid the chili. Cube had a giant chip on his shoulders and really wanted to prove that he is worth of being a warrior, never mind the fact that we need soldiers, not warriors. Chief was actually really chill guy, he was eager to learn what it takes to be an asset to the unit and he was of great help when it came to teaching the youngsters the basics of common sense, even if I had to stop him from taking the ''beating the knowledge into the heads of ingrates'' to the literal level, despite being tempted to do it myself.

We did our best to train the newbies and the militia in anti-Unity tactics, which did not serve us as well as we might imagine when Crappies invaded instead. Rely on limpers to do a naked land grab, while you are fighting off an existential threat to humanity. Probably thought us easy pickings since all the reserves were committed to the Unity front, with our regiment weakened and battalion detached to Landmark, but we were determined to hold until high command could send reinforcements, New Vandenburg is heavily fortified, with well trained and motivated militia, Crappy advantage in mechs be damned. They started broadcasting their as soon they came into system, claiming they came to protect the people of the world from Fedrat takeover, it was even more murderous rage inducing than Christmas music marathon. Command noticed that many of us were seeing red and warned us not to fall for Crappie baiting and also if given chance, Intelligence would be thankful for some prisoners. PS. Blatant war crimes will be prosecuted.

We began skirmishing with them the moment they landed, goading them towards positions of militia, giving them a bloody nose couple of times. While tactics we were training the last couple of years were not exactly geared towards limpers, this particular Reserve Cavalry was crap and couldn't fight its' way out of a wet bag, relying on superior numbers to save themselves from disaster, venting their fury on several villages that found themselves in their way. Then command came up with a brilliant idea. I mean actually brilliant idea. As I said there was no lack of idiots falling for Crappie propaganda, but once they came invading, most rallied around the flag, with intelligence sniffling out those who didn't, establishing a fake network that fed Crappies false information and for the coup de main they prepared a false uprising in the Industrial City to snare in the Crappies, who tok the bait, hook, line and sinker.

I guess they must have thought themselves incredibly smart when they thought they were outflanking us through Escaro valley. Right until they hit the vibrabombs and we started pounding them with everything we had. Carcs actually showed some spine for the first time, wheeled right and tried to hit us in the teeth. We had better positions and were much more experienced, cutting them up really well, Cube singling out Sha Yu in his Stinger, getting the Crappie to overheat and forcing the fool to eject, while me and Chief battered a Vindicator and then sent packing Lao Hu that saved it. It seemed we will grind each other into oblivion but they lost nerve and fell back to long range, where our artillery was smashing them, with their retreat becoming increasingly erratic, bordering on rout, when their dropships landed further back the valley and provided them with a base to rally around. We didn't let it up though, we moved our artillery in range and started working on the droppers. As soon as they could get the engines going, they piled in and blasted off, leaving their remaining armor to cover the embarking and liftoff. Fighter boys got one of the Unions before it could leave the atmosphere though, quite the fireworks.

So we remained battered, yet unbowed and unbroken, trying to patch up the holes in our ranks. That cheeky bugger Baby actually tried to claim the Sha Yu that Cube brought down, because he is a true Taurian and his Stinger is a mess. After some light physical impulse routine I explained to him that it is up to colonel to decide who gets which mech and that Cube showed so far that he would make much better use of such mech than he would. The face he made is one of my most cherished memories.

Gordons were very much saddened at the news that we sent the Crappies packing before their arrival and were very much in favor of counter-raid to drive home the lesson that we are not weak just because we are at war with freaks of genetics and technology. This had to be cleared with high command first, so they were down with some joint exercises. Which in turn meant they were still on New Vandenburg when Unitarians came. We, the old hands were practically in shivers as their droppers were approaching, while Chief and Cube actually looked up to a ''challenge''. Clanner freaks. I managed to cool down Cube when he got assigned the Sha Yu and explain him the differences in tactics that stealth armor brings and to his credit he followed it fairly well, his clanner programming taking over only couple of times. Baby continued sulking right to his near-death experience, which made him a slightly better human being. It was a hell of fight and we held our own against the freaks, all the neat little tricks we learned through blood and NAIS research really helping tilting the balance in our favor, despite their numeric superiority. That is until the Hussars arrived and with their fancy new tech helped us utterly bulldoze the bastards. Honestly, I feared it would be another desperate grindfest, like on Burton, but even if it was just us and militia we would be able to keep them away from mayor cities until reinforcements arrived, albeit at heavier cost. We improved a lot more than they did, but for how long?

Though it was frustrating to think that these damned bastards were singling us out for their attention and excluding everyone else, especially the Crappies and the Cunts, C2 as we called them. We were wrong of course, but we had no way of knowing that back then. Oh, and Gordons got denied permission to raid the Crappies, something about not wasting valuable resources. Well, Unitarians got those Carcs anyway.

Code:
NAIS Guard Suit
Type: NAIS Guard Suit
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Light
Maximum Weight: 750 kg
Battle Value: 137
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
</p>

Equipment                                     Slots      Mass  
Chassis:                                               100 kg    
Motive System:                                                  
     Ground MP:          1                               0 kg    
     Jump MP:            3                              75 kg    
Manipulators:                                                    
    Left Arm:            Battle Claw                    15 kg
    Right Arm:           Armored Gloves                  0 kg
Armor:                   Stealth (Improved)     5      240 kg    
    Armor Value:         5 (Trooper)                            

                                         Slots          
Weapons and Equipment         Location (Capacity)   Mass
Machine Gun                   Right Arm     1       100 kg
Partial Wing                    Body       1       200 kg
Mission Equipment Storage       Body       1       20 kg

A proof of concept testbeds, some dozen of Gray Death suits were converted to this standard and used in various testings and afterwards handed over to NAIS security detachment.
Three squads of these suits were assigned to the Task force Thunder Child, originally to serve as security for NAIS field teams, but one squad was cleared for combat testing.
Finding a Taurian shuttle pilot who was willing to help some Fedrats commit an unorthodox suicide, the squad performed highly successful high altitude gliding insertion, causing considerable confusion in enemy ranks and exfiltrated without casualties. Later they played key part in hunting down Unitarian missile artillery.
 
Last edited:

Bear Ribs

Well-known member
Anyone got links to good pics of BTech ASF pilots?
Are you looking for original or fan characters?

This page has scans of all the sample characters from A Time Of War with the ASF pilot about halfway down.


For non-canon Shoguneagle has a few original worlds and one in particular has drawings of a dozen or so pilots who look just like BT ASF pilots.

 

Doomsought

Well-known member
Rotary PPC
Multiple support PPCs attached to a common mount for usage on a battlemech. Rotary PPCs have the same range as and a similar weight-to-damage profile to SRM, but run hotter and are a bit more bulky.

WeaponHeat DamageShortMediumLongTonsSpace
RPPC-332/bolt3691.52
RPPC-66 2/bolt 3 69 2 3
 

PsihoKekec

Swashbuckling Accountant
Code:
Blackadder BAD-4F

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-E-A
Production Year: 3132
Dry Cost: 7.645.625 C-Bills
Total Cost: 7.645.625 C-Bills
Battle Value: 508

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Light Fusion Engine
Walking Speed: 75,6 km/h
Maximum Speed: 118,8 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
    11.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
First seen in the ranks of 5th Federated Suns Lancers during their
counterstrike in the the Kathil War, the series of OmniMechs, nicknamed the
Swordsworn, became the symbol of rebuilding of AFFS in the wake of Palmyra
disaster and it's drive to push the invaders from the conquered worlds.The
production of four new omnimechs is seen as a sign of realm's strength by some
and propaganda folly by others.


Capabilities:
Fast and well  protected, Blackadder can serve in multiple roles, scout and
skirmisher being the most common.


Deployment:
Instead of spreading them throughout the AFFS in penny packets, the High
Command decided to concentrate them in the few most trusted and heavily engaged
frontline commands, especially Kestrel Grenadiers and rebuilt 2nd and 3d Davion
Guards. All offers for purchase of these mechs have been politely, but firmly
rebuffed.

As of now, the production site for these mechs is the best kept secret in the
Federated Suns. Rumors are abound about reactivated Kallon factory, but that
rumor turned out to be a honey pot trap for CCAF. Both Maskirovka and ISF are
devoting considerable resources towards discovering the factory, to the delight
of MIIO.


Notable 'Mechs & MechWarriors:
Sergeant Sigrund Gustavson: The first apperance of a Swordsworn omni was her
Blackadder serving as forwad scout for the Death Hand assault lance of the 5th
Fed Suns Lancers tearing into 7th Andurien Guard on Monongahela. A skilled EW
operator, she brings the most out of her mech's electronic suite, thus focusing
on disrupting the enemy and sharing the targeting date with her lancemates,
rather than seeking to claim kills for herself. The trail of destruction the
lance leaves every time they meet the enemy speaks for itself.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    51 points                1,50
    Internal Locations: 4 LT, 4 RT, 6 LA
Engine:             Light Fusion Engine          210                       7,00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0,00
    Heat Sink Locations: 1 LT, 1 RA
Gyro:               XL                                                     1,50
Cockpit:            Standard w/ Full Head Ejection System                  3,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Light Ferro-Fibrous          AV - 101                  6,00
    Armor Locations: 1 LT, 1 RT, 1 RA, 2 LL, 2 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     10           15       
                                 Center Torso (rear)                  5         
                                           L/R Torso     7            11       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     5            10       
                                             L/R Leg     7            12       



================================================================================
Loadout Name: Prime                                          Cost: 8.708.213
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1.148

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Targeting Computer                           RT        -         2         2,00
ER PPC                                       RA        15        3         7,00
ER Medium Laser                              LA        5         1         1,00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 11
7          2       2       2       0      1     0   Structure:  2
Special Abilities: OMNI, C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 10.713.300
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.228
Rules Level: Experimental Tech

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Angel ECM                                    RT        0         2         2,00
Bloodhound Active Probe                      RT        0         3         2,00
ER Medium Laser                              LT        5         1         1,00
Targeting Computer                           LT        -         1         1,00
2 ER Medium Lasers                           RA        10        2         2,00
ER Medium Laser                              LA        5         1         1,00
TAG                                          LA        0         1         1,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 12
7          3       3       0       0      1     0   Structure:  2
Special Abilities: OMNI, AECM, BH, RCN, C3S, TAG, ENE, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: B                                              Cost: 8.765.494
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.085
Rules Level: Experimental Tech

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 7  (Standard)
    Jump Jet Locations: 2 LT, 5 RT                                         3,50
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               HD        2         1         0,50
Snub-Nose PPC                                RA        10        2         6,00
ER Medium Laser                              LA        5         1         1,00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 11
7j         2       2       0       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 8.877.838
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 863
Rules Level: Experimental Tech

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
ER Medium Laser                              LT        5         1         1,00
Light AC/5                                   RA        1         2         5,00
ER Medium Laser                              LA        5         1         1,00
@LAC/5 (Precision) (10)                      RT        -         1         1,00
@Light AC/5 (20)                             RT        -         1         1,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 9
7          2       2       0       0      1     0   Structure:  2
Special Abilities: OMNI, C3S, CASEII, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: D                                              Cost: 8.344.550
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1.124

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light PPC                                    LT        5         2         3,00
Plasma Rifle                                 RA        10        2         6,00
@Plasma Rifle (20)                           RT        -         2         2,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 11
7          2       2       1       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: E                                              Cost: 8.617.175
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 809

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: 1 RT                                                   0,50
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Light PPC                                    LT        5         2         3,00
MML-7                                        RA        4         4         4,50
@MML-7 (LRM) (17)                            RT        -         1         1,00
@MML-7 (SRM) (14)                            RT        -         1         1,00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 8
7          2       2       1       0      1     0   Structure:  2
Special Abilities: OMNI, C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA
 

PsihoKekec

Swashbuckling Accountant
Unfortunately there is no Baldrick (or George, or Melchett), mechs of the series were given divergent names in vain attempt to mislead everyone into thinking that these are four unconnected mech designs. Makes you think the project started while they were still adhering to Stone's disarmament...

Rich (BB code):
Falchion FAL-3G

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-E-A
Production Year: 3132
Dry Cost: 10.920.313 C-Bills
Total Cost: 10.920.313 C-Bills
Battle Value: 704

Chassis: Unknown Endo-Steel
Power Plant: Unknown 270 Light Fusion Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
    17.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The first reports of these new mechs were certainly a great surprise to all
powers, as nobody expected for Federated Suns to debut four brand new omnis in
such dire times. Time and effort needed for such project indicates however that
development started well before the Palmyra disaster. The production facility
is unknown at this time, so it is possible that it is brand new factory,
specially built for this project.


Capabilities:
A compromise between compactness and weight, Falchion has seventeen tons of pod
space for weapons and equipment. Its primary variant is cleary geared towards
cooperation with Blackadder mech, but for the most part the mech is used as
flanker and skirmisher for heavier units.


Deployment:
The AFFS is using Swordsworn omnimechs as the backbone of the rebuilt mech
battalions of the more prestigious units, which are using their refit time on
New Avalon to hone the new tactics, before setting out for the frontline again.


Notable 'Mechs & MechWarriors:
Leftenant Giles Marks: Leading a lance of two Blackadders and two Falchions in
the 2nd Davion Guards, leftenant skillfully led his lance in the liberation of
Robinson, eliminating Combine screening forces, contributing to several
successfull outflanking manouvers during relentless assaults of the liberation
task force on the occupiers, that forced the Kuritan from the world within a
week.
During DCMS counterattack he used the remote sensors to keep tab on the enemy
forces and repeteadly ambushed the Kuritan scouts, allowing the Second to keep
the initiative.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2,50
    Internal Locations: 5 LT, 3 RT, 2 LA, 2 RA, 1 LL, 1 RL
Engine:             Light Fusion Engine          270                      11,00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0,00
Gyro:               XL                                                     1,50
Cockpit:            Standard w/ Full Head Ejection System                  3,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Light Ferro-Fibrous          AV - 153                  9,50
    Armor Locations: 2 LT, 2 LA, 1 RA, 1 LL, 1 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     14           21       
                                 Center Torso (rear)                  7         
                                           L/R Torso     11           17       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     7            14       
                                             L/R Leg     11           22       



================================================================================
Loadout Name: Prime                                          Cost: 15.788.416
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.379

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Master)                         RT        0         5         5,00
Targeting Computer                           RT        -         2         2,00
Remote Sensor Dispenser                      LT        0         1         0,50
Angel ECM                                    LT        0         2         2,00
ER PPC                                       RA        15        3         7,00
ER Medium Laser                              LA        5         1         1,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 14
6          2       2       2       0      2     0   Structure:  2
Special Abilities: OMNI, C3M, TAG, AECM, ENE, MHQ5, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 12.297.369
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.140

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light PPC                                    LT        5         2         3,00
LB 10-X AC                                   RA        2         6        11,00
ER Small Laser                               LA        2         1         0,50
@LB 10-X (Cluster) (10)                      RT        -         1         1,00
@LB 10-X (Slug) (10)                         RT        -         1         1,00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 11
6          2       2       2       0      2     0   Structure:  2
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1


================================================================================
Loadout Name: B                                              Cost: 12.227.034
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 1.347

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             13(26)                    3,00
    Heat Sink Locations: 1 LT, 1 RT, 1 RA
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
ER Small Laser                               RT        2         1         0,50
Targeting Computer                           RT        -         3         3,00
ER Large Laser                               RA        12        2         5,00
ER Large Laser                               LA        12        2         5,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 13
6          3       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 14.349.291
Tech Rating/Era Availability: F/X-X-X-A                       BV2: 1.446

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3,00
Heat Sinks:         Double Heat Sink             12(24)                    2,00
    Heat Sink Locations: 1 LA, 1 RA
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Angel ECM                                    RT        0         2         2,00
Medium R-e Laser                             RA        6         2         2,50
Snub-Nose PPC + PPC Capacitor                LA        15        2         6,00
    Snub-Nose PPC + PPC Capacitor            LA        5*        1         1,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 14
6j         2       2       0       0      2     0   Structure:  2
Special Abilities: OMNI, C3S, AECM, ENE, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: D                                              Cost: 12.638.931
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.178

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
ER Small Laser                               LT        2         1         0,50
MML-9                                        RA        5         5         6,00
    Artemis IV FCS                           RA        -         1         1,00
ER Large Laser                               LA        12        2         5,00
@MML-9 (LRM) (13)                            RT        -         1         1,00
@MML-9 (LRM Th-Act) (6)                      RT        -         1         1,00
@MML-9 (SRM) (11)                            RT        -         1         1,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 12
6          3       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, C3S, CASEII, MHQ1, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: E                                              Cost: 12.857.847
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 1.409

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               HD        2         1         0,50
Bloodhound Active Probe                      LT        0         3         2,00
Plasma Rifle                                 RA        10        2         6,00
Large X-Pulse Laser                          LA        14        2         7,00
@Plasma Rifle (20)                           RT        -         2         2,00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 14
6          2       2       0       0      2     1   Structure:  2
Special Abilities: OMNI, BH, RCN, ENE, SRCH, ES, SEAL, SOA

Code:
Artificer ART-6C

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Dry Cost: 15.833.375 C-Bills
Total Cost: 15.833.375 C-Bills
Battle Value: 913

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Light Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    34.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
While Federated Suns has not declared these mechs to be part of the series, the
similarities are obvious and had been nicknanamed as Swordsworn series. AFFS
has been very tightlipped about it, the first inkling about their existance
being their combat debut. There are no reports of prototypes being tested in
combat during the Battle of New Avalon, when NAIS threw everything they had
into the fray, so despite the mechs being assigned to units on New Avalon
exclusively, it's quite likely that the mechs are not produced there but on one
of neighbouring worlds, El Dorado being the most likely.


Capabilities:
It's ruggedness and ample pod space make the Artificer a solid frontline choice
at almost every range and as other mechs of the series it is intended to work
as part of networked force. It is obvious that designers didn't seek to break
new ground, but instead opted for a mech that excells at established roles.


Deployment:
So far the greatest number of these mechs have been seen in the Kestrel
Grenadiers and like all units who recieved them it was done during period of
rest and refit on New Avalon. Curiously, none of the mechs of this series have
been seen in the ranks of 1st Davion Guards, indicating that units slated for
immediate combat deployment have absolute priority.


Notable 'Mechs & MechWarriors:
Master Sargent Andrew ''Jinx'' Debretski: The bizzare accident that saw his
trusty Falconer destroyed and nearly wiped out the entire company, was but the
latest (and most devestating) of the many misfortunes that have been plaguing
him since enlistment, making his name known beyond Kestrel Grenadiers as the
unluckiest soldier of the AFFS.Thus it was with some trepidation that the
quartermaster office issued him a brand new Artificer.
During the climax of Kathil War on Gallitzin, the secondary goal of Capellan
reinforcements was to capture some of these new mechs. As his luck would have
it, his lance thus found itself cut off from the rest of Grenadiers by a full
battalion of the Warrior House Kamata, with his first long range shots killing
both House Master and bodhisattva.
This lead to five hour spirited chase through Kozel hills, until reliving
elements of Grenadiers and Lancers pinned the enraged Warrior House in the Suha
valley, with battered remnants saved by the Red Lancers.
Suffering heavy injuries after being hit by utility vehicle, minutes after
dismounting in the camp, Debretski recieved Federated Suns Star in the
hospital, media erroneously reporting that he recieved the injuries in combat.
His comrades eagerly await his return, fearing that without him around, Lady
Misfortune might turn her gaze on them.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   107 points                3,50
    Internal Locations: 4 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine:             Light Fusion Engine          280                      12,00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1,00
Gyro:               Standard                                               3,00
Cockpit:            Standard w/ Full Head Ejection System                  3,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 216                 13,50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     22           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     15           22       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     11           22       
                                             L/R Leg     15           30       



================================================================================
Loadout Name: Prime                                          Cost: 20.978.713
Tech Rating/Era Availability: E/X-X-E-A                       BV2: 1.918

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 CT, 1 LT, 1 RT                                   4,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              RT        5         1         1,00
C3 Computer (Master)                         LT        0         5         5,00
Gauss Rifle                                  RA        1         7        15,00
ER Large Laser                               LA        12        2         5,00
ER Medium Laser                              LA        5         1         1,00
@Gauss Rifle (24)                            RT        -         3         3,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 19
4j         3       4       3       0      3     0   Structure:  4
Special Abilities: OMNI, C3M, TAG, MHQ5, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 21.740.875
Tech Rating/Era Availability: E/X-X-X-A                       BV2: 1.844

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 CT, 1 LT, 1 RT                                   4,00
Heat Sinks:         Double Heat Sink             12(24)                    1,00
    Heat Sink Locations: 1 LA
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Radical Heat Sink                            RT        0         3         4,00
Targeting Computer                           RT        -         4         4,00
C3 Computer (Master)                         LT        0         5         5,00
ER PPC                                       RA        15        3         7,00
ER Medium Laser                              RA        5         1         1,00
ER PPC                                       LA        15        3         7,00
ER Medium Laser                              LA        5         1         1,00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
4j         2       2       2       0      3     2   Structure:  4
Special Abilities: OMNI, C3M, TAG, ENE, MHQ5, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: B                                              Cost: 18.484.500
Tech Rating/Era Availability: E/X-X-X-A                       BV2: 1.774

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Medium R-e Laser                             RT        6         2         2,50
Medium R-e Laser                             LT        6         2         2,50
Rotary AC/5                                  RA        1         6        10,00
Small R-e Laser                              RA        4         1         1,50
Rotary AC/5                                  LA        1         6        10,00
Small R-e Laser                              LA        4         1         1,50
@Rotary AC/5 (80)                            RT        -         4         4,00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
4          5       4       0       0      3     2   Structure:  4
Special Abilities: OMNI, C3S, CASEII, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 18.214.775
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1.695

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 CT, 1 LT, 1 RT                                   4,00
    CASE II Locations: 1 LT                                                1,00
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               HD        2         1         0,50
Heavy PPC                                    RT        15        4        10,00
ER Small Laser                               LT        2         1         0,50
Hatchet                                      RA        -         5         5,00
LB 10-X AC                                   LA        2         6        11,00
@LB 10-X (Cluster) (10)                      LT        -         1         1,00
@LB 10-X (Slug) (10)                         LT        -         1         1,00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4j         3       3       3       0      3     0   Structure:  4
Special Abilities: OMNI, MEL, CASEII, SRCH, ES, SEAL, SOA, FLK 1/1/1


================================================================================
Loadout Name: D                                              Cost: 20.925.750
Tech Rating/Era Availability: F/X-X-X-A                       BV2: 1.797

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 4  (Standard)
    Jump Jet Locations: 2 CT, 1 LT, 1 RT                                   4,00
Heat Sinks:         Double Heat Sink             12(24)                    1,00
    Heat Sink Locations: 1 RA
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Medium R-e Laser                             RT        6         2         2,50
Angel ECM                                    LT        0         2         2,00
LB 20-X AC                                   LT/LA     6         3/8      14,00
Light PPC                                    RA        5         2         3,00
Medium R-e Laser                             RA        6         2         2,50
@LB 20-X (Cluster) (10)                      RT        -         2         2,00
@LB 20-X (Slug) (5)                          RT        -         1         1,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
4j         3       3       1       0      3     0   Structure:  4
Special Abilities: OMNI, C3S, AECM, CASEII, MHQ1, SRCH, ES, SEAL, SOA, FLK 1/1/0


================================================================================
Loadout Name: E                                              Cost: 19.045.375
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1.518

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 LT                                                1,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Light PPC                                    CT        5         2         3,00
MML-9                                        RT        5         5         6,00
    Artemis IV FCS                           RT        -         1         1,00
Light PPC                                    RT        5         2         3,00
MML-9                                        RA        5         5         6,00
    Artemis IV FCS                           RA        -         1         1,00
MML-9                                        LA        5         5         6,00
    Artemis IV FCS                           LA        -         1         1,00
@MML-9 (LRM Th-Act) (6)                      LT        -         1         1,00
@MML-9 (LRM) (26)                            LT        -         2         2,00
@MML-9 (SRM) (11)                            LT        -         1         1,00
@MML-9 (LRM Narc) (13)                       LT        -         1         1,00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15
4          5       4       3       0      3     0   Structure:  4
Special Abilities: OMNI, C3S, CASEII, MHQ1, SRCH, ES, SEAL, SOA, SRM 4/2/0, LRM 0/2/2, IF 2

Code:
Shieldwall SHI-2A

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Dry Cost: 22.105.000 C-Bills
Total Cost: 22.105.000 C-Bills
Battle Value: 1.361

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Compact Fusion Engine
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    36.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Final entry in the series, Shieldbearer reinforces the commitment to C3
networking that is one of the defining features of the Swordsworn series mechs.
However, even as the existance of this line of Omnimechs was unvealed on the
battlefield, they recieve relatively little media attention within the realm,
which is frankly surprising, given the veneration of armed forces within
Federated Suns


Capabilities:
The 100-ton Shieldbearer departs quite a bit from the other mechs in the
series. Intended as a command mech or the fire support unit, no compromises
have been made when it comes to survivabilit, but this came at the expense of
pod space, putting it well behind the other mechs of the same weight range.
However no one can deny that Shieldbearer can whitstand punishment that would
finish off any other mech, albeit its many detractors point out that more
firepower would greatly reduce the damage that the enemies would be able to
inflict on the mechs.


Deployment:
Unsurprisingly this is the rarest mech in the series, with only few being
spotted, usually in command position, but both 2nd and 3d Davion Guards have
assault lance each, switching betweenlong range support and direct combat as
needed.


Notable 'Mechs & MechWarriors:
Sargent Alexander Rales: A survivor of Palmira debacle, he was deeply marked by
the disaster and subsequent grueling guerilla campaign. Evacuated after
succsesfull raid by the Ceti Hussars, he didn't stop to grieve for his fallen
friends and comrades, but threw himself into training instead, helping to
transform 2nd Auxilia into the new 3d Davion Guards.

The liberation of Robinson was his his chance for revenge and he unleashed the
pent up cold fury at the helm of his Shieldwall, always taking the point when
Kuritan strongpoints had to be stormed.

Davion propaganda made great us of his battle ROMs and during Kuritan
counterattack he was singled out for headhunter attack. However despite his
mech being reduced almost to scrap on two occasions, he manged to survive each
time and his mech was given absolute priority for repair, so he could return to
battle, bolstering the morale of defenders and goading DCMS in wasting even
more troops.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   152 points                5,00
    Internal Locations: 5 LT, 5 RT, 2 LL, 2 RL
Engine:             Compact Fusion Engine        300                      28,50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             12(24)                    2,00
Gyro:               Compact                                                4,50
Cockpit:            (A) Standard w/ Full Head Ejection System              4,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 307                 19,50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           47       
                                 Center Torso (rear)                  15       
                                           L/R Torso     21           32       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     17           34       
                                             L/R Leg     21           42       



================================================================================
Loadout Name: Prime                                          Cost: 33.862.500
Tech Rating/Era Availability: F/X-X-F-A                       BV2: 2.003

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             14(28)                    2,00
    Heat Sink Locations: 1 LA, 1 RA
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Communications Equipment (1.0 tons) (7.0 tons) CT        0         7         7,00
C3 Computer (Master)                         RT        0         5         5,00
Laser Anti-Missile System                    RT        7         2         1,50
C3 Computer (Master)                         LT        0         5         5,00
Angel ECM                                    LT        0         2         2,00
ER Large Laser                               RA        12        2         5,00
Medium X-Pulse Laser                         RA        6         1         2,00
ER Large Laser                               LA        12        2         5,00
Medium X-Pulse Laser                         LA        6         1         2,00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 20
3          3       3       2       0      4     0   Structure: 10
Special Abilities: OMNI, C3M, TAG, AECM, AMS, ENE, MHQ10, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 25.325.000
Tech Rating/Era Availability: E/X-X-X-A                       BV2: 2.095

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             15(30)                    3,00
    Heat Sink Locations: 1 RT, 2 RA
    CASE II Locations: 1 CT                                                1,00
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light PPC                                    RT        5         2         3,00
Medium R-e Laser                             RT        6         2         2,50
Long Tom Art. Cannon                         LT/LA     20        5/10     20,00
Light PPC                                    LT        5         2         3,00
@Long Tom Cannon (20)                        CT        -         4         4,00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 21
3          3       4       3       0      4     0   Structure: 10
Special Abilities: OMNI, ARTLTC, CASEII, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: B                                              Cost: 25.875.625
Tech Rating/Era Availability: E/X-X-X-A                       BV2: 2.253

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             16(32)                    4,00
    Heat Sink Locations: 1 RT, 1 LA, 2 RA
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1,00
Targeting Computer                           CT        -         6         6,00
ER PPC                                       RT        15        3         7,00
ER PPC                                       LT        15        3         7,00
Radical Heat Sink                            LT        0         3         4,00
ER Small Laser                               LT        2         1         0,50
ER PPC                                       LA        15        3         7,00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 23
3          3       3       3       0      4     1   Structure: 10
Special Abilities: OMNI, C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: C                                              Cost: 28.170.625
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1.962

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             13(26)                    1,00
    Heat Sink Locations: 1 LT
    CASE II Locations: 1 RT                                                1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               HD        2         1         0,50
C3 Computer (Master)                         CT        0         5         5,00
ER Medium Laser                              CT        5         1         1,00
ER Large Laser                               LT        12        2         5,00
ER Medium Laser                              LT        5         1         1,00
4 LRM-5s                                     RA        8         4         8,00
4 LRM-5s                                     LA        8         4         8,00
@LRM-5 (72)                                  RT        -         3         3,00
@LRM-5 (Frag) (24)                           RT        -         1         1,00
@LRM-5 (Thunder) (12)                        RT        -         1         1,00
@LRM-5 (Swarm) (24)                          RT        -         1         1,00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 20
3          3       4       3       0      4     0   Structure: 10
Special Abilities: OMNI, C3M, TAG, CASEII, MHQ5, SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2


================================================================================
Loadout Name: D                                              Cost: 25.402.000
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 2.089

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 CT, 1 RT                                          2,00
    Actuators:      L: SH+UA    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
TAG                                          HD        0         1         1,00
MML-7                                        RT        4         4         4,50
Arrow IV Missile                             LT/LA     10        5/10     15,00
ER Medium Laser                              LT        5         1         1,00
ER Large Laser                               RA        12        2         5,00
@Arrow IV (Cluster) (5)                      CT        -         1         1,00
@Arrow IV (ADA) (5)                          CT        -         1         1,00
@Arrow IV (Homing) (15)                      CT        -         3         3,00
@Arrow IV (Thunder) (5)                      CT        -         1         1,00
@MML-7 (LRM) (17)                            RT        -         1         1,00
@MML-7 (SRM) (14)                            RT        -         1         1,00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 21
3          4       2       1       0      4     0   Structure: 10
Special Abilities: OMNI, ARTAIS, TAG, CASEII, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: E                                              Cost: 32.090.000
Tech Rating/Era Availability: E/X-X-X-A                       BV2: 1.955

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 LT                                                1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Master)                         CT        0         5         5,00
C3 Computer (Master)                         RT        0         5         5,00
Medium R-e Laser                             RT        6         2         2,50
ER PPC                                       RA        15        3         7,00
Extended LRM-15                              LA        8         6        12,00
@ELRM-15 (24)                                LT        -         4         4,00
                                            Free Critical Slots: 14

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 20
3          2       3       2       0      4     0   Structure: 10
Special Abilities: OMNI, C3M, TAG, CASEII, MHQ10, SRCH, ES, SEAL, SOA, IF 1
 

Doomsought

Well-known member
This is something I've been putting off for a while, but lets face it: Battletech has terrible rules for space stations. Its a bit more ruff than I like, but I don't feel like writing a full chapter of a rulebook:

This is a modified version of mobile structure rules used to represent extremely large space stations abstractly. Space platforms are a complicated arrangement of interconnected orbital structures represented abstractly on a 2d aerospace map.

There are four general types of orbital structure that can be incorporated into a space platform. Fortress hexes represents ridged pressurized structures, often military in nature, that one typically associates with the words “Space station”. Scaffold hexes are low density constructs of formed of small pressure vessels and pressurized work areas connected to each-other by struts. Gravity drums hexes are large rotating habitats with most of their features installed internally to experience spin gravity. Asteroid hexes are mines and bunkers dug into large space-born rocks.

Most space platforms are composed of multiple hexes, often of different types. An orbital dry-dock for example would be a gravity drum serving as crew quarters connected to a scaffold full of naval repair facilities and industrial equipment. Each hex can have a different construction factor, with is an abstract representation of how densely built the structure in the hex is. Different types of hexes have a different minimum and maximum construction factors.

Space Platform Structure Type chart

Type
Min CF
Max CF
Max Armor MassFree Armor
Free Bay doorsStructural IntegrityDrive Mass
Fortress
10
50
CF x 80 tons
CF
12
10 x CF
CF x 1260 tons
Scaffold1100CF18
5 x CFCF x 1210 tons
Gravity Drum225CF x 40 tonsCF67.5 x CFCF x 1230 tons
Asteroid050CF x 40 tons506300 + 10 x CF72000 tons



Crew:
Crew requirements (but not gunners) may be met through either enlisted crew or civilians. One officer is required for every ten enlisted crew inclusive and every one hundred civilians exclusive. Civilians must all be housed in apartment on a gravity drum. Enlisted crew gain a moral bonus of being assigned apartments.

The Terran Hegemony, Lyran commonwealth and federated suns prefer to have all crew housed on apartments. The Free Worlds League and Draconis combine prefer to give as many officers as possible and ten to twenty percent of enlisted crew apartments. The Capelan Confederation and Draconis Combine sometimes house civilians in quarters despite the steep morale penalty.

Space platforms requires 100 crew per hex.
Naval repair facilities require 1 crew per 1000 tons of capacity.
Docking collars require 3 crew each
Standard weapons require 1 gunner per 5 weapons
Capital weapons require 1 gunner each
Spinal weapons and mass drivers require one gunner per 5000 tons
Other military equipment follows standard crew requirements.



Heavy industrial equipment may employ 1 civilian per 100 tons and may not be placed on gravity drums.
Recreational facilities may employ 1 civilian per 10 tons and must be placed on a gravity drum.
Laboratories may employ 1 civilian per 2 tons.
Offices may employ 2 civilians per ton.
Agriculture equipment may support 1 person per 20 tons and employ 1 civilian or crew member per 1000 tons
Other types of facilities may be represented as a combination of the above, such as a school being a combination of office and recreational facilities. Some amount of wiggle room is abstracted away, as there are extra civilians living in each apartment.
A standard civilian space habitat has one first class apartment for every five second class apartment, and one second class apartment for every five third class apartments.

Apartments
Provides space for a crew member and their dependents to live in. Apartments may only be placed in gravity drum hexes.
First class 40 tons
Second Class 30 tons
Third class 15 tons


Space platform hexes have a number of bay doors that must be assigned to ether allowing people and cargo to move to adjacent hexes or used as airlocks for cargo bays. Space platforms do not provide bay doors to general cargo holds or infantry bays. Mech and vehicle bays only need to be assigned bay doors in order to exit onto the surface of the space platform under their own power.
Each hex has a number of free bay doors based on its type, and can gain more bay doors by devoting mass to cargo handling systems. Some cargo handling systems can only be used to move specific types of items.
When two hexes use bay doors to connect to each other, they must provide the same number of bay doors, but the total cargo handling capacity of all bay doors may be used.

Cargo handling systems:

Type
Cargo Restriction
Mass Per Bay DoorCrew per bay doorMaximum
per hex
Light TramPeople/infantry750 tons212
Cargo TramAny1500 tons412
Automated Cargo RobotsCargo3000 tons06
Ferromagnetic RoadMechs / Vehicles/BA1000 tons0*6
Pass-though AirlockShuttles/ASF600 tons0*2**
*Vehicles must be driven through the space platform.
**Only available for Gravity Drums.

Light Tram
Monorail system with air tight cars that operate much like subways on ground based cities.
Cargo Tram
Multi-rail cargo pods with small pressurized cabins
Automated Cargo robots
Mainly used by the Terran hegemony, expensive robots mounted on a complicated rail system that are a precursor to those used by the SDS system. Capable of working and even maintaining itself without human supervision.
Ferromagnetic roads
A pressurized tube with surfaces that can be gripped magnetically by mechs and vehicles for traction.
Pass-through airlock
A large airlock passing through the center bearing of a gravity drum allowing shuttles into the space habitat's internal airspace and allowing them to land on the surface.

Space Platform Engines
Space platforms mount station keeping fusion engines. These engines mainly provide power, but also can be used to change orbits of the space platform. Changing orbits is a task that can take months to years. The total weight of a space platform's engines is calculated using the Drive Mass Column of the Space Platform Structure Type chart. The engine mass may be distributed however the space platform designer desires. Space platform hexes with no engines ignore engine critical hits.
Station keeping drives use 1 ton per day per CF to provide power and 2 tons per day to provide thrust during orbit changing operations. Most space platforms will maintain at least 10 years of fuel capacity.

Docking collar
each docking collar on a space platform must be assigned one bay door.

Naval Repair Facilities
Gravity drums may not be equipped with naval repair facilities Scaffolds may only support unpressurized naval repair facilities. Asteroid and fortress may mount either pressurized or unpressurized naval repair facilities Naval repair facilities weigh the mass of their capacity plus the mass of their equipment when installed on space platforms Space platform hexes may mount as many naval repair facilities as they have mass and bay doors for.

Mass drivers
Space platforms may mount a single mass driver on any asteroid, scaffold or fortress hex. The mass of mass drivers on scaffold hexes are doubled due to the need for structural reinforcements. Each mass driver must be assigned a bay door.

Spinal weapons
Fortress and Asteroid hexes may have one spinal weapon firing bay per facing. Each spinal weapon firing bay may mount a single spinal weapon with a total mass up to 10,000 tons per CF.


Space Platform Weapon's Bays and Firing Arcs
Space platforms may mount externally firing heavy weapons and capital weapons in weapons bays that follow the same rules as advanced aerospace units. The firing arcs of a hex in a space platform are the same as those of wall mounted weapons on advanced buildings and mobile structures. Heavy weapons but not capital weapons may be fired at units occupying the same hex.

Fire Control Systems: Any space platform hex that mounts heavy or capital weapons must have a fire control system in the same hex. This fire control system weighs the mass of all capitals weapons mounted on the hex divided by 50 and all heavy weapons mounted on the hex divided by 10.


Space Platform Internal Defense Networks
Some military space platforms have light weapons mounted internally on pop turrets at choke points and intersections to help defend against boarders. There are two types of internal defense networks, remote operated and automatic. Each network is composed of a lot of one hundred of the same type of light weapon, with the mass rounded up to the nearest half ton. If the weapon is a projectile weapon, then it will weigh an additional ton from the ammunition feed and storage system; energy weapons simply run of mains power. Finally, a Remote Operated Internal Defense Network has a one ton fire control console which requires a single gunner and an Automatic Internal Defense Network has a five ton fire control computer. A single space platform hex may have a total number of internal dense networks equal to its construction factor.

Heavy internal defense weapons
Some space platforms mount heavy weapons internally to deal with boarding actions performed using battlemechs. This feature is typically only found on military space platforms in gravity drum hexes and hexes which make heavy use of Ferromagnetic roads. These weapons have the same gunnery and fire control system requirements as heavy weapons mounted in firing bays, but are recorded separately. A single hex of a space platform may mount no more Heavy Internal Defense Weapons than its number of bay doors or Construction Factor, whichever is lower.
Combat rules
Stacking: ASF, smallcraft and dropships may move through space platform hexes during combat. Doing so is treated as low altitude flight.

Warships and jump ships may stack with space platforms only when performing docking maneuvers.

Space platform hexes with a higher CF may fire through hexes with a lower CF. For the purposes of establishing line of sight, scaffold hexes are treated as having half their actual CF.
 

PsihoKekec

Swashbuckling Accountant
Vehicle that is a little more in line with the actual Ontos

Code:
Brontos BRO-1B

Mass: 10 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-D-C
Production Year: 3132
Dry Cost: 130.350 C-Bills
Total Cost: 131.350 C-Bills
Battle Value: 248

Power Plant:  60 Fuel Cell Engine
Cruise Speed: 64,8 km/h
Flanking Speed: 97,2 km/h
Armor:  Standard Armor
Armament:
    6  Magshots
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

Overview:
Envisioned as a cheap airmobile infantry support vehicle, Brontos was designed
and built in record time, using off the shelf components. AFFS showed no
interest though and with only token sales to planetary militias and various
security organisations, it soon went out of production.


Variants:
The first prototype used light machineguns as the main amament. Version with
Mech Mortar along with turretless APC and ammunition delivery vehicle, were
also produced in small quantities, ostensibly for testing.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                       5 points                1,00
Engine:             Fuel-Cell Engine              60                       2,00
    Cruise MP:  6
    Flank MP:   9
Heat Sinks:         Single Heat Sink             1                         0,00
Control Equipment:                                                         0,50
Lift Equipment:                                                            0,00
Turret:                                                                    0,50
Armor:              Standard Armor               AV -  32                  2,00

                                                      Armor     
                                                      Factor     
                                               Front     9         
                                          Left/Right    6/6         
                                              Turret     6         
                                                Rear     5         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
6 Magshots                                   T         6         6         3,00
@Magshot Gauss Rifle (50)                    BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      1    Points: 2
6t         1       1       0       0      1     0   Structure:  1
Special Abilities: EE, TUR(1/1/0)
 

Urabrask Revealed

Let them go.
Founder
I don't know if this has been discussed here already, but how exactly does one become a Mechpilot? I know that you can only be born into being a pilot with the Clans, but how are things handled in the Inner Sphere?
 

Doomsought

Well-known member
I don't know if this has been discussed here already, but how exactly does one become a Mechpilot? I know that you can only be born into being a pilot with the Clans, but how are things handled in the Inner Sphere?
There are two main ways:
First is that you inherit a mech, common with mercenaries and nobility. You get trained to pilot it because it is a family legacy. Sometiems high nobility will buy or commission a mech for their children.
The second is that you join a military academy and get assigned a mech by your military command.
Planetary militias are a mix of the two.

Very rarely, someone who is not a national military will buy a newly constructed mech, but many mechs transfer from state to private ownership as spoils of battle. For example if you are an officer in charge of a military raid, and manage to capture a really nice mech, you could take that mech as a personal prize with the permission of your superiors and start piloting it rather than the mech assigned to you by the military.

Its a mixture of medieval knighthood and age of sail prize/capture.
 

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