TRO Upgrades/solaris7.com Armory Отличные фанатские описания

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TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение Stan » 19 фев 2010, 22:37

Mercury MCY-102
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:20 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
Word of Blake

Mercury MCY-102
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3062
Extinct By: Never
Chassis: Bergan MX II Endo-Steel
Power Plant: LTV 160 Fusion Engine
Cruising Speed: 86.0 km/h
Maximum Speed: 129.0 km/h (172.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Mitchell-091 Ferro-Fibrous
Armament:
1 Diverse Optics Type ER Medium Laser
1 Diverse Optics Type ER Small Laser
1 Improved C3 Computer
Manufacturer: Mitchell Industries
Primary Factory: Terra
Communications System: DataTech 401
Targeting and Tracking System: Skyhunter IV

Constributing Author: Ice Hellion


Overview
The Mercury was perhaps one of the most important 'Mechs of the Star League but the truth only appeared with the come-back of Kerensky's heirs and their OmniMechs. Meanwhile, the Inner Sphere had forgotten all about its modular design and even ComStar did not really use it, having transformed the deep raider into a reconnaissance design, the MCY-97.

When the Word of Blake successfully invaded Terra, their most valuable price was the capture of the former Star League industrial complex (which is said to be bigger than 12 Hesperus II put together). However, most of the production line were only configured to produce old versions of the 'Mechs used in both ComGuards and the Word of Blake. Deciding to improve the forces under his command, Precentor-Martial Cameron St. Jamais ordered the upgrade to modern standards of several old designs.


Capabilities
Unwilling to change its role, engineers at Mitchell Industries decided to simply upgrade every item of the Mercury while keeping its cost as low as possible. The idea was to increase its efficiency while making the lose of one of them (something always possible in reconnaissance missions) almost a non-event.

The first item upgraded was the Internal Structure. The use of a Bergan MX II Endo Steel chassis provided the same level of internal protection for a reduced weight. Remembering that the main goal of this 'Mech was not to fight but to gather data, the next selected upgrade were the weapons and electronic warfare package. Instead of the Beagle Active Probe, it was decided to add an Improved C3 Computer, the most useful item now available to the Word of Blake for reconnaissance units, allowing 'Mechs to be used as a spotter by the other members of its Level II.

Knowing well that the Mercury was not supposed to fight long duels, the weapons were kept the same but were upgraded to Extended Range, in order to prevent hot blooded 'MechWarriors to get too close to their opponents. The final result was a newly version of the Mercury able to perform its original missions but much better suited to the tactics of the Word of Blake Militia.


Battle History
Being one of the team and with a focus on intelligence and reconnaissance missions, the MCY-102 has not been involved in many fights. Most of the skirmishes fought by the newest version of the Mercury were shortened by the Blakist 'Mech leaving at full speed or receiving help from one of its team mates.


Known Variants
Due to its specialized nature, no variant exists.


Notable 'Mechs and Mechwarriors
'MechWarrior Jamie Pawloski
As usual, pilots of reconnaissance 'Mechs do not receive the attention enjoyed by their heavier cousins. Jamie Pawloski is an exception not because of her remarkable skills but rather because she is the only one out of the Word of Blake to pilot a MCY-102.

A member of the Davion Light Guards, she was sent in retirement not because of her age but because of her excessive intrepidity (even for a Light Guard). Some years later, she reappeared with a brand new MCY-102 and a mercenary assignment to the ComGards.

Добавлено спустя 4 минуты 2 секунды:
Thorn THE-N1
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:20 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
ComStar


Type/Model: Thorn THE-N1
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 20 tons
Chassis: Chariot Type II Endo Steel
Power Plant: 120 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Armorscale with CASE Standard
Armament:
1 Kinslaughter H-Class ER PPC
1 Intek Small Laser
Manufacturer: Ford Military Limited
Location: Terra
Communications System: Opus I Ultrabeam
Targeting & Tracking System: Orion 80

Contributing Author: Kit

Overview:

The Thorn is an older BattleMech design that first came into use during the days of the Hegemony Armed Forces. It was the first 'Mech to make use of the newer Endo Steel II internal structure. Because of this feature the design was released after an intense advertising campaign, however it received mixed reviews.

Many military experts noted that while the 'Mech was able to reach a respectable top speed the lack of jump jets hampers its maneuverability when compared to other designs. Supporters, however, were quick to point out that the Thorn was able to carry more weapons and armor than any other 'Mech of its size which gave it a marked edge in toe-to-toe fights.

Although the qualities of the Thorn have made it a heavily debated design, its heavy armor has made it a favorite of front line units. In addition, it has proven to be an easy design to repair and replace damaged components. These factors have ensured that the Thorn would continue to be used throughout the Succession Wars by every military even after the Endo Steel production became impossible and necessitated a redesign of the 'Mech to make use of less advanced materials.

In 3050s, the design received a rebirth at the hands of ComStar. With the Clans advancing into the Inner Sphere Precentor Martial Anastasias Focht ordered a crash rearmament program to prepare the Com Guards for the possibility that they would one day have to face the technologically advanced invaders. Produced as a factory refit, the THE-N1 employs an XL power plant to free up space for new suite of weapons.

Capabilities:

The Thorn-N1 is based off of the original Thorn-N and features a host of improvements. These have not changed the roll of the Thorn BattleMech, which was intended serve as a quick reaction fire support platform. As with the initial design these refits have been met with mixed reviews.

A newer XL Fusion engine has replaced the older standard version. Intended to free up additional weight, many military commanders argue that this has significantly weakened the Thorn which had become known for its robust construction. They point out that the loss of a single torso section renders the 'Mech inoperable due to its more vulnerable reactor. Proponents assert that it is an acceptable trade off since the Thorn mounts an impressive armor belt which greatly reduces the chances of taking engine damage.

Another controversy that surrounds the design is the new weapon payload, which required a switch to newer double heat sinks in order to deal with the increased heat load. Gone are the medium lasers and Zeus LRM5 rack. They have been replaced with a single Kingslaughter H-Class ER PPC. Able to accurately strike targets at nearly 700 meters, the newer ER PPCs also do not suffer any performance problems under 30 meters. A single Intek Small Laser replaces the head mounted Medium Laser of the standard Thorn, and slightly augments short range firepower.

Again, opponents of the refit argue that these changes remove much of the Thorn's durability by reducing the redundancy of the weapons. Indeed, a single lucky strike to the Kingslaughter ER PPC completely cripples the 'Mech's offensive capabilities. Proponents have a different view and state that the Thorn is intended to be a fire support platform, and that the ER PPC is an ideal weapon for this mission.

Deployment

The Thorn N1 has found a place as a light patrol unit for ComStar thanks to its respectable speed and firepower coupled with its comparatively modest cost for such a high tech 'Mech. Typically mixed in with light 'Mechs that have superior short range capabilities, the Thorn acts as a heavy hitting long range support unit.

Performance against the Clans has been mixed, in large part because of the marked advantage 'Mechs of Clan design have at long ranges. Further hampering the design is the fact that its top speed of 97 km/h gives it no maneuverability against many Clan Medium and Heavy, 'Mech designs.

Still, with a price of just under 2.5M c-bills each ComStar has been able to put together entire direct-fire support units that rely heavily on the redesigned Thorn for its mobility and heavy hitting Kingslaughter ER PPC. The only real disadvantage these units have shown is their inability to carry out indirect fire missions.

Добавлено спустя 1 минуту 20 секунд:
Hermes HER-4S
Level:Standard Level 2 / 3050
Technology:Inner Sphere Biped
Tonnage:30 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Marik

Type/Model: Hermes HER-4S
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 30 tons
Chassis: Irian Chassis Class 10 Endo Steel
Power Plant: 270 GM XL Fusion
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 [194.4] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Jolassa-328 Ferro-Fibrous
Armament:
3 Intek Medium Pulse Lasers
1 Garret SatComm Model 2B Guardian ECM
Manufacturer: Irian BattleMechs Unlimited
Location: Irian
Communications System: Irian TelStar
Targeting & Tracking System: Alexis Photon

Contributing Author: Ice Hellion

Overview:

With the Clan Invasion, the Free Worlds League was provided with the unique opportunity to sit back, watch its once powerful neighbours get hammered while increasing its own militaru strength and national coffers.

However, everyone knew that it was only temporary and that once the Clans would have invaded the two main powers in the Inner Sphere, they would go after the rest of the Inner Sphere and that those who would not be ready would fall.

This is when Irian Technologies set up special task forces in each of its military divisions with the aim of providing solutions for reinforcing the Free Worlds League Military while increasing the profits of Irian Technologies.

The HER-4S was the solution provided by Irian BattleMechs Unlimited.

Capabilities:

After reviewing every report, holovideos, interviews and such from the Clan front, Irian BattleMechs Unlimited task force found out that no Inner Sphere BattleMech could expect to come out alive of a long range fight with the invaders. However, the few victories obtained so far came from units fighting in the middle of sandstorms or hiding in swamps. This meant that one solution to fight the Clans and to win was to build a unit that could hide in the shadows, fire at close range with precise fire and get away as quickly as possible to lay another ambush. Looking at the different 'Mechs already produced (another way to cut costs), the engineers found out that the only one that fit this description was the newly rebuilt Hermes.

The maximum speed of 194 kph was deemed more than enough to allow the 'Mech to lay a new ambush once it had fired. This is why the MASC system was kept for emergency situations. However, the GM 270 was quite heavy, taking nearly half the weight of the Hermes and preventing it from having at the same time a decent firepower and a good protection. Therefore, it was decided to use a GM 270 XL engine, like the one manufactured by Earthwerks Incorporated for their new Phoenix Hawk (an order that cost quite a lot to Irian BattleMechs Unlimited). Since the Hermes was likely to have to fire as many weapons as possible at the same time, the version with Double Heat Sinks was selected as the best one.

With more free tons, it was easy to provide the HER-4S with 5.5 tons of Jolassa-328 Ferro-Fibrous armour, nearly the maximum amount of armour that could be supported by the Endo Steel Internal Structure. This increased protection meant that the Hermes could now be hit by a Gauss Rifle or a Clan ER PPC and still survive to retreat and fight another day.

When looking at the weapons and electronics, precise firepower and capacity to remain hidden where identified as the key points for making their 'Mech successful. Three Intek Medium Pulse Lasers were split all over the 'Mech to avoid losing most of its firepower with one lucky shot. These lasers had already been tried on the new Wasp and in spite of their shorter range (which was not foreseen as a problem for an ambush 'Mech) and heavier heat burden when compared to standard Medium Lasers, they offered increased precision and damage, making them a must have for the new Hermes. Finally, on the modern battlefield keeping a 'Mech cool enough and hidden under camouflage was no longer enough to avoid detection. Therefore a Garret SatComm Model 2B Guardian ECM was added to reduce the efficiency of long-range scanning and surveillance equipment.

Battle History:

Since the direct fight between the Free Worlds League and the Clans never happened, it is unknown if the Hermes HER-4S would have performed as expected.

For years, the only fights where one of them was used were raids against pirate forces but this changed during Operation Guerrero: the 30th Marik Militia was assigned to the invasion of Graham V and instead of facing an open-field battle as planned, it had to fight a guerrilla campaign against the defending planetary militia. Several hunter-killer teams assigned to hunt down the FedCom troops were made of Hermes HER-3S and HER 4-S with the first one detecting hidden units while the second one ambushed the militia units or approached them shielded in its Guardian ECM and eliminating any opposition with a few precise shots. The FedCom survivors nicknamed such units the Shadow Hunters.

Variants:

Being the 4th new upgrade of the original Hermes, no new versions are planned for now.

Notable 'Mechs & MechWarriors:

Lieutenant Rosalinda Hassen
Leading a lance in the so-called Speed Demons of the 30th Marik Militia Third Battalion's Beta Company, her Hermes "Taz" is famous for running at full speed all the time with a sort of cartoon character painted on the side of her 'Mech.

'MechWarrior Fernando Coriell
A member of the 4th Regulan Hussars, his only claim to fame is to have been given one of the few advanced BattleMechs sent to the Regulan Hussars, a brand new Hermes HER-4S.

Deployment

Although it was sent to most loyal units in the Free Worlds League Military, 2 Marik Militia units (the 13th and the 30th) are known to have the highest concentration of HER-4S in the whole Free Worlds. This is more likely due to the specialisation of each unit rather than to any other plan from the Quartermaster General.

Добавлено спустя 1 минуту 5 секунд:
UrbanMech UM-R70
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:30 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion
House Liao



Type/Model: Urbanmech UM-R70
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 30 tons
Chassis: Standard
Power Plant: 60 Leenex Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: 2 Pitban 6000 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type: Durallex Medium Ferro-Fibrous
Armament:
1 Mydron Rotary AC/5
1 Chiscomp 2000 ER Small Laser
1 BlazeFire Longshot ER Medium Laser
Manufacturer: Orguss Industries
Location: Marcus
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

Contributing Author: L_Skull_Death2

Overview:

-Abandoned Mechwarriors jounal entries, Author unkown.-

You've gotta be joking me. Here we are the cream of the crop, the most elite of the AFFS, raiding a small Liao world in conjunction with an operative of the Foxes Teeth. Our overall objective? Don't get me started on this joke of a mission, they sent us in here to raid plans for a new Liao 'mech, and if possible bring back a prototype or two. Mission started off without a hitch. My lance touched down about a click outside the Liao proving grounds and proceeded in towards our objective. We were the only Battlemech assets assigned to this mission, and fortunately our opposition was light. A single Capellan lance awaited our arrival. The enemy consisted of two Urbanwrecks, and not sure of this one but i think they were the Cappies new Men Shen design.

The Urbies werent anything special really, just your standard AC-10 Small laser versions. I gotta hand it to those two unfortunate pilots, they were hopelessly outclassed but they put up one hell of a spirited fight for all of about 30 seconds. Kiarra's Axeman made short work of them. The duo of Men Shen tried to make it a running fight but our areospace assets made short work of them. I wouldn't wish that fate on any mech-jock, not even a clanner. The Foxes Teeth guys raided the facilities and loaded up the blueprints and the prototypes.

The real surprise came when we discovered the "prototype" was yet another Urbanwreck design. Waste of time if you ask me. But who am I to question orders. Those Intel guys seem to think they've discovered something important. I think they've just discovered our next live-fire testing target personnaly.


Capabilities:

At 30 tons, the UrbanMech is only slightly heavier than Wasp and Stinger scout 'Mechs, and so its slow speed seemed a distinct liability. It was designed for city combat, however, an environment that severely limits most other 'Mechs. The 'Mech's Durallex Heavy armor provides considerable protection, and its low, stocky profile makes it a difficult target.

In early 3061 Death's Head operatives managed to infiltrate the NAIS, and made off with plans for the new Rotary Autocannon still under developement. A second intelligence coup saw the Foxes Teeth raiding a Liao proving ground deep in Capellan space where it was believed that the stolen blue prints were being kept. Along with retaking the weapon blue prints, the design for a new UrbanMech mounting the RAC-5, and two prototypes were recovered. This new UrbanMech shows a fearsome battlefield capability.

Although still slow by any standards for any weightclass, the new UrbanMech shows a considerable increase in firepower. Mounting the Mydron Rotary Autocannon -5 and two tons of ammo, a Blazefire Longshot ER Medium Laser, and a Chiscomp 2000 ER Small Laser, the new design shows a considerable increase in both range and firepower. However it is estimated that this weapons configuration may hamper the Urbanmech in what many consider to be its primary role, urban defense.

Battle History:

Shortly after aquireing the prototypes for the UM-R70 the AFFS ran the 'mechs through their paces. Assigned to pilot the UrbanMech in its combat trials, Veteran Pilot Devon Hawkes made a masterfull display of the capabilities of the new design and showcased the power of the new RAC-5 at the same time. It was in fact this powerful performance that prompted the AFFS to even put the machine into production.

Pitted against both a SPDR-7M Spider and a WSP-1A, Devon Hawkes managed to take down both 'mechs with only minor damage to the UrbanMech. First focusing on the greater of the two threats, Seargent Hawkes wasted no time in increasing the firing rate of the Rotary Autocannon. Alternating between 2 and 4 shot bursts he plastered the Spider with highly accurate lead slugs and Medium Laser fire. After the succumbing to the weight of the onslaught the Spiders pilot couldnt keep the mech standing. Falling at the feet of the UrbanMech, the Spiders last vestige hope was taken from it as Devon slammed the UM-R70's foot through the armorless center torso. After several minutes of Cat and Mouse tactics the Wasp found its self facing down the barrel of Devons RAC-5. Seargent Hawks sensed a golden oppurtunity and switched the RAC to 6 shot mode. Displaying perhaps one of the best acts of marksmanship in his entire carreer, Saergent Hawkes not only landed all six slugs on the target, but managed to place them all into the Center Torso of the hapless Wasp.

Deployment:

As of thus far current deployment by the AFFS has seen the UM-R70 sent to Militia garrisons on many border worlds. Not readily accepted by mainstream AFFS personnel the new design is relegated to a defense role in militias only. Contrary to the general AFFS attitude the many militia units recieving the new 'mechs see this units a a boost to their capabilities, rather than a hindrance.

Small numbers of the UM-R70 have been seen within Liao militia units as well, leading to the belief that the CCAF may be taking the same attitude towards the design. This might almost be the case if not for the fact that at least one unspecified Warrior House has been seen fielding the design in some of their lances. The CCAF might be invisioning a completely different role for the 'mech, possibly planning to use it as an offensive rather than defensive commodity.

Добавлено спустя 1 минуту 46 секунд:
Panther PNT-12A
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:35 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Kurita

Panther PNT-12A
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3067
Extinct By: Never
Chassis: Alshain 560-Carrier Endo-Steel
Power Plant: Hermes 140 Fusion Engine
Cruising Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: Lexington Ltd. Lifters
Jump Capacity: 120 meters
Armor: Maximillian 42 Standard w/ CASE
Armament:
1 Diverse Optics Type 30X ER Large Laser
1 Guided Technologies 2nd Generation Streak SRM-4
1 Diverse Optics Type 20P Medium Pulse Laser
Manufacturer: Alshain Weapons
Primary Factory: Tok Do
Communications System: Sipher CommCon CSU-4
Targeting and Tracking System: Cat's Eye 5 w/ Targeting Computer
Contributing Author: Vidar

Overview
The PNT-12A has grown out of cooperation between the Genyosha and Alshain Weapons. The Genyosha was concerned about over heating with the Lord's Light 2 and modified several Panthers with Large Pulse or ER Lasers. Alshain was concerned about getting high end electronic to the DCMS, so both sides sat down and hashed out a radical prototype Panther. Issues crept into the design and it was at a stand still until the DCMS perfected targeting computer technology. The PNT-12A was revised and put into limited production for the Genyosha and Sword of Light.

Capabilities
The upgrade to the PNT-12A are radical but not obvious. The same 140 Hermes Fusion gives a top speed of 69 KPH and the Lexington Lifters still give a 120 meter jump. The Maximillan 42 with case look a little more bulk to the Panthers slim profile at 7.5 tons, but it is the interior that is radically different. Starting with an Endo-steel chassis the internal spaces are very different and replacing the old heat sinks with freezers also free up weight but contributed to the strain for availability of internal space.

The weapons are significantly different but not radically so. The original prototype replaced the Lord's Light 2 with a Diverse Optics Type 30X. In the center torso are two weapon mounts; a Second Generation Streak SRM-4 Rack (with 25 rounds in the left torso case bay) accompanied by a Diverse Optics Type 20P Medium Pulse Laser. The close proximity to the Engine originally caused shut downs of both systems, especially with a proposed move of the Jump jets to the torsos. Moving them back to the legs seems to have solved the problem.

The Cat's Eye 5 tied into a targeting computer is a new development for the Combine. The development was long and arduous, and early efforts to tie in the Cat's Eye 5 had two major issues: false target projection, and over leading of targets. The false target projections were distractions at worst but dangers when they override targeting priority and shoot the wrong or nonexistent target. Leading of targets is normal but the CE5 would act as if the weapons it was firing were ½ the speed that they should be, resulting in weapons fire landing well in-front of the target. The problem was intermittent and hard to trace and eventually the Nova Cat's sent techs and scientists to help. False targets were due to the C3 Interface, the Cat's Eye 5 was pulling up targets from the C3 even when there was no C3 plugged in. A hard patch that tells the CE5 that the C3 network is down solved it. The over-leading was found to be a floating point error due to the boards being programmed by software company Vista (a subcontractor on the project). The Vista program had over-clocked the Cat's Eye to compensate for an inefficient program, which then caused an overheating of certain parts of the board. The Alshain Weapons company fired Vista and reprogrammed the Cat's Eye 5 with Nova Cat help.

Deployment
The Genyosha and Sword of Light are the users of the PNT-12A, surprisingly not due to cost, but to tradition (or rather, lack there of). The Pillar of Steel emphases the skill of its warriors, not the tech tricks, so many older DCMS warriors see the use of a targeting computer as cheating. The Genyosha recruits are from a different class and have no such reluctance, and The Sword of Light has had greater combat experience has a more practicle approach then more tradition-bound units.

Notable 'Mechs and Mechwarriors
Leaf "The Mad"
A Genyosha recruited form a forest world Leaf's claim to fame is the many hiding places he has put his 'Mech, "Mr. Pink". He can make the 35 tom avatar of war disappear all most any where. Some of the hiding spots he has used are buried in the tarmac of a drop port, replacing the statue in the town square, in a water tower, and so on. No one know what crazy place he will show up next.

Добавлено спустя 3 минуты 1 секунду:
Assassin ASN-30
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:40 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Steiner

Assassin ASN-30
Technology Base: Inner Sphere
Production Year: 3063
Extinct by: Never

Chassis: Maltex 40 Endo-Steel
Power Plant: VOX 280 Light Fusion Engine
Cruising Speed: 75.25 km/h
Maximum Speed: 118.25 km/h
Jump Jets: 100AFVTA
Jump Capacity: 210 meters
Armor: Lox Lift Series 1 Standard
Armament:
1 Mydron Excel 5SG LB 5-X AC
1 RAMTech 1500Z ER Medium Laser
Manufacturer: Defiance Industries
Communications System: Garret T-15B
Targeting and Tracking System: Garret 500S

Contributing Author: Lost In Space

Overview
The ASN-30 is a new production model utilising endo-steel and a light fusion engine that mysteriously appeared in fall 3063, becoming one of the first new Assassins seen in centuries. Correcting some of the problems that plagued the original, while at the same time limiting pilots of the new machine, the ASN-30 is a very rare variant with a decidedly Lyran flavor. It is so rare, in fact, that the facilities producing the mech are still a mystery, although it is most likely a product of the Defiance Industries factories on either Hesperus or Furillo.

Capabilities
Although it retains the same long-range capabilities as the original Assassin the ASN-30 suffers in the short-range department, forcing a change in the tactics used by the pilots of these machines. While the LB 5-X AC provides the same damage profile as the older Holly LRM-5 it still suffers from targeting issues at short range. Without the SRM-2 launcher, ASN-30 pilots never close to point-blank range if they can avoid it. As the new machine's optimum fighting range is between 90 and 360 meters, outside the short range of many of the weapons it would face in combat, the loss of the SRM-2 rack is rarely noticed.

Originally a fairly decent guerilla warfare unit this variant never strays far from supply lines. Carrying only one ton of ammunition for its autocannon the ASN-30 limits pilots not only in combat longevity but also versatility. While the LB X series of autocannons are reknown for their range, striking power, and ability to fire a variety of munitions, this Assassin demands that pilots know the lay of the battlefield before they arrive and stick with that choice for good or ill. Many mechwarriors simply load the bay with cluster ammunition and "spray and pray".

The installation of double-strength heat sinks could have been avoided but they do not significantly increase the price of the ASN-30. In fact, the ASN-30 is so heat efficient that opponents often have a hard time tracking the speedy mech through rough terrain and forests where it can more easily mask its emissions.

Battle History
The ASN-30 played an important role during the destruction of the First Davion Guards on New Avalon in 3063. Receiving three of the new Assassins not two months before Marshall Sortek began his offensive against Lyran loyalists, the Tenth Deneb Light Cavalry integrated the mechs into their forces as a short lance. This informal jagergruppe ("hunting team") was spared most of the heavy fighting until the decisive battle at the Fox's Den.

Before the battle began the three mechs would make their way to a flanking position above the Guard's march to await their time. As the Tenth Deneb struck the ASN-30 group made their move, sowing confusion among the Guard's ranks and giving the Light Cavalry and their reinforcements the critical edge they needed against the elite Davion unit. Although two Assassins were destroyed in the battle, even the First Davion Guards had a tough time tracking the nimble mechs in the mountainous terrain as they repeatedly hit and faded back to their lines for resupply.

Deployment
Normal deployment of the ASN-30 with LAAF forces (the only service currently fielding the design) is one per regiment, although it has rarely appeared in greater numbers. It is often assigned with other fast, jump-capable mechs and is used mainly for battlefield screening, pursuit, force recon in rough terrain, and hunter-killer duty.

Notable 'Mechs and Mechwarriors
Mechwarrior Oliver Daecher
Serving with the Tenth Deneb Light Cavalry, Daecher was the sole survivor of the jagergruppe that hit the First Davion Guards. Like most Assassin pilots Oliver is a compact man, the grandson of a Succession War-era Assassin pilot. He takes his duties with the Light Cavalry seriously and proudly, and is a strong proponent of the ASN 'recipe'. With a career total of twelve mech kills to his name while piloting a variety of mechs large and small, Oliver maintains that he is "finally home" in his new ASN-30.

Добавлено спустя 1 минуту 10 секунд:
Whitworth WHT-2A
Level:Standard Level 2 / 3075
Technology:Inner Sphere Biped
Tonnage:40 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion
House Kurita


Whitworth WHT-2A
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3068
Extinct By: Never
Chassis: Whitworth Type 1 Endo-Steel
Power Plant: LTV 160 Fusion Engine
Cruising Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: Whitworth Jetlift
Jump Capacity: 120 meters
Armor: Durallex Light Standard Armor w/ CASE
Armament:
4 Guided Technologies 2nd Generation Streak SRM-4s
2 Intek Medium Lasers
1 Intek Small Laser
1 Matabushi Citizen C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Garret T14
Targeting and Tracking System: Garret D2j

Contributing Author: Warhawk


Overview
Almost unknown in the armies of the other Succession States, the Whitworth has served with distinction in both the Draconis Combine’s military and with the Federated Suns. Used heavily by both sides during the Succession Wars and during the Clan Invasion, the Whitworth has proven to be a reliable ‘Mech for the many units that make use of it. The ill-advised 3050 upgrade with “upgraded” technology turned what was a good support design into a completely support role that had many pilots sidelined. Because of this unpopular upgrade, many pilots have turned to other BattleMechs as their ride of choice.

A newly designed version, very reminiscent of the original Star League model has appeared to some controversy. With their main production facility a casualty of the fall of the First Star League, the number of operation Whitworths has fallen steadily. However, both Davion and Kurita units during the Jihad have been seen with new ‘Mechs that appear to be close in design to the vintage Star League model of the Whitworth.


Capabilities
Close analysis of a heavily damaged example of this new Whitworth variant was made following a battle between Word of Blake forces and House Davion’s Crucis Lancers. What was found has raised more questions than any answers of late. The internal structure has been replaced wholesale with one made of endo steel members. The difficulty of replacing the internal structure, especially when CASE was found along with the sole ammo bay makes this variant very likely a newly produced model. Which factory is the manufacturer is the main question that has plagued many of those researching the latest BattleMechs that have made an appearance on the battlefield. While many would blame the new technological renaissance on the efforts of the Vicore group, the new Whitworth retains its external appearance (unlike many of the newly produced ‘Mechs by Vicore).

Aside from the new internal structure, the remainder of the ‘Mech aside from its weaponry remains unchanged. The heat exchanger system has been traded out for a newer system making use of the latest double heat sink technology, a marked improvement of the system installed on many ‘Mechs during the 3050’s. The new heat exchanger system was needed because of the new weapons payload that is similar in some ways to the old Star League model of the ‘Mech, except that advanced technology has been used to alleviate the 3050 model’s lack of firepower at close range.

Eschewing long range missile for paired Streak SRM-4s in each side torso, the short range firepower is extremely high. The Streak rack placement is reminiscent of the Combine’s Kabuto, one more reason to look to a Draconic Combine manufacturer of the new Whitworth. The original arm mounted medium lasers remain untouched along with the reliable Garret D2j targeting system, which has been recalibrated with the Targa-7 tracking system of the Streak missile racks for optimal firing control of the expensive missile ammo. A small laser graces the center torso in a new mounting, while the head mounted medium laser has been replaced with a C3 Slave unit. Both the Draconis Combine and the Federated Suns make use of the C3 system, further muddying the waters as to the true manufacturer of this ‘Mech.

The one major complaint that has surfaced from those few pilots who have taken the ‘Mech into battle is the reduced number of reloads for the Streak racks. A paltry ton of ammunition is not sufficient on the modern battlefields, especially with the horrors of the Jihad disrupting supply networks and destroying worlds. It has been noted that the failure of the original Star League model was because many pilots decided to close to short range and were subsequently destroyed because of it. The lack of ammunition makes the ‘Mech a viable ambusher and keeps the pilots of it from sticking around too long in battle.


Deployment
Found primarily within both the DCMS and the AFFS, the newly produced Whitworth has also been spotted within the ranks of several of the longest standing mercenary commands employed by the Federated Suns.

Добавлено спустя 1 минуту 1 секунду:
Vindicator VND-5L
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:45 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Liao

Vindicator VND-5L
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3062
Extinct By: Never
Chassis: Ceresplex IV
Power Plant: GM 180 Fusion Engine
Cruising Speed: 43.0 km/h
Maximum Speed: 64.5 km/h (86.0 km/h)
Jump Jets: Anderson Propulsion 30 Standard
Jump Capacity: 120 meters
Armor: Starshield Standard
Armament:
1 Ceres Arms Warrior ER PPC
2 Diverse Optics ER Medium Lasers
2 Ceres Arms Model W Medium Pulse Lasers
1 Magna 200P Small Pulse Laser
1 Sword
1 Hessen Small Laser
Manufacturer: Ceres Metals Industries
Primary Factory: Capella
Communications System: CeresCom Model 21-Rs
Targeting and Tracking System: C-Apple Churchill

Contributing Authors: Ydnic, Dave Bell


Overview

After 200 years of production, the Vindicator has become by any practical measure, the workhorse battlemech of the Capellan Confederation. Built by Ceres Metals Inc,(CMI) this has come about for numerous reasons. First, virtually all of the parts are made on Capella, making the Vindicator relatively easy to produce. Second, Ceres Metals is such a huge company, spare parts are plentiful, thus making damaged Vindicators repairable instead of being cannibalized for parts. Third, they are able to perform multiple missions and as such are prized salvage. Finally, the Vindicator is particularly cost effective for a battlemech at only three to four million per unit. This makes them affordable to cash strapped militia and cost conscious mercenary units. Other than various light mechs, the Vindicator had become the most common front-line mech in the Capellan Armed Forces.

If there was ever an "average" mech category, the Vindicator would probably win. According to historical records, the "Vindy" was designed by committee. The designers were constrained by the necessity of using locally available materials but wanted the mech to be a capable multi-role fighter. While centuries of warfare data have showed that any multi-role machine never really excells at any one task, it is interesting that this designed versatility has proven to be the Vindicator's greatest strength and has lead to its continuing production.

Recently, Capellan Military Research and Development (CMR&D) has introduced several new technologies. After proving the new technologies value in the FS9-O Firestarter, the Vindicator was the next logical candidate to upgrade. The CAF thought that by improving and upgrading the workhorse Vindicator, they could field a more technologically advanced unit faster than designing, testing and manufacturing an entirely new unit.

Committees from the CMI, CMR&D, CAF and the Chancellors own staff worked on the revision of the venerable machine. After two years, much arguing, maneuvering, debating and untold meetings later, all amid rumors of outright bribery, the Vindicator 5L design was finally unveiled.

Capabilities
The debate on the changes to the newest version of the Vindicator was more than a little heated. Not surprisingly everyone quickly managed to agree on the use of the Ceres Arms Warrior ER PPC. This weapon allowed the Mech to strike at long range with an excellent damage potential. Test data routinely showed a successful hit could destroy an average .6 of a ton of armor. Further, with no minimum range the ER PPC can be used at short-range with no loss of efficiency or dangerous backlash to its wielder.

The first major item of debate became the LRM 5. Eventually the CAF's view prevailed. Weapons experts had noted that the average amount of damage that an LRM 5 produced was only .1875 tons of armor with a maximum yield of .3125 tons. By comparison, a hit from the newly developed ER Medium Laser routinely guaranteed a yield of .3125 tons of armor damage. Although the laser presented an unfortunate 43% reduction in range, it also prevented the all too common possibility of catatrophic ammunition explosion. The General in charge of the CAF committee was a survivor of an ammo explosion and was perhaps a little too paranoid of this danger. Further, he argued, with modern AMS routinely deployed amongst the enemy the usefulness of most missile systems became tactically questionable.

If the trade-off of a missile system for another laser was debatable, the next suggested design change became a grand melee. Seeking every battlefield advantage, the Capellan Armed Forces eagerly sought the inclusion of the quirky new technology known as Triple Strength Myomer. While combat veterans interviewed extolled the virtues of melee combat in ranged weapon wars the Chancellor's bean counters were less than convinced. While it was true there was both cost and chassis space savings to be had by switching from an endo-steel chassis to standard materials, any savings would quickly disappear with the inclusion of the TSM bundles. Eventually, the CAF advisors won out, (some say literally at gunpoint) and TSM would be used in the new VND-5L. In most militaries where the giants of the battlefield and their enormous armored bodies kept them in action long after lesser mechs were scrap, speed had become the de facto choice of mech pilots relegated to lighter mechs. The advantages of being able to walk 11 km/hr faster, 22 km/hr running, and do additional damage in physical combat were imposibile to ignore for veteran pilots.

Still reeling from cost of including all of these new technologies, the Chancellor's advisors were adamant that some financial sacrifices had to be made. CMR&D offered that it was only logical that a physical weapon be deployed hand-in-hand with TSM. The committees noted that the new mech swords would enhance the damage potential of the Vindicator 5L and be the least expensive weapon system of the entire design. At 2.5 tons the sword would be a relatively heavy and short ranged weapon, but its potential to deliver massive damage to the upper torso of an enemy battlemech could not be denied. Eager to continue their financial victories the CMI advisors fought this addition. They argued more ranged weapons would be more effective, (and not coincidentally make their company more money) but they were over-ruled.

Another argument against the use of the sword was that it was a Kurita developed and produced weapon. Once it was decided upon and after much discussion, several ideas were suggested. One was to try and steal the technology. Use the Capallan Spy network to solve the problem. Another was to reverse engineer the sword technology. It was thought, that since you knew that something was possible, it would be easier to accomplish. Thirdly, raiding the factory and obtaining the tech was discussed. Finally, the disagreement grew so fierce that it was appealed by the Chancellor's representatives to the Chancellor himself. He over-ruled all these ideas, sent a HPG message to Theodore Kurita, offering to trade 10% of the new Vindicator's production for the next five years to House Kurita for the sword technology. Theodore message of agreement arrived the next day and Combine enginneers were there within two weeks.

Requested by pilots and pushed by the CMI representatives, one of the last changes to the new Vindicator was the addition of Pulse Laser technology. Pulse Laser technology had already proven to be quite popular among the pilots of the Vindicator 3R. CMI reps lauded its greater accuracy (as much as 28% over standard laser tech) even as they counted the zeros added to the list price of the new model. The Chancellor's representatives objections aside, space and weight concerns allowed for only two Medium and a single Small Pulse Laser.

Additionally, three other systems were looked at but were retained.

First, the Star Shield Armor was a known asset and kept basically the same throughout the mech as prior models. The logic here was that as armor is the most often repaired system in the field, technicians would automatically know where the new models armor hardpoints were and thus retain the mechs current armor repair time and costs.

Secondly, the four Anderson Propulsion Standard Jump Jets were kept at the request of the CAF representatives for tactical reasons. Again, pilots insisted that lacking the armor of the mammoth battlefield machines any increase in mobility was a good thing. Particularly, jump-capable mechs were thought to hold a greater advantage in all environments but open terrain.

Lastly, the original designs Small Laser was retained for no other reason than it was cheap, plentiful and fit what little space was left in the cramped frame of the new design.

Ultimately, when finally fielded, the Capellan teams had developed a vicious multi-purpose battlemech that could serve the Capellan Confederation for years to come.

Battle History
During a recon raid on the planet Tikonov, Colonel Ydnic Took, commander of the Black Watch Borderers ran into a lance of the new Vindicator 5Ls. (Who had been out on manuevers, it was found out later.) Colonel Took and his command company were attempting to turn the flank of the militia unit blocking his way into Lexis.

Scanners from both mech commands had been rendered unreliable by some innate property of hill designated 435. Marching blind, both units crested a ridge and found themselves staring head-on at each other. The fight started off amazingly well-balanced as sword met laser and ER PPC. Taken by surprise, Took's heavier machines opened up in full barrage and quickly ran hot. Running dangerously into the red zone, they had little choice but to fall back to a defensive fight. Here the new Vindicators design came into its own. With their increased speed and maneuverability, they were able to move at will amongst Tooks giants slicing and blasting.

Eventually, the heavier armor and weapons of Took's assault and heavy mechs prevailed, but not without cost. One of the Black Watch Borderer's Battlemaster's was reduced to spare parts and the other three were heavily damaged. It was nearly an entirely Pyrrhic victory. His flank attack was successfully blunted and the raid stalled in its tracks.

His mission failed, Took, ever the opportunist, realized he might still come out ahead. His employer would likely pay dearly for the chance to examine the salvage of the new Vindicators.

As soon as the last of the 5L's were disabled, Colonel Took ordered a MASH Unit, Heavy Mech Recovery Vehicle and four of his Blue Sky Heavy Lift VTOLs to his position. He ordered a skirmish unit of Pegasus Hovertanks forward. Together with the damaged command lance, they would keep other Capellans from interfering long enough to complete a salvage operation. All other Black Watch units were ordered to prepare to fall back to the Drop Ships for extraction.

Добавлено спустя 58 секунд:
Centurion CN9-D5
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:50 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion

Centurion CN9-D5
Rules Level: Advanced Rules
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3062
Extinct By: Never
Chassis: Corean Model KL77 Endo-Steel
Power Plant: GM 300 Fusion XL Engine
Cruising Speed: 64.5 km/h
Maximum Speed: 96.75 km/h (129.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarGuard III Standard w/ CASE
Armament:
1 NAIS Model 2b Rotary AC/5
2 Exostar ER Medium Lasers
1 Kallon Sure-Shot C3-SU C3 Computer (Slave)
Manufacturer: Corean Enterprises, Jalastar Aerospace
Primary Factory: New Avalon (CE), Panpour (JA)
Communications System: Corean Transbanc-J9
Targeting and Tracking System: Corean B-Tech

Contributing Author: Kit

Overview
The Centurion was initially intended as a partner for the successful Trebuchet BattleMechs, but problems with defects appearing in the autocannon system made the future of the 'Mech uncertain. Because of the growing difficulty in securing spare parts for the old Luxor autocannon techs were often forced to replace the weapon with another type of autocannon or an entirely different weapon system - a complicated and time-consuming operation as the Luxor system was a custom-fit for the Centurion's chassis.

The Corean plant on New Avalon, however, was able to solve the problem with the Autocannon with the help of NAIS labs, breathing new life into the Centurion. The introduction of new Star League technology further improved the Centurion design, with the CN9-D entering wide production on both the New Avalon factory and at the Centurion plant on Panpour owned by Jalastar Aerospace. This upgrade proved that the Centurion chassis could continue to be combat worthy even as newer BattleMechs, like the Bushwacker, entered into service and prompted a joint effort between Corean Enterprises and NAIS to engineer other prototypes.

Capabilities
Two factors conspired to bring about the new CN9-D5. The first and most important was the Federated Suns own research into newer autocannon systems with the goal to reach firing speeds beyond that posed by even ultra autocannon systems. This line of research ultimately produced the rotary autocannon, able to fire up to six times as fast as standard autocannon designs and promising to bring a new generation of ballistic weapons capable of dealing damage at unbelievable rates.

Eager to deploy this new weapon as soon as possible the Centurion seemed a natural choice as it was already designed to accept autocannons as its primary weapon. The modification was more difficult than expected as the high rate of fire achieved by the NAIS Model 2b Rotary AC/5 required the lower and upper arm actuators be replaced with a more robust design. However, the process was straight forward and easily implemented once developed.

In order to maximize the efficiency of the new weapon, which could quickly expend even the 3 tons of ammunition it was provided with, the LRM system was removed from the left torso to be replaced with the Targeting Computer technology the Federated Suns had reverse engineered from the Clans. In order to offset the loss of range this caused, the Centurion was also equipped with MASC, enabling it to bring the powerful rotary autocannon into play by charging its foes at nearly 130 KPH.

The second factor that enabled the CN9-D5 to be created was the development of a C3 targeting system equivalent to that used by the Draconis Combine. A Kallon Sure-Shot C3-SU C3 Slave was fitted into the 'Mechs head, further increasing the effectiveness of the ammunition hungry RAC/5 by allowing the Centurion to share targeting data with other C3 equipped BattleMechs.

Deployment
Because of the combined use of a Targeting Computer and C3 targeting system the Centurion CN9-D5 arguably has among the most advanced, if not THE most advanced, electronics package currently installed on any BattleMech - the Clans included. This fact has actually limited production significantly due to the complexity of the electronics so that only regiments with top supply priority have received any of the newest Centurion variant.

Now rarely deployed along side the Trebuchet, the CN9-D5 has found a new role as a heavy scout and as a member of flanking forces. They are often sent out in pairs for this purpose, scaling the rate of fire of their main weapon to match the threat level and relaying data back to their lance mates through the C3 system.

The main weakness of this newest Centurion is that the advanced electronics make it more vulnerable than normal 'Mechs to ECM jamming. Although NAIS has considered the possibility of mounting a local ECM Suite tooled to counter any jamming encountered there is no obvious way to fit even more electronics equipment into the already crowded frame.

Добавлено спустя 1 минуту 4 секунды:
Bushwacker BSW-L1
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:55 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Bushwacker BSW-L1
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Earthwerk GRF Endo Steel
Power Plant: 275 Hermes Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex CASE Standard
Armament:
1 Defiance Disintegrator LB 20-X AC
1 BlazeFire Sweetshot ER Large Laser
Manufacturer: TharHes Industries
Location: Tharkad
Communications System: TharHes Euterpe HM-14
Targeting & Tracking System: TharHes Ares-8a

Contributing Author: Kit

Overview:

The Bushwacker BSW-X1 was a revolutionary new 'Mech designed for the benefit of the new Federated Commonwealth. Initially plagued with problems resulting from the narrow torso design intended to present a difficult target, the project was saved by the Clan invasion. Plans for the Clan BattleMech Vulture (Mad Dog) captured from the Jade Falcons on Twycross provided the necessary information to properly reconfigure the Bushwacker to eliminate problems caused by the narrow torso.

An innovative new design, the BSW-X1 was a symbol of unity for the Federated Commonwealth. The new 'Mech was among the most powerful and versatile in use by any Inner Sphere military. Most of the new 'Mechs were stationed along the new Lyran-Clan border worlds to replace losses in that region. As a result, when Katherine Steiner-Davion split off the Lyran half of the Federated Commonwealth to form the Lyran Alliance a problem emerged. Federated 5-Shot LRM's were used in the production of the Bushwacker, but after the separation supplies of the missile tubes quickly dried up.

While the Lyrans certainly could produce their own LRM systems to remedy the situation, current LRM production was already taken up providing spare parts for 'Mech units and production of other BattleMechs. Diverting any 5-tube LRM launchers would simply divert the problem to another location, and so some stop-gap solution was needed until LRM production could be stepped up. To solve the problem the Lyrans created the Bushwacker BSW-L1.
Capabilities:

The Bushwacker BSW-L1 saw a fairly significant redesign of the original BSW-X1. These changes would be felt acutely in units which fielded the Bushwacker BattleMechs, changing their roles and capabilities in some ways that would prove to be quite significant.

One of the more striking changes is the difference in the weapon load out. Gone is the Mydron Model B Autocannon and the Federated 5-shot LRM launchers. Replacing these was a single Defiance Disintegrator LB 20-X Autocannon. The change shifts the optimal engagement range for the design significantly, altering the Bushwacker from a medium to long range 'Mech to that of short to medium ranges.

Improved cooling made by these changes allowed for the 'Mech to mount fewer heat sinks, and also permitted the designers to change the armor from Ferro-Fibrous to standard armor while actually improving the amount of protection carried. These factors have made the design somewhat easier to repair in the field where Ferro-Fibrous and Double Heat Sink supplies may run short and be earmarked for heavier units.

Battle History:

The BSW-L1 entered production much too late to take part in any active fighting with the Clans, however it has seen its fair share of engagements during the FedCom Civil War, and almost exclusively in support of the Princess-Archon.

Variants:

There are two other variations of the Bushwacker: the original BSW-X1 and the less common BSW-S2. Both of these have proven successful in combat due to their balanced mixture of energy weapons, ballistics, and missile systems.

Deployment

Production of the Bushwacker L1 started in late 3061, just in time for the outbreak of the FedCom Civil War. The new version would be made for the duration of the conflict in surprising numbers, both to replace losses of the standard BSW-X1 and to further augment the current 'Mech forces of the Katherine's supporters.

Whenever possible the newer BSW-L1's were deployed along side other 'Mechs that mounted better medium and long range weapons, often the BSW-X1's already owned by the Lyrans. Due to the heavier armor of the L1 version, it would often act as the spotter for indirect LRM fire of lance members. It proved especially adept in this role, able to engage at long ranges with the center torso mounted ER Large Laser, while the assault class autocannon kept foes from closing under the effective range of the LRM's.
Последний раз редактировалось Stan 19 фев 2010, 22:56, всего редактировалось 1 раз.
Вот потому, что вы говорите то, что не думаете и думаете то, что не думаете, вот в клетках и сидите.
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Stan
Продвинутый читатель
 
Сообщения: 999
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Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение KolbunD » 19 фев 2010, 22:55

я так понимаю, тяжело повторно вкачивать?
Лютасцю больш небяспечны, чым люты драпежнік,
Зубр для людзей не страшны, не чапай — не зачэпіць,
Будзе стаяць як укопаны — пастыр на варце,
Не страпянецца, а позіркам пасціць няспынна
I чараду, і сям'ю ў чарадзе на папасе
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KolbunD
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VIP-Читатель (1) За заслуги перед порталом, 2ст (1) Отличный переводчик/писатель (1) Золотой призер ФанФик-2011 (1)

Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение Stan » 19 фев 2010, 23:03

Благодарю за помощь! :) Продолжу следующую серию.

Dervish DV-8D
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:55 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Davion


Type/Model: Dervish DV-8D
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Dorwinion 55TES Endo Steel
Power Plant: 275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Swingline X-1000 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: StarGuard CIV Standard
Armament:
4 Diverse Optics ER Medium Lasers
2 Valiant Arbalest LRM 15s w/ Artemis IV
Manufacturer: Achernar BattleMechs
Location: New Avalon
Communications System: Achernar Electronics HID-21
Targeting & Tracking System: Federated Hunter Mark II

Contributing Author: Kit

Overview:

The Dervish was initially a workhorse unit for every Successor State, in part because of its blend of maneuverability and fire support capabilities. Although widely considered an uninspired design, there were several advantages the Dervish design could bring to the field which ensured its place in every military force.

The Succession Wars took a heavy toll on the Dervish design. All of the existing factories except for a single one in the Federated Suns were destroyed, and the fighting caused a sustained drop in the number of serviceable Dervish BattleMechs in other house militaries. Over time even House Davion apparently began to lose interest in the Dervish, gradually purchasing fewer of the design with the introduction of the Enforcer.

In order to rekindle interest in the gradually failing design Achernar BattleMechs actually shut down their Dervish production lines to produce the Dervish DV-7D which took advantage of newly discovered Star League Era technology. The result was lackluster at best, without any appreciable increase in the design's offensive capabilities. In fact, the improvements were mostly defensive, with additional armor and the introduction of CASE equipment. Because it failed to generate any new interest for the Dervish, the project was considered a failure.

With the introduction of GM's Hellspawn Achernar BattleMechs realized that there was a real threat the Dervish would be replaced completely. Lighter, faster, and mounting more firepower all for a price that compared to the DV-7D. In order to compete a final, desperate project was launched to save the aging Dervish.

Capabilities:

The Dervish DV-8D saw significant improvements over previous Dervish iterations. Taking lessons both from the failed DV-7D and from the competing Hellspawn design, the design team created the first truly different version of the design.

Starting with the chassis alterations seen on the DV-7D to accommodate bulkier Endo Steel construction, the torso interior was rearranged to make room for a lighter but bulkier 275 Core Tek XL engine. It was a change that freed up the weight to make way for the improvements the design would see.

Two Valiant Arbalest LRM 15 replaced the Federated 10-shot LRM 10's which had previously always been used. These were linked to an Artemis IV FCS. The simple change resulted in a significant boost to long range firepower and accuracy, while managing to keep the launchers deeply embedded in the torso sections to prevent exposure to enemy weapon fire.

Both short range missile systems were completely removed from the DV-8D as they were deemed to not provide enough firepower for a design of the Dervish's weight class. They were instead replaced with Diverse Optics ER Medium Lasers, two in each arm, ensuring that at medium and short ranges the Dervish would not be found without reliable weapons. This did, however, result in some residual heat buildup if the lasers were used while jumping; however this was minor and easily controlled by prudent MechWarriors.

Finally, the design made use of both CASE Equipment to protect its ammunition stores and a full 10.5 tons of StarGuard CIV armor. This made the DV-8D the most heavily armored Dervish version and corrected an often lamented flaw to the class.

Deployment

The Dervish DV-8D has been purchased in small numbers by the Federated Suns and deployed to units which have already been granted access to the Hellspawn, most notably the Deneb Light Cavalry and the Davion Light Guards, so that the two competing designs can be compared side by side in actual combat situations.

There has been some speculation that even if the Dervish proves to be the superior design it may still be replaced. Reasons cited range from the price tag of the DV-8D to the smaller size of its competition, a fact that allows units making use of the Hellspawn to carry additional supplies in their DropShips. For now, at least, it appears that the Federated Suns is willing to give the Dervish one last chance to prove its usefulness, but continues to favor the newer Hellspawn chassis.

Добавлено спустя 1 минуту 8 секунд:
Grand Dragon DRG-7K
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:60 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Kurita

Grand Dragon DRG-7K
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3060
Extinct By: Never
Chassis: Alshain Type 56-60H Endo-Steel
Power Plant: Hermes 360 Fusion XL Engine
Cruising Speed: 64.5 km/h
Maximum Speed: 96.75 km/h (129.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Starshield Standard w/ CASE
Armament:
1 Lord's Light 2 ER PPC
3 Diverse Optics Type 20X ER Medium Lasers
1 Shigunga MRM-10
1 Matabushi Citizen C3 Computer (Slave)
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Sipher CommSys 3
Targeting and Tracking System: Eagle Eye SY10-10

Contributing Author: Ice Hellion


Overview
The Dragon and the Grand Dragon are a powerful symbol of the might of the Draconis Combine. However, since the introduction of the upgraded DRG-5K, no new variant using the newest technology available had been produced.

Eager to change that and further secure the position of the Grand Dragon as the flag 'Mech of the Draconis Combine (and their own position as the foremost 'Mech producers of the Combine), Luthien Armour Works decided to launch an accelerated upgrade programme for the DRG-5K.


Capabilities
Reviewing the performance of the DRG-5K, the board of Directors at Luthien Armour Works decided that increased firepower and mobility would be the keys to the modern Grand Dragon.

The Lord's Light 2 ER PPC was kept as it was one of the best in the Inner Sphere, giving the Grand Dragon a punch to be feared at at all ranges. According to the different simulations, more firepower at middle range was needed and the solution was quickly found: bring forward all the Medium Lasers. However, to avoid the trap of leaving the rear side of the 'Mech without any kind of protection, it was decided to put the three Medium Lasers in the left arm, allowing for a partial cover of the rear arc. Going ahead with the idea of improving the design, the engineers decided to use the new ER Medium Lasers, but since they were not manufactured in the Draconis Combine, they had to find a partner. Unwilling to be once more dependant on the Free Worlds League and its industry, Luthien Armour Works provided capital to Diverse Optics on Kessel to help them upgrade their Medium Laser line in exchange for deep cuts in prices for sales to LAW.

The problem now was heat dissipation as the new Lasers were more demanding on the Double Heat Sinks. The solution was found thanks to a new relatively weapon: the MRM. For a small decrease in precision and range, the MRM would be lighter than the Telos DecaCluster with the same potential overall firepower. The trade-off was judged good enough and two Double Heat Sinks were added to the 13 already present, providing the 'Mech with enough cooling capacity.

To make up for the small lose in firepower, a C3 Slave was added to allow the Grand Dragon to help bringing more fire on its opponents. It was then that the engineering team found out that while they had taken care of the first part of the orders of the board but not the second. Unable to find more free weight, they decided to use a lighter and reinforced Internal Structure using Endo-Steel. Thanks to the new weight available, Myomer Accelerator Signal Circuitry was added, allowing the Grand Dragon to reach the speed of a Locust for short periods of time.


Battle History

The DRG-7K was used with some success in the battles of the Ghost Bear War and the operations on the FedCom front with its share of victories and defeats. A DRG-7K was also among the Kuritan BattleMechs that fought in the Courchevel Challenge. Even if he did not win against his opponent, Sho-sa Tong managed to put in dire straits the member of Clan Ghost Bear by using its superior speed to try to reach the rear of the Gladiator, a feat he did several times.


Deployment
In spite of the Kuritan feeling linked to this variant of the Grand Dragon, the problems with the MRM system have prevented its wide spread use. Only veteran 'MechWarriors with enough experience to cope with the inherent problems are eager to use it to deadly effect.


Known Variants
Because of its lack of success and the availability of other Grand Dragon models, no variant made it out of the drawing board.


Notable 'Mechs and Mechwarriors
Chu-i Isabella “Junior” Armstrong
The daughter of Sho-sa Isabella Armstrong, one of the founding members of the Ryuken units, Chu-i Isabella seems to be following in the foot steps of her mother. She received her baptism of fire from one of the hardest foes the Draconis Combine ever fought: the Clans. At the time she was in the 12th Sun Zhang Academy Cadre and she fought side by side with the 8th Alshain Regulars against Clan Ghost Bear. After that, she was selected to go to Ryuken-go and participated in Operation Bulldog. She was awarded a DRG-7K Grand Dragon for her role in these battles and led her unit from it during operations on the FedCom front.

Добавлено спустя 1 минуту 18 секунд:
Axman AXM-3S
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:65 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Axman AXM-3S
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 65 tons
Chassis: Dorwinion AXM Standard
Power Plant: 260 Magna Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 HildCo Model 12 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Kallon Unity Weave w. CASE Ferro-Fibrous
Armament:
3 Ramtech 1500Z ER Medium Lasers
1 Defiance Disintegrator LB 20-X AC
1 CherrySeed Guardian Guardian ECM
Manufacturer: Defiance Industries
Location: Furillo
Communications System: Johnston Wide Band
Targeting & Tracking System: Rander Pinpoint-HY

Contributing Author: Ogre4Hire

Overview:

When the original AXM-1N Axman was debuted, shortly after the technological revolution spurred by the Grey Death Memory Core, it was a premier infighting machine. Nearly 50% larger than its predecessor, the Hatchetman, it mounted a much more powerful array of close range weapons, as well as dramatically improved armor, at no cost to mobility, thanks to its newly developed XL engine. However, after the Clan invasion, in the rapid technological advance of the 50s’, it was soon left behind, as its once cutting edge Sutel Precision Large Pulse Laser, its longest ranged weapon, could only strike targets a mere 300 meters away, resulting in the Axman being a sitting duck if forced to fight in the open. Also, many complaints were leveled at the fragility of its 260 GM XL engine, as the destruction of one of the side torsos was enough to finish it off.

Seeking a new heavy city-fighting mech, the Lyran Alliance commissioned Defiance Industries to produce a new version of the Axman that offered better engagement range and more durability. In early 3062, their facility on Furillo rolled out the first AXM-3S. At casual inspection, the mech seems outwardly almost identical to the AXM-1N. This resemblance, however, is merely a trick to catch unwary adversaries off guard with the AXM-3S’s improvements.

First and foremost of the changes is the engine. The fragile 260 XL has been replaced with a slightly heavier but more durable 260 Light engine. Following this, the weapon systems are completely different from the original. In place of the Luxor Devastator AC20, the mech now sports a Defiance Disintegrator LB-20X. This weapon, tried and proven on such mechs as the Hauptmann and Barghest, offers an effective range that is fully 90 meters greater than the Luxor Devastator, as well as being more heat efficient and possessing the ability to utilize cluster munitions. The ammunition bin for this weapon was doubled compared to the one on the AXM-1N, helping to insure that the mech will not suffer a crippling loss of firepower due to ammunition depletion during a protracted engagement. The left arm mounted Large Pulse Laser was completely removed, and the three medium lasers in the right arm were moved to the left and upgraded to Extended Ranged variants, again a new weapon system that had proven itself highly effective on other Defiance mechs. Finally, a Guardian ECM suite was added, providing protection from Artemis IV capable missile arrays and, possibly more important to the in-fighting Axman, the ability to disrupt hostile C3 networks. As an added bonus to economical commanders, the AXM-3S actually costs roughly one million C-Bills less than the AXM-1N.

Notable 'Mechs & MechWarriors:
Alexander West
A mechwarrior in the Fourteenth Donegal Guard who was caught on Newtown Square when the Jade Falcons attacked, he played a deadly game with a recon star inside a city for nearly an hour, luring them into ambushes and picking them off one by one. He suffered an ammo explosion when fighting the final mech in the star, a Cougar, but that wasn't sufficient to stop him from burying his mech's hatchet into the smaller mech's cockpit, and he withdrew under his own power. Thanks to his actions, his unit was able to escape, and he received several commendations.

Deployment

Relatively few AXM-3Ss in deployment are factory new. Instead, most existing AXM-1Ns are being converted over to AXM-3Ss during major servicing as soon as parts become available. At present, nearly all AXM-1Ns deployed along the Jade Falcon border, as well as roughly half those deployed along the Free Worlds League boarder have been thus upgraded. However the recent outbreak of the FedCom Civil War has put massive pressure on the Lyran Alliance’s military production, and the sudden lack of availability of parts has dramatically slowed upgrade efforts.

Currently, this mech is being fielded alongside close range brawlers such as the STK-8S Stalker, CGR-SA5 Charger, and the HA1-O Hauptmann, where it typically is used to deliver the coupe de grace after its lancemates have torn an opponent open, or as a close-in bodyguard for mechs like the Archer and Salamander.

Добавлено спустя 55 секунд:
Caesar CES-4S
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:70 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability

House Steiner

Caesar CES-4S
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3062
Extinct By: Never
Chassis: Dorwinion Endo-Steel
Power Plant: VOX 280 Light Fusion Engine
Cruising Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Kallon Royalstar Standard w/ CASE
Armament:
1 Defiance Hammerfist Heavy Gauss Rifle
1 Thunderbolt-12 Large Pulse Laser
2 RAMTech 1500Z ER Medium Lasers
2 Sutel Precision Line Medium Pulse Lasers
Manufacturer: Johnston Industries
Primary Factory: New Syrtis
Communications System: Johnston Wide Band
Targeting and Tracking System: Rander Pinpoint-HY

Contributing Author: Cuchulainn


Overview
Initially conceived as a "smokescreen" project by Johnston Industries to hide the completion of the Axman project, the Ceasar was created in the spirit of cooperation and drive for unification that surrounded the Federation Commonwealth at the start of the last decade.Ten short years later, and that spirit of cooperation has turned to one of distrust, division, and suspiscion.

Since Katrina Steiner-Davion usurped the throne from her sister, the political situation in the former Federated Suns has devolved to the point that many regional lords can no longer depend on the support of their local vassals. A case in point is Lord Thaddeus Johnston, head of Johnston Industries, whose primary factory sits on the March Capital of New Syrtis. Lord Johnston has spent his time since Katrina took power currying favor and encouraging his fellows to ensure a "smooth transition of power in these turbulent times". However, the duplicity of the new regime can be seen in the new model of the Caesar now reaching final production on the Johnston Industries lines.

Capabilities
The new Caesar model highlights just how far into Katrina's good graces Lord Johnston actually may be. Johnston has severed many supply contracts with domestic firms, and is producing the -4S soley on imports, stockpiled components, and Johnston manufactured parts.

For example, a VOX 280 Light engine replaces the GM Extralight the Caesar orignally carried. While marginally heavier, the engine is more robust and cost-effective. The switch to an endosteel chassis more than offsets the engine's increase in mass, and even free's up tonnage for upgraded wepons.

A Defiance Hammerfist Heavy Gauss Rifle replaces the Poland model, and is imported directly from Hesperus II in the Isle of Skye. A Thuderbolt-12 Large Pulse Laser replaces the ER PPC, and twin RAMTech ER Medium lasers replace two of the Sutel pulse lasers. All three of these weapons systems directly replace components manufactured by Federated Suns companies.

The newly installled weapons have dramatically altered the role of this design. With limited ammo for the Hammerfist, and no other long range weapons, this model of the Caesar has changed from a 'Mech that could fill a variety of roles into a capable in-fighter that has all the finesse of a club. However,it has been noted that the two variants work well together, with older models able to provide covering fire while the new, more survivable variants close to short range to brutalize opponents with a combination of Heavy Gauss rounds and laser fire.

Deployment
Several production runs have been finished, and all but a handful have either been transshiped back to the Lyran Alliance or distributed to units loyal to Katrina located in the Federated Suns.

Known Variants
The only other variant is the original CSR-3R. The inclusion of so much proprietary Lyran technology on this model has raised more than a few eybrows. Many are starting to wonder what else Johnston Industries is doing for the Archon-Princess to warrant such attention from her camp. As the only design produced outside the Lyran Commonwelath to include the recently developed light engine and heavy gauss rifle, perhaps more questions should be asked by Duke Hasek as to what is actually occuring on his homeworld. Even the massive importing itself involved in the production of this new model is driving a wedge between the people of the Federated Suns and Johnston. Every new shipment of parts arrives on a Jumpship "annexed" by the Lyan Alliance when Katrina seceded with that half of the realm, and leaves with fresh Battlemechs for units loyal to her.

Добавлено спустя 59 секунд:
Daikyu DAI-02
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:70 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability

House Kurita

Daikyu DAI-02
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3060
Extinct By: Never
Chassis: Luthien DAI Endo-Steel
Power Plant: Magna 350 Fusion XL Engine
Cruising Speed: 53.75 km/h
Maximum Speed: 86.0 km/h
Jump Jets: Chilton 460
Jump Capacity: 150 meters
Armor: Starshield A Standard Armor w/ CASE
Armament:
1 Lord's Light 2 ER PPC
2 Guided Technologies 2nd Generation Streak SRM-6s
2 Diverse Optics Type 20X ER Medium Lasers
1 Matabushi Citizen C3 Computer (Slave)
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Sipher Security Plus
Targeting and Tracking System: Matabushi Sentinel

Contributing Author: Ice Hellion


Overview

The Daikyu was supposed to be a revolutionary design : a mobile dire fire-support BattleMech, making the best of twin state-of-the-art Imperator Ultra-5 Autocannons. This audacious move was supposed to secure Luthien Armor Works rank as the first 'Mech producer of the Draconis Combine.

However, as in most military operations, this plan did not survive contact with the enemy. The main reason was that the Daikyu lacked both raw firepower and mobility, two problems that against the wrong opponents could prove devastating. This is exactly what happened during Operation Bulldog and perhaps it was nowhere felt heavier than on Kiamba during Wave 1 when fire-support units of the 1st Genyosha mostly made of Daikyu felt victim to a counter-strike by elements of Beta Galaxy 362nd Assault Cluster, severely delaying the advance of the 1st Genyosha.

This and other similar events lead Luthien Armor Works to re-work the Daikyu to save their reputation.


Capabilities
Using the criticisms made by pilots, Luthien Armor Work decided to change the focus of their 'Mech from a direct fire-support unit to a mobile heavy hitter. The ground speed, the Lord's Light 2, and the armor (being the only satisfying points) were kept; every other weapon on the Daikyu was discarded.

Unwilling to convert the 'Mech into an energy boat that would need far too many Heat Sinks to be able to fire its weapons, Luthien Armor Work decided to go for a weapon with good stopping power but able to avoid wasting ammo during long battles: the Streak SRM-6. Following the original pattern of twin weapons, the Daikyu DAI-02 was given two Guided Technologies 2nd GenStreak SRM-6, one in each torso, with two tons of ammo shielded in a CASE. To add further firepower at short range, two Diverse Optics Extended Range Medium Lasers were added, making the Daikyu, more ammo independent. Finally, thanks to five Chilton 460 Jump Jets, the new Daikyu has a 150 meters jump capacity.

To deal with the excessive heat generated by the 'Mech, five additional Double Heat Sinks were added, preventing it from alpha-striking while jumping but giving it enough cooling capacity to perform its duty. Almost as an afterthought, a C3 Slave was added, allowing the DAI-02 to increase the pressure on its opponents by calling fire from its team-mates.


Battle History
The first DAI-02 arrived just in time to participate to the Ghost Bear/Draconis Combine War. One of them assigned to the 2nd Sword of Light participated in the daring strike on Constance, designed to pull some Dominion troops back. According to the few ROM available, it was destroyed after having taken down two Grizzlies of the 5th Bear Regulars in the initial direct assault so typical of the forces of Xi Galaxy.
Its sacrifice and those of its lance mate bought enough time to the forces of the 2nd Sword of Light to quickly organize a defensive position that force the 5th Bear Regulars to change their strategy.


Deployment
Willing to be once again the only supplier of prestigious units like the Genyosha or the Ryuken, Luthien Armor Works agreed to send their new DAI-02 to any unit willing to use it in their heavy units. So far, only the Pesht Regulars, having witnessed the efficiency of the new design during the Ghost Bear/Draconis Combine War, agreed to extensively use it. Other units have only a handful of them.


Notable 'Mechs and Mechwarriors
Shujin Elen Atsu
Assigned to the 7th Pesht Regulars, Shujin Elen Atsu is burning with hate for the treacherous Ghost Bears that attacked the Draconis Combine without motive. When given the opportunity to exchange her older Dragon for a brand new DAI-02, she readily accepted and christened it Enma Dai-? after the judge of the dead, the one deciding on their punishments according to Buddha's Law. Her fanatascism and brooding make many of her comrades uneasy but Elen Atsu does not bother anyone and keeps focusing on her hate and training for the day the Draconis Combine will again strike at the Dominion.

Добавлено спустя 1 минуту 8 секунд:
Grasshopper GHR-5N
Level:Standard Level 1 / 2750
Technology:Inner Sphere Biped
Tonnage:70 Tons

Designer:MajorTom
Armory:TRO Upgrades

Grasshopper GHR-5N
Technology Base: Inner Sphere
Production Year: 2780
Extinct by: Never

Chassis: Mingh z33/7
Power Plant: VOX 280 Fusion Engine
Cruising Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: Leviathan Lifters
Jump Capacity: 120 meters
Armor: Durallex Heavy Standard
Armament:
1 Magna Hellstar PPC
5 Diplan M3 Medium Laser
Manufacturer: Lantren Corporation
Primary Factory: Bryant
Communications System: Allet-C308
Targeting and Tracking System: Allet-T11

Contributing Author: Prime

Overview

For nearly a century, commanders utilized the highly mobile Grasshopper to hunt down smaller battlemechs and recon units, a job for which it is entirely adequate. Against larger machines, however, the Grasshopper lacks telling long range capability. This shortcoming was addressed inadvertantly in the late 29th century with a field modification that incorporated a PPC into the design. With the side effect of eliminating the need for ammunition, this simple refit became the lasting 5N variant, copied and recopied for over 150 years into the current era.

Capabilities
The 1st Regulan Hussars, severely depleted in the fighting at the beginning of the 3rd Succession War, began a period of rebuilding in 2873. Under the directives of the new Captain-General Marie Marik, crack tech units were rotated in to speed the rebuilding effort using existing materials rather than new battlemechs. Master Tech Terry Gannings thus found himself assigned to rehabilitate the personal battlemech of one Captain Julius Lombard, who was himself undergoing extensive rehabilitation, following the destruction of his Grasshopper's head-mounted LRM and the detonation of its ammunition bin (which was thankfully nearly empty).

Faced with the prospect of rebuilding the entire right side of Captain Lombard's burned out Grasshopper, Gannings decided to tinker with the basic design of the machine. Following his new employer's desire for a "better ranged knockout punch", the master tech moved the heavy energy weapon mount out of the center torso and high up into the right torso of the mech. He then installed a salvaged Magna Hellstar PPC there instead of the standard Diplan large laser, utilizing the space once reserved for the LRM ammunition bin and some of the mech's heat exchange system. The shattered LRM system in the head was replaced with a simple turret housing for a medium laser, and the displaced heat sinks from the right torso were relocated into the center of the mech where the large laser mount once sat.

This was no small modification, as it turned the innards of the battlemech into a labyrinth of extra power cables and heat disposal ducts, and had the unintended side effect of increasing the Grasshopper's frontal heat signature. But Captain Lombard adored the improved punch of the particle cannon and the freedom from the worry of ammunition explosions. The new mounting provides an excellent field of fire for the bulky weapon, and though the Grasshopper's heat sink system can still easily handle the load produced by the five medium lasers, careful timing is required when firing the PPC, a tactic most veteran Grasshopper pilots have to re-learn.

On paper, this variant became known as the Grasshopper 5N, and Gannings' team of Astechs documented every bolt and wiring change. The schematics of the design soon turned up for sale on Outreach and a number of other markets across known space, and techs began to field-modify damaged Grasshoppers utilizing nearly every make of PPC ever built. Though never a common variant, the 5N was in use across the entire Inner Sphere by the time the Third Succession War finally limped to a close, with each of them being a custom job based off Master Tech Ganning's original plans.

Battle History
The combat debut of the Grasshopper 5N took place on Nestor in 2875. Rested and re-equipped, the Regulan Hussars fought their way through a Steiner aerospace blockade of the system and dropped on planet to relieve the beleaguered garrison. A quick flanking action developed, with the Hussars splitting into company sized formations and fanning out to entrap the largest concentration of Steiner battalions.

Faced with encirclement by three regiments of fresh battlemechs, the Steiner commander immediately ordered a breakout, heading east into a range of low rolling hills. Captain Lombard's company was one of two units directly in the path of this Lyran redeployment, and they were given the surprising command to halt the breakout and hold position at all costs. Not one to question orders, Lombard formed a firing line at the crest of the first line of hills, with his heaviest units in firing position and his lighter mechs behind the hill line for a countercharge.

Lombard's firing line of four Griffins, two Dervishes, and his Grasshopper opened up on the first wave of advancing Lyran light mechs at well over 500 meters, stalling their advance until heavy mechs could be brought to bear. When the first Steiner Crusader and Zeus mechs came into missile range, Lombard's entire line engaged jump jets and retreated behind the ridge. Pressed for time, the enemy heavy mechs crested the hill en masse without sending faster (and more expendable) scouts up first. Expecting to see the thin line of Regulans they had been chasing, the Steiner advance paused as 17 additional light and medium battlemechs powered up around them.

The Lyran reaction was anything but orderly. The Zeus at the center of the advance began issuing orders but was suddenly silenced by a PPC blast from Lombard's Grasshopper. As the command mech lurched drunkenly to the side with a smoking crater where the cockpit had once been, the two Hussar companies jumped into short range with the Lyrans. While each Steiner mechwarrior chose his own targets, Lombard's forces concentrated fire, 12 battlemechs firing on a single target in succession. A breif minute later, and the Marik forces were in sole control of the hilltop.

But there were more than two batallions of Steiner mechs bearing down on Captain Lombard's units now. From his elevated position, he could see them coming two kilometers out and watch them form into an arrowhead formation of over 70 battlemechs to run right over his position and into the more advantageous terrain beyond. He ordered his mechs to form up behind the crest of the hill once more and intended to make the high ground as expensive as possible.

The Lyrans advanced to within 300 meters of the ridgeline before bombs began raining from the low hanging clouds. It had taken nearly an hour to refuel and rearm the Regulan aerospace fighters for a ground attack sortie, and Captain Lombard had given them the time they needed. Massed for an attack, the Lyran formation was easy prey for well timed bombing and strafing runs, and the Steiner mechs were forced to scatter, only to be tracked and engaged by other encircling Regulan Hussar units. The offensive broken, Nestor would remain in the possession of the Free Worlds League.

Notable 'Mechs and Mechwarriors
Major Julius Lombard
Julius Lombard was as much a politician as he was a mechwarrior, with an easy smile and a knack for second guessing people. Famed for his intuition and daring tactics, the young noble quickly rose to the command of his own company in the 1st Regulan Hussars. Nearly killed by an ammunition explosion that put his Grasshopper out of commission for over 2 years, his critics assumed that he was destined to get his command shot out from under him. But he returned to duty with a more mature attitude and a newly converted Grasshopper 5N, the first of it's kind. Promoted for his tenacious containment of the Lyran breakout on Nestor in 2875, Major Lombard lived to serve 30 years in the Hussars before retiring to improve the Lombard family's political fortunes.

Sergeant Angela Fay
A mechwarrior in McCarron's Armored Cavalry, Sergeant Fay acquired her Grasshopper as battlefield salvage after her Ostsol 4D was shot out from under her. Concerned with keeping her PPC armament, her tech talked her into fitting out the damaged Grasshopper as a 5N variant. Named the Venator Deux, her Grasshopper leads a lance of Vindicator mechs, and provides a serious deterrant to anyone considering engaging her unit from point blank range.

Mechwarrior Carl Pinner
An expert in urban combat, Mechwarrior Pinner has hired himself out to a number of mercenary units in Davion space. He's not picky about employers, so long as he gets to shoot at Kuritans. His Grasshopper 5N, the Curb Appeal, has seen action up and down the Draconis March, and he has over 20 confirmed mech kills to his name. He is adept at jumping behind an enemy mechwarrior, alpha striking into exposed back armor, and then backwalking his mech into adjacent buildings to reduce return fire. The result of this agressive tactic is a Grasshopper that moves with a pronounced limp and sports a permanently "dented" head, as he often triggers his jump jets while inside buildings.

Добавлено спустя 1 минуту 3 секунды:
Grasshopper GHR-6K
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:70 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Kurita


Type/Model: Grasshopper GHR-6K
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 70 tons
Chassis: Mingh z33/7 Endo Steel
Power Plant: 280 VOX Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Leviathan Lifters Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Durallex Heavy Standard
Armament:
5 Victory Heartbeat Medium Pulse Lasers
1 Matabushi Citizen C³ Slave Unit
1 Diverse Optics Sunbeam ER Large Laser
1 Guided Technologies 2nd Gen Streak SRM 4
Manufacturer: LexaTek Industries
Location: Hun Ho
Communications System: Allet-C308
Targeting & Tracking System: Allet-T11

Contributing Author: Prince of Darkness

Overview:

The clan wars were devastating to the Draconis Combine. Their Samurai mentality driven into them for hundreds of years forced them to play directly into the one-on-one combat the clans excelled at. Even with the creation of the C3 computer link system, which could make an entire lane’s activities hyper-coordinated, the single-combat mentality was too powerful within the Combine’s minds. Sharing "kills" with their lance mates was atrocious.

It wasn’t until the battle of Wolcott was the abilities of the C3 system shown in full force. The crushing defeat of the Clan Smoke Jaguar forces was incredible to many, who saw the Clans as an all-powerful force that would destroy them all. All at once, Draconis factories struggled to keep up with the demand for more war materials, and most of all, machines given the power of the C3 lance command system.

Since all C3 lances needed a fast, front-line machine to "spot" for all the other machines, the Coordinator ordered his greatest and most profitable companies to design an effective spotter platform that stayed close to his direction. While it fell by the wayside, and was a long time in coming, the GHR-6K rebuild of the famous Grasshopper lived up to all the expectations the Coordinator placed upon it.

Capabilities:

Being the point man for a C3-equipped lance, a battlemech has to carry cheap, easily repaired systems into the battle. But at the same time, it must be fast, have some staying power, and be able to stay for the length of a massive battle.

The GHR-6K succeeds upon all points. While the refit requires the use of an approved Endo-steel manufacturing plant, the use of said internals frees up several tons for equipment to be used in the heavy chassis. Endo steel is also becoming very widespread across the Inner Sphere, and the Clan invasion only spurred the creation of the necessary plants onward.

Giving the chassis a fast profile was possible, but the use of an explosive XL engine detracted from the original plans the Coordinator placed down. Unwilling to upset him, the use of the common 280 VOX Fusion engine provided a maximum speed of 64.8 KM/H; the problem was, of course, that this level of speed is rather sub-par compared to any other C3 point man, and Lexatech decided that just the engine would not be enough. So, the four Leviathan lifter jump systems were kept on the underside of the legs and feet, allowing the GHR-6K to maintain it's famous 120 meter leaps. This kept the 'mech effective in heavily fortified and mountainous regions, including cities, forests, and any other region where maneuverability is prized over anything else.

Aside from the C3 system mounted in the Left torso (a rather odd decision brought upon wanting to keep the original look of the Grasshopper) many of the GHR-6K’s systems were not only made to represent the originals, but also to improve the original’s close-range firepower. Because of the C3 slave, high level of close range firepower was needed, and thus Lexatech devised a weapon selection around the original.

Removing the original’s LRM 5 was something many pilots found a wonderful loss. Against most other enemies, including battlemechs heavier than 25 tons, the LRM 5 fared extremely poor. Instead, Lexatech, who was just now beginning to finish the design after several years, thought it was a good idea to mount one of their new, heavier Streak missile systems. A Guided Technologies Streak SRM 4 replaces the LRM 5 in the head, giving the missiles a high vantage point to fire from. As a boon, the Streak system is guaranteed that every missile will hit an enemy target, which is a very nice addition to some poorer pilots. The addition of CASE just sweetens the deal of survivability, and has saved a number of Grasshopper pilots over the years since it’s inception.

Replacing the original’s Diplan HD Large Laser was also an easy task. Routing more power feeds for the increased strain of the ER Large Laser was not. While the center torso mount provided a lot of power for re-routing, the ER Large Laser’s high heat generation has a constant problem of bleeding heat back into the main reactor circuit. This forces the reactor to believe that it is actually hotter than it really is, and has led to several unwarranted overrides of the automatic shutdown systems. Many techs are advised to almost religiously check the coolant jackets, which are normally replaced every few weeks; a very short, and annoying time, for such a well-received weapon.

For a needed short-ranged punch, Lexatech reasoned something rather ingenious; the fact was, Grasshopper pilots were known for constantly jumping, which degraded accuracy highly. This is why the ancient GHR-5H’s mounted so many single heat regulators; the constant jumping coupled with heavy laser fire generated a lot of heat and gave a reason for the lower-end firepower of the original. Double Heat sinks rid the original of heat worries, but it was decided that the weapon they were looking for would have to be accurate, high-damage, and high heat without needs for ammo.

The Medium Pulse Laser was the first decision. The Victory Heartbeat Medium Pulse laser, mainly surplus bought from the Aukuma plants on Quentin. Five medium pulse lasers provide a massive short-ranged punch, which has the added bonus of being extremely accurate. To mirror the job the GHR-6K was taking, a heavy load of 13 tons of standard armor protect the GHR-6K’s systems and delicate internals, and give it a high level of battlefield staying power.

Deployment

So far, the GHR-6K has been slow to integrate into other units. The endo-steel internal structure means that it cannot be a field variant, which cuts back upon the ability to easily refit this design. However, it is hoped that it will eventually find it’s own niche in the growing DCMS ranks and C3-equipped lances.

Добавлено спустя 1 минуту:
Black Knight BL-12-KNT
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:75 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion


Type/Model: Black Knight BL-12-KNT
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Technicron 1L Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Kallon Royalstar Standard
Armament:
1 Johnston High Speed ER PPC
4 Ramtech 1500Z ER Medium Lasers
2 Lushann Redbeam Large Lasers
Manufacturer: Robinson Standard BattleWorks
Location: Robinson
Communications System: Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak
Contributing Author: Kit

Overview:

The Black Knight was one of the star products to come out of Kong Interstellar Corporation (KIC). Even during the era of the Star League there were few facilities capable of producing such a high end 'Mech. It quickly became a favorite command 'Mech because of its state of the art communications suite and heavy armor protection made possible by newly pioneered Endo Steel construction methods.

Unfortunately, like many designs, the destruction of the Succession Wars took a heavy toll on the capabilities of the Black Knight. The ability to produce and maintain Beagle Active Probes was lost, and the orbital facilities necessary to produce Endo Steel were destroyed necessitating a reduction in armor on the design. In addition, the original communication suite had to be replaced with a less advanced but more available Tek BattleCom. Despite the necessary changes the Black Knight remained a popular 'Mech.

Interestingly, it appears that KIC did not attempt a redesign of the venerable Black Knight even with the recent technological renaissance the Inner Sphere has been experiencing. It took the introduction of Robinson Standard BattleWorks (RSBW), who secured a license to produce the Black Knight, to bring the design up to date with newly discovered technology.

Capabilities:

Robinson Standard BattleWorks first moved to return the Black Knight's internal structure back to the Endo Steel build it had initially carried, an obvious move that pushed the tonnage available for armor back up to 13 tons from the 11 tons it had fallen to as a result of the Succession Wars.

Their next obvious move was to outfit the Black Knight with improved weapon systems that had become available. The standard PPC system was replaced with the improved Johnston High Speed ER PPC manufactured on New Syrtis. This amazing new weapon had nearly 30% longer range over the older Magna Hellstar PPC and also eliminated the problems associated with targeting PPC's at ranges under 90 meters.

Backing up the ER PPC is a pair of Lushann Redbeam Large Lasers imported from the Outworlds Alliance. Secured through trade deals with the periphery nation, the lasers were manufactured by Lushann Industries and remain on par with the quality seen from facilities located in the larger Successor States.

Also replaced were the torso and arm mounted Medium Lasers with RAM Tech 1500Z ER Medium Lasers imported from the Lyran Alliance. As with the newer PPC system, the RAM Tech laser systems had an improved range at the cost of additional heat that was produced when the weapons were fired.

If there was one hindrance that the updated weapons caused, it was heat. Already a hot running design, the newer ER weapons created a nearly unmanageable heat problem. To remedy the problem the newer BL-12-KNT switched to newer Double Heat Sinks, but even with 16 of them still requires careful selection of weapon fire to prevent shutdown from overheating.

None of these changes are the crowning achievement of the design team, however. That is reserved for the new Targeting Computer system located in the left torso. Reverse engineered from similar systems salvaged from downed Clan 'Mechs, the massive 6 ton computer is capable of performing millions of complex calculations every second and provides suggestions on where a MechWarrior should fire for a maximum chance of hitting a target.

Deployment

The first BL-12-KNT 'Mechs off the production line were earmarked for several units, most notably the Fifth Syrtis Fusiliers, the 15th Deneb Light Cavalry, and both the Seventh and Eighth Crucis Lancers. Although currently only deployed in small numbers because of its recent arrival on the scene, it is almost certain that the Black Knight will end up in service in most of the AFFS 'Mech regiments.

Currently the Black Knight is used almost exclusively in the role it was designed for: as a command 'Mech. While it still lacks the sophisticated communication system from the Star League era, the Targeting Computer has proved especially useful for commanders, who must divide his attention between combat and command.

There has been talk of making the Black Knight provide the back bone of the AFFS in the future. If the limitations caused by the hot running weapons prove to be manageable it is quite possible that this will happen, both because of the unit's durability and because of the impressive firepower selection the 'Mech provides for its pilot without any ammunition limitations.

Добавлено спустя 1 минуту 44 секунды:
Orion ON2-M
Level:Standard Level 2 / 3050
Technology:Inner Sphere Biped
Tonnage:75 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion
House Marik
Wolf´s Dragoons
Marian Hegemony
Taurian Concordat

BattleMech Technical Readout

Type/Model: Orion ON2-M
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Kali Yama Chassis Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Lamellor w. CASE Ferro-Fibrous
Armament:
3 Aberdovey Medium Pulse Lasers
1 Dragon's Fire Gauss Rifle
1 KaliYama Death Bloom LRM 15 w/ Artemis IV
Manufacturer: Kali Yama/Alphard Trading Corp.
Location: Kendall, Kalidasa
Communications System: Irian Orator-5K
Targeting & Tracking System: Wasat Aggressor Type 5

Contributing Author: Ice Hellion

Overview:

The ON2-M is the latest avatar of the ON1-K, the first truly heavy 'Mech created by the Terran Hegemony and the 'Mech of choice of illustrious men like General Kerensky.

It had already been upgraded into the ON1-M an efficient 'Mech but so costly that its sales were lower than expected. In order to get as much market share as possible and to be able to sell it to other realms, this new version had to be cheaper while retaining the same efficiency. This was a challenge that the engineering teams at Kali Yama Weapons Industries were eager to take.

Capabilities:

One of the few advantages of working on a classical design like the Orion is that in some areas, there was no choice possible. One of such imposed restrictions was the speed: it had to be equal to the one of the ON1-K, ON1-V and ON1-M. Since cost was an important issue, it was decided to keep the original Vlar 300 engine, making it necessary to win weight for the more advanced weapons elsewhere.

The only weight saving items still available were the Internal Structure and the armor. The main problem was that no one in the entire Free Worlds League had so far designed an Endo Steel Internal Structure for a 75 tons 'Mech. It was therefore decided to create it in house and after several trials (and some costly mistakes), the Kali Yama Chassis Endo Steel was ready to be mass produced and the ON2-M was the first design to use it.

Following the same trend towards in house developments (and in order to save money on the long run), the new Valiant Lamellor Ferro-Fibrous armor was created. With only 12.5 tons of this reinforced armor and a CASE located in the right torso, the protection given to the new Orion was similar to the one afforded by the old ones enabling the reputation of the Orion as a though 'Mech to go on.

To keep the punch of the Orion but increase both its range and accuracy, a Dragon's Fire Gauss Rifle with two tons of ammo was installed in the right torso in the same place as the original Kali Yama Class 10 Autocannon or the Kali Yama Weapons Industries LB 10-X Autocannon. The increased range and damage made for the lesser ammo capacity. To provide the secondary long range weapon, the good old Kali Yama Death Bloom LRM-15, the long range signature of the ON-1 K, was selected. Since the production of the new Archer was not enough to use all the brand new Artemis IV fire control system produced in the Free Worlds League, a RCA/Dynatec Artemis IV was added to the LRM-15, giving it the same efficiency as the Type V used in the ON1-M.

Seeing that its two main weapons were ammo dependent, the engineers decided that secondary weapons would be energy based. 3 Aberdovey Medium Pulse Lasers were added to provide a precise but still heavy firepower at closer ranges where the main weapons of the Orion would have less precision

To ensure that all weapons could still fire with the high precision associated with the legacy of the Orion, the deadly Wassat Aggressor Type 5 was kept with only a minor software upgrade to accommodate the Artemis IV fire control system.

Battle History:

The baptism of fire for the ON2-M was during the reconquest of the St. Ives Compact, on the world of Armaxa.

The Westerhand Scimitars, a Liao mercenary unit, was helping units from the Capellan Confederation Armed Forces conquer this world. They were assigned to rearguard duties, freeing Liao units for front line duties. During one of the delivery runs of the 2nd St. Ives Lancers, the St. Ives forces decided to attack the rear area of the Capellan forces so as to relief a bit the pressure on the defenders of Armaxa.

The only force between them and the resupply area was Sgt.Pepper's Lonely Hearts Band commanded by Captain Alexei Tsang. Since the St. Ives forces were more numerous than his own, he decided to go for ambushes luring enemies into a trap by letting the way to the supplies open while using Strike Company to attract small pieces of them against his main force.

The main point of the battle was when Captain Hunter Kai, the commanding officer of the St Ives Lancer decided to stop losing resources and to hunt down the Strike Company. Sensing the perfect time to cripple his opponent, Captain Alexei Tsang launched his Orion against the War Dog of Captain Hunter Kai, with his external loudspeakers beginning to shout:
"What would you think if I sang out of tune
Would you stand up and walk out on me"

By keeping just of range of the close range weapons of Captain Hunter Kai, Captain Alexei Tsang managed to slowly put holes in the armor of the War Dog until time had come to get close and destroy the St. Ives 'Mech with a concentrated fire from the Aberdovey Medium Pulse Laser and the Dragon's FireGauss Rifle.

With their officer dead, the remains of the 2nd St. Ives Lancers decided it was time to leave. While they were retreating, music was still coming out of the loudspeakers of the Westerhand Scimitars. It was saying:
"We're Sgt. Pepper's Lonely Heart's Club Band
we hope you have enjoyed the show
Sgt. Pepper's Lonely Heart's Club Band
We're sorry but it's time to go "

Notable 'Mechs & MechWarriors:

Captain Alexei Tsang
The grizzled Battle Company chief possesses a heightened sense for how battles flows, able to sometimes predict enemy moves and directing his company in countering them. Also a sly tactician, he is fond of setting up ambushes while using elements from the Strike Company acting bait. The 1st and 2nd lance in the Battle Company are completely upgraded with newtech including large sets of external loudspeakers, ensuring that their company named "Sgt.Pepper's Lonely Hearts Band" will live up to their name.

Sergeant Clare Greenspan
The child of 'Mechwarrior Sylvan Greenspan, Sergeant Clare Greenspan became one of the Dragoon's war orphans after the death of her mother on Harrow's Sun.

Since then, she has tried to live to her name, fighting in an Orion with the same tenacity as her mother. When given the opportunity to get her hands on a brand new ON2-M, she accepted and with her Eternal Phoenix, she has over the years managed to destroy several Heavy and Assault 'Mechs during her assignments.
Последний раз редактировалось Stan 19 фев 2010, 23:17, всего редактировалось 1 раз.
Вот потому, что вы говорите то, что не думаете и думаете то, что не думаете, вот в клетках и сидите.
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Stan
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Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение KolbunD » 19 фев 2010, 23:12

Оп!
заинтересовал Grasshopper GHR-5N - как у него с нагревом от таких плюх?
Лютасцю больш небяспечны, чым люты драпежнік,
Зубр для людзей не страшны, не чапай — не зачэпіць,
Будзе стаяць як укопаны — пастыр на варце,
Не страпянецца, а позіркам пасціць няспынна
I чараду, і сям'ю ў чарадзе на папасе
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KolbunD
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VIP-Читатель (1) За заслуги перед порталом, 2ст (1) Отличный переводчик/писатель (1) Золотой призер ФанФик-2011 (1)

Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение Stan » 19 фев 2010, 23:13

Rakshasa MDG-2A
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:75 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion


Type/Model: Rakshasa MDG-2A
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: GM Marauder Special MD Endo Steel
Power Plant: 375 GM XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: StarGuard Ferro-Fibrous
Armament:
1 Sutel Precision Line Large Pulse Laser
4 Sutel Precision Line Medium Pulse Lasers
1 Mydron Model RC Rotary AC/5
Manufacturer: General Motors
Location: Kathil
Communications System: Dalban Micronics
Targeting & Tracking System: Sync Tracker (39-42071)

Contributing Author: Ice Hellion

Overview:

Born out of despair, the MDG-2A was designed by Sergeant-Major Jessica Nim and her tech team when she was drafted into the First Capellan Dragoons.

Well aware of her own skill level, she remembered two old military sayings: "offence is the best defence" and "the worst the infantry, the most artillery it needs" and decided to build a 'Mech that would allow her to survive in the urban settings she was likely to fight in.

The philosophy behind the new Rakshasa was simple: bring as much firepower as possible on a target and try to do it in the most precise way to compensate for the lack of skills of the pilot.

Capabilities:

With almost no time ahead, Jessica Nim and her tech team decided that they should keep their new Rakshasa nearly identical to the original one for all aspects except the weapons. This means that it is still powered by a GM 375 XL engine while being built on a GM Marauder Special MD Endo Steel chassis to save weight and carrying eleven and a half tons of StarGuard Ferro-Fibrous armour.

The precise firepower at really close range is provided by 2 Sutel Precision Line Medium Pulse Lasers in each torso. Plenty of these weapons were available since they are used in the MAD-5D, the upgraded variant of the Marauder, which is manufactured by GM on Kathil.

To back up these precise weapons, some heavy firepower was needed. Not willing to exchange shot at long distances, which would probably result in failed shots, she decided to keep the "short" range approach.

Borrowing from Marauder stockpiles again, a Sutel Precision Line Large Pulse Laser was installed in the right arm. This weapon was supported by the best synonym on the market for firepower at close range: a brand new Mydron Model RC Rotary Autocannon 5 in the left arm. The weapon was provided with three tons of ammo, which was hoped would be enough to allow the maximum rate of fire against several different opponents.

After a careful analysis of the computerised simulation of the MDG-2D, Jessica Nim found out that her design could nearly alpha strike, providing her with an unexpected bonus and a great advantage in the short duels she intended to fight.

Battle History:

The new Rakshasa went through an impressive baptism of fire: the fight on Kathil. The first model ever produced fought in the Wave One defence of the GM facility against the Eight Donegal Guards.

However, the real title of glory for this 'Mech came during the Loyalist offensive in early January 3065 when it participated "en masse" to the attacks on Firebases Champion and Tango-3, being instrumental in removing the Fifth Davion Guards of their positions. According to some detractors of the design, this was only possible thanks to the restricted grounds surrounding both bases. The best proof of this they claim is that when attacking the outnumbered survivors of the Fifth Davion Guards in the plains between Coulman and Fredericksville, they were stopped right on their tracks by heavy long range shots. What those people do not realise is that at that time, both sides were burned out and were just short of losing their combat edge.

Notable 'Mechs & MechWarriors:


Sergeant-Major Jessica Nim
Sergeant Nim, a MechWarrior only by virtue of the fact that she could pilot a 'Mech when battle casualties left the First Capellan Dragoons short-handed, is an AFFS tech assigned to GM's Kathil facilities. Leading a volunteer team of techs, she configured the first MDG-2A and then piloted it into battle. Though disabled in its firs fight, the configuration proved a success. Nim was decorated, promoted and put in charge of Rakshasa-2A production, all but ending her brief MechWarrior carrier.

First Lieutenant Kurt Veselka

An officer in the Eighth Donegal Guards, he fought in the entire Kathil battle, losing his CTF-3D Cataphract in the second capture of GM's facilities by the Loyalists. He replaced it with a brand new MDG-2A and led his lance in combat against the exhausted Fifth Davion Guards.

Together with the remains of the Loyalists forces on Kathil, he was imprisoned and he is currently working to bring back the Eighth Donegal Guards to its optimal strength. In spite of the FedCom Civil War and his stay in an internment camp, he has no hard feeling against the people from the Federated Suns and has even married one in early 3068.
Deployment

All the units that fought on Kathil have at least one MDG-2A in their ranks. Units stationed in the Capellan March have also slowly begun to receive the new Rakshasa, putting them into head-hunting or breakthrough companies and lances.
Добавлено спустя 2 минуты 4 секунды:
Charger CGR-SA5
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:80 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Charger CGR-SA5
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 80 tons
Chassis: Defiance Charger Endo Steel
Power Plant: 320 Defiance Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special with CASE Standard
Armament:
2 Defiance Thorn Streak SRM 6s
3 Ramtech 1500Z ER Medium Lasers
1 Defiance Disintegrator LB 20-X AC
Manufacturer: Defiance Industries of Hesperus II
Location: Hesperus II
Communications System: Neil 9000
Targeting & Tracking System: Angst Clear View 2A

Contributing Author: .Dragon

Overview:

The Charger has always been a lackluster Battlemech. Although Wells Technologies created the CGR-1A1 in 2665 as a heavy scout, it only served in that role for a short time during the Star League. The Charger's gross inadequacies as a Battlemech meant that even the Star League could not afford to keep the machine in active service.

With the coming of the Succession Wars, the stockpiles of Chargers reentered service due to the desperate need for Battlemechs by each of the Great Houses. By 3025, over half of the Chargers built by Wells had fallen in battle, leaving approximately 500 still in service. Of those, many remained in the hands of the Lyran Commonwealth due to the failed Liao assault on Ellison IV in 3023. However, the clear failure of the Chargers in that battle to stand up to much lighter Griffins and Wolverines in the Surini Valley meant that the LCAF put no great priority on pressing the Chargers back into service.

The surprisingly good performance of upgraded Kuritan CGR-1A9 Chargers in the War of 3039 and the DCMS' purchasing of brand-new upgraded CGR-3K Chargers from Luthien Armor Works put a new spin on the Charger. The LCAF commissioned Defiance Industries of Hesperus II to build an upgraded Charger to compete with that built by the Draconis Combine. However, the coming of the Clans in 3049 put a hold on that project in favor of hatchet-wielding designs such as the NGS-4S Nightsky. The rebuilding of the Lyran military with the creation of the Lyran Alliance provided the impetus for the program to finally resume in 3060, culminating in the CGR-SA5 in 3062.

Capabilities:

The CGR-SA5 utilizes the most cutting-edge Lyran technologies to create a superior Battlemech. Unlike the original Charger, which used brute engine mass to achieve its top speed of 86.4 KPH, the CGR-SA5 takes advantage of a brand-new Tharkad-built Defiance 320 Light engine and MASC to speed across the battlefield. This results in an over 50 percent reduction in propulsion mass; that mass is instead used for weaponry and armor. As though that were not enough, Defiance engineers chose to completely rework the Charger chassis with modern null-gravity construction techniques. Although this prevented Defiance from reusing the captured Liao Wells 990 chassis, it saved four tons from the chassis mass.

With all of this newly available space, Defiance engineers chose to install a Disintegrator LB-20X autocannon, previously showcased in the Demolisher II main battle tank and fully the equal of its Clan equivalent. Providing additional firepower are two Defiance Thorn Streak missile racks, each capable of throwing salvos three times greater than most Streak launchers. To prevent ammunition problems, the Charger carries three tons of ammunition for the autocannon, utilizes the efficient Streak racks, and mounts a triplet of Ramtech 1500Z ER Medium Lasers. With 12 double heat sinks, all of this firepower creates only minor heat troubles even with constant "alpha strikes".

Once engineers settled on the CGR-SA5's weapons loadout, they chose to give their Charger half again as much armor as the original CGR-1A1 to make it near-invulnerable to damage. Finally, they utilized the same communications and targeting suites as the Demolisher II and Berserker, which proved the systems' reliability and compatibility with the Disintegrator autocannon.

Battle History:

With so many changes over the original Charger, the CGR-SA5 is actually undergoing more trials than a brand-new Battlemech, as previously functioning design compromises on the CGR-1A1 may no longer work with the new model. That said, Defiance saved greatly on research and development costs over building a new Battlemech with a similar loadout to the new Charger.

Variants:

The Charger is one of the most-modified designs in the Inner Sphere due to its initial failures. The CGR-SA5 is by far the most advanced of those variants. Other notable versions are the CGR-1A9 and CGR-3K, the Kuritan versions of the Charger which initially sparked Lyran interest in a new Charger. The -1A9 Charger and -3K Charger both utilized jump jets and a Shigunga LRM 20, with the -1A9 sacrificing speed and the -3K utilizing a Hermes 400XL plant to make space for the missile rack.

Deployment

As a fast assault Battlemech with such a powerful close-in armament, the Charger now far better fitted for its name: to charge into battle and lay waste to whatever dares come into its range.

As of 3062, only ten CGR-SA5s currently exist for testing by Defiance Industries. However, once testing is complete, the Chargers will likely be sent to the front with Clan Jade Falcon, as the advanced autocannon and the surprise factor of the oft-maligned Charger carrying such heavy firepower make it an optimal candidate for action against the Alliance's greatest threat.

Добавлено спустя 3 минуты 22 секунды:
Hatamoto-Chi HTM-28T
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:80 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Kurita


Type/Model: Hatamoto-Chi HTM-28T
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 80 tons
Chassis: Earthwerks VOL Standard
Power Plant: 240 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Mitchell Argon w. CASE Standard
Armament:
2 Tiegart Magnum ER PPCs
2 Diverse Optics ER Medium Lasers
2 Guided Technologies 2nd Gen Streak SRM 6s
1 C³ Slave Unit
Manufacturer: Maltex Corporation
Location: Errai
Communications System: Colmax 90
Targeting & Tracking System: Garret D2j

Contributing Author: Warhawk

Overview:

Operation Bulldog proved the worth of the C3 system to many MechWarriors, especially after Theodore Kurita led a C3-equipped company of the elite Genyosha that destroyed the Command Trinary of the 362nd Assault Cluster. This act cemented the use of C3 within the DCMS and moved it into the mainstream of the army with multiple commands making use of the technology. The problem that the Combine had with the use of C3 technology was that it had few BattleMech designs that mounted it. Multiple variations of "classic" BattleMechs used by the DCMS were modified to use the C3 system. While this worked for some of them, others had much tighter design tolerances and could not be easily modified to incorporate the C3 system.

Maltex Corporation, producer of the popular Hatamoto-series of BattleMechs took a novel approach to their latest variation of a BattleMech produced since the War of '39. Using a much smaller fusion engine, a Pitban 240 rather than the larger 320 rated model seen on the first version, additional maneuverability was achieved with the addition of three jump jets. The heavy armor protection of the Hatamoto-series was retained giving the `Mech heavy armor protection. CASE was retained to provide protection from ammo explosions for the pair of Guided Technologies Streak SRM-6 racks that replace the original Bical SRM racks. Reverse-engineered from Clan technology, they provide this model with heavy close-in firepower.

Imported Diverse Optics ER medium lasers and newly produced Tiegart Magnum ER PPCs round out the energy armament replacing the original complement of two Tiegart PPCs. In order to use this energy-heavy arsenal, 17 Double Heat Sinks were included replacing the original's single models. The additional space needed for the new heat sinks necessitated a switch to a standard chassis in order to fit in the bulky heat sinks. All told, the new armament provides for better ranged weaponry, along with increased missile accuracy, and the benefits of the C3 system. A decent BV lets it fill in with most C3 lance structures, but the low speed makes it a bit more of a hindrance to really use C3 to the fullest. The biggest thing going for it is the low cost and the added survivability thanks to CASE and a standard engine.

Добавлено спустя 1 минуту 27 секунд:
Victor VTR-10D
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:80 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Davion
House Kurita
House Liao



Type/Model: Victor VTR-10D
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 80 tons
Chassis: Alshain Class 920 Endo Steel
Power Plant: 320 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Limited Lifters Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Durallex Heavy with CASE Standard
Armament:
1 Defiance Disintegrator Ultra AC/20
2 Ceres Arms ER Medium Lasers
1 Guided Technologies 2nd Gen Streak SRM 4
Manufacturer: Blackwell Industries
Location: New Valencia
Communications System: Sipher Security Plus
Targeting & Tracking System: Matabushi Sentinel

Contributing Author: Ice Hellion

Overview:

Matani's 'Mechs like VEST has been in the last years a rising engineering company on Solaris VII but one that does the job well while avoiding too much public attention. This is exactly why Tandrek and Wraith Stables approached them in late 3061. Both Capellan affiliated Stables with a similar liking for close-quarters combat, they wanted a cheap refit of an Assault 'Mech that they could use. The Victor was finally selected as its classical configuration with a Pontiac 100 Autocannon was considered by all as the archetypal close-range fighter.

Unable to obtain the licence to modify the 'Mech from HildCo Interplanetary, Matani's 'Mechs went to Blackwell Industries, the only company eager to listen to them and to begin negotiations with the legitimate owner of the Victor.

Capabilities:

Looking at the venerable VTR-9B and its upgrade 9K, the main strengths of the Victor class were quite obvious: good mobility, good armour protection and simplicity. While the VTR-9K had changed the focus of the Victor from a close-range fighter to a front-line unit that was designed to be mass produced for the assault units Armed Forces of the Federated Suns, its chassis was deemed good enough to be used as the basis for the new variant of the Victor.

Fortunately for the design team, the Ultra Autocannon 20 had just been released in the whole Inner Sphere and provided them with the right weapon needed to destroy everything with a few well aimed shots at close ranges. Furthermore, it would also fit in the right arm like the Pontiac 100 and the Dragon's Fire Gauss Rifle had done. Thinking also about the potential buyers of their new update, Matani's 'Mechs and Blackwell Industries decided to put enough ammo for longer fightings than the arena duels. To avoid "the invitation to disaster" feeling, a CASE system was used and it was decided that the engine would not be upgraded.

The other signature weapon, the SRM-4, was upgraded to Streak with the use of an advanced Guided Technologies 2nd Gen Streak SRM-4 launcher. In the small confines of an arena, this advanced target acquisition should not make a big difference but again for real battles where every bullet counts, this upgrade was seen as a must-have.

The Medium Pulse Lasers of the 9K were traded for Ceres Arms Extended Range Medium Lasers. This change was seen as necessary to give the Victor some "long" range firepower that might be needed if its opponents were to stay out of its range.

With all these changes to the weapons, a massive upgrade of the heat management system was also become necessary; otherwise the Victor would have become a sitting duck, unable to defend itself. Twelve Double Heat Sinks replaced the 15 Heat Sinks, increasing the heat dissipation capacity by 60%, more than enough to deal with the new burden.

This upgrade also allowed the addition of 1.5 tons more of armour and a complete redesign of its repartition. Although the Victor had always been well protected, fighting in the arena was more demanding and as such, the front protection was improved at the cost of a less protected rear.

Battle History:

For a new 'Mech, the Victor VTR-10D has already seen its share of combat being used in the arenas of Solaris VII, against Clan Ghost Bear in the Draconis Combine and mostly in the difficult fights on Kathil.

From the operations to retake District City or the GM plant near it to the attacks on the Eight FedCom FCT, 3063 saw a harsh baptism of fire under the Allied colours for the new Victor. Being lend by the 6th Syrtis Fusiliers to the Capellan March Militia to give it a much needed punch, the VTR-10D spearheaded the Allied attack and performed so well that holovideo footages of them from their combats in the snow storms or in the urban surroundings of District City to their reunion with the jump infantry units sent earlier are still used by Blackwell Industries in their advertisement. Although victorious, the Victors had taken a heavy punishment and were out of operations for the rest of the First Wave.

Variants:

The only differences between the different Victor VTR-10D are in the use of "local" weapons when those are available.

Notable 'Mechs & MechWarriors:

Cordell "Ranger" Norris
A former Colonial Marshal that disappeared in 3059 after the joint inspection by the 1st Raventhir Cuirassiers and Concordat Cuirassiers. He reappeared in 3063 on Solaris VII where he was recruited by the Tandrek Stables and given a Victor VTR-10D.

So far, he fought two battles and won both of them, perfectly mastering the close ranges tactics of his new Stable.

Shujin Kusunoki Akiie
A loyal 'Mechwarrior of House Kurita assigned to the Steel Jaws Company of the 2nd Benjamin Regulars, Kusonoki Akiie never did anything worth of specific attention until the Ghost Bear invasion of 3062 where he played a major role in the defence of a small city on Dumaring by successfully defended his position against two massive assaults by forces from Clan Ghost Bear.
Deployment

The first shipments of the new Victor went to units specialised in urban or assault operations. In the Capellan Confederation, House Fujita and the 2nd Capellan Defence Forces have so far received three runs of the VTR-10D.

In the Draconis Combine, the two first runs saw heavy fighting with the 2nd Benjamin Regulars and the Steel Jaws Company. The Bureau of Substitution and Procurement Department is still unsure if the third run should be awarded to them.

Thanks to some special agreements with Blackwell Industries, Duke George Hasek managed to get one run of the new Victor and assigned them to the 6th Syrtis Fusiliers, just prior to their departure for Kathil, where only a few managed to survive this meat-grinder campaign.

Some Victor VTR-10D were also bought by a few mercenaries, mainly those adept at urban settings, including a lance bought by Hansen's Roughriders.

Добавлено спустя 54 секунды:
Stalker STK-7D
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:85 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability

House Davion


Type/Model: Stalker STK-7D
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 85 tons
Chassis: Titan H1 Standard
Power Plant: 255 Strand Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Harpoon-4S Streak SRM 4s
2 Johnston High Speed ER PPCs
4 Martell Medium Pulse Lasers
1 ChisComp 32 Small Laser
Manufacturer: Triad Technolgies
Communications System: Cronol PR
Targeting & Tracking System: Spar 3c Tight Band

Overview:

Somewhat of a rarity within Davion formations prior to the creation of the Federated Commonwealth, the Stalker became more and more common within the AFFS during the 3030's and 3040's as Trellshire Heavy Industries in the Lyran Commonwealth pumped them out year after year. Unfortunately for modern commanders, most of these were the older STK-3F model since Trellshire fell to the Jade Falcons before a significant number of new STK-5S Stalkers could be produced. Unwilling to let a good 'mech go to waste, they set about looking for a way to upgrade the 'mech and make it their own at the same time. When the secrets of Targeting Computer technology were unravelled at NAIS commanders jumped at the chance to use the new equipment and a new variant of the Stalker quickly came to prominence: the STK-7D.

Based on an almost entirely energy weapon layout, the STK-7D's changes are almost as dramatic as those of the STK-8S. Two ER PPC's replace the traditional Large Lasers, giving the 7D incredible reach and covering fire until it reaches close range, where the 'mech really shines. Four Martell Medium Pulse Lasers and two Harpoon Streak SRM-4 systems provide a blistering level of highly accurate firepower that, combined with the PPC's, few 'mechs can weather for long. A single Small Laser rounds out the weaponry, mostly for use in harrassing infantry or battle armor. All the lasers and both PPC's are tied into the massive six ton targeting computer, ensuring maximum accuracy and even giving the pilot the ability to target specific areas of enemy 'mechs with the PPC's.

Also much like the Lyran STK-8S, the 7D does little to remedy the heat disipation or armor protection problems commonly associated with the Stalker class in general. Selective firing of the PPC's however can remedy most heat problems pilots might encounter and the massive volume of accurate fire the 'mech can put on target, especially at close range, will hopefully allow the pilot to walk away from most engagements without severe damage. The STK-7D does carry CASE and uses a standard engine and so does enjoy considerable protection from damage that might take out more advanced designs.

Davion commanders enjoy deploying the STK-7D in the tight confines of urban combat where it's mass and close range firepower can be brought quickly to bear on unsuspecting enemies. The STK-7D is easy on the wallet (at least in comparison to other assault 'mechs) at roughly 8.3 million C-Bills, a practical steal in most markets. It is also a fairly easy upgrade to accomplish should one already have an older Stalker on hand, with procuring a targeting computer and getting it to interface with the old Spar 3c targeting & tracking system being the most difficult part. Also, the BV of 1533 makes it appealing to commanders looking for a heavy hitter that won't make a huge dent in deployment capabilities or support requirements.

Добавлено спустя 45 секунд:
Stalker STK-8S
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:85 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Stalker STK-8S
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 85 tons
Chassis: Titan H1 Standard
Power Plant: 255 Edasich Motors Light Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Defiance 1001 ER PPCs
2 Defiance P5M Medium Pulse Lasers
1 Defiance Hammerfist Heavy Gauss Rifle
2 Defiance Model XII ER Medium Lasers
Manufacturer: Defiance Industries
Location: Furillo
Communications System: Cronol PR
Targeting & Tracking System: Spar 3c Tight Band

Overview:

The Lyran love affair with 'mechs weighing more then 75 tons is well known and although it is not as numerouse as the famous Zeus, the Stalker serves as an anchor to many LAAF formations accross the realm. However, the loss of Trellshire Heavy Industries, sole Lyran producers of the Stalker, to the Jade Falcons in June of 3050 just months after the introduction of the STK-5S left commanders without production level access to this deadly and versatile 'mech just as they needed it the most. Defiance Industries picked up production of the Stalker at their Furillo plant in the late 3050's and in 3062 introduced their own new production model, the STK-8S.

An incredibly radical departure from the traditional lines of the Stalker series, the STK-8S strips the well rounded and multi-ranged weapons package of older Stalkers and replaces it with a direct fire based assault platform that is meant to cause as much damage as possible at one time. The twin Large Lasers have been replaced by two Defiance 1001 ER PPC's, increasing both range and lethality at the expense of almost doubel the heat burden. The Medium Lasers, the only weapons from the original layout to remain, have been upgraded to both Pulse and ER versions, two each. The remaining missile systems, both short and long range, have all been removed in favor of a single Hammerfist Heavy Gauss Rifle. Bulging menacingly from the right torso, this deadly weapon can punch holes in even the heaviest of armor and gives the new Stalker the means to take down almost any other 'mech in short order.

With all the changes in weaponry, however, a few of the Stalker's well known problems remain. Despite an upgrade to double strength heat sinks, the STK-8S still suffers from heat spikes during close quarters combat and does require the "bracketing" of weapons fire. Pilots familiar with the Stalker should be used to this, however, as it has been a problem of the design since it's inception. Second, the new model does nothing to remedy the relative lack of armor protection, carrying barely more then 13 tons. While this was enough when the Stalker was designed and throughout the Succession Wars, the modern battlefield is less and less forgiving and it is not uncommon for 'mechs that weigh significantly less to have the same ammount or more.

In service for more then 5 years now, the STK-8S Stalker has it's proponents and detractors and remains a point of contention among 'mechwarriors throughout the LAAF. Units outside the LAAF can look to spend a little over 14 million C-Bills on a brand new 8S, mostly due to the increased cost of the Light Engine. Still, in a time where top-end assaults can cost close to 30 million, fourteen does not seem unreasonable to many. The 'mech's battle value comes in at a fair 1583 but there are more effective 'mechs available for a comparable value. Due to it's heavy weaponry and relatively light armor, it's fairly clear that the 8S is meant for pure aggresiveness and will suit those who prefer power over finness.

Добавлено спустя 43 секунды:
Cyclops CP-11-G
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:90 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability


Type/Model: Cyclops CP-11-G
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 90 tons
Chassis: Stormvanger HV-7 Endo Steel
Power Plant: 360 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Starshield Special Ferro-Fibrous
Armament:
2 ER Medium Lasers
1 Gauss Rifle
1 LRM 10
1 Streak SRM 4
Manufacturer: Stormvanger Assemblies, Unlimited
Communications System: Olmstead 840 with SatNav Module
Targeting & Tracking System: Tacticon Tracer 280

Overview:

Regarded as the ultimate command 'mech, the Cyclops has served in every House military for over 300 years and continues to provide commanders with top notch command and control on the modern battlefield. Numerouse upgrades since the re-discovery of Star League era technology have kept the design from slipping into obscurity, and the new CP-11-G is latest in attempts by pilots to keep the beloved design current and relevant.

The most remarkable change to the CP-11-G is the use of both Ferro-Fibrouse armor and Endo Steel internal structure. Combined, these two systems give the Cyclops enough weight savings to nearly double it's armor protection while still upgrading it's weapons with more modern systems. The use of these materials, however, also means that the Cyclops in question must be handed over to a full service repair and refit facility for well over a month in order to rebuild the 'mech basically from the ground up. They also make the traditionaly roomy interior of the 'mech incredibly crowded and, given that the 'mech was not designed to use these systems, makes even routine maintenance much more difficult. For these two reasons it is rare to see this particular upgrade outside of House militaries.

Weapon upgrades follow the traditional lines of replacing older systems with more modern equivelants and are far less drastic then the structural changes. The Zeus-36 autocannon, which can dish out immense ammounts of damage but is very short ranged, is replaced by the equaly deadly Gauss Rifle which features over triple the range of the older autocannon. First seen on the CP-11-A, this change has been in effect for nearly two decades and it is now rare to find a Cyclops without this upgrade already in place. Another modification that is fairly common and easy to accomplish is the replacement of the Diverse Optics lasers with equivelant ER models, the manufacture dependant upon the realm in which the unit resides. Lastly, the SRM system is usually replaced by the same size Streak model, increasing in both ammo efficiency and deadliness as a result.

All told, the CP-11-G is a difficult upgrade to accomplish but those that have gone through the process are usually worth the wait and costs associated to their pilots. On the market this model has a base costs of under 10.5 million C-Bills and frugal comanders looking for an effective C&C 'mech should not pass it over. The 'mech's BV of 1770 is slightly above average for a 90 ton 'mech but not excessively so and should not deter it's inclusion in most deployment rosters.

Добавлено спустя 1 минуту 44 секунды:
Cyclops CP-12-K
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:90 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Kurita


Type/Model: Cyclops CP-12-K
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 90 tons
Chassis: Stormvanger HV-7 Endo Steel
Power Plant: 360 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Starshield Special Standard
Armament:
1 Imperator Automatic Ultra AC/10
2 Diverse Optics ER Medium Lasers
1 Shigunga MRM 20
1 Guided Technologies 2nd Gen Streak SRM 4
Manufacturer: Stormvanger Assemblies, Unlimited
Communications System: Olmstead 840 with SatNav Module
Targeting & Tracking System: Tacticon Tracer 280

Overview:

First introduced in 2710, the Cyclops has become regarded as the command and control 'mech against which all others are judged, mostly due to it's highly advanced and capable Olmstead 840 communications system. Quick on it's feet for a high end assault 'mech with enough weaponry to hold off most foes should the need arise, it was the chosen 'mech for force commanders all accross the Inner Sphere. With the recovery of Star League technology and the arrival of the Clans, however, the Cyclops has found itself more and more outclassed by modern designs. 'Mechs like the Naginata and Shugenja have begun to replace the Cyclops in the DCMS, one of the most prolific users of the older design, but that does not mean that Kuritan commanders have shelved the 'mech entirely and they routinely use new weaponry and systems to keep the Cyclops in fighting form.

One upgrade that has gained popularity is dubbed the CP-12-K and features an entirely new weapons loadout as well as structure and armor upgrades. The change that one first notices is the replacement of the large bore Zeus-36 autocannon with the smaller, more accurate Imperator Automatic. Although the Imperator fires smaller shells then the Zeus-36, it is capable of twice the rate of fire of a standard autocannon and the overall damage curve matches that of the larger weapon with the benefit of a greatly extended range profile. Also replaced was the Delta Dart LRM, this time with a Shigunga MRM 20. Sacrificing range and accuracy for pure firepower, the Shigunga is better suited to the Cyclop's operational parameters and is also easier to maintain. Finally, the Hovertec launcher was upgraded to the Streak-capable Guided Technologies four tube system and the Diverse Optics lasers were replaced by twin ER versions from the same manufacturer.

Support systems are also upgraded, with the 300 year old heat exchange system replaced with more efficient "freezers", giving the Cyclops the ability to use it's weaponry with little concern for overheating. A more radical change was the switch to Endo Steel internal structure. This change requires a fully functional repair facility and cannot be accomplished in the field, limiting the number of pilots that can upgrade their Cyclops to this particular model. For those that can find the place and time, however, it is well worth it as the CP-12-K also receives a significant increase in it's armor protection, mostly in the arms and legs. The result is a more deadly and efficient machine that, while still no match for many of the cutting edge designs that are now in production, is leaps and bounds ahead of the original model and should extend the life of the design for yet another 300 years.

As a "field upgrade", most pilots or quartermasters need only pay the price of parts and instalation labor, but even those purchasing this model on the market will be at ease with it's low base price of just over 10 million C-Bills, barely more then the base CP-10-Z costs itself. The BV of 1511 is fairly middle-of-the-road and won't put anyone out who is already expecting to deploy an assault 'mech, either. All said, the CP-12-K is an effective upgrade of a classic command 'mech and, given it's age and capabilities, is well worth the cost for the commander looking for his next personal ride.
Вот потому, что вы говорите то, что не думаете и думаете то, что не думаете, вот в клетках и сидите.
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Stan
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Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение KolbunD » 19 фев 2010, 23:29

up
Лютасцю больш небяспечны, чым люты драпежнік,
Зубр для людзей не страшны, не чапай — не зачэпіць,
Будзе стаяць як укопаны — пастыр на варце,
Не страпянецца, а позіркам пасціць няспынна
I чараду, і сям'ю ў чарадзе на папасе
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KolbunD
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VIP-Читатель (1) За заслуги перед порталом, 2ст (1) Отличный переводчик/писатель (1) Золотой призер ФанФик-2011 (1)

Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение Stan » 19 фев 2010, 23:31

2 KolbunD - :friends:

Highlander HGN-734
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:90 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Steiner


Type/Model: Highlander HGN-734
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 90 tons
Chassis: Star League XT Standard
Power Plant: 270 GM Light Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 HildCo Model 10 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Grumman-3 Standard
Armament:
1 Defiance Disintegrator LB 20-X AC
2 RAMTech 1500Z ER Medium Lasers
1 RAMTech 1200X ER Large Laser
2 Harpoon 6S Streak SRM 6s
1 RAMTech 800P Medium Pulse Laser
Manufacturer: StarCorps Industries
Location: Son Hoa
Communications System: Hector VII
Targeting & Tracking System: Starlight LX-1

Overview:

The first of two new Highlander models stalking the battlefields, the Lyran-made HGN-734 Highlander revamps the 'mechs traditional mobile support mission into that of close range brawler. Signifigant changes in weaponry make this model fairly easy to distinguish from it's peers but one would be a fool to think it any less effective or deadly then the older HGN-732 Highlander.

As with many Lyran 'mechs, the new 734 makes use of a Light Engine, saving enough weight to switch from using Ferro Fibrouse armor to standard plate, as well as an increase and upgrade for the heat disipation circuits. Although the GM Light 270 is more vulnerable to enemy fire then a standard engine, the savings in both weight and internal space are well worth the added risk of damage.

Weaponry is the most signifigant change on the new Highlander. The M-7 Gauss Rifle has been replaced by the monster Defiance Disintegrator LB-20X Autocannon, giving the 734 a close range punch few 'mechs can withstand. Other changes include the removal of the Holly LRM-20 in favor of a RAMTech Large ER Laser. Although not nearly as effective at long range as the LRM, the RAMTech laser is more versatile and, without the need for ammo, a better weapon for the 734's new mission profile in the long run. The Harmon Starclass Medium Lasers have been replaced by RAMTech ER variants, including the addition of a RAMTech Medium Pulse Laser as well. Finally, the single Holly SRM-6 launcher has been replaced by twin Harpoon Streak SRM-6 systems, effectively trippling the Highlanders close range missile power. However, the Harpoon's are only fed by a single ton of ammo which may prove to be problematic even with the Streak systems inherent accuracy and ammo saving features. Another drawback of this new Highlander is that, despite an increase in number of heat sinks, all fo these new weapons make it run fairly hot and at close ranges can be it's own worst enemy if the pilot is not mindful of his heat levels.

In closing, the new HGN-734 is quite a different 'mech then the Star League-era HGN-732 but is easily just as effective at it's intended mission. A price tag well over 15 million will keep the 'mech out of the hands of even some middle-of-the-road units, but for those that can afford it the new Highlander is likely worth the cost. The BV is a fairly high 1889 and commanders would do well to ensure the 'mech is deployed and protected properly to prevent the 'mechs loss.

Добавлено спустя 56 секунд:
Highlander HGN-736
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:90 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
ComStar
Word of Blake


Type/Model: Highlander HGN-736
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 90 tons
Chassis: Star League XT Standard
Power Plant: 270 GM Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 HildCo Model 10 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Grumman-3 Ferro-Fibrous
Armament:
1 M-7 Gauss Rifle
1 Harpoon-4S Streak SRM 4
2 Harmon Starclass Medium Lasers
1 Improved C³ CPU
1 Holly LRM 20 w/ Artemis IV
Manufacturer: StarCorps Industries
Communications System: Hector VII
Targeting & Tracking System: Starlight LX-1

Overview:

The second Highlander refit now seeing service, the HGN-736 is deployed by both Comstar and the Word of Blake and is much closer in design to the original HGN-732 then the Lyran-made HGN-734. Very minor changes were made in order to incorporate advanced targeting and communications equipment, making it likely that this model is a field refit for both the Militia and ComGuard rather then a production model.

The first of only four changes is the replacement of the old Holly-6 SRM system with the more advanced and efficient Harpoon-4S Streak launcher. Although the Harpoon fires fewer missiles, the overall damage profile is the same as the Holly-6 and is much more efficient in it's ammunition use. The Holly-20 long range launcher was also upgraded, this time with an Artemis IV fire control system, improving accuracy by well over 15%.

The most significant change is the addition of the Improved C3 CPU which has become standard equipment on almost all ComGuard and Militia 'mechs. The C3 module allows this Highlander to share it's targeting information with the rest of it's Level II and greatly increases the accuracy of the unit as a whole. Two heat sinks were removed to make room for the advanced computer, with the remaining heat sinks upgraded to double strength to prevent any problems from combat heat.

The HGN-736 is a fairly straightforward upgrade of the Star League era design and retains all of the original design's capabilities while improving on some vital systems. Being a field refit, the 736 will not cost you near as much as a brand new 'mech (assuming you already have an older HGN-732 to upgrade from) but is still going to run you over 10 million C-Bills were you to find a way to buy one with upgrades already installed. Given the nature with which both Comstar and the Word jealously guard any Star League tech (much less the new C3i system) it is unlikely anyone outside of these organizations will ever find one on the market regardless. The BV of 2118 is also fairly heavy on the deployment roster although the capabilities of the 'mech may make it worth it to many commanders.

Добавлено спустя 48 секунд:
Mauler MAL-3R
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:90 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Kurita


Type/Model: Mauler MAL-3R
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 90 tons
Chassis: Alshain Class 101 Standard
Power Plant: 270 GM XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Lexington Ltd. Lifters Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: New Samarkand Royal with CASE Ferro-Fibrous
Armament:
2 Imperator Code Red LB 10-X ACs
2 Shigunga LRM 15s
1 Matabushi Citizen C³ Slave Unit
1 ChisComp 32 Small Laser
Manufacturer: Luthien Armor Works
Location: Luthien
Communications System: Sipher Security Plus
Targeting & Tracking System: Matabushi Sentinel

Overview:

The Mauler has the distinction of being one of the first 'mechs to be designed from the ground up using Star League era technology after the discovery of the Helm Memory Core. The original MAL-1R carried a plethora of long range weaponry, including an unusual arrangement of four Autocannon/2 that would eventually become a trademark of the design. Unfortunately the MAL-1R had signifigant heat disipation problems as well as very poor armor, two problems that would prevent it's widespread use within the DCMS. In an attempt to remedy these problems, Luthien Armor Works introduced the MAL-3R in 3060.

The first thing one notices on the new Mauler is the removal of the four light autocannons, as well as the absence of the twin Large ER Lasers. In their place are two Imperator Code Red LB-10X Autocannons. This use of the Imperator cannons both keeps firepower in line with acceptable levels as well as releives the Mauler of it's heat problems in their intirety, all at a signifigant savings in weight. To top it off, the addition of a Matabushi Slave C3 module allows the pilot to get the most out of his new weaponry.

The second issue to be addressed was the ammount of armor the Mauler carried (or rather, didn't carry). A paltry 11.5 tons of Ferro Fibrouse armor covered the original MAL-1R, barely enough to stop some of the heavier battlefield weaponry. The 3R ramps this ammount up to 16.5 tons of Ferro Fibrouse, giving the new model the maximum protection for it's weight. No longer needing to consiously avoid enemy fire, the new Mauler can wade into combat with little fear.

Lastly, a surprise is in store for those fighting against the new Mauler with the addition of three Lexington Limited Jump Jets. Able to propell the Mauler a full 90 meters in under 10 seconds, the jump jets provide the Mauler with suprising agility and the sight of a 90 ton 'mech is well known to intimidate even veteran troops under the right circumstances. Many feel that this feature alone is the reason behind the new MAL-3R's swift sales.

The new MAL-3R Mauler costs just below 19.5 million C-Bills, a little more then 1 million more then the older MAL-1R. The enhanced armor, weaponry, and mobility is worth every K-Bill in the eyes of even the most ardent fiscal conservatives within the DCMS. The BV is fairly easy on the deployment roster as well, comming in at a mild 1698. The new Mauler is a mobile support weapons platform that can easily mix it up at closer ranges should the need arise without much fear from lighter units.

Добавлено спустя 46 секунд:
Banshee BNC-6S
Level:Standard Level 2 / 3067
Technology:Inner Sphere Biped
Tonnage:95 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Banshee BNC-6S
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 95 tons
Chassis: Foundation 210 Endo Steel
Power Plant: 380 GM Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Longanecker PlastiSteel Standard
Armament:
1 Defiance Disintegrator LB 10-X AC
1 Defiance Hammerfist Heavy Gauss Rifle
1 Defiance B3S Small Laser
Manufacturer: Defiance Industries
Location: Hesperus II
Communications System: Angst Clear Channel 3
Targeting & Tracking System: Angst Clear View 2A

Overview:

Maligned as a oversized, underpowered assault 'mech until the introduction of the BNC-3S just before the 4th Succession War, the Banshee class is an enigma that has only recently started to shed it's poor reputation. That being said, the latest BNC-6S is a return to the 'mech's roots and is better compared to the original BNC-3E then any of the more recent models.

To begin with, the BNC-6S marks the return of the massive GM 380 engine and the use of Light Engine technology does little to offset the weight of this large engine. The engine still comprises almost 1/3rd of the Banshee's total weight and leaves little real room for weaponry. Endo Steel internal structure does help save some additional weight at the expense of room within the chassis for weapons and equipment.

The BNC-6S uses the 3E's model of offensive weaponry and is comprised only of a Heavy Gauss Rifle, a LB-10X autocannon, and a Small Laser. The good news is that the Heavy Gauss comes with a staggering 5 tons of ammunition, although even this large ammount only supplies a total of twenty rounds. The ammunition is arranged in an unusual manner due to that lack of internal space, with four of the five tons of Gauss ammo located in the legs. One can imagine the headache this gives technicians and certainly involves a fairly complex (read: prone to failure) feed system.

Finally, the 6S Banshee carries 14.5 tons of standard grade armor, and ammount that some pilots feel is somewhat lacking for such a behemoth and given the 'mechs comparative lack of firepower, may prove to be a signifigant fault. Even with the new model's increased ground speed this ammount of armor is more appropriate for a 75 or 80 ton 'mech.

Overall, it is hard to be impressed by this new model. With it's cost comming in at over 20 million C-Bills, the BNC-6S is a pretty difficult sale although the middle-of-the-road 1713 BV is fairly easy on deployment requirements. Like the original BNC-3E, the new BNC-6S has difficulty finding it's niche and may yet again assign the Banshee to obscurity.

Добавлено спустя 34 секунды:
Atlas AS7-S2
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:100 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Steiner


Type/Model: Atlas AS7-S2
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: Foundation Type 10X Standard
Power Plant: 300 Vlar Light Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Special Heavy with CASE Standard
Armament:
2 Cyclops XII ER Large Lasers
1 Defiance Hammerfist Heavy Gauss Rifle
1 Coventry Star Fire LRM 15 w/ Artemis IV
1 Guardian ECM
Manufacturer: Defiance Industries of Hesperus II
Location: Hesperus II
Communications System: Ansgt Discom
Targeting & Tracking System: Angst Accuracy

Overview:

The AS7-S2 Atlas is (presumably) produced on Hesperus II but it is unknown if it has replaced the AS7-S Atlas found in TRO 3050 or is simply a production variant. The most notable change is the use of a Light Engine and Double Heat Sinks, saving enough weight to signifigantly upgrade the weapons package. The result is a 'mech that much more resembles the Kuritan AS7-K rather then the parent AS7-S.

For primary armament the AS7-S2 carries two Large ER Lasers, one in each arm, and a Heavy Gauss Rifle fed by a remarkable 4 tons of ammunition. The LRM-20, a hallmark of the Atlas, has been replaced by a smaller LRM-15 with Artemis IV FCS, allowing the smaller launcher to obtain the same average performance as the traditional 20 rack. All secondary weapons, including the rear firing Medium Lasers as well as the SRM-6 have been removed to make way for the new weapons, but the inclusion of a Guardian ECM helps protect the AS7-S2 at close ranges and renders it imune from many advanced battlefield targeting systems.

Protection levels remain the same as would be expected, with a full 19 tons of armor covering the frame and CASE in both side torso's helps the 'mech survive an ammo explosion. Sixteen double heat sinks also keep the AS7-S2 fairly cool, enough to keep a near constant volume of fire regardless of the situation.

Finally, the AS7-S2 will cost you roughly 19.5 million C-Bills to purchase brand new (double that of the original AS7-S) and a fairly high BV of 2147 means that it will also cost you a signifigant ammount to deploy. That being said, this upgrade has some seriouse punch and, if you can afford it, is worth the money/BV.

Добавлено спустя 34 секунды:
Grand Titan T-IT-N11M
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:100 Tons

Designer:MajorTom
Armory:TRO Upgrades

Faction Availability
House Marik
Word of Blake



Type/Model: Grand Titan T-IT-N11M
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: Corean Model 101BLP Endo Steel
Power Plant: 400 LTV XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Standard
Armament:
1 ER PPC
1 Light Gauss Rifle
2 Streak SRM 4s
1 Guardian ECM
4 Medium Pulse Lasers
1 ER Small Laser
Manufacturer: Earthwerks
Location: Keystone Plant #3
Communications System: Hartford JEA-1
Targeting & Tracking System: O/P FiberFeed 201

Overview:

The Grand Titan is a hallmark of the Free Worlds League and Word of Blake but is often maligned due to it's sacrifice of overall firepower for speed as well as it's poor heat disipation. It is the one and only 100 ton 'mech produced by the Free Worlds League and is most common among the Knights of the Inner Sphere but does see limited deployment among the other houses and larger mercenary units.

While the new T-IT-N11M model may seem at first glance to be a signifigantly different design then the original T-IT-N10M Grand Titan, a closer inspection reveals that it is more of a refining of the original's strengths rather then redesign from the ground up. The -N11M still retains the 'mech's above average ground speed, allowing it to close quickly with other assault 'mechs and keep pace with most battles. The use of the massive LTV 400 XL engine limits it's survivability although this is somewhat mitigated by the use of CASE and eighteen tons of standard armor.

Weaponry has been revamped to address many of the complaints of pilots, most notably the lack of long range firepower and the "pop gun" aspect of the original -N10M's Large Pulse Lasers which were meant to be it's main weapons. To address the lack of long range capability the two Large Pulse Lasers as well as the LRM-15 were replaced by a single ER PPC and a Light Gauss Rifle. The ER PPC provides reliable and deadly fire while the Light Gauss has one of the longest ranges on the battlefield, making up for what it lacks in knock-down power. Although this arangement is below the long range power of many other 100 ton 'mechs, it does provide sufficient covering fire while the 'mech closes to short range which is where it truely shines. Four Medium Pulse Lasers, a Small ER Laser, and two Streak SRM-4's produce a blistering array of short range firepower that is incredibly accurate, a must for a 'mech that is much more lightly armed then many of it's contemporaries. A Guardian ECM Suite protects the 'mech from advanced targeting systems such as Artemis and Narc Beacons and a total of 16 double heat sinks keep the 'mech cool in all but the fiercest of firefights.

Built for speed and accurate fire, a charging Grand Titan can be every bit as intimidating as the venerable Atlas. The 'mech can be difficult to deploy correctly with any less then a veteran pilot, however, a fact that keeps it from being more wide spread. A new T-IT-N11M will cost you close to 29 million C-Bills (roughly the same price as the T-IT-N10M) and the BV of 1688 is on the low average of top end assault 'mechs. Properly supported, the Grand Titan can become a nightmare for enemy forces and any commander looking for a little mobility in his assault lance should give this 'mech consideration.

Добавлено спустя 45 секунд:
Imp IMP-4E
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:100 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
Wolf´s Dragoons

BattleMech Technical Readout

Type/Model: Imp IMP-4E
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: Star League IM-03x Standard
Power Plant: 300 Strand Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Maximillian 300 Standard
Armament:
1 LRM 20 w/ Artemis IV
3 ER Medium Lasers
2 ER PPCs
2 Medium Pulse Lasers
2 ER Small Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: Pauley-Bronson Z
Targeting & Tracking System: Wasat Aggressor Type 8

Overview:


The sole property of Wolf's Dragoons, the Imp has never been deployed in great numbers but the Dragoon's ability to readily replace their losses points towards them having a factory for the 'mech. Whether that factory is on Outreach or elsewhere is unknown.

The new IMP-4E variant is more like the original IMP-2E Imp then the 3050 era IMP-3E, mounting a wide variety of medium and small grade laser weaponry supported by PPC's and LRM's for long range firepower. For long range punch, the IMP-4E carries two ER PPC's nestled in the side torso cavities and a single LRM-20 with Artemis IV replacing the LRM-15 of previous models in the right arm. Supporting weaponry includes three Medium ER Lasers spread out accross the 'mech and two Medium Pulse Lasers in the center torso, as well as a Small ER Laser in each leg presumably for anti-battlearmor use. The Large Pulse Laser of the -3E is gone but the overall firepower of the 'mech has increased thanks to the increase in size of the LRM and increase in number of support weaponry.

The use of a standard engine is a definate plus for this 'mech which is likely to see signifigant medium and close range combat and a CASE system covering the LRM ammo ensures maximum survivability. Fortunately, designers learned from the mistakes of the IMP-3E and used double heat sinks, a definate necessity on a 'mech that uses such a large number of energy weapons. However, even these struggle with containing the heat from an "Alpha stirke" and pilots run the risk of shutting down or setting off the ammunition if they do not keep an eye on the heat scale.

One of the main advantages of the new IMP-4E is the cost, which comes in at just under 11 million C-Bills. For comparison, the IMP-3E cost over twice as much, mostly due to the use of an XL engine, and the original IMP-2E is only 1.5 million C-Bills cheaper. The average-for-a-100-ton-assault-'mech BV of 1820 is easy on the deployment roster. If you're looking for a decent assault 'mech with a good all-around punch and the ability to hang in there for the long haul, the IMP-4E is definately worth a look (that is, if you can pry one away from the Dragoons).

Добавлено спустя 1 минуту 25 секунд:
King Crab KGC-005
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:100 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
ComStar
Word of Blake



Type/Model: King Crab KGC-005
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: Hollis Mark II Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Aldis X Standard
Armament:
2 LB 20-X ACs
1 ER Large Laser
2 Streak SRM 4s
1 Improved C³ CPU
Manufacturer: Cosara Weaponries
Location: Northwind
Communications System: Dalban Commline
Targeting & Tracking System: Dalban HiRez-B

Overview:

This variant of the Star League-era King Crab is deployed by both the ComGuard and the Word of Blake Militia in unknown numbers. The King Crab is currently produced on Northwind, which itself is within Blakist territory, leading to the conclusion that the Militia likely has far higher numbers of this 'mech then their ComGuard counterparts. The facilities necessary to make the changes required by this variant also point towards the Word having higher numbers of the design since they can produce it from scratch while Comstar would have to conduct difficult refits of their existing King Crabs.

The most major change in the KGC-005 is the use of Endo Steel structure instead of the Ferro Fibrouse armor of the original KGC-000 King Crab. This change is almost singly responsible for the new variant's improved performance and saved the weight necessary to improve on the'mechs strengths while correcting several signifigant faults.

To start with, the King Crab's AC/20's were replaced by the more advanced LB 20-X autocannons and fed by three tons of ammo each (to the original KGC-000's 2 tons total). The LBX cannons have a greatly extended range, a lower heat curve, and the ability to fire flechette ammunition at only a slight increase in overall size. The remaining weaponry was revamped as well, with the Large Laser replaced by an Extended Range version and the LRM replaced by two Streak SRM-4 launchers. While the removal of the LRM lessens the King Crab's long range firepower, the LRM's small ammunition load and general innefectiveness prompted it's replacement with the more appropriate SSRM tubes.

The final changes were the addition of a C3i system and the use of double heat sinks, both changes that have greatly enhanced the effectiveness of this design. The -005 has few of the heat problems that plagued the -000 and can fire the majority of it's weaponry with little worry. The inclusion of the C3i further cements the King Crab's place as a close range assault platform, providing targeting information to it's distant comrades while brawling with enemy forces at point blank. The inclusion of CASE and the use of a standard engine greatly extend the life of the 'mech and makes it difficult to permanately remove from the battlefield.

A brand new KGC-005 King Crab will cost you a little over 13 million C-Bills, about 3 million more then the base KGC-000 and a fair bargain for a 'mech this powerful. The BV of 1918 is slightly above average for an assault 'mech but is not so high as to deter commanders looking for a solid assault 'mech.

Добавлено спустя 31 секунду:
Pillager PLG-4Z
Level:Standard Level 2 / 3060
Technology:Inner Sphere Biped
Tonnage:100 Tons

Designer:MajorTom
Armory:TRO Upgrades


Faction Availability
House Liao


Type/Model: Pillager PLG-4Z
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: HildCo Heavy Type VIIQT Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 HildCo Model 13 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: StarSlab/9.5 Mk II Stealth
Armament:
2 Poland Main Model A Gauss Rifles
2 ER Medium Lasers
1 Guardian ECM
Manufacturer: HildCo Interplanetary
Location: St. Ives
Communications System: CeresCom Recon Model 12K
Targeting & Tracking System: C-Apple Churchill

Overview:

The Pillager is a Star League-era design that was re-introduced by HildCo in the late 3050's. Originally produced by the St.Ives Compact, when the Capellan Confederation finally regained posession of it's rogue province they inherited the capability of producing this deadly 'mech. The development of Stealth Armor in the early 3060's gave the CCAF a signifigant edge in scouting and ambush capabilities and it was only a matter of time before it started appearing on heavy and assault 'mechs as well.

Although the new PLG-4Z Pillager is not as heavily armed as the original PLG-3Z, it does have several signifigant advantages over it's parent design. First is the use of a standard Vlar engine rather then the XL found on the -3Z, freeing up the signifigant space required by the Stealth Armor. The Gauss Rifles have been encapsulated in CASE, ensuring that the new PLG-4Z can, as they say, "take a licking and keep on ticking". The most notable feature of the 'mech is, of course, the Stealth Armor itself, which provides unparalleled ECM and targeting interference making the 'mech exceedingly difficult to hit. The sacrifices made to use this equipment have turned the Pillager from a close range brawler into a long range sniper, a fact that many pilots are perfectly content with. Even with the Stealth Armor engaged the new -4Z suffers from only minor heat concerns, making it ideal to rain down fire from afar and still be able to engage at medium and close ranges if needed.

The new PLG-4Z is signifigantly cheaper then the original PLG-3Z, comming in at just over 12 million C-Bills. It's BV of 2542 however is the second highest in the Inner Sphere (appropriately enough, the PLG-3Z has the highest) and will cut into the deployment abilities of almost any command. Capellan commanders looking for a sniper that is difficult not only to spot but to kill as well may want to look at this 'mech, but it's lack of capability beyond this role severely hampers it's deployment elsewhere.
Вот потому, что вы говорите то, что не думаете и думаете то, что не думаете, вот в клетках и сидите.
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Stan
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Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение KolbunD » 19 фев 2010, 23:40

up
маякуй когда закончиш
Лютасцю больш небяспечны, чым люты драпежнік,
Зубр для людзей не страшны, не чапай — не зачэпіць,
Будзе стаяць як укопаны — пастыр на варце,
Не страпянецца, а позіркам пасціць няспынна
I чараду, і сям'ю ў чарадзе на папасе
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KolbunD
Лучший Фанфикописатель 2009, 2011
 
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VIP-Читатель (1) За заслуги перед порталом, 2ст (1) Отличный переводчик/писатель (1) Золотой призер ФанФик-2011 (1)

Re: TRO Upgrades/solaris7.com Armory Отличные фанатские описания

Сообщение Stan » 19 фев 2010, 23:42

The End

Более-менее подробные рекордшиты здесь http://www.solaris7.com/Armory/ArmoryInfo.asp?ID=1602

Добавлено спустя 2 минуты 5 секунд:
KolbunD писал(а):заинтересовал Grasshopper GHR-5N - как у него с нагревом от таких плюх?


Heat Sinks: 22 (11 in engine) Single

Отлично у него с нагревом, точнее, с охлаждением!

Добавлено спустя 7 минут 4 секунды:
Diamond писал:

GHR-5N – модификация, появившаяся, судя по всему, во времена Четвертой Наследной Войны. Изменения коснулись исключительно вооружения: вместо большого лазера и LRM-5 GHR-5N несет PPC и дополнительный средний лазер. Конечно, РРС обладает несколько лучшей эффективной дальностью (по сравнению с большим лазером) и позволяет быстрее проделать в противнике большие дырки. Но она всего одна; для меха, который, скорее всего, будет много маневрировать, это не очень хорошо. Это машина для пилота с хорошим навыком стрельбы. Мех несколько больше греется. Ближняя дальность средних лазеров лежит в пределах минимальной дальности РРС; оптимальная дистанция боя для GHR-5N – 3 гекса (либо стрельба в упор исключительно из средних лазеров с выходом на пинок). По сравнению с классическим вариантом GHR-5N выглядит как обычный «давионовский» мех: убрали все «лишнее», поставили крупное энергетическое оружие. Мне, честно говоря, больше нравится GHR-5H.


IMHO, 5N - серьезная машина, решает проблемы классического Хоппера - PPC вместо спорной связки LL + почти бесполезная LRM5. Минимальная дистанция главного ствола компенсируется добавлением еще одного ML. По моему опыту 5H постоянно прилетало прямо в боезапас в правом торсе, так что привык его все равно сбрасывать. Но да, манчкинством попахивает.
Вот потому, что вы говорите то, что не думаете и думаете то, что не думаете, вот в клетках и сидите.
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Stan
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