Voting is open
nah man this will get confused with the flea.

Deep Recon Mech DRM1-LG1LC1
Mass: 20 tons
Chassis: Sandies Iron Works 20ton Frame
Power Plant: Michels engine Workshop 140 fussion engine
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store 10KG Steel Sheets
Armament:
1 Light Machine Gun
1 Light Coilgun
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum
Communication System: Shaphs Electronic Store Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,696,100 C-bills

Overview
When overhearing that the Trooper might get confused with the Flea, the TMDC took that as a challenge, and thus the DRM was born.

Capabilities
Armed lightly with a Light Coilgun and a Light Machine Gun, the DRM's chief defense is its immense speed. Going 75.6 kph at cruising speed, the DRM is able to avoid most combat encounters, and should that be too slow, the running speed of 118.8 kph takes care of the rest.

History
variants:

Type: Deep Recon Mech
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 246


Equipment Mass
Internal Structure
2​
Engine
140 Fusion​
5​
Walking MP:
7​
Running MP:
11​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
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​
3​
3​
Active Probe
RT​
2​
1.5​
Light Machine Gun Ammo (100)
LA​
1​
0.5​
Light Machine Gun
LA​
1​
0.5​
Heat Sink
LT​
1​
1​
Recon Camera
LT​
1​
0.5​
Light Coilgun
RA​
2​
2​
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, Narrow/Low Profile, Prototype
 
On second thought, I'm pondering if I should vote for the Thor or not.



I suppose it did 'fit' over the Arm Sections, just with one Critical Slot going to the Side Torsos as a result... then ammo on said Torsos too though with the presence of MML, that means taking out a Side Torso (somehow if they can do so luckily or get up close) means taking out the corresponding Coilgun too I think...? I can't recall about the tabletop details on if an equipment becomes non-fuctional once critically hit once or otherwise has to do be hit a couple more times...


nah man this will get confused with the flea.

Deep Recon Mech DRM1-LG1LC1
Mass: 20 tons
Chassis: Sandies Iron Works 20ton Frame
Power Plant: Michels engine Workshop 140 fussion engine
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store 10KG Steel Sheets
Armament:
1 Light Machine Gun
1 Light Coilgun
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum
Communication System: Shaphs Electronic Store Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,696,100 C-bills

Overview
When overhearing that the Trooper might get confused with the Flea, the TMDC took that as a challenge, and thus the DRM was born.

Capabilities
Armed lightly with a Light Coilgun and a Light Machine Gun, the DRM's chief defense is its immense speed. Going 75.6 kph at cruising speed, the DRM is able to avoid most combat encounters, and should that be too slow, the running speed of 118.8 kph takes care of the rest.

History
variants:

Type: Deep Recon Mech
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 246


Equipment Mass
Internal Structure
2​
Engine
140 Fusion​
5​
Walking MP:
7​
Running MP:
11​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
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​
3​
3​
Active Probe
RT​
2​
1.5​
Light Machine Gun Ammo (100)
LA​
1​
0.5​
Light Machine Gun
LA​
1​
0.5​
Heat Sink
LT​
1​
1​
Recon Camera
LT​
1​
0.5​
Light Coilgun
RA​
2​
2​
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, Narrow/Low Profile, Prototype
Snip. This is primitive Engine right? Not really changing the fact that our Standard Fusion Engine factories will be a mess. Thinking about it, @HeroCooky , what kind of Machineguns do we have? I forgot there is the regular one and the Light and Heavy one, or we have all?
 
On second thought, I'm pondering if I should vote for the Thor or not.



I suppose it did 'fit' over the Arm Sections, just with one Critical Slot going to the Side Torsos as a result... then ammo on said Torsos too though with the presence of MML, that means taking out a Side Torso (somehow if they can do so luckily or get up close) means taking out the corresponding Coilgun too I think...? I can't recall about the tabletop details on if an equipment becomes non-fuctional once critically hit once or otherwise has to do be hit a couple more times...



Snip. This is primitive Engine right? Not really changing the fact that our Standard Fusion Engine factories will be a mess. Thinking about it, @HeroCooky , what kind of Machineguns do we have? I forgot there is the regular one and the Light and Heavy one, or we have all?


My likely wrong idea was kinda like Zaku/Gundam-EZ big cannons that 'rested' on the shoulder while aimed with the arm, power and ammo hookups would be relatively easy to route into the side torso from there.
 
[X] Thor M1a
[X] Thor M2a
[X] Loki Direct Support Mech

I just really like heavy gun mechs :V

Also have a couple random designs
Code:
Gunrunner Light Defense Mech

Mass: 30 tons
Chassis: Standard Biped
Power Plant: 145 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     4 Light 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: 1,967,290 C-bills

Type: Gunrunner
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 486

Equipment                                          Mass
Internal Structure                                    3
Engine                        145 Fusion              5
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Primitive Cockpit                                     5
Armor Factor (Heavy Industrial)104                   6.5

                          Internal   Armor   
                          Structure  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   


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   
Heat Sink                CT        1        -       1.0   
Light Coilgun Ammo (25)  CT        1        -       1.0   
2 Light Coilgun(Handheld)LA        4        0       3.0   
Light Coilgun Ammo (50)  LA        1        -       1.0   
2 Heat Sink              RL        2        -       2.0   
2 Light Coilgun(Handheld)RA        4        0       3.0   
Light Coilgun Ammo (50)  RA        1        -       1.0
And this one to basically do the over the shoulder gun like the Zaku and Gundam-EZ big cannons
Code:
Hochlander HOC-1a

Mass: 45 tons
Chassis: Standard Biped
Power Plant: 220 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     1 Heavy 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: 3,319,340 C-bills

Type: Hochlander
Technology Base: Inner Sphere (Unofficial)
Tonnage: 45
Battle Value: 866

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        220 Fusion             10
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  3
Primitive Cockpit                                     5
Armor Factor (Heavy Industrial)152                   9.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        21   
     Center Torso (rear)               6     
     R/L Torso               11        17   
     R/L Torso (rear)                  5     
     R/L Arm                 7         14   
     R/L Leg                 11        22   


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              CT        2        -       2.0   
Heavy Coilgun            LA        9        1       11.0 
Heavy Coilgun Ammo (40)  LT        2        -       2.0
 
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Proposed Designs:
Lián Nú L2N-M4C1 - 4 MML-9 and 1 Light Coilgun make for a potent all-range attacker.
Guhslinger (Prototype) GHS-00GH-2 - 2 Medium Coilgun Revolvers and 2 MML-9 with all the style of the wild west.
Thor M1a - 2 Heavy Coilguns and 2 MML-3s burn the Thor M1a into your foes memory...and their torsos.
Thor M2a - With 4 Light Coilguns in each hand and one MML-5 on each shoulder, the Thor M2a sends out a withering hail of fire to all who oppose it!
Linesman Heavy Trooper - A Heavy Coilgun in the left, a hefty shield in the right, and an MML-3 in the chest, make this Mech what its name suggests: a trooper for the front!
Loki Direct Support Mech - 4 Medium Coilgun turrets in the shoulders allow this bunker of a Mech to set itself up as a fortress on the battlefield, all thanks to 6 Tons of shield in each hand.
Hochlander HOC-1a - Small the Hochlander may be compare to other proposals, it still packs a big package you need two hands to handle. ;]

The HOCH leads to the Intro to questing :V
 
Will probably not vote for the Sheriff since I didn't edit it up yet (just name changes and the likes). Also the Thor is leading with one vote followed by the Guhslinger and Loki. Hm, not at my laptop right now, but @KleverKil'Vanya , the Loki's armor isn't maxed out (with Heavy Industrial Armor) since most of those with the Shields? What's the design reasoning for that? o_O?
 
Will probably not vote for the Sheriff since I didn't edit it up yet (just name changes and the likes). Also the Thor is leading with one vote followed by the Guhslinger and Loki. Hm, not at my laptop right now, but @KleverKil'Vanya , the Loki's armor isn't maxed out (with Heavy Industrial Armor) since most of those with the Shields? What's the design reasoning for that? o_O?
Allows me to add 30 more armor on spots where that would over cap with just regular armor given side torsos at 90 tons are limited to 38 armor total including whats on the rear while arms can only have 30. So that allows me to double-ish what would be possible otherwise, given it's only missing 8 points that gives me 22 extra.
 
Allows me to add 30 more armor on spots where that would over cap with just regular armor given side torsos at 90 tons are limited to 38 armor total including whats on the rear while arms can only have 30. So that allows me to double-ish what would be possible otherwise, given it's only missing 8 points that gives me 22 extra.
Huh...

@HeroCooky Now for the question that I should have asked prior, but does our Mech Shield.Mechanic follow the same one in the wiki that once we shield it in front of us, the corresponding arm and torso weapons (if right shield then the whole right arm and right torso weapons) can't be fired at all or it doesn't matter too much narratively?
 
...So, I know nothing about Battletech Designs. And my eyes kinda glaze over whenever I look at the design specs.

I think the main takeaway about the top 2 is that the Guhslinger is a Medium Well-Rounded Mech to the Thor M1a Heavy Enemy-Eraser Mech, while being 25% cheaper. Which makes see lean more toward it as a better starting Mech Design.

[X] Guhslinger (Prototype) GHS-00GH-2

Is there anything else around the designs that I should take note of?
 
...So, I know nothing about Battletech Designs. And my eyes kinda glaze over whenever I look at the design specs.

I think the main takeaway about the top 2 is that the Guhslinger is a Medium Well-Rounded Mech to the Thor M1a Heavy Enemy-Eraser Mech, while being 25% cheaper. Which makes see lean more toward it as a better starting Mech Design.

[X] Guhslinger (Prototype) GHS-00GH-2

Is there anything else around the designs that I should take note of?

Mainly that people chose the trooper to be the well rounded jack of all trades mech, grabbing a second doesn't really help us all that much?
 
I don't wanna call the Trooper (Zaku) an actual Trooper because it's a Light Mech in the first place which aren't really meant to take hits due to low armoring. I'm currently treating them as support Mechs rather than actual frontliners but perhaps I'm too bias. @_@;

It being 30 ton with 4/6 MP reminds me of the Panther or similar designs like a Toro but more jack of all trades but master of none like how the Zaku in the OG is simply a mass produced stuff and what not can be used both military and what not.

..oh. Right, the proper term I'm thinking about is it's like a MilitiaMech which we can spread to the planets of our UNSC? A Mech with hands that can do assorted stuff based on the available equipment and all. Not sure if it'll retain a standard 120 rating Fusion Engine in the future for cheapness once we have access to standard Fusion Engines but it is something.

A Trooper is more of a 'tank'. Technically the Marauder comparison has the latter having a Sniper Role due to the PPC and AC/5 it has. The Guhslinger is more like a Thunderbolt? Hm. The reason it's at 75 tons is because we're using Primitive Stuff. If we had Standard Fusion Engine and stuff (cockpit and what not) then we could opt for a smaller tonnage heavy Mech or even focus entirely on Medium Cavalry Mechs. @_@;

EDIT: In simpler personal terms (of my own):
Light Mechs - Scouts (6-8 MP) or Fire Support (usually the 4 MP due to carrying heavier weaponry for slower speed).
Medium Mech - the average Mechs, aka there's definitely a Mech here that fits a certain criteria. Calvary Mechs. Special Mention to the Phoenix Hawk as a Scout Leader and the Scorpion Quad Mech for being a 'beginner' Sniper Mech.
Heavy Mechs - same as above but you'll see more troopers here and heavier fire supports. There are some odd jobs like Heavy Calvary in the form of the Dragon (love the PPC variant and I always prefer the scoot and shoot), Quickdraw.
Assault Troops - you want them spearheading the charge against a city or at the tip of the first clash with another Mech Force due to carrying the most armor and weaponry. Probe to being outmaneuvered though shouldn't be an issue with a combined arms approach or just give them JJs if they're 80 to 85 tons. Giving JJs to 90+ ton Mechs is mostly a waste of space despite the Highlander being a thing ...
 
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@HeroCooky Now for the question that I should have asked prior, but does our Mech Shield.Mechanic follow the same one in the wiki that once we shield it in front of us, the corresponding arm and torso weapons (if right shield then the whole right arm and right torso weapons) can't be fired at all or it doesn't matter too much narratively?
Your shield allows you to still use weapons on the torso, but not on the arm, if installed in a hand.
 
Your shield allows you to still use weapons on the torso, but not on the arm, if installed in a hand.
Iiinteresting. Thanks! Does that mean the Shields installed in the hand can be treated with the Jettison-Capable Quirk?

EDIT: ...also, I checked the Maximum Range thingy in the ASF since I recently recalled that's their thing and, well, for a refresher for our Coilguns:

Light Coilgun - Medium Range
Medium Coilgun - Long Range
Heavy Coilgun - Extreme Range

...okay, now let's see what the ASF Weapons have with those... ranges. Oh. I'll use an Energy and Ballistic Weapon for reference...

Large Laser or PPC and AC/5 or AC/10 - Medium Range
ER Large Laser or ER PPC and AC/2 or Gauss Rifle - Long Range
There are no Energy Weapons at Extreme Range, there the Extreme Ballistic Range weapons that are from the Inner Sphere (hence no Clan stuff) are also NONE.

...yeaaaah, I think just a -single- Heavy Coilgun will ruin somebody's day, and I'd rather not deploy these things for our Mercenary (Spy) Command for fear that this might looked unkindly at (nevermind we don't have Enigmatic Construction yet which I should have voted for even if the result will be a coin toss)... Should I mention that Extreme Range is almost synonymous to WARSHIP weaponries? And that a single Heavy Coilgun deals a regular standard damage of 25... which translates to 2.5 (likely rounded down to 2? I dunno how decimal works in SPACE BATTLES) Capital Damage (and that a crit will likely happen thanks to dealing Internal Damage too...)? Like, say, equip it to our JumpShip as defensive weapons... :V ( <--- this is a bad idea, please don't)

...speaking of the JumpShip, what JumpShip did we find again and what weapons (if any) are installed in it? :V?
 
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Does that mean the Shields installed in the hand can be treated with the Jettison-Capable Quirk?
Yeah, everyone else is already doing so after all. :V
DiscordOxymoron said:
...yeaaaah, I think just a -single- Heavy Coilgun will ruin somebody's day
As a 12-ton artillery piece fed by a fusion reactor ought to!
DiscordOxymoron said:
...speaking of the JumpShip, what JumpShip did we find again and what weapons (if any) are installed in it? :V?
The one with 4 docking collars and no guns, but with all the phones.
 
Vote closed New
Scheduled vote count started by HeroCooky on Feb 2, 2025 at 3:57 PM, finished with 65 posts and 13 votes.
 
[X] Thor M1a

Extreme range, one hell of a wallop AND it's tankier than Tienanmen Square!

The extreme range bit is quite important, as it means not only will it deal unholy amounts of damage, if that description is accurate it will outrange all Inner Sphere weapons but artillery support and maybe the AC/2.
 
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