Voting is open
[X][Quirk] Enigmatic Construction

We want to preserve our technological advantage as long as possible.

[X] Clan Smoke Jaguar

Lets have fun
 
Last edited:
[X][Quirk] Enigmatic Construction

[ ] Write-In: Combat Initiative Agency
edit:
you know what yes lets have fun
[X] Write-In: Clan Wolverine
 
Last edited:
Honestly I feel the inclusion of Enigmatic as a choice is a failure to consider just how twitchy players are these days about antagonist factions magically reverse engineering player advancements negating potentially tens to dozens of turns worth of effort in short order.

I'd have preferred if it was 3 mechanically relevant quirks to choose from instead of 2 mechanical and one narative, since now we know our tech can be reversed engineered by people without a Clan level techbase if we don't take the perk.
 
After a local ortillery operator pointed out the flaw in Enigmatic Construction and player biases, I have decided to change what the Quirk does.

It now allows you to get and use in your designs one singular component you should not have access to.
 
After a local ortillery operator pointed out the flaw in Enigmatic Construction and player biases, I have decided to change what the Quirk does.

It now allows you to get and use in your designs one singular component you should not have access to.
...

*Looks both ways*

*Whispers*

"Triple-Heatsinks that weigh the same as a Single Heat-Sink and take up the same amount of space, or at worst, the same amount of space as a Double."
 
wanted to make some mechs, mind you it's my first time doing so, so if they suck immensely that's why.

Lián Nú L1N-M4G1
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 Machine Gun
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: 4,209,600 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.
Variant: 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.

Type: Lián Nú
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 780


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): 72
4.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
20​
10​
Center Torso (rear)
3​
R/L Torso
14​
8​
R/L Torso (rear)
2​
R/L Arm
10​
6​
R/L Leg
14​
9​


Weapons
and Ammo​
Location Critical Tonnage
MML 9 LRM Ammo (13)
LL​
1​
1​
Machine Gun Ammo (200)
CT​
1​
1​
Machine Gun
CT​
1​
0.5​
MML 9 LRM Ammo (26)
RT​
2​
2​
2 MML 9
RT​
10​
12​
5 Heat Sink
LA​
5​
5​
MML 9 LRM Ammo (26)
LT​
2​
2​
2 MML 9
LT​
10​
12​
MML 9 LRM Ammo (13)
RL​
1​
1​
4 Heat Sink
RA​
4​
4​

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 UPM-S1S1
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 Heavy Machine Gun
1 Sword
Manufacturer: The BattleMech Design Club
Primary Factory: Furina De Fontaine
Communication System: Shaphs Electronic Store Handheld Radio 2M-5QDG-35901
Targeting & Tracking System: The Creator MK1 Eyeball
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-E
Cost: 1,359,640 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.

Type: Urban Pacification Mech
Technology Base: Inner Sphere (Advanced)
Tonnage: 20
Battle Value: 501


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): 32
2​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
6​
4​
Center Torso (rear)
1​
R/L Torso
5​
4​
R/L Torso (rear)
0​
R/L Arm
3​
2​
R/L Leg
4​
3​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
CT​
1​
1​
3 Heat Sink
RT​
1​
1​
Mech Katana
LA​
5​
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

Grounds keeper GK6-8C1M
Mass: 50 tons
Chassis: Unknown 50ton frame
Power Plant: Unknown 200 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy industrial
Armament:
8 Light Coilgun
1 SRM 2
Communication System: Unknown Standard radio
Targeting & Tracking System: Unknown Trageting Computer
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 3,287,500 C-bills

Overview
The Grounds keeper was designed as a harassment and skirmish unit and with it's large supply of ammo, along side it's heavy armament of 8 Coil guns. The SRM is loaded with flares, for unknown reasons.

History
origin unkown. the plans and a completed unit was found in, what was thought to be, a empty storage room.

Type: Grounds keeper
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 821


Equipment Mass
Internal Structure
5​
Engine
200 Fusion​
8.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Heavy Industrial): 168
10.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
16​
24​
Center Torso (rear)
7​
R/L Torso
12​
19​
R/L Torso (rear)
5​
R/L Arm
8​
16​
R/L Leg
12​
24​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
RT​
1​
1​
Light Coilgun
RT​
2​
2​
Light Coilgun Ammo (50)
RT​
1​
1​
3 Light Coilgun
LA​
6​
6​
Light Coilgun Ammo (50)
LA​
1​
1​
Heat Sink
LT​
1​
1​
Light Coilgun
LT​
2​
2​
Light Coilgun Ammo (50)
LT​
1​
1​
SRM 2
HD​
1​
1​
3 Light Coilgun
RA​
6​
6​
Light Coilgun Ammo (50)
RA​
1​
1​

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

also new information has changed my vote
[X][Quirk] Not Just Deadly: Sexy Too!
[X] Write-In: Clan Wolverine

Edit: forgot to change the fluid gun and ammo over to coilgun
Edit: Changed the UPMs sword to katana. fixed grounds keeper typo.
Edit: fixed some more typos
Edit: removed the HM1 from the UPM name as it was incorrect
 
Last edited:
Vote closed New
Scheduled vote count started by HeroCooky on Feb 2, 2025 at 5:01 AM, finished with 20 posts and 10 votes.
 
...Huh. I would have voted Enigmatic Construction but the vote wasn't open yet (it opens at midnight...) so I opted to sleep and vote later, same with CIA... Ah, well, this is fine. I'll have to edit the three designs to reflect this somehow a little bit later after work in the afternoon. @_@;

Hopefully we can pick Enigmatic Construction later... but I have my doubts.

Can't wait for the update! :V
 
Madness? No, This Is MECH DESIGN! New
19th March of 2992

"This is madness," Jing muttered, slapping down the third of hearts onto the table, shaking his head. "First, a donut ship that can just use Pirate Jump-Points like nothing, then, said ship has artificial gravity; after that, we are kindly informed that the guy we had been talking to was a machine all along, only to end up in a budda-damned sci-fy story about interdimensional travel! And now," he said, leaning back as he watched Chu lay down an eight of spades, "they are just...making new 'Mechs like," he snapped his fingers, "that!"

"Brother," Chu sighed, "I managed to get LosTech guns on my Dragon for basically free. In my opinion, if they want to build themselves new Mechs in less than a year, they are free to do that. I am going to enjoy the money, the guns, and the upgrades, and shut the hell up in the meantime."

"Oh, stop humoring him," Bei-Ju cut in, a smirk on his face, "he's just mad he couldn't get the new launchers for his Mech as the twins did."

Jing gave him a middle finger in response, earning him a round of laughter.



You have chosen a name for your new Mercenary Company and a Quirk for all your Mechs. Now you need two Designs to send with them! However, due to your lack of experience with Mech Creation, and the only examples you have in all stages of creation and use being Crosscuts, your first Design is limited to 30 Tons.

Create Two Mechs:
(6-Hour Moratorium)
[][Mech #1] (Write-In)
[][Mech #2] (Write-In)
 
Last edited:
Clan Big Iron New
[Clan Big Iron]
Company Leader: N/A
Second Commander: N/A

Traits:
-Dune Warriors (Excell in hit-and-run tactics, as well as asymetrical warfare using vehicles.)
-Arcane Mysteria (??? Looks cool as hell though.)
-Gunslingers (Experts in the utilization of kinetic-based weaponry and small-unit tactics.)

History:
Created in 2992.

Mech Complement:
-12x Troopers (4x Variants Available)
-6x Thor-M1a's

Vehicle Complement:
-Löwe IIs
-Misc.

Infantry Complement:
-Regular/Reliable Training/Morale
-Coilgun Weaponry
-Basic Drones

Black Navy Complement:
-1x JumpShip
-2x DropShips
 
Last edited:
So, how does this work. We use the official battletech design rules?

Edit: Also, is there ever a reason not to make a weapon jettison capable?
Yeah, use the official rules and slot in the custom weapons/equipments as required. Use the UNSC Military Designs tab to see what you have.

There is one: Its not fun for me to deny designs that load up 20 weapons in your hands, or for you to design them and be told "no" because they are rules-compliant but spirit-breaking. Be reasonable. Look at the Guhslinger and Sheriff for what is reasonable and okay.
 
Looking at the crosscut, because we have a factory for it.
If you remove the lift hoist and chainsaw you have 8tons to play with.
Change the armor over to -Heavy Industrial - Functionally the same as standard BattleMech armor, with a stated BAR of 10.
Put in a 5T coilgun, 2T of ammo, 1T extra armor and a Mech Shield would make 30Tons?
 
Yeah, use the official rules and slot in the custom weapons/equipments as required. Use the UNSC Military Designs tab to see what you have.

There is one: Its not fun for me to deny designs that load up 20 weapons in your hands, or for you to design them and be told "no" because they are rules-compliant but spirit-breaking. Be reasonable. Look at the Guhslinger and Sheriff for what is reasonable and okay.
QM, question about the 10% weight (minimum 0.5 ton) reduction.

With the Heavy Coilgun being 12 tons and this applying, that means it's 1.2 weight reduction, does it:
1) Round down to the nearest five, which is 1.0 ton reduction?
1) Or always round up to the nearest five, which is 1.5 ton reduction?

Looking at the crosscut, because we have a factory for it.
If you remove the lift hoist and chainsaw you have 8tons to play with.
Change the armor over to -Heavy Industrial - Functionally the same as standard BattleMech armor, with a stated BAR of 10.
Put in a 5T coilgun, 2T of ammo, 1T extra armor and a Mech Shield would make 30Tons?
That's running on ICE. And I'm not sure if QM will allow us to use Heavy Industrial armor for BattleMech armor instead of IndustrialMech. We need to design at least a Primitive Fusion Engine Mech so that narratively we have the experience to design primitive BattleMechs at least.
 
That's running on ICE.

  • ED-X1 During the Star League era, some Crosscuts were equipped with fusion engines. These first generation machines featured a rear lift hoist in the rear torso, had the traditional chainsaw in the right arm actuator in place of the hand, and could carry one and a half tons of cargo space in the center torso. However, scavengers have been stripping valuable fusion engines from these 'Mechs for centuries, making Crosscuts equipped in this fashion very rare.

Then swap it for a fusion engine?
 
Last edited:
Then swap it for a fusion engine?
I checked MML, and it's using Standard Fusion Engine rather than Primitive Fusion Engine. I'd rather not make Light Mechs; remember, we're only sending 16 Mechs to the Merc Company. That and I don't have the time to Primitive-switch the variant you tagged it in, so unless the vote is open for a day (so that I get back later in the afternoon at work), there might be some other designs in play already.

You have it in your armor section.

And with that; Night!
I know, but with this confirmation, that means we have Standard Heavy Industrial Armor available! We don't have to use Primitive Armor then!!!

...yeah, I'll have to edit the three designs when I get back. QM, can we do Patchwork Armor? Since I think our Merc Company will be getting salvage, we'll only come across Standard Armor rather than Heavy Industrial Armor... @_@;

EDIT: Also for reference, the MML (not sure on the other programs) doesn't allow Primitive Meks to use any other armor other than Primitive Armor.... I forgot about that restriction. QM, what's your take on that (once you wake up)?

EDIT2: Can't wait for after work so YEET and SCOOT!
Sheriff (Prototype) SHRF-00GH-2
Mass: 80 tons
Chassis: Liyue Heavy Industries Archon Assault-Grade 80
Power Plant: Natlan Energy Incorporated Phlogiston 290
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Monstadt Security Initiative Primitive
Armament:
1 Thunderbolt 15
1 MML 9
1 Primitive Prototype Medium Laser
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-X
Cost: 7,206,240 C-bills

Capabilities
Armed with a UNSC Heavy Coilgun with the power of an assault-grade autocannon plus a quarter as well as a Multi-Missile Launcher-9 which functions like a regular LRM and SRM launcher combined, the Sheriff is a fearsome adversary to those that face it due to its Extreme range capability. These two are supplied with two tons of ammo each, with the MML-9 capable of fielding different ammo types depending on the mission. This variant forgos the Medium Lasers (which aren't available by this point) and instead opted to give another ton of armor as well as another ton of ammo for the Heavy Coilgun that is now a handheld weapon the shape of a Winchester Rifle...

History
The first BattleMech prototype design by the UNSC's first foray to BattleMech-Mobile Suit design. Aptly named the Sheriff to signify the protectors of Gunhallow before the UNSC's intervention of the last pirate raid.

Type: Sheriff
Technology Base: Inner Sphere (Experimental)
Tonnage: 80
Battle Value: 1,502


Equipment Mass
Internal Structure
8​
Engine
290 Fusion​
17.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Primitive): 246
23​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
25​
37​
Center Torso (rear)
12​
R/L Torso
17​
26​
R/L Torso (rear)
8​
R/L Arm
13​
26​
R/L Leg
17​
34​


Weapons
and Ammo​
Location Critical Tonnage
Thunderbolt 15
RT​
3​
11​
Thunderbolt 15 Ammo (12)
RT​
3​
3​
CASE
LT​
1​
0.5​
MML 9 LRM Ammo (13)
LT​
1​
1​
MML 9 SRM Ammo (11)
LT​
1​
1​
MML 9
LT​
5​
6​
Primitive Prototype Medium Laser
HD​
1​
1​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Easy to Pilot, Hyper-Extending Actuators, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
Thunderbolt 15 - Heavy Coilgun (and Crit at 9 rather than 3).

The Weight Reduction by 1 ton on the Heavy Coilgun was given as Prototype Medium Laser installed in the head.
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 5
1 Primitive Prototype Medium Laser
2 Streak SRM 6
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-X
Cost: 6,613,250 C-bills

Capabilities
Equipped with two Medium Coilguns, both shaped as handheld (jettison-capable) revolvers, and two MML-5s, 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-5s 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 forgos the Medium Lasers (which aren't available at this point) and maximizes the armor with two more tons to it. The designers are wondering what stuff they can do once Standard-grade Armor is available which is more armor-per-ton efficient compared to Primitive-grade Armor...

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 (Experimental)
Tonnage: 75
Battle Value: 1,378


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 (Primitive): 231
22​


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
MML 5 SRM Ammo (20)
RT​
1​
1​
CASE
RT​
1​
0.5​
MML 5
RT​
3​
3​
MML 5 LRM Ammo (24)
RT​
1​
1​
Streak SRM 6 Ammo (15)
LA​
1​
1​
Streak SRM 6
LA​
2​
4.5​
MML 5 SRM Ammo (20)
LT​
1​
1​
CASE
LT​
1​
0.5​
MML 5
LT​
3​
3​
MML 5 LRM Ammo (24)
LT​
1​
1​
Primitive Prototype Medium Laser
HD​
1​
1​
Streak SRM 6 Ammo (15)
RA​
1​
1​
Streak SRM 6
RA​
2​
4.5​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
Streak SRM-6s are Jettison-Capable Medium Coilgun. (5 ton -> 4.5 ton), and since we're getting Prototype Energy Weapons, I yeeting the extra ton to Proto Medium Laser in the Head.
War Monk - Lance (Prototype) WMK-00ARC-L
Mass: 40 tons
Chassis: Liyue Heavy Industries Archon Medium-Grade 40
Power Plant: Natlan Energy Incorporated Phlogiston 240
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Monstadt Security Initiative Primitive
Armament:
1 LRM 5
1 MML 3
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: D/X-X-X-F
Cost: 2,628,360 C-bills

Capabilities
Lance Configuration - Armed with an underslung 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 Center Torso supplied by one ton of ammo located in the Head, 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!

History
The War Monk, no we're not naming it Wizard Monk because it doesn't do wizard stuff!, BattleMech is a proposal from the group of engineers- erm, 'artifact masters rather', wanting to replace the militariazed Crosscut for something more refine and standard whilst relegating the Crosscut to 'apprentices' or to its original job description of helping the logging industry. The proposed BattleMech having hands is a massive boon as well! Despite that intial objective, the War Monk serves as a scout and reconnaisance 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. Surprisingly, it seems like the tendency to replace the weapons of their Crosscuts for their ritual combat made the War Monk have a modular design for easy swapping of weaponries. Oh, and Battle Fists are a thing since the Wizard Monks like to throw hands sometimes, not to mention being the prime voice of suggestion for adding said Quirk to the Sheriff and Guhslinger respectively...

Type: War Monk - Lance
Technology Base: Inner Sphere (Advanced)
Tonnage: 40
Battle Value: 718


Equipment Mass
Internal Structure
4​
Engine
240 Fusion​
11.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Primitive): 128
12​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
12​
18​
Center Torso (rear)
5​
R/L Torso
10​
15​
R/L Torso (rear)
4​
R/L Arm
6​
11​
R/L Leg
10​
18​


Weapons
and Ammo​
Location Critical Tonnage
LRM 5 Ammo (24)
CT​
1​
1​
LRM 5
CT​
1​
2​
Heat Sink
HD​
1​
1​
MML 3
RA​
2​
1.5​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
MML 3 - Lance (now Handheld rather than Underslung).

Not much weight saving on the War Monk Lancer, but the extra 0.5 ton to armor will help it no doubt. @_@;

Okay, gotta go now! Will edit this to the previous v2 posts with the appropriate edits, so don't tag this QM to the Informational Post thingy yet!
 
Last edited:
Quick question.

Do we want to put in coilguns?
The entire point of this mech company is to be a quick recon operation, a no-name corporation that can go in and look around without anyone caring about them.
That cover is going to be blown, fast, if they use weapons no one else possesses.
 
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?

Code:
Ghast GST-1a

Mass: 30 tons
Chassis: Standard Biped
Power Plant: 180 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Primitive
Armament:
     2 MML 3
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3000
Tech Rating/Availability: D/X-X-X-F
Cost: 2,032,940 C-bills

Type: Ghast
Technology Base: Mixed (Advanced)
Tonnage: 30
Battle Value: 488

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 (Primitive)      85                      8

                          Internal   Armor  
                          Structure  Value  
     Head                    3         9    
     Center Torso            10        13  
     Center Torso (rear)               3    
     R/L Torso               7         10  
     R/L Torso (rear)                  2    
     R/L Arm                 5         7    
     R/L Leg                 7         11  


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage  
Heat Sink                LL        1        -       1.0  
Heat Sink                CT        1        -       1.0  
MML 3                    RT        2        2       1.5  
MML 3 SRM Ammo (33)      RT        1        -       1.0  
MML 3                    LT        2        2       1.5  
MML 3 LRM Ammo (40)      LT        1        -       1.0  
Heat Sink                RL        1        -       1.0
Code:
Ghast GST-2a

Mass: 30 tons
Chassis: Standard Biped
Power Plant: 180 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Primitive
Armament:
     1 Medium Coilgun
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3000
Tech Rating/Availability: D/X-X-X-F
Cost: 2,006,940 C-bills

Type: Ghast
Technology Base: Mixed (Advanced)
Tonnage: 30
Battle Value: 509

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 (Primitive)      80                    7.5

                          Internal   Armor  
                          Structure  Value  
     Head                    3         9    
     Center Torso            10        12  
     Center Torso (rear)               3    
     R/L Torso               7         9    
     R/L Torso (rear)                  2    
     R/L Arm                 5         7    
     R/L Leg                 7         10  


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage  
Heat Sink                LL        1        -       1.0  
Heat Sink                CT        1        -       1.0  
Medium Coilgun           LA        4        -       4.5  
Medium Coilgun Ammo (35) LT        1        -       1.0  
Heat Sink                RL        1        -       1.0
Code:
Gunman GNM-1a

Mass: 30 tons
Chassis: Standard Biped
Power Plant: 180 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Primitive
Armament:
     2 Light Coilgun
     1 MML 3
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3000
Tech Rating/Availability: D/X-X-X-F
Cost: 2,062,840 C-bills

Type: Gunman
Technology Base: Mixed (Advanced)
Tonnage: 30
Battle Value: 450

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 (Primitive)      80                    7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            10        12   
     Center Torso (rear)               3     
     R/L Torso               7         9     
     R/L Torso (rear)                  2     
     R/L Arm                 5         7     
     R/L Leg                 7         10   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage   
2 Heat Sink              LL        2        -       2.0   
MML 3                    CT        2        2       1.5   
MML 3 SRM Ammo (16)      RT        1        -       0.5   
MML 3 LRM Ammo (20)      RT        1        -       0.5   
Light Coilgun            LA        2        0       1.5   
Light Coilgun Ammo (50)  LT        1        -       1.0   
Heat Sink                RL        1        -       1.0   
Light Coilgun            RA        2        0       1.5
 
Last edited:
Voting is open
Back
Top