Voting is open
Added Stealth Coating, MMI Cockpit/Gyro, EW/C(C)M Suite, and the takeable Quirk [Low Emission Priority] to your Design Section.


@KleverKil'Vanya and @SCPAIC, please look over your Mechs (Thor and Trooper) again and re-submit them. You have freed-up weight and new modules to look over.

Edit: Changed Low Emission Priority somewhat.
 
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Added Stealth Coating, MMI Cockpit/Gyro, EW/C(C)M Suite, and the takeable Quirk [Low Emission Priority] to your Design Section.
How does the new Quirk interact with the Jettison-Capable Quirk's weight saving for weapons?

Dear Lord, that MMI Cockpit and Gyro is just chef's kiss.

Although:

-EW/C(C)M Suite - 2 Tons, 4 Criticals, adds +1 to Hit at all ranges. Adds -1 to Hit enemies at all ranges.

If I'm reading this correctly, adds +1 to hit to at all ranges (to enemies attack this unit). Adds -1 to hit enemies at all ranges (by this unit)?

-Stealth Coating - 0.5 Tons per 10 (rounded up) Tons of the Vehicle/Mech required. Adds +1/2 to Hit for Medium and Long Range (for enemies?). Generates 5 Heat. This bonus is lost once 50% of the Armor is gone.

Same with this I guess? Huh, we can actually make Spec-Op Mechs, so that's nice? Something to yeet at a Sigar IV or similar colonies with hostile(?) polities. Hm.
 
If I'm reading this correctly, adds +1 to hit to at all ranges (to enemies attack this unit). Adds -1 to hit enemies at all ranges (by this unit)?

-Stealth Coating - 0.5 Tons per 10 (rounded up) Tons of the Vehicle/Mech required. Adds +1/2 to Hit for Medium and Long Range (for enemies?). Generates 5 Heat. This bonus is lost once 50% of the Armor is gone.

Same with this I guess? Huh, we can actually make Spec-Op Mechs, so that's nice? Something to yeet at a Sigar IV or similar colonies with hostile(?) polities. Hm.
Yep. Did I mess up what +/- means again? I always do...-.-'
 
There we go, wasn't sure about the engines, but i did add Stealth Coating to every "variant". let me know if there is something wrong with any of the mechs

trooper TRP-M1SM2S1-v2
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 Heavy Machine Gun Array
2 MML 3
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: E/X-X-X-F
Cost: 1,817,790 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 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.

Type: trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 642



Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
MMI Gyro:
0.5​
MMI Cockpit:
2​
Armor Factor (Heavy Industrial): 105
7​
Armor factor (Stealth Coating) 0
1.5​



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
MML 3
LL​
2​
1.5​
Heat Sink
CT​
1​
1​
Heavy Machine Gun Array
CT​
1​
0.5​
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​
3​
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​
MML 3
RL​
2​
1.5​
Heavy Machine Gun Array
HD​
1​
0.5​
Shield
RA​
3​
2​

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

Trooper TRP-MC1SM2S1-v2
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 MML 3
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: E/X-X-X-E
Cost: 1,748,240 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 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.

Type: Trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 644


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
MMI Gyro:
0.5​
MMI Cockpit:
2​
Armor Factor (Heavy Industrial): 105
7​
Armor Factor (Stealth Coating
1.5​


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
MML 3
LL​
2​
1.5​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
CASE
RT​
1​
0.5​
Medium Coilgun ammo (75)
RT​
2​
2​
Medium Coilgun
LA​
4​
4.5​
2 Heat Sink
LT​
2​
2​
MML 3
RL​
2​
1.5​
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-v2
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 Nail/Rivet Gun
2 MML 3
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: 1,564,940 C-bills

Type: Trooper
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 528



Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
0.5​
Cockpit:
2​
Armor Factor (Heavy Industrial): 105
7​
Armor Factor (Stealth Coating)
1.5​



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
MML 3
LL​
2​
1.5​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
Bridge Layer
RT​
2​
1​
Cargo (0.5 tons)
RT​
1​
0.5​
Backhoe
LA​
6​
5​
2 Heat Sink
LT​
2​
2​
Lift Hoist/Arresting Hoist
LT​
3​
3​
2 Cargo (0.5 tons)
LT​
4​
1​
MML 3
RL​
2​
1.5​
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-v2
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 MML 3
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: 1,715,740 C-bills

Overview
engineer loadout-2

Type: Trooper
Technology Base: Inner Sphere (Advanced)
Tonnage: 30
Battle Value: 586



Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
0.5​
Cockpit:
2​
Armor Factor (Heavy Industrial): 105
7​
Armor Factor (stealth coating)
1.5​



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
MML 3
LL​
2​
1.5​
Heat Sink
CT​
1​
1​
4 Heat Sink
RT​
4​
4​
Vehicular Mine Dispenser
RT​
1​
0.5​
2 Cargo (0.5 tons)
RT​
4​
1​
Salvage Arm
LA​
2​
3​
2 Heat Sink
LT​
2​
2​
Remote Sensors/Dispenser
LT​
1​
0.5​
2 Paramedic Equipment
LT​
2​
0.5​
2 Cargo (0.5 tons)
LT​
4​
1​
MML 3
RL​
2​
1.5​
Searchlight
HD​
1​
0.5​
Shield
RA​
3​
2​
Spot Welder
RA​
1​
2​

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

Edit: don't know why but I can't shake the idea of our mercs hiding just under the dirt before springing up like the laser troopers from red alert 3

Edit2: Created a new variant for the Trooper.
trooper TRP-SC1S5-CMD-v1
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 MML 3
1 Small CoilGun
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: E/X-X-X-D
Cost: 1,876,940 C-bills

Overview
this variant" is equipped with an EC(C)M able to help it's lance mates avoid fire.

Capabilities
able to switch between load-outs the Trooper can fit any mission type.

Type: trooper
Technology Base: Inner Sphere (Unofficial)
Tonnage: 30
Battle Value: 615


Equipment Mass
Internal Structure
3​
Engine
90 Fusion​
3​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
0.5​
Cockpit:
2​
Armor Factor (Heavy Industrial): 105
7​
Armor Factor (Stealth Coating): 1.5


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
MML 3
LL​
2​
1.5​
Heat Sink
CT​
1​
1​
3 Heat Sink
RT​
3​
3​
Small CoilGun Ammo (100)
RT​
2​
2​
3 Heat Sink
LT​
3​
3​
EC(C)M
LT​
4​
2​
MML 3
RL​
2​
1.5​
Small CoilGun
RA​
2​
1.5​
Shield (5tons) LA 5 4.5

Features the following design quirks: Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
Edit3: fixed the -CMD
Edit4: fixed typos
 
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Okay so i made passager ship it's basically a train, a fixed infrastructure that goes on a pre determined route and definitely no armaments like a a real train and i based this on the mammoth.
StarTrain class passager ship
UNSC Spheroid DropShip

Original: Battletech - Mech Factory

Source: My Own Custom
Type/Model: StarTrain class passager ship
Tech: UNSC / ????
Vessel type: Spheroid DropShip
Rules: ??????

Mass: 52000 tons
Safe Thrust: 5 (1)
Maximum Thrust: 8 (2)
Armor Type: 50.0t Standard
Armament:
Overview: The UNSC needed the infrastructure to make the movement of a great number of people possible to foster unity bolster the economy and to help the spread ideas and they succeed the StarTrain is a marvel of UNSC engineering, automated Quarters designed to be both comfortable more comfortable than the inner sphere officer quarters and much with the help of the gravity plates and UNSC superior automation, it also have 18 thousand tons for both cargo space and additional amenities, and with the help of gravity drives are much faster then people expect and capacle of landing and taking off from planets.

----------------------------------------------------------------
Type/Model: StarTrain class passager ship
Mass: 52000 tons

Equipment: Mass
Engine: 0 Fusion Engine 3380.00
Power Plant, Drive & Control: 3380.00
Structural Integrity:20 2080.00
Safe Thrust: 5 (1)
Maximum Thrust: 8 (2)
Heat Sinks: 151 Single 0.00
Armor (Standard): 480 pts Standard 50.00

Standard Armor
Front: 152
Left/Right Side: 120/120
Rear: 88

Bridge, Controls, Radar, Computer & Attitude Thrusters 390.00
Fuel & Fuel Pumps(13000.0 Points) 1326.00
Cargo Bays:
Bay 1:Small Craft Bay with 1 doors 1000.00
Bay 2:Cargo Bay (Standard) with 8 doors 18174.00
Crew:
5000 Steerage Passengers 25000.00
25 Bay Personnel 0.00
24 Crew (12 minimum) 168.00
8 Officers (4 minimum) 80.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Ammo Mass
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
Totals 0
Features the following design quirks: Accurate Weapons, Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), gravity drives, gravity plates, ECM+ECCM Modules
Calculated Factors
Total Cost: 2,633,195 C-Bill
Battle Value (BV1):550
Battle Value (BV2):566

Also @HeroCooky does our infantry bay have the same life support need of 200 days of supplies for a single person per 1 ton? because im trying to make our troop transport and supplies are definitely the bottle neck. And it will be fun to just drown our enemies in numbers amd logistics.
 
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No. 5 people per Ton.
I'm assuming this is either courtesy of building up the Furina, the Gravity Plates, or just both.

...it might not sound much, but this all stacks up into a giant snowball in eventuality. :V

I need to tinker about with the new changes concerning the MMI stuff to the Laser Boat Prototype, so probably will do that once I get back from work later...
 
No. 5 people per Ton.
Ok then here's my dropship what do you think? @HeroCooky.
Its an armored fist used for quick deployment and as a reaction force and to soften up fortifications with ortillery, spinal lasers, and coilguns.

Its also pretty protected with 30 Flak cannons, armour plus the ECM/ECCM modules.
have the capacity for 1400 powered armour soldiers with its drone compliment and 100 heavy vehicles (the battlemech bay is too heavy and our mech is still too unreliable) and with over 10k tons of cargo space for food and cargo with spare parts stored separately so if the journey only needed 30 days we can have 2718 tons of supplies and additional war materials like more tanks, artillery, ect or if its 100 days 9039 tons with roughly 1.5k tons for something else
Lance class Assault Troop transport
UNSC Aerodyne DropShip

Original: Battletech - Mech Factory

Source: My Own Custom
Type/Model: Spear class Assault Troop transport
Tech: UNSC / ????
Vessel type: Aerodyne DropShip
Rules: Level 3, Advanced design

Mass: 35000 tons
Safe Thrust: 5 (1)
Maximum Thrust: 8 (2)
Armor Type: 225.0t Standard
Armament:
24 Missile Tubes
20 Heavy Coilgun
2 Spinal lasers
30 Flak cannon


----------------------------------------------------------------
Type/Model: Spear class Assault Troop transport
Mass: 35000 tons

Equipment: Mass
Engine: 0 Fusion Engine 2275.00
Power Plant, Drive & Control: 2275.00
Structural Integrity:50 8750.00
Safe Thrust: 1
Maximum Thrust: 2
Heat Sinks: 300 Single 187.00
Armor (Standard): 1550 pts Standard 225.00

Standard Armor
Front: 497
Left/Right Side: 387/387
Rear: 279

Bridge, Controls, Radar, Computer & Attitude Thrusters 263.00
Food & Water(0.0 days supply)

Spare Parts(0.0 percent)

Fuel & Fuel Pumps(20000.0 Points) 1020.00
Cargo Bays:
Bay 1:Foot Infantry Bay (28 troopers) with 2 doors 250.00
Bay 2:Heavy Vehicle (0-100t) Bay with 2 doors 5000.00
Bay 3:Cargo Bay (Standard) with 2 doors 3000.00
Bay 4:Cargo Bay (Standard) with 2 doors 7544.00
Crew:
1800 Bay Personnel 0.00
18 Crew (5 minimum) 126.00
40 Gunners (20 minimum) 280.00
20 Officers (10 minimum) 200.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Ammo Mass
-----------------------------------------------------------------------------
2 Spinal laser Nose 11(110)11(110)11(110) 11(110) 170 1000.00
5 Flak cannon Nose ?(?) ?(?) ?(?) ?(?) ?? 250.00
4 Missile tubes Nose 40(400) 40(400) 40(400) 40(400) 300 400.00
5 Flak cannon L/RW ?(?) ?(?) ?(?) ?(?) ?? 500.00
4 Heavy coilgun L/RW 10(100) 10(100) 10(100) 10(100) 4 160 112.00
4 Missile tubes L/RW 40(400) 40(400) 40(400) 40(400) 600 800.00
5 Flak cannon L/RW(A) ?(?) ?(?) ?(?) ?(?) ?? 500.00
4 Heavy coilgun L/RW(A) 10(100) 10(100) 10(100) 10(100) 4 160 112.00
112.00
4 Missile tubes L/RW(A)40(400) 40(400) 40(400) 40(400) 600 800.00
5 Flak cannon Aft ?(?) ?(?) ?(?) ?(?) ?? 500.00
4 Heavy coilgun Aft 10(100) 10(100) 10(100) 10(100) 4 160 56.00
4 Missile tubes Aft 40(400) 40(400) 40(400) 40(400) 300 400.00
-----------------------------------------------------------------------------
Totals 5180.00
Features the following design quirks: Accurate Weapons, Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), gravity drives, gravity plates, ECM+ECCM Modules
Calculated Factors
Total Cost: ????? C-Bill
Battle Value (BV1): ????
Battle Value (BV2): ????
Also i want to ask is the update near or do we have to wait a bit more because i can't wait to see the the hijinks of Clan Big Iron and the suffering of Luise
 
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35k Ton Dropship, which is almost twice as heavy as a Colossus. But slower with only a Safe Thrust of 1 and Max Thrust of 2.

I'm not sure how many days are 20k Fuel Points since I'm at work right now.

Not really adept in DropShip and Warship designs, so I don't really have much comment whether it's good or not, other than having it to compare with the Colossus or Overlord and similar.

Similar once we get to JumpShip creation, I don't wanna touch that whilst at work since the numbers are too big for mental mathing.

I guess at the end of the day, the question is how expensive are these? Since I guess we can pretty much guess the role of it...

...Not sure if there's a synonym to flak weapons in MML. The one thing I'd be worried about is this being nuked to kingdom come by certain toasters. :X
 
35k Ton Dropship, which is almost twice as heavy as a Colossus. But slower with only a Safe Thrust of 1 and Max Thrust of 2.

I'm not sure how many days are 20k Fuel Points since I'm at work right now.

Not really adept in DropShip and Warship designs, so I don't really have much comment whether it's good or not, other than having it to compare with the Colossus or Overlord and similar.

Similar once we get to JumpShip creation, I don't wanna touch that whilst at work since the numbers are too big for mental mathing.

I guess at the end of the day, the question is how expensive are these? Since I guess we can pretty much guess the role of it...

...Not sure if there's a synonym to flak weapons in MML. The one thing I'd be worried about is this being nuked to kingdom come by certain toasters. :X
30 flaks are probably enough to stop almost all but the biggest massed missile attack with our own doctrine literally using it and the flak gun is our counter measure and we have gravity drives that add an additional 4 points of thrust so its not slow at all.

But reflecting on it more do you think its easier to have a separate supply ship and we only carry 30-50 days of supplies? or is it easier to have the cargo be carried by the ship? Because reflecting on it more i dont know if this ship is optimal or not.
 
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30 flaks are probably enough to stop almost all but the biggest massed missile attack with our own doctrine literally using it and the flak gun is our counter measure and we have gravity drives that add an additional 4 points of thrust so its not slow at all.

But reflecting on it more do you think its easier to have a separate supply ship and we only carry 30-50 days of supplies? or is it easier to have the cargo be carried by the ship? Because reflecting on it more i dont know if this ship is optimal or not.
Huh, so Gravity Drives increases it by four huh?

Not sure on the flaks though. I did Google AMS vs. Capital Missiles and the number flew over my head at the moment.

Not sure about optimum... It really depends on what you want this as. Is it a regular Dropship or a pocket warship? Yada-yada. Not sure on 30 days of supplies though... Might want to consider putting up hydroponics and a small capability of manufacturing on board but that's just me since I'm not sure on DropShip making stuff. :X
 
Huh, so Gravity Drives increases it by four huh?
Yeah and also i be honest also for this reason. battletech engine is beyond inefficient like the M1A2 abrams engine is 1.1 tons and can go 67km/h the equivalent engine for battletech and to match the abrams speed and weight is more than 30 tons and i have no words to express the sheer infuriating inefficiency of that so i yeah with 22nd century tech our engines is hopefully more efficient than that abomination.

Not sure on the flaks though. I did Google AMS vs. Capital Missiles and the number flew over my head at the moment.
Well the flaks is 50 tons and designed to fight a swarm hundreds to thousands of 1 ton missile that does 10 capital damage so they definitely need the accuracy of YES. so yeah to attack us they need to expend A Lot of aerospace fighter and capital missiles.

Not sure about optimum... It really depends on what you want this as. Is it a regular Dropship or a pocket warship? Yada-yada. Not sure on 30 days of supplies though... Might want to consider putting up hydroponics and a small capability of manufacturing on board but that's just me since I'm not sure on DropShip making stuff. :X
Definitely a full blown warship with the ranges and damage our weapon operate in, and also good suggestions maybe adding a small workshop for additional repairs? Or do we just use a dedicated manifacturing ship eh something to consider.
 
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Definitely a full blown warship with the ranges and damage our weapon operate in, and also good suggestions maybe adding a small workshop for additional repairs? Or do we just use a dedicated manifacturing ship eh something to consider.
What's the good reason for that? Nevermind the logistics. There's a reason warships are extinct in this era. Making a warship regardless of size...

nervous chuckle

Are you aiming for all the Inner Sphere to be our enemy?
 
What's the good reason for that? Nevermind the logistics. There's a reason warships are extinct in this era. Making a warship regardless of size...

nervous chuckle

Are you aiming for all the Inner Sphere to be our enemy?
We already have a ship bigger than anything battletech ever built even the space stations with various out of context tech like weaponary, coding, and computers far better than anything the star league ever built, warp drives, genuine artificial gravity, a power armours, dumb AI far better than any caspars thats not even mentioning the AGI, drones and many other things.

Thats not to mention our parasite craft the Tax'et is a warship in all but name and a KF drive, capable of fighting a much much heavier inner sphere warship and won and we have 4 of them.
So yeah literally everyone will want a piece of us, mass producing our mini super warships is very necessary for our survival.

@HeroCooky do we have The stasis tube or its equivalent and how heavy it is because its advantages are enormous from eliminating the need of supply, bringing more people for transport be it troops or passagers, to reduce casualties, ect
 
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I'm not sure how many days are 20k Fuel Points since I'm at work right now.
based on mega meklabs it is 543days at both safe and max thrust, mind you i only copied thrust and tonnage. so it might be wrong.

Edit: space station
Law Enforcement Station LES-SC12
Mass: 2,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 2,000
Battle Value: 960
Tech Rating/Availability: D/X-X-X-C
Cost: 12,799,530 C-bills

Fuel: 1,026.5 tons (10,265)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 51
Structural Integrity: 1

Armor
Nose:
12
Fore Sides: 10/10
Aft Sides: 8/8
Aft: 5

Cargo


Bay 1: Small Craft (1) 1 Door
Bay 2: Cargo (180.0 tons) 1 Door
Bay 3: Cargo (Livestock/holding cell) (5.81 tons) 1 Door

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 0
Life Boats: 9
Crew: 8 officers, 38 enlisted/non-rated, 2 gunners, 5 bay personnel

Ammunition: 300 rounds of Small CoilGun ammunition (6 tons)

Notes: Mounts 66.5 tons of standard aerospace armor.


Weapons:​
Capital Attack Values (Standard)
Arc (Heat)​
Heat SRV MRV LRV ERV Class
Nose (0 Heat)
2 Small CoilGun, Small CoilGun Ammo (50 shots)
0​
1(10)​
1(10)​
0(0)​
0(0)​
Misc
FRS/FLS (0 Heat)
2 Small CoilGun, Small CoilGun Ammo (50 shots)
0​
1(10)​
1(10)​
0(0)​
0(0)​
Misc
ARS/ALS (0 Heat)
2 Small CoilGun, Small CoilGun Ammo (50 shots)
0​
1(10)​
1(10)​
0(0)​
0(0)​
Misc
Aft (0 Heat)
2 Small CoilGun, Small CoilGun Ammo (50 shots)
0​
1(10)​
1(10)​
0(0)​
0(0)​
Misc

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Difficult to Maintain, Prototype
 
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Also i want to ask is the update near or do we have to wait a bit more because i can't wait to see the the hijinks of Clan Big Iron and the suffering of Luise
Not today. Today is "Update Main Quest Numbers" Day. Maybe Wednesday/Friday.
@HeroCooky do we have The stasis tube or its equivalent and how heavy it is because its advantages are enormous from eliminating the need of supply, bringing more people for transport be it troops or passagers, to reduce casualties, ect
No, that shit is straight-up magic as far as your doctors and scientists are concerned. Cryogenic freezing is a pipedream for you that went nowhere.
 
No, that shit is straight-up magic as far as your doctors and scientists are concerned. Cryogenic freezing is a pipedream for you that went nowhere
Whelp when or if we opened diplomatic contact we should probably buy 1 from canopus or if we really lucky clan big iron will bring us home an example or at least some information on how to do it.

Also @HeroCooky how light is our Autonomous systems compared to the Caspar's 100? 500? 1000? With even our dumb AI being a lot smarter than the most advanced battletech AI and our computing and coding much much better it must be much lighter right?
I'm trying to make the Autonomous versions of our mini super warships we will make the SDS system looked like a hastily build children's toy and the caspar loooked like a brick when we done.
As for construction, yours is Real Life Construction but with Artificial Gravity Plates enabling some shenanigans.
So is it it like lt like the structure is 10% and armour is 90% and its in 1 to 1 ratio so 10 tons of structure is 1 ton of dedicated structure and 9 tons of armour not the 1% it have for structure and whatever percent for armour so if we had 10000 tons of structure we had 1000 points of structure and 9000 tons worth of points in armour? But it but cannot go below 5% mass or 25 structure points or do you have the ratio in mind like change it to 10% or 50 structure points or change the ratio to 20% structure and 80% armour? or maybe a different system entirely?

For space stations can we mount as much armour as we want? Like a million ton station half of it just structure and armour?

Also can we make a better version of lithium fusion battery? we already have battery powered tanks it's not that hard to scale it up right maybe the weight is only 0.1% or maybe a fixed amount? And we definitely have a quicker recharging time than several days and probably can use the fusion reactor to directly charge the battery. I want SPEED, cutting the KF jump time even by half will be godsend to our logistics and that not mentioning if the batteries it light enough we can have multiple of them, two days of cool-down time while multiple batteries are charging and then immediately jumping is beyond insane for the inner sphere.


Edit: I made a lot of designs today and don't know what to think about it


Ok here's downgraded designs of my melee mech that can be built with our current tech.
MK1 Rattenkönig
???? UNSC Quad Light

Original: Battletech - Mech Factory

Source: My Own Custom /
Type/Model: MK1 Rattenkönig
Tech: UNSC / ????
Config: Quad BattleMech
Rules: Level 4, Experimental design

Mass: 35 tons
Chassis: (IS)
Power Plant: 245 Fusion
Walking Speed: 75.6 km/h
Running Speed: 118.8 km/h
Armor Type: (IS) Standard
Armament:
Manufacturer: ????
Location: ????
Communications System: ????
Targeting and Tracking System: ????


---------------------------------------------------------
Type/Model: MK1 Rattenkönig
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 62 pts Standard 0 3.50
Engine: 245 Fusion 6 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 Single 1 0.00
(Heat Sink Loc.: 1 CT)
Gyro: 4 0.50
Cockpit, Life Supt., Sensors: 5 2.00
N/A 0 0.00
Armor Factor: 127 Standard 0 8.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 17
Center Torso (Rear): 5
L/R Side Torso: 8 13/13
L/R Side Torso (Rear): 3/3
L/R Front Leg: 8 16/16
L/R Rear Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
---------------------------------------------------------
---------------------------------------------------------
TOTALS: 0
Crits and Tons Left: 34 9.00

Calculated Factors
Total Cost: ?????C-Bill
Battle Value (BV1):????
Battle Value (BV2):????
-Low Emission Priority - Adds -2 to Hit (You), adds 0.5 Tons to all Weapons/Equipment.

I take this quirk and if the tail was 3 tons i will sacrifice a tail, if its less like 2 tons well more tail for us. to make this make even harder to hit and if we finally invented Light fusion add the ECM/ECCM and the stealth coating so we will be almost impossible to hit and if we reverse engineer or invented the equivalent of clan XL fusion we add even more tails and if we can use patchwork armour rules add hardened armour for the head and the rest use Ferro-fiborous.


And here's the Mini drone warship i promised.
Hoplite class Droneship
???? UNSC Spheroid DropShip

Original: Battletech - Mech Factory

Source: My Own Custom
Type/Model: Hoplite class Droneship
Tech: UNSC / ????
Vessel type: Spheroid DropShip
Rules: Level 3, Advanced design

Mass: 50000 tons
Safe Thrust: 7 (3)
Maximum Thrust: 11 (5)
Armor Type: 396.0t Standard
Armament:
3 Spinal Lasers
20 Missile Tubes
100 Flak Cannons


----------------------------------------------------------------
Type/Model: Hoplite class Droneship
Mass: 50000 tons

Equipment: Mass
Engine: 0 Fusion Engine 9750.00
Power Plant, Drive & Control: 9750.00
Structural Integrity:110 11000.00
Safe Thrust: 7
Maximum Thrust: 11
Heat Sinks: 500 Single 243.00
Armor (Standard): 4400 pts Standard 396.00

Standard Armor
Front: 1400
Left/Right Side: 1100/1100
Rear: 800

UNSC Dumb AI controlled units, Controls, Radar, Computer & Attitude Thrusters (????)
Fuel & Fuel Pumps(15000.0 Points) 1530.00
Cargo Bays:
Bay 1:Cargo Bay (Standard) with 1 doors 1446.00
Crew:
?? Automation and Maintenance (?? minimum) ????

Weapons and Equipment Loc SRV MRV LRV ERV Heat Ammo Mass
-----------------------------------------------------------------------------
3 Spinal Laser Nose 16.5(165)16.5(165)16.5(165) 16.5(165) 255 1500
10 missile tubes FL/R 100(1000) 100(1000) 1(1000) 100(1000) 0 1000 1250.00
20 Flak cannon FL/R ?(??)?(??)?(??) ?(??) ??? 2000.00
10 missile tubes AL/R 100(1000) 100(1000) 1(1000) 100(1000) 0 1000 1250.00
20 Flak cannon AL/R ?(??)?(??)?(??) ?(??) ??? 2000.00
20 Flak cannon AFT ?(??)?(??)?(??) ?(??) ??? 1000.00
-----------------------------------------------------------------------------
Totals ???? 9000.00

Calculated Factors
Total Cost: ???????C-Bill
Battle Value (BV1):?????
Battle Value (BV2):?????
Ok so more weapons and probably a much smarter AI but i left it blank because i dont know the tonnage of UNSC Automation.


Ok thinking about it more if we had enough jumpships why not treat our jumpship like a train or ship, the journey is instant only the recharging that takes time, we can have a dedicated massive port station like billions of tons massive basically a port city, as and on the first leg of the journey we use a passager ship, small craft's, or something that could be used as an inter system transport then the craft was docked to the space station waiting for a ship that was scheduled to jump that's still have space or just go to the jump booked in advanced. When finished just hop in the station then go to the passager ship taking you to your destination on the system.
Ok here's my proof of concept what do you think? I used Jump infantry as a base for the passager bay.
Star Train class Passager ship
UNSC Spheroid DropShip

Original: Battletech - Mech Factory

Source: My Own Custom
Type/Model: Star Train class Passager ship
Tech: Inner UNSC / ????
Vessel type: Spheroid DropShip
Rules: Level 3, Advanced design

Mass: 52000 tons
Safe Thrust: 1
Maximum Thrust: 2
Armor Type: 50.0t Standard
Armament:


----------------------------------------------------------------
Type/Model: Star Train class Passager ship
Mass: 52000 tons

Equipment: Mass
Engine: 0 Fusion Engine 3380.00
Power Plant, Drive & Control: 3380.00
Structural Integrity:20 2080.00
Safe Thrust: 1
Maximum Thrust: 2
Heat Sinks: 151 Single 0.00
Armor (Standard): 480 pts Standard 50.00

Standard Armor
Front: 152
Left/Right Side: 120/120
Rear: 88

Bridge, Controls, Radar, Computer & Attitude Thrusters 390.00
Food & Water(1.0 days supply) 6300.25
Fuel & Fuel Pumps(5000.0 Points) 520.00
Cargo Bays:
Bay 1: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 2: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 3: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 4: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 5: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 6: passager Bay (21 Passagers) with 1 doors 6000.00
Bay 7: Cargo Bay (Standard) with 1 doors 3031.00
Crew:
24 Crew (12 minimum) 168.00
8 Officers (3 minimum) 80.00
126000 Bay Personnel 0.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Ammo Mass
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
Totals 0

Calculated Factors
Total Cost: 1,360,525,600 C-Bill
Battle Value (BV1):2285
Battle Value (BV2):1240
126000 people per jump is beyond insane but its like an airplane where after a jump it was instantly checked and i read that civilian jumpships can jump 5000 metres of their target that is an insane precision considering the multiple lightyear distance so no worries of taking days to reach the station.
 
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Once again I feel like I need point out that it should at least have some weapons on it even if it just 2 small coilguns.
To have guns in the Star Train is literally redundant, on this we jumped next to a port station, a station that was guarded by the drone i made, and its own defences, and what even is the point of of having guns? To fight of pirates? A dedicated warship can do a better job than that.

On my previous passager ship i understand about not having guns but on this one it is literally designed to not to see any combat it is a civilian ship that only operates in our territory. Its like a cruise ship or cargo ships, in real life they didn't bring any guns at all

Also what do you think of my other designs?

And @HeroCooky is my questions okay or is it too much?
 
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the Rattenkönig:
it is a solid mech, might want to add stealth coating and EC(C)M to it, a decrease in speed should cover it. otherwise it's good.

the Hoplite:
might want to move some flakguns either from the rear or aft to the nose having full flak cover is very nice. I also mathed and found that it has enough fuel to travel at 1G for MORE THAN TWO YEARS, it can also, at max thrust, fly for about three months, it doesn't need that much fuel. other than that it's fine.

the Startrain
apart from the no weapons thing, there is the fact that it has enough fuel to fly 271 days. other than that it works for what it's supposed to do, really all you're lacking is the accompanying station.
 
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