Voting is open
Hypothetically, if we were to mount coil guns on combat vehicles, would they need power amplifiers in order to be used by non-fusion engines and would They need to track heat?

Because I had the image of a Pike with Coilguns becoming a nightmare to many mechs, be they singular or in groups.
 
Hypothetically, if we were to mount coil guns on combat vehicles, would they need power amplifiers in order to be used by non-fusion engines and would They need to track heat?

Because I had the image of a Pike with Coilguns becoming a nightmare to many mechs, be they singular or in groups.
The Coilguns barring the Heavy one doesn't produce heat and they're Ballistic weapons. And we already have the Lowe II so not sure why we'd want more CVs?

I'm eyeing on making MML Carriers though. That's going to be a proper nightmare to enemies approach them thinking they're LRM Carriers until the SRM starts flying.

EDIT: Speaking of, QM, what's the movement profile for the Lowe IIs?
 
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the upgraded versions of the UMP and L1N
Lián Nú L2N-M4C1
Mass: 60 tons
Chassis: Cult of Mystic Petal Standard Chassis 60
Power Plant: Divine Energy Forge 180 Lotus Engine
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Iron Bark Temple Heavy industrial
Armament:
4 MML 9
1 Small Coilgun
Manufacturer: Fontaine BattleMech-Mobile Suit R&D
Primary Factory: Arcanum
Communication System: Celestrial Heaven Clan Sprit Box R6-Q1Z
Targeting & Tracking System: Demonic Hound Sect Wolf Nose technique O5-4XC
Introduction Year: 30XX
Tech Rating/Availability: D/X-X-X-D
Cost: 4,272,000 C-bills

Capabilities
The Lián Nú is a formidable presence on the battlefield, delivering devastating firepower with its four MML-9 launchers. Originally designed with five, it was reconfigured after testing revealed performance issues. The fifth launcher was replaced with additional ammunition, reinforced armor, and a machine gun with a ton of ammo. This change enhanced the Lián Nú survivability and ensured it remained a relentless threat in any engagement.

History
Commissioned at the request of an unknown mech pilot from Arcanum, this design was inspired by a vivid experience during a drug-fueled vision, wherein the pilot claimed to see a wyrm with 'magic bushido hands' defeated by a group of chicks. As a result of this vision, the Lián Nú was born. Variants: L1N-M5: The original prototype with it's 5 MML-9s. was scraped due to low ammo, low protection and no close protection. only 4 where ever made with 1 currently on display at the Arcanum museum of follies. one was scraped for parts. the other two currently see use as a moblie fireworks display. L2N-4M1C: This is variant is came about, due to yet another Arcanum pilot that quote "I want to be able to throw the launchers at the Wyrm". After many days of intense efforts, the enginers manged to make hand-held MMLs. somewhere along the prosess they replaced the machinegun with a coil.

Type: Lián Nú
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 846


Equipment Mass
Internal Structure
6​
Engine
180 Fusion​
7​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
16​
6​
Gyro:
2​
Cockpit:
3​
Armor Factor (Heavy Industrial): 88
5.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
20​
13​
Center Torso (rear)
4​
R/L Torso
14​
10​
R/L Torso (rear)
2​
R/L Arm
10​
8​
R/L Leg
14​
11​


Weapons
and Ammo​
Location Critical Tonnage
MML 9 LRM Ammo (26)
LL​
2​
2​
Heat Sink
RT​
1​
1​
MML 9 LRM Ammo (26)
RT​
2​
2​
MML 9
RT​
5​
6​
3 Heat Sink
LA​
3​
3​
MML 9
LA​
5​
6​
Heat Sink
LT​
1​
1​
MML 9 LRM Ammo (26)
LT​
2​
2​
MML 9
LT​
5​
6​
Heat Sink
HD​
1​
1​
3 Heat Sink
RA​
3​
3​
CoilGun
RA​
2​
2​
MML 9
RA​
5​
6​

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Reinforced Legs, Variable Range Targeting (long), Difficult to Maintain, Prototype

Urban Pacification Mech UPM2-S1S1-A
Mass: 20 tons
Chassis: Sandies Iron Works 20ton Frame
Power Plant: Michels engine Workshop 100 fussion engine
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store 10KG Steel Sheets
Armament:
1 Mech Katana
Manufacturer: The BattleMech Design Club
Primary Factory: Arcanum
Communication System: Shaphs Electronic Store Handheld Radio 2M-5QDG-35901
Targeting & Tracking System: The Creator MK1 Eyeball
Introduction Year: 30XX
Tech Rating/Availability: E/X-X-X-E
Cost: 1,493,440 C-bills

Overview
Designed by Enthusiasts, the UPM with its small stature excels in Urban environments where it can easily close in on it's target where upon it's sword makes short work of it.

History
variants: UPM-S1S1-A: uparmored version of the UPM

Type: Urban Pacification Mech
Technology Base: Inner Sphere (Advanced)
Tonnage: 20
Battle Value: 469


Equipment Mass
Internal Structure
2​
Engine
100 Fusion​
3​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor (Heavy Industrial): 48
3​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
6​
6​
Center Torso (rear)
1​
R/L Torso
5​
7​
R/L Torso (rear)
1​
R/L Arm
3​
3​
R/L Leg
4​
5​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
CT​
1​
1​
3 Heat Sink
RT​
3​
3​
Mech katana
LA​
7​
3​
2 Heat Sink
LT​
2​
2​
Shield
RA​
7​
6​

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Narrow/Low Profile, Difficult Ejection, Prototype

Edit: fixed the fluid gun, should be Coilgun now
 
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It is 4am here, so coherent replies will have to wait ~10 hours.

Your first design is 30 tons, as the update plainly spells out.
Your second is whatver you want.
Prototype Medium Laser
You do not have access to primitive energy weapons.
DiscordOxymoron said:
Speaking of, QM, what's the movement profile for the Lowe IIs?
8/12
If we are using primitive tech this 30 ton limit is cripplingly low, I can fit like 3 weapons and then am stuck with heavy mech speeds and paper armor, why are stuck at 30?
Because this is your first Mech, which you are basing on the Crosscut chassis, and you have 0 idea what, exactly, you are doing with BattleMechs. (Not like anyone else is either, but have the excuse of starting from practically 0.) Your second Mech can be whatever tonnage you desire.


I am also a gremlin for tiny mechs, sue me. FLEA SUPREMACY!
 
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@HeroCooky is there an option to built our navy in the next several turns? We already have the tools. Our heavy coilguns is already a great naval weapon with its extreme range and we can just enlarge it to make an incredible naval coilguns with ludicrous ranges and with our computing and automation we definitely didn't need as much crew as a regular battletech warship. Mech and tanks is great and all but navies are the gods of war with their mastery of the ultimate high ground SPACEEE.

and there's something i want to ask with the parasite craft.
Nabu
Dimensions: 200m long, 20m wide and tall.
Weapons: 2x Missile tubes at the front, 20x Anti-Missile Flak Turrets along its body.
Equipment: ECM+ECCM Modules, Scanning Suite, Transport Hangar, Planetary Entry/Lift-Off Thrusters.
Crew Requirements: 80.

Ta'xet
Dimensions: 200m long, 20m wide and tall.
Weapons: 1 Spinal Laser, 1 Faceshield, 8x Missile tubes along its length, 40x Anti-Missile Flak Turrets
Equipment: ECM+ECCM Modules.
Crew Requirement: 48.
For the parasite craft how much does the each of them weigh and are their weapons comparable to battletech naval weaponry? are the missiles a better longer ranged capital missiles while the spinal laser is an upgunned less efficient naval laser? And i hope they have much more armor then the foil battletech call armor.

also i want to ask about the warp drive we know battletech KF drive takes up 95% of its mass for a jumpship and 47.5 for a warship and had 2,5 million ton limit how is that compared to the warp drive, and how easy is the warp drive to be built?
 
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[X][Mech #1] War Monk - Lancer

Voting for the (now 30-ton) War Monk Lancer. Here's the TRO to it:
War Monk - Lance (Prototype) WMK-00ARC-L
Mass:
30 tons
Chassis: Liyue Heavy Industries Archon Light-Grade 30
Power Plant: Natlan Energy Incorporated Phlogiston 180
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Monstadt Security Initiative Primitive
Armament:
1 Battle Claw
1 SR EMP P. Launcher
1 Lance (Handheld)
Manufacturer: Fontaine BattleMech-Mobile Suit R&D
Primary Factory: Gunhallow (to be transferred to Arcanum)
Communication System: Sumeru Network Communications Seelie Communication Suite 1
Targeting & Tracking System: Inazuma Foresight Department Vision-n-Delusion Suite 1
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 2,027,220 C-bills

Capabilities
Lance Configuration
Armed with a battle claw on the left arm, a handheld lance in the right arm, and, rather a favorite equipment by the 'Wizard Monks' from Arcanum, a Short-Range EMP Protection Launcher located in the Head supplied by one ton of ammo located in the Center Torso. This Mech is meant to charge its enemy and, theoretically, deal devastating damage up close and disrupting the enemy via the EMP weapon and following up with melee strikes! A Searchlight (Quirk) is installed for night missions, nevermind the deception of using said Searchlight in conjuction with triggering the Short-Range EMP Protection Launcher in order to throw off the enemy thinking said electronic disruption is coming from the Searchlight.

History
The War Monk BattleMech is a proposal from a group of Arcanum engineers wanting to replace the militarized Crosscut for something more refine and standard whilst relegating the Crosscut to 'apprentices' or to its original job description of helping the logging industry. Despite that intial objective, the War Monk serves as a scout and reconnaissance unit and, if need be, a charging ambusher that can potentially catch their chosen enemy off guard in its Lance Configuration which if done in proper coordination, whether en massed with fellow War Monks or a two-pronged attack with another group of Mechs. In order to facilitate such tactics, the BattleMech is designed with a Narrow Profile and made Compact, allowing for two War Monks to be situated in one Mech Bay thus allowing a War Monk to always have another War Monk to work in conjuction when being deployed from dropships. Surprisingly, this seems to work with the preferred tactics from the warriors of Sigar IV, making the two groups work hand in hand in designing the War Monk as a result due to intersecting interests, nevermind some similarities in their way of life.

Type: War Monk - Lance
Technology Base: Inner Sphere (Unofficial)
Tonnage: 30
Battle Value: 629


Equipment Mass
Internal Structure
3​
Engine
180 Fusion​
7​
Walking MP:
5​
Running MP:
8​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
Primitive Cockpit:
5​
Armor Factor (Heavy Industrial): 104
6.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
4​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo
Location Critical Tonnage
Heat Sink
LL​
1​
1​
Heat Sink
CT​
1​
1​
SR EMP P. Launcher (10)
CT​
1​
1​
Battle Claw
LA​
2​
2​
Heat Sink
RL​
1​
1​
SR EMP P. Launcher
HD​
1​
2​
Lance (Handheld)
RA​
2​
1.5​

Features the following design quirks: Compact Mek, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Narrow/Low Profile, Searchlight, Difficult to Maintain, Prototype
A Melee Scout Mech. The positives I have it for it Compact Mek and Narrow/Low Profile: technically, we should (hopefully) be fit in more War Monks in the Mech Bays, allowing the two War Monks (since only two Compact Meks can be in one Mech Bay if I recall?) to work in tandem as a result. The Searchlight is there for night missions. Has the hit-and-run technically to it, for our Dune Warriors, and it being similar to the Arcanum Crosscuts should also help out the Arcane Mysteria... hopefully?

[X][Mech #2] Guhslinger v2

The second BattleMech that I want to make, and the flagship Mech of Gunhallow as a result, is the Guhslinger v2. Here's the TRO:
Guhslinger (Prototype) GHS-00GH-2
Mass:
75 tons
Chassis: Liyue Heavy Industries Archon Heavy-Grade 75
Power Plant: Natlan Energy Incorporated Phlogiston 270
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Monstadt Security Initiative Primitive
Armament:
2 MML 9
2 Medium Coilgun (Handheld)
Manufacturer: Fontaine BattleMech-Mobile Suit R&D
Primary Factory: Gunhallow
Communication System: Sumeru Network Communications Seelie Communication Suite 1
Targeting & Tracking System: Inazuma Foresight Department Vision-n-Delusion Suite 1
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 6,972,000 C-bills

Capabilities
Equipped with two Medium Coilguns, both shaped as handheld (jettison-capable) revolvers, and two MML-9s, the Guhslinger is intended to be a respectable trooper aka a jack-of-all trades contrary to the city defender(?) role of the Sheriff. All weapons are supplied with two tons of ammo each, the MML-9s in particular with this arrangement is capable of fielding various ammo types depending on the situation despite the risky nature of having that much explosive ammo in both side torsos despite the presence of blowout panels to mitigate such catastrophic event. This variant uses Heavy Industrial Armor, which is theoretically similar in Standard Armor thus freeing up enough space for its improved MMLs and more ammo for its arsenal of weaponry. The half ton remaining space was dedicated to installing a Searchlight located in the Head for night missions.

History
What started as a different variation of the proposed Sheriff BattleMech, named Guhslinger, became its own proposal after a drunken brawl between the two groups of designers. Intended to be like the 'Cowboys' of the Wild West with two 'revolvers' with various 'tricks' in the form of the double MMLs. Oh, and it's five ton smaller in order to tell the other design group that now it's a totally a brand new design rather than a variant. Eggheads...

Type: Guhslinger
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,456


Equipment Mass
Internal Structure
7.5​
Engine
270 Fusion​
14.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Heavy Industrial): 231
14.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
23​
35​
Center Torso (rear)
11​
R/L Torso
16​
24​
R/L Torso (rear)
8​
R/L Arm
12​
24​
R/L Leg
16​
32​


Weapons
and Ammo
Location Critical Tonnage
CASE
RT​
1​
0.5​
MML 9 LRM Ammo (13)
RT​
1​
1​
MML 9 SRM Ammo (11)
RT​
1​
1​
MML 9
RT​
5​
6​
Medium Coilgun Ammo (70)
LA​
2​
2​
Medium Coilgun (Handheld)
LA​
2​
4.5​
Blowout Panel (CASE)
LT​
1​
0.5​
MML 9 LRM Ammo (13)
LT​
1​
1​
MML 9 SRM Ammo (11)
LT​
1​
1​
Blowout Panel (CASE)
LT​
5​
6​
Searchlight
HD​
1​
0.5​
Medium Coilgun Ammo (70)
RA​
2​
2​
Medium Coilgun (Handheld)
RA​
2​
4.5​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
...yeah, it's quite a face lift-up due to changing the Primitive Armor to Heavy Industrial (Standard) Armor. It has the actual Searchlight Equipment rather than quirk since I have the space for it, and also because night missions. There will only be four of these Mechs, each leading at least three War Monks if we want to do this by Mech Lances. Though I can see the War Monks working in conjuction with the Lowe IIs.

Already edited the War Monk - Lancer, Guhslinger and the Sheriff (the latter of which I don't want to be seen at all due to it becoming very dangerous all of a sudden) in their respective Info Page link. Might end up doing approval voting but this is probably going to be one long and messy vote due to wants and what-nots. :V
 
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I tried and failed.
Can't get a custom weapon for the coilguns done correctly in Solaris Skunkworks.
From what I'm seeing I think it is possible to put 1x Medium Coilgun at 4.5Tons(Due to -10% weight quirk), ammo at 2Tons(70shots) and add an extra 1.5Tons of armor.
This was off the ED-X7 with a standard 110 fusion engine.
And then add a Mech shield for extra armor.
 
I tried and failed.
Can't get a custom weapon for the coilguns done correctly in Solaris Skunkworks.
From what I'm seeing I think it is possible to put 1x Medium Coilgun at 4.5Tons(Due to -10% weight quirk), ammo at 2Tons(70shots) and add an extra 1.5Tons of armor.
This was off the ED-X7 with a standard 110 fusion engine.
And then add a Mech shield for extra armor.
You could just use Streak-SRM 6 (4.5 tons), and give it two ammo and just edit it accordingly. That's what I did with the three designs I've yeeted so far here. I... am not sure about the Mech Shield in particular, seeing it doesn't have any tonnage or the likes. Like, is it free equipment? I was technically hovering over it versus the Battle Claw for the War Monk since Lance and Shield just seems awesome... though it's a one time use, but as a charging Melee Mech, it does make sense having to survive long enough to hit the enemy with said Lance. Dx

Don't forget to use Primitive Engines, though I'm not sure the Mech Tonnage you're using for the 11 Fusion Engine. Crosscut?
 
@HeroCooky is there an option to built our navy in the next several turns? We already have the tools.
You do not, in fact, have the tools. You have the weapons. Your only space yard is the Furina herself, and she can only repair and maintain her parasite ships.
Spyglass lore said:
For the parasite craft how much does the each of them weigh and are their weapons comparable to battletech naval weaponry?
For weight, no idea. For weapons, I imagine capital missile launchers and a standard naval laser.

But the Ta'xet gets a 90% damage reduction to hits from the front.
Spyglass lore said:
also i want to ask about the warp drive we know battletech KF drive takes up 95% of its mass for a jumpship and 47.5 for a warship and had 2,5 million ton limit how is that compared to the warp drive, and how easy is the warp drive to be built?
The Furina De Fontaine has a radius of around ~5km, with a ~1km diameter hole in her middle. The machinery is around...~5% of the total mass, I'd say.

It took Earth Working Together (and starting a Golden Age of Space Colonization) around ~30 years to finish the Furina. Assume similar difficulties for another Furina.
I... am not sure about the Mech Shield in particular, seeing it doesn't have any tonnage or the likes. Like, is it free equipment? I was technically hovering over it versus the Battle Claw for the War Monk since Lance and Shield just seems awesome... though it's a one time use
The Shield is a scalable equipment that acts like extra armor. For every ton of shield, you gain 5 Armor Value. Add it to a left hand, and any hits that hit the left arm/leg/shoulder or torso get tanked by the shield instead, until it is destroyed. At which point it acts like any armor does, meaning it gets replaced like armor as long as you have enough spares around.
 
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The Furina De Fontaine has a radius of around ~5km, with a ~1km diameter hole in her middle. The machinery is around...~5% of the total mass, I'd say.

It took Earth Working Together (and starting a Golden Age of Space Colonization) around ~30 years to finish the Furina. Assume similar difficulties for another Furina.
Oh hmm then i think the next system we should integrate is Zhao's rest they already have an experience in ship building and space industry and as a bonus all of them had some degrees of democracy we could make them into our primary ship building system and heck everything just got cheaper the more you mass produce and refine it because of economies of scale so really hoping we can pump out hundreds to thousands of ships equivalent of Furina in the future, ships the size of Furina had an insane utility and use.

Colony ships like in the story, Cargoships moving uncountable number of cargo, mobile habitats, passager ships carrying of millions to tens of millions people in a single ship a feat the exodus fleet struggled to do with, a giant millitary ship bringing hundreds of parasite craft and armed to the brim with countless weaponry and millions of tons of armour and bringing an army worth of men and material to the battlefield, Mobile labs exploring the galaxy and bringing countless scientific instrument and conforts with them, and much much more.
 
FYI, here are the proposed desings:
30 Tons:

Ghast - Scout with 2 MML-3 to fight from far and close.
Ghast 2a - Ambusher with Medium Coilgun (can pop Cockpits in one shot).
Gunman - 2 Light Coilguns and 1 MML-3 make for one hell of an anklebiter.
Urban Pacification Mech UPM2-S1S1-A - It's a fucking Kiddie URBIE that got a KNIFE! (Also has +30 Armor Value due to its shield.) IT'S 15% KNIFE BY BODY-MASS, WHY IS THIS NOT WINNIING BY 86 VOTES?!
War Monk - Lance (Prototype) WMK-00ARC-L - Fury Of The Smol with 1 Claw, 1 Lance, and 1 SREPL to punch you with.

30+ Tons:
Lián Nú L2N-M4C1 - 4 MML-9 and 1 Light Coilgun make for a potent all-range attacker. (@SCPAIC please change the Fluid Gun as you described in the fluff.)
Guhslinger (Prototype) GHS-00GH-2 - 2 Medium Coilgun Revolvers and 2 MML-9 with all the style of the wild west.
 
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Uh is the vote open, since I wasn't seeing any actual votes just posted designs, if so these are my choices.

[X] Gunman
[X] Urban Pacification Mech UPM2-S1S1-A

I'm just very torn as there are a bunch of good designs so I just flipped a metaphorical coin on most of them.
 
more mechs for you consideration
Trooper TRP-BASE
Mass:
30 tons
Chassis: Sandies Iron Works (Sigar Department) 30ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 90 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
Variable
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 30XX
Tech Rating/Availability: E/X-X-X-E
Cost: 1,752,140 C-bills

Overview
When the Warlord Folasade saw the Sheriff and the UMP she felt that the ability to jetison armament was underutilised. thus the Warlord created the UNSCs first mech design competetion. From it the Trooper and it's "variants" was born.

Capabilities
able to switch between loadouts the Trooper can fit any mission type.


Trooper TRP-M1SM2S1
Mass: 30 tons
Chassis: Sandies Iron Works (Sigar Department) 30ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 90 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
1 MML 5
2 SRM 4
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 30XX
Tech Rating/Availability: E/X-X-X-E
Cost: 1,853,540 C-bills

Overview
missile load-out

Type: Trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 662


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor (Heavy Industrial): 105
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
5​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
SRM 4
LL​
1​
2​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
MML 5 SRM Ammo (20)
RT​
1​
1​
CASE
RT​
1​
0.5​
MML 5 LRM Ammo (24)
RT​
1​
1​
MML 5
LA​
3​
2.5​
2 Heat Sink
LT​
2​
2​
MML 5 SRM Ammo (20)
LT​
1​
1​
CASE
LT​
1​
0.5​
MML 5 LRM Ammo (24)
LT​
1​
1​
SRM 4
RL​
1​
2​
Shield
RA​
3​
1.5​

Features the following design quirks: Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype


Trooper TRP-MC1SM2S1
Mass: 30 tons
Chassis: Sandies Iron Works (Sigar Department) 30ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 90 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
1 Medium Coilgun
2 SRM 4
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 30XX
Tech Rating/Availability: E/X-X-X-E
Cost: 1,752,140 C-bills

Overview
Coilgun load-out

Type: Trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 670


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor (Heavy Industrial): 105
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
5​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
SRM 4
LL​
1​
2​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
CASE
RT​
1​
0.5​
Coilgun ammo (50)
RT​
2​
2​
Medium Coilgun
LA​
4​
4.5​
2 Heat Sink
LT​
2​
2​
SRM 4
RL​
1​
2​
Searchlight
HD​
1​
0.5​
Shield
RA​
3​
1.5​

Features the following design quirks: Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype


Trooper TRP-ENG1
Mass: 30 tons
Chassis: Sandies Iron Works (Sigar Department) 30ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 90 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
2 SRM 4
1 Nail/Rivet Gun
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 1,603,940 C-bills

Overview
engineer loadout-1

Type: Trooper
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 548


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor (Heavy Industrial): 105
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
5​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
SRM 4
LL​
1​
2​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
Bridge Layer
RT​
2​
2.5​
Cargo (0.5 tons)
RT​
1​
0.5​
Backhoe
LA​
6​
5​
2 Heat Sink
LT​
2​
1.5​
Lift Hoist/Arresting Hoist
LT​
3​
2.5​
SRM 4
RL​
1​
2​
Nail/Rivet Gun
RA​
1​
0.5​

Features the following design quirks: Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype

Trooper TRP-ENG2
Mass: 30 tons
Chassis: Sandies Iron Works (Sigar Department) 30ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 90 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
2 SRM 4
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-E
Cost: 1,754,740 C-bills

Overview
engineer loadout-2

Type: Trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 606


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor (Heavy Industrial): 105
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
5​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
SRM 4
LL​
1​
2​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
Vehicular Mine Dispenser
RT​
1​
0.5​
Cargo (0.5 tons)
RT​
1​
0.5​
Salvage Arm
LA​
2​
2.5​
2 Heat Sink
LT​
2​
2​
Remote Sensors/Dispenser
LT​
1​
0.5​
2 Paramedic Equipment
LT​
2​
0.5​
Cargo (0.5 tons)
LT​
1​
0.5​
SRM 4
RL​
1​
2​
Searchlight
HD​
1​
0.5​
Shield
RA​
3​
2​
Spot Welder
RA​
1​
1.5​

Features the following design quirks: Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype

Edit: added the word UNSC.
Edit: fixed weights
 
Last edited:
hi ehh the guy who made the UPM here, don't pick it, it's hot garbage unless it is a urban environment with plenty off cover. really it was supposed to be a joke mech.

with that in mind here is his older brother.
Urban Attack Mech UAM-L1S(L)1HM1
Mass: 30 tons
Chassis: 30ton Frame
Power Plant: 180 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
1 Heavy Machine Gun
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum
Communication System: Mil-Spec-Com-9999
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-E
Cost: 2,286,440 C-bills

Overview
In response to the surpriseing popularity of the UPM The Fontaine Mech Design Club came up with the UAM. armed with a lance and a top speed of 86.4 the UAM is capeable of penetraiting deep into enemy teretory. for protection during the charge it caryies a 7ton shield, and should it run into infantry it holds a machine gun in the head.

Type: Urban Attack Mech
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 860


Equipment Mass
Internal Structure
3​
Engine
180 Fusion​
7​
Walking MP:
5​
Running MP:
8​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Heavy Industrial): 105
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
5​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
CT​
1​
1​
Heat Sink
RT​
1​
1​
Shield
LA​
6.5​
6​
Heat Sink
LT​
1​
1​
Heavy Machine Gun
HD​
1​
1​
Lance
RA​
1.5​
2​

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
 
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