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    Your current state of affairs...

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    LegendaryExGamer
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    Your current state of affairs...

    Post  LegendaryExGamer on February 2nd 2011, 05:58

    Here's the rundown for the next game:

    We're accelerating immediately to the end of the contract-
    You guys looked for another contract and there are several options, however, the openings for them are a bit down the road (Jerrod's Story cleanup/Jack Ryan's In For Life Mission). So you can look forward to settling your deamons, Jerrod, once and for all.

    The current story is the following:

    Chaos Legion

    The Fed Com trials go a bit differently. You have your cadets in the field as well, the Militia mechs. They perform as well as can be expected for such a short time acclimating. One of the pilots, trying to show off, jumps near a Fed Com tank, and looses it on the ice. Wiping out and slamming into the tank. All crew members are injured, and the tank and the mech are immediately removed from the trials.

    The rest of the battle goes more or less the same, however, you inflict considerably more damage on their forces than they were expecting. Martin McKenzie, your newwest Legion recruit preforms very well. Outstripping the performance of the Militia. He was piloting the Marco (which is actually a real battlemech, stripped down) refitted with guns, and performs admirably.

    Aside from the piloting blunder, the battle almost ends in a draw. One infantry man barely, makes it into the garrison, ending the simulation.

    With newfound respect for the Militia and its Trainers, the Fed Com unit congratulates all of you on a job well done.

    Dropship:
    Jameson Riley - Ex-Prospector, Asteroid Miner. Still the capitan of the Manatee. Nothing new here.

    Wanda Goodrich - Dies of drug overdose during the Fed Com trials

    Gregory McCormick - Covers for Wanda but is also her buyer/dealer. Investigation by Hanz reveals his involvement as drug supplier to Wanda. He is turned over to local authorities.

    Thomas Blackburn - Old dropship crewman comes out of retirement, after the posting for a replacement is filed. He has many years experience and is tired of freezing his ass off on this ice ball. He is 59 yearrs old,
    drinks occasionally and has some regrets about when the last dropship he was on, in the foruth succession war, was holed. He lost his wife and son.

    Niles Tully - Young kid who wants to see the stars. Orphan, security caught him attempting to sneak on the Manatee, Blackburn takes him in like a son and begins teaching him the trade.

    Technical Staff:
    Collin Mcdonald - Head technician, his skillset may have been underestimated. With the full set of blueprints that Jack Ryan provides him to pour over, and Jack's knowledge of conversion equipment, he successfully repair's Jack's Phoenix Hawk LAM which came in on a shipment having been recovered by Jack's contacts in the Federated Commonwealth. In the days ahead, it provides a level of air superiority and support for James McKenna's Lance that has not been seen in decades. Collin is on the edge of becoming an Elite Technician.

    Roger Haseem - Jack was working late one night, as he always does, stepped out for a smoke and noticed Roger leaving the base. He followed him, watched him meet with Corporate personnel and now Roger has become the
    goto guy for feeding false/misleading information to the corporations. Jack still treats him the same, he will be dealt with eventually.

    Haja Hollem - Washes out of the unit, he simply couldn't handle the workload and his skillset was not up to par. He is cut loose by Jasmine White and replaced by a raw recriut.

    Keri Tobel - Replaces Haja Hollem, moving from raw recruit to green tech at the end of the contract.

    Ayumi Kotari - Jack and James collectively got together, met with Collin and then fired her. She was then followed by Ria and this led the party to uncover her Black dragon connections. This information, in coordination with the Jump Bomber, beagle equipped spy mods led them to locate the warehouse of mechs on world where it is believed the Black Dragon Syndicate is posing as "Pirates". THIS IS THE FIRST MISSION

    Wataru Good - Fast Learner but an Introvert. He covers for Ayumi when she heads out for operative duty. Promoted to full Regular Tech, he was taken under the wing of Cicial Cesco and together they broke the introvert trait.

    C.C. first (so you can write it off if you want to Elaine) and eventually Wataru, by contract end. However, he remains rather quiet and withdrawn. With some time he will eventually replace Roger as second tech.

    Anita Handel - She reaches green status after the third month of the contract, especially after the return of Collin.

    Administration:

    Phineus Walden - Ex-AFFS Infantry field medic. Shell-shocked and honorbaly discharged after the War of '39. later in the campeign pirates raided the base, and attempted to rape a woman in front of him. He broke composure, Killed the first man with his bare hands and beat the second rapist with the other until he realized their weapos were on the floor at his feet. At which point he executed both of them, and went on to salvage the defenses of the the garrison. While still suffering from some recurrent nightmares from the war of 39, he's finally on his way to recovery. He was cited as being a hero by the Legion and the Militia.

    Jasmine White - After taking over HR she is more empowered and in her own element. It appears that she was holding back
    on her resume. She saw potential in the unit and was waiting for someone to recognize her talents for what they were. Jack did, and she took full control of the HR operations of the unit.

    Sandy Marshall- Assistant HR specialist hired around the first month of the contract, she is easily regular status in the role and works well with Jasmine. She tends to be very provocative, and sexy in a very reserved and proper way. People in the unit had mistaken it for her being an easy target, they were wrong. She is well trained in self defense, even before legion training. Several broken noses attest to her skill.

    Collin "Mac" McCreedy - Learned how to read and learned about the law, eventually outstripping Jack Ryan's overall knowledge. He became a very effective leader and especially keen at spotting trouble before it occurs. Becomming the unit's primere
    training instructor for small arms, close quarters fighting and all things infantry and anti armor. He was eventually promoted to Lieutennant after the addition of three additional foot platoons. He picked up preliminary classes for mech warrior training at the academy right after the training contract ended. So, he has a full plate. Like a sponge, he picks things up fast (fast learner) and is resilient (toughness) and he picked up fitness with the unit training regimine(fit). He appointed, hand picked Non-comms from the original foot platoon to run each of the platoons in his absense. He also formed an elite group comprising of two squads (well, they are working on it). The first platoon formed is an entirely Military Police platoon, two squads of which are the best and brightest. Effectively pulling special operations for the unit, under the guidance of morals, and the Law.

    Mechwarriors:

    Jack Ryan - Takes a more logistical role. He is now working actively with the academy and oversees the training regimine. He teaches classes for battlemechs, aerospace combat, tactics and more. He is currently your quartermaster and is running the unit books as usual. All requests for hardware and upgrades go to his desk first. He still actively takes to the field in a support role. The players have called upon him, and the flexibility of his LAM on at least two occasions.

    Issac Grimm - Bloodmark (paid off, so write it off jacob if you havent already). Ends up doing commercials for the Acadmemy, to which flock not only the people of Bensinger, but also the populace of neighboring worlds. This event, in and of itself brings with it a flood of income to both the Academy and the Landhold. For some time to come, people will choose the Legion Training Program before the already estiblished Academy on Somerset. You pickup 20 to training, small arms, martial arts, running, acrobatics/freefall, survival (arctic). You pickup the Fit trait, and it bolsters you in your appearance once you are physically cut. Leveraging your identity, and giving you the Attractive trait. You are now a Buff, British rock star, and you look good.

    Hans Delmicthf - You get some serious hits on yoru contacts,as in they begin to dry up completely right around the time you think you are getting close to the "Mastermind" behind your troubles. Jack is aware of the situation and pooling his contacts with the remains of yours you two are able to get a loose bearing on your objective. It is a mission, not scantioned by the Federated Commonwealth. However, they need you to take it anyway. Its part of Jack's debt to them and will close the book on Hanz's issues with permanent flair (as in you're gonna kill the shit out of the problem in your background!). This mission will commence some time in the future after the group ties up all the loose ends on Bensinger and the surrounding locales. You gain 20 to investigation, stealth, Protocol Lyran, Small arms. You pickup the Fit trait from the unit regimine. Your contacts, effectively dry up completely (reduced to 0) and are replaced by Alternate Identity (which Jack helped you secure, with his Fed Com contacts). You will get your contacts back after you kill the shit out of your nemesis, and clear your name.

    Ria Smith - You are instrumental in gathering information quielty and discreetly. You get the closest to the Corporations, as you are very very sneaky. You are in, and out of at least three installations without a trace. You get caught on your fourth, most important raid. Breaking free, you kill your captors, and wipe the security footage and prints and then leave. The corps are definitely up to something, and they sent a message, off world to Solaris VII... PRIORITY, LIVE VIDEO, from the HPG (over a million C-Bills in cost) thats's all you know. At the end of the contract you get a message from your sister, Suzie, she says she's coming to visit... Soon. You pickup 20 points to stealth, martial arts, climbing, streetwise Lyran, and pickup Fit

    Cicial Cesco - Stacy is targeted for assassination, someone saw her as a staunch blockade to getting to the Governor politically or otehrwise. C.C. is with her when it happens, with your innate sixth sense you react before the assassin can even pull the trigger on his rifle, and pull her into cover. C.C. and Stacy are pinned down. Jack, Hanz and James are nearby and respond to the report of the rifle. they use small unit tactics, diversionary feints and manage to close in on the Gunman. Hanz gets off a clean shot, clips him. Jack hits him and James stuns him from behind. During interrogation he breaks one of his teeth, releasing a neurotoxin, which kills him instantly. Prior to the party discovering anything. In addition to Introvert being written off, you pickup 20 points in Acrobatics/Gymnastics, 20 points to small arms and Fit (200 point trait), you get Stacy as a Level 1 contact

    James McKenna - Jack named him the scout lance commander upon his arrival on world, when he joined up with the unit. Jack immediately started grooming him for something, teaching him how to train others (if you don't have it add training, if you do have it add 20 points). He worked with him on all manner of tactics during their engagements leading up to the end of the contract. James is named Field commander by contract end. (I know you have some but he covers Tactics Land, Space, Air and Infantry with you Add 20 Xp to each). 20 xp to leadership and Fit. Colonel Niles Crawford becomes a level 3 contact for you (same as it is for Jack)

    Martin McKenzie - A man on the run from the Black Dragon Syndicate. He became a budding mechwarrior and took Jack's old Ostscout into the field in his absense. Martin was "light years" ahead of the Militia trainees since he spent his evenings familiarizing himself with the Marco and then the Ostscout (and its exceptional simulation abilities due to its electronic suite). He is currently, just a little bit behind where some of the members of the unit started, in their piloting and gunnery skills, when they landed on Bensinger. The rest of his skillset needs some work, however, he is picking that up fast as well.

    Joline Campbell - A late addition to the recruits, picked up in the third month of the Contract. She was one of the few, experienced, Industrial Mech Pilots on world. Not to mention an excellent trainer in that regard. She signed on with the unit when her Industrial Mech was destroyed by a Pirate attack that coinsided with the assault on the garrison in which Phineus Walden distinguished himself. She is now picking up gunnery skills, her piloting was already exceptional. She currently fields in the Stinger training new recruits.

    Jim Beam - An old, washed up and broken down Mechwarrior that returned to his home to, effectively, die. He was visiting with a friend in the Militia when the Garrison was attacked. Something deep inside him snapped, it knocked some sense into him that he had a bit more fight left in him. He picked up a gun and helped drive the Pirates out of the garrison. His skill set may have atrophied over the years (or rather his physique), however he is still at the very least an Elite Skilled Mechwarrior. Given to drinking Whiskey, he has been known to pilot the "Postal" onto the field drunk as a skunk and still remain deadly accurate and operate very well.

    Mechwarrior Cadets:

    Kadien Thael - The most promising cadet in the mechwarrior program thus far. He passed up his shot with the academy on Somerset for a chance to sign on with the Legion. Possessing remarkable reflexes and dexterity and a hunger to learn, he is poised as the next premier mechwarrior for the unit. Though he just began his training, it is clear that he's already had experience. That comes from his family upbringing. Fifth generation mercenary child, having been born on some nameless world. He is out to secure his legacy and is onboard for the long haul.

    Samantha Kellog - Another recriut to pass up on the academy on somerset. She isn't remarkable in natural talent, however, she has remarkable intelligence, guts and charisma among her peers. She's slated to be a lance commander and perhaps even more.

    Jerry Von Klause - He's just average all the way across the board. The only remamrkable aspect about this guy is his ability to stand outside in the sub zero weather of Bensinger with nothing but a pair of shorts and tee shirt on while he smokes.

    Brenden Fisher - Local Militia member who resigned his commission after the Mechwarrior training we provided. They told him he didn't make the cut (as we trained five in the field, instead of just four). It was just bullshit, the regular favoritism. So he signed on with us and is going through advanced training right now.

    Aerospace Pilots:

    Brenda Kael - She became a local legend and a member of the dispossessed in the same combat action, behind the controls of her Gadfly Aerospace fighter. One of the four ststioned on world. She owned her own ride and has an impressive two kills during the Pirate Raid a couple months ago. Unfortunately, during that same raid a Pirate dropship cut her from the skies. Due to local funding there was no additional position for her on world. She was offered an opportunity to take another ride in the AFFS on another world, however, she passed up this opportunity to sign on with the Chaos Legion. We have the remains of her fighter, and are working dilligenly to restore it. However, in the mean time she is local "Ready One" suppoft for the unit piloting the Boeing Jump bomber laden with two tons of ordinance, ready to kill some bad guys.

    Aerospace Cadets:

    Richard "Dick" Hunter - Rick was onworld and about to sign with the local aerospace support crews, filling in as a secondary pilot and basically, it was going to be a dead end shit job. he already had some experience, and we made him a much better offer. Jack is now training him to be a real pilot. he will likely take to the field in Brenda's old, restored, gadfly. He earned the nickname "Dick" because he is a bit arrogant. Most of his skill comes form his natural prowess, his actual training is basically token. He needs some work, however, when he's done he will make a fine pilot. Jack is in the process to "scaring the shit out of him" during manuvers. Converting to Land Air Mech mode and threatening to beat the crap out of his fighter, generally, is putting the "fear of god" into him. It's likely he will have lost the nickname "Dick" by the time he serves under Brenda.

    The Land Hold:

    CastleTown: It upgrades to a level 7 on its way to a level 8 in income, size and growth/development. A localized starport is built, with airstrip for Chaos Legion Dropships and diplomatic use by the Governmenmt. This further increases the value of the settlement. The entirety of the garrison and starports are walled with materials from one shipment and structures recovered in another find below the ice (old Amaris bases). The Federated Commonwealth is so impress by the accomplishment that they "hint" at the possibility of an even more lucrative land hold in the future. However, that piece of the puzzle is attached to Hanz and Jack's backgrounds, and best served in a bit more distant future. In the meantime the landhold, with the proper administration provides the salaries and then some for all the new recruits to the unit (3 additional foot platoons + support vehicles).

    I will cover more later.

    Old Warchest info (Modified and much of it traded off for War of 39 Prototype parts):
    internal structure 6 points
    21 tons of armor
    4 Tons of Machine Gun Ammo (800 shots)
    5 Machine Guns
    1 PPC
    12 Heat Sinks
    Beagle Active Probe
    3 Small Lasers
    4 Medium Lasers
    2 tons LRM Ammo (Ancient, refitted)
    2 tons SRM Ammo (Ancient, refitted)
    Advanced Fire Control .5 tons
    Armor BAR6 73 Points 3.5 Tons

    With the last, delayed shipment of assets the unit now has removed its initial 750K debt.

    You kill off the Million C-Bill loan by contract end.

    All items are recieved from your product and vehicle order at this point in time.

    Addditional equipment in the form of Mech repair Gantrys and infrastructure arrive (for your new base)

    Basic, pre-fab, barracks, mess and command centers arrive as well as a mech hangar prefab structure. A very basic, facility fence is also included (soaks 8 points of damage before being destroyed) for the inner compound and a chain link fence for the outer compound. All of these, basically, suck (save for the armored fence). So, they will get the unit started at their landhold, but further re-investment will be required to harden them and expand your fledgling compound.

    2 Mech gyros arrive for Light and medium class mechs
    2 tons of AC5 ammo arrives (AC5 traded)
    1 SRM 2 with 2 tons of ammo arrives (1 ton standard the other inferno)
    3 tons of LRM ammo
    1 Standard cockpit
    6 Light jump Jets
    and one Anti Missile System (slavaged from the war of 39) with 2 tons of ammo shows up

    You recieve the remainder of your unit investment, which initially covers all refueling costs for the Manatee

    Six Month Update:

    The Manatee is refitted with 3 Prototype Ultra AC5's in place of its Large Lasers (which were incrementally updated to PPCs) and the requisite number of heat sinks. The Large Lasers are traded for salvage from the War of 39.

    Experimental Equpiment is dumped to your unit as a "boon" for your performance. The Fed Comm unit here is responsible for this. They pull much of their forces off planet to be redistributed elsewhere, freeing some of the planetary budget. Which allows the Governeor to purchase some of the prototype hardware from the Fed Com, with Jack's help to refit and expand her mechs. Only a Lance of Heavy Armor + a Lance of Fast Response Hovercraft remains + 3 Mechanized Foot Platoons, they move to occupy the garrison with the Militia. Much of your spare equipment has been traded for the refuse, prototype hardware.


    All this stuff looks like it's in bad shape, it needs work... But it was the best deal Jack could get for the unit for the Three Large Lasers from the Dropship, two AC2's and a ton of ammo,
    Prototype Lostech:
    18 Freezers + the other 6 (you already had) = 24 - 2 for the daboku= 22
    31 Freezers in disrepair, basically junk and parts to maintain the ones that work
    5 Tons of "Listen Kill" LRMs
    5 Tons of "Listen Kill" SRMs
    2 LB-10-X Prototype Autocannons Both look like they need work with 4 tons of cluster ammo
    2 Tons of Gauss Ammo
    3 Ultra 5 prototypes with 3 tons of ammo (replace the 3 PPC refit on the Manatee)
    3 ER Large Laser Prototypes none work
    1 Medium Pulse Laser Prototypes does not work
    Enough Prototype Endo Steel to refit 35 Tons of war Machines + more on the way as time advances. Its in bits and pieces, most needs to be re fitted. Some was haphazardly ripped out.
    7 Tons of Prototype Ferro Fibrous to Armor, in bits and pieces,
    4 Battle salvaged PPC's none work, All have battle damage. All of them only weigh 6 tons
    There are Engines as well, they came in and were considered junk because they didn't meet specs
    XL Prototypes (Flawed) with 10 Double Heat Sinks (last generation freezers, that fit into the engine)- Uses rules for a Light Engine.
    (1 270XL-P goes into the Daboku, 1 250XL-P goes into the Phoenix Hawk LAM, 1 250XL-P is downgraded to a 245L and installed in the Ostscout)
    they need a whole lot of love. A discarded schematic of the engine is provided, stamped as a failure. It is a full set of blueprints to where the design went wrong and the assembly team made mistakes.

    1 Shot up Anti Missle System, dosent work


    C.C. will come to realize the engines aren't flawed. They just didn't meet specs. When compared to an actual XL engine, they are cheaper, more resilient than XL Engines. Can be repaired with standard parts. They are only compatible with Freezers and Standard Heat sinks, need modification to take Modern/Star League Double Heat Sinks. Collin is fascinated and restores the engines with a team of techs and cadets.

    Collin, says if you had the right facilities... He thinks you could build these engines yourself at about half of the cost of an XL once you refined it and had it down pat. Especially, with C.C.'s intuitive engineering skill.

    there you go, lots of new ... shit ... but some is useful, more has later potential down the road. And you guys might just be the first people to, unofficially, field light engines. Some day, the design flaw will be the basis for a more durable, lighter engine that works more like a Clan XL...





    Last edited by Admin on February 7th 2011, 09:02; edited 12 times in total
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    LegendaryExGamer
    Admin

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 20:02

    BattleMech Technical Readout

    Type/Model: Daboku CL-DAB-1
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Modified design

    Mass: 90 tons
    Chassis: Standard
    Power Plant: 270 Light Fusion
    Walking Speed: 32.4 km/h
    Maximum Speed: 54.0 km/h
    Jump Jets: None
    Jump Capacity: 0 meters
    Armor Type: Ferro-Fibrous
    Armament:
    2 PPCs
    2 Gauss Rifles
    1 Medium Pulse Laser
    Manufacturer: (Unknown)
    Location: (Unknown)
    Communications System: (Unknown)
    Targeting & Tracking System: (Unknown)

    ------------------------------------------------------------------------------
    ==Overview:==
    The Daboku was fielded in the war of 39 by the Draconis Combine. It was
    captured by Fedcom forces and given to the government of Bensinger as,
    basically, a joke.

    Since then the Chaos Legion mercenary unit traded a fully operational Locust
    for it. Broke the mech down, and refitted it. Eventually, they refitted its
    CASE system and got it working.

    ==Capabilities:==
    The Daboku, model CL-DAB-1, has been completely refitted. It's engine was
    replaced by an experimental 270XL that failed specifications in its
    development. the engine was originally designed for a Phoenix Hawk and was a
    trial prototype. It will become the basis for the technology, known as a
    Light Fusion engine, in roughly eight years time.

    She is refitted with 12 Generation II Freezers, two Standard PPCs and two
    Experimental Gauss Rifles that were painstakingly modernized to fit the
    chassis. Also sporting 13 tons of prototype Ferro fibrous armor, that has
    also been tweaked to more modern standards. The Chaos Legion Technicians
    worked a miracle in its refit.

    Its Gauss Rifles and Precursor Light Engine require 50% more maintenance,
    until the kinks are worked out. Otherwise, they tend to suffer from Jamming
    (Gauss rifles) and greater heat generation (less efficiency on the Freezers).

    A battlefield salvaged Experimental Medium Pulse laser rounds out her token
    close range punch. This weapon, also requires additional maintenance or it
    will generate additional heat.

    --------------------------------------------------------
    Type/Model: Daboku CL-DAB-1
    Mass: 90 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 138 pts Standard 0 9.00
    Engine: 270 Light Fusion 10 10.88
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
    Heat Sinks: 12 Double [24] 6 2.00
    (Heat Sink Loc: 1 LA, 1 RA)
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
    Armor Factor: 235 pts Ferro-Fibrous 14 13.11
    (Armor Crit Loc: 3 LA, 3 RA, 1 LT, 1 RT, 2 CT, 2 LL, 2 RL)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 29 36
    Center Torso (Rear): 12
    L/R Side Torso: 19 24/24
    L/R Side Torso (Rear): 8/8
    L/R Arm: 15 25/25
    L/R Leg: 19 32/32

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 PPC RA 10 3 7.00
    1 PPC LA 10 3 7.00
    1 Gauss Rifle RT 1 16 9 17.00
    (Ammo Locations: 1 LT, 1 RT)
    1 Gauss Rifle LT 1 7 15.00
    1 Medium Pulse Laser HD 4 1 2.00
    CASE Equipment: LT RT 2 1.00
    --------------------------------------------------------
    TOTALS: 26 78 90.00
    Crits & Tons Left: 0 .00

    Calculated Factors:
    Total Cost: 15,257,380 C-Bills
    Battle Value 2: 2,155 (old BV = 1,874)
    Cost per BV2: 7,079.99
    Weapon Value: 2,984 / 2,984 (Ratio = 1.38 / 1.38)
    Damage Factors: SRDmg = 44; MRDmg = 34; LRDmg = 19
    BattleForce2: MP: 3, Armor/Structure: 6/5
    Damage PB/M/L: 6/5/4, Overheat: 0
    Class: MA; Point Value: 22



    Last edited by Admin on February 6th 2011, 01:23; edited 1 time in total
    avatar
    LegendaryExGamer
    Admin

    Posts : 398
    Join date : 2011-02-02
    Age : 44
    Location : Valparaiso, IN

    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 20:41

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Fire Hawk FH9-CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 45 tons
    Chassis: Argile H/09 Endo Steel
    Power Plant: 270 GM Light Fusion
    Walking Speed: 64.8 km/h
    Maximum Speed: 97.2 km/h
    Jump Jets: None
    Jump Capacity: 0 meters
    Armor Type: Livingston Ceramics Standard
    Armament:
    2 Medium Pulse Lasers
    2 Compact PPCs*
    5 Jump Jet Flamers*
    Manufacturer: Argile Technologies of Skye
    Location: Skye
    Communications System: Tansech Omni-7
    Targeting & Tracking System: Tansech C30-97

    ------------------------------------------------------------------------------
    ==Overview:==
    Essentially, the Fire Hawk is a completely refitted Phoenix Hawk. In the
    most technical sense of the term it lacks jumping abaility. However, Chaos
    Legion Engineers were able to combine the best elements of a Jump Jet and a
    Flamer to create a weapon that functioned roughly like a Jump Jet and operated
    well as a Flamer. Thus these modified, custom weapons mounts allow the Fire
    Hawk to immolate its enemies as well as cover a distance of 150 meters. Both
    these operations, however, are more difficult requiring a piloting check at +1
    to do so.

    This mech was salvaged and refitted to replace the Chaso Legion's
    venerable Firestarter, which subsequently has been traded off as a whole unit
    for additional prototype XL engine "failures". Jack's Fedcom contacts were
    both skeptical and truly believed him to be somewhat insane at his request.
    However, they shrugged and handed over the parts for a prefectly functional 35
    ton mech.

    The Fire Hawk is refitted with two Compact PPCs and two Medium Pulse
    Lasers as well. Again, as before all its weaponry requires additional
    maintenance time lest it fail due to disrepair and or excessive heat
    generation.

    ==Capabilities:==


    ==Battle History:==


    ==Variants:==


    ==Notable 'Mechs & MechWarriors:==


    --------------------------------------------------------
    Type/Model: Fire Hawk FH9-CL
    Mass: 45 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 75 pts Endo Steel 14 2.25
    (Endo Steel Loc: 1 HD, 4 LA, 3 RA, 3 LT, 2 RT, 1 CT)
    Engine: 270 Light Fusion 10 10.88
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
    Heat Sinks: 10 Double [20] 0 .00
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 138 pts Standard 0 8.62

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 14 17
    Center Torso (Rear): 6
    L/R Side Torso: 11 15/15
    L/R Side Torso (Rear): 5/5
    L/R Arm: 7 13/13
    L/R Leg: 11 20/20

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Medium Pulse Laser RA 4 1 2.00
    1 Medium Pulse Laser LA 4 1 2.00
    1 Compact PPC* RT 9 4 6.00
    1 Compact PPC* LT 9 4 6.00
    1 Jump Jet Flamer* CT(R) 1 1 .25
    2 Jump Jet Flamers* LL 2 2 .50
    2 Jump Jet Flamers* RL 2 2 .50
    --------------------------------------------------------
    TOTALS: 31 64 45.00
    Crits & Tons Left: 14 .00

    Calculated Factors:
    Total Cost: 6,797,455 C-Bills
    Battle Value 2: 1,347 (old BV = 1,028)
    Cost per BV2: 5,046.37
    Weapon Value: 996 / 996 (Ratio = .74 / .74)
    Damage Factors: SRDmg = 22; MRDmg = 14; LRDmg = 2
    BattleForce2: MP: 6, Armor/Structure: 3/3
    Damage PB/M/L: 3/2/1, Overheat: 2
    Class: MM; Point Value: 13



    Last edited by Admin on February 5th 2011, 09:09; edited 2 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 21:07

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Hatchetman HCT-3CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 45 tons
    Chassis: Chariot Type II Endo Steel
    Power Plant: 270 GM Light Fusion
    Walking Speed: 64.8 km/h
    Maximum Speed: 97.2 km/h
    Jump Jets: 6 Luxor 2/Q Standard Jump Jets
    Jump Capacity: 180 meters
    Armor Type: Durallex Medium Standard
    Armament:
    2 Jump Jet Flamers*
    4 Medium Lasers
    1 Compact PPC*
    Manufacturer: Defiance Industries of Hesperus II
    Location: Hesperus II
    Communications System: TharHes Thalia HM-22
    Targeting & Tracking System: TharHes Ares-8a

    ------------------------------------------------------------------------------
    ==Overview:==
    The HCT-3F Hatchetman is a very unusual 'Mech. Built to provide covering
    fire, the 'Mech possesses a Class 10 autocannon that provides accurate and
    deadly fire at a distance. The Hatchetman's 'hatchet' is a deadly tool when
    used in city fighting.
    The 'Mech's origins are uncertain. Currently, the Lyran Commonwealth is
    the only Successor State to produce the 'Mech. Nevertheless, rumors say that
    it was designed by none other than the enigmatic Dr. B. Banzai and Team Banzai
    of the Federated Suns.
    Commissioned into the Commonwealth forces in 3023, the Hatchetman is
    presently used to supplement units garrisoning larger cities.

    ==Capabilities:==


    ==Battle History:==


    ==Variants:==
    The Chaos Legion Variant of this mech is a radical undertaking. It
    increases her engine to a 270XL Prototype (Light) which allows her to have a
    top speed of 96 k/ph. The speed necessary to close and bring its deadly
    hatchet to bear. In addition to this it sports six jumpjets giving it amazing
    battlefield flexibility.

    Replacing its autocannon 10 with a Compact PPC removes the risk of
    ammunition detonation and adds battlefield sustainability with no loss of
    range. The inclusion of four Medium lasers makes her a deadly and dirty close
    in fighter.

    Finally, 9.5 tons of armor give it complete battlefield endurance. It is
    an increase of 48 points over its marginal, original armor configuration.

    --------------------------------------------------------
    Type/Model: Hatchetman HCT-3CL
    Mass: 45 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 75 pts Endo Steel 14 2.25
    (Endo Steel Loc: 1 HD, 4 LA, 3 RA, 3 LT, 3 RT)
    Engine: 270 Light Fusion 10 10.88
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6
    Heat Sinks: 10 Double [20] 0 .00
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 150 pts Standard 0 9.38

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 14 19
    Center Torso (Rear): 6
    L/R Side Torso: 11 16/16
    L/R Side Torso (Rear): 6/6
    L/R Arm: 7 14/14
    L/R Leg: 11 22/22

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Jump Jet Flamer* RA 1 1 .25
    2 Medium Lasers LA 6 2 2.00
    1 Jump Jet Flamer* RT 1 1 .25
    1 Compact PPC* LT 9 4 6.00
    1 Medium Laser CT 3 1 1.00
    1 Medium Laser CT(R) 3 1 1.00
    1 Hatchet RH 3 3.00
    6 Standard Jump Jets: 6 3.00
    (Jump Jet Loc: 1 LT, 1 RT, 2 LL, 2 RL)
    --------------------------------------------------------
    TOTALS: 23 68 44.99
    Crits & Tons Left: 10 .01

    Calculated Factors:
    Total Cost: 6,962,900 C-Bills
    Battle Value 2: 1,385 (old BV = 1,257)
    Cost per BV2: 5,027.36
    Weapon Value: 1,078 / 1,078 (Ratio = .78 / .78)
    Damage Factors: SRDmg = 24; MRDmg = 9; LRDmg = 1
    BattleForce2: MP: 6J, Armor/Structure: 4/3
    Damage PB/M/L: 4/2/1, Overheat: 0
    Class: MM; Point Value: 14



    Last edited by Admin on February 6th 2011, 01:24; edited 3 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 21:21

    BattleMech Technical Readout

    Type/Model: Blackjack BJ-3CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 45 tons
    Chassis: GM BJ-I Endo Steel
    Power Plant: 225 GM Light Fusion
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: 5 Whitworth Jetlift Standard Jump Jets
    Jump Capacity: 150 meters
    Armor Type: StarGuard II Ferro-Fibrous
    Armament:
    2 PPCs
    4 Medium Lasers
    Manufacturer: Ceres Metals Industries
    Location: St. Ives
    Communications System: Dalban Micronics
    Targeting & Tracking System: Dalban AQ

    ------------------------------------------------------------------------------
    ==Overview:==
    When St. Ives gained its independence from the Capellan Confederation,
    the St. Ives Ceres Metal plant found itself with an unexpected problem. Ceres
    had inticipated strong sales of its product, the VND-1R Vindicator 'Mech, to
    the weapons-hungry St. Ives military. The Ceres people failed to take into
    account that the Vindicator is seen as a symbol of the Capellan military. St.
    Ives MechWarriors assigned to Vindicators refused to operate their machines.
    Casting about for a solution, Ceres discovered the Davion field refit of
    the BJ-2 Blackjack. The Blackjack demonstrated good field performance offset
    slightly by a problem with heat buildup. Ceres learned the Blackjack and the
    Vindicator 'Mechs use the same fusion engine, the GM 180. When testing showed
    that the other components used on the Vindicator could be adjusted to fit the
    Blackjack chassis, Ceres decided to convert the production lines.
    The St. Ives BJ-3 Blackjack replaces the Davion Diverse Optics Sunbeam ER
    large lasers with Ceres Arms Smasher PPCs and retains the four medium lasers
    seen on the original BJ-1. Double heat sinks handle most of the heat burden
    this creates.

    ==Variants:==
    The Chaos Legion Variant of this St. Ives Battlemech replaces its
    internal structure with prototype Endo Steel. This allows this slow moving
    (and vulenerable due to lack of speed) unit to increase its armor to almost
    maximum protection. the inclusion of Prototype ferro Fibrous armor replaces
    its standard load out. Finally, its engine is increased by adding another of
    the Prototype XL Engines (Light) giving it a much needed increase in speed
    (86k/ph) and it is matched with the ability to now jump 150 Meters instead of
    120.

    Its medium lasers are regouped. In the event that it were to loose an arm it
    will retain all of its close in punch. The mediums have been reloacted to the
    torso sections.

    --------------------------------------------------------
    Type/Model: Blackjack BJ-3CL
    Mass: 45 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 75 pts Endo Steel 14 2.25
    (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
    Engine: 225 Light Fusion 10 7.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5
    Heat Sinks: 10 Double [20] 3 .00
    (Heat Sink Loc: 1 LT)
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA R: Sh+UA 12 .00
    Armor Factor: 153 pts Ferro-Fibrous 14 8.54
    (Armor Crit Loc: 3 LA, 3 RA, 3 LT, 5 RT)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 14 21
    Center Torso (Rear): 7
    L/R Side Torso: 11 16/16
    L/R Side Torso (Rear): 6/6
    L/R Arm: 7 14/14
    L/R Leg: 11 22/22

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 PPC RA 10 3 7.00
    1 PPC LA 10 3 7.00
    1 Medium Laser RT 3 1 1.00
    1 Medium Laser LT 3 1 1.00
    1 Medium Laser CT 3 1 1.00
    1 Medium Laser HD 3 1 1.00
    5 Standard Jump Jets: 5 2.50
    (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
    --------------------------------------------------------
    TOTALS: 32 77 44.79
    Crits & Tons Left: 1 .21

    Calculated Factors:
    Total Cost: 6,500,785 C-Bills
    Battle Value 2: 1,537 (old BV = 1,289)
    Cost per BV2: 4,229.53
    Weapon Value: 1,028 / 1,028 (Ratio = .67 / .67)
    Damage Factors: SRDmg = 21; MRDmg = 13; LRDmg = 5
    BattleForce2: MP: 5J, Armor/Structure: 4/3
    Damage PB/M/L: 3/2/1, Overheat: 1
    Class: MM; Point Value: 15



    Last edited by Admin on February 6th 2011, 01:24; edited 2 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 21:49

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Ostscout OTT-7CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 35 tons
    Chassis: Kell/S Endo Steel
    Power Plant: 245 VOX Light Fusion
    Walking Speed: 75.6 km/h
    Maximum Speed: 118.8 km/h
    Jump Jets: 7 Ostmann Sct-A Standard Jump Jets
    Jump Capacity: 210 meters
    Armor Type: Durallex Light Standard
    Armament:
    1 Compact PPC*
    1 TAG
    Manufacturer: Kong Interstellar Corporation
    Location: (Unknown)
    Communications System: Barret 4000
    Targeting & Tracking System: TRSS.2L3

    ------------------------------------------------------------------------------
    ==Overview:==
    The Ostscout was designed for one purpose: scouting. Its maneuverability,
    high speed, and jump capacity allow it to avoid trouble easily. Poorly gunned
    and armored, it can only engage the lightest of 'Mechs with a reasonable
    assurance of victory.
    Enhanced sensor arrays and a high-resolution targeting and tracking system
    supply the OTT with a constant stream of data about its surroundings.
    Powerful narrow-band communications equipment allows the Ostscout to report
    from deep inside enemy territory.

    ==Capabilities:==
    With a maximum speed of 129.6 kilometers per hour, the Ostscout can cover
    ground quickly. Specialized equipment allows it to map as it goes, recording
    environmental, hydrological, and geological information. Unusual features are
    automatically noted and brought to the pilot's attention by the
    onboard-systems.
    To avoid interference from the magneto hydrodynamic systems, the sensor
    arrays were installed outside the main chassis. The OTT uses its actuator
    systems to aim its sensor arrays.
    The Ostscout often travels slowly through interesting areas, waving the
    arrays in seemingly random patterns. During these periods of
    maximum-intensity scanning, the OTT is vulnerable to attack because it is
    accumulating data faster than it can process it. The approach of enemy units
    often goes unnoticed until they open fire. However, if the first salvo does
    not cripple the Ostscout, it will very likely escape.
    Not only is the Ostscout equipped with a jump capability of 240 meters,
    but it also has sufficient heat sink capacity to dissipate all the heat that
    such maneuvers generate. If it jumps only 210 meters, the Ostscout can also
    fire its laser without overheating. The OTT's ability to jump and fight
    allows it to escape from trouble quickly. Although technicians have developed
    a variety of plausible strategies to trap 'Mechs such as the OTT, there seems
    to be a substantial gap between theory and practice.
    Because the Ostscout has a history of avoiding firefights whenever
    possible, many are in mint condition and still possess their original League
    sensor arrays and data evaluation systems. Because these systems are nearly
    unique today, commanders have consistently attempted to keep the Ostscout out
    of battle.

    ==Battle History:==
    The Ostscout often contributes invaluable information. A successful
    scouting mission can eliminate most guesswork required for any offensive.
    Exact information about topography and enemy disposition are vital. The
    history of the Ostscout is a list of daring missions deep behind enemy lines
    accumulating such information. During the Rebellion of 3010, Janos Marik used
    Ostscouts extensively to gain information on rebel movements and strengths. In
    2950, OTTs were used on Thule to hunt down the last members of one of
    Valasek's raiding parties. All through the winter of 3001, Ostscouts scoured
    the surface of Kasai IV, looking for a League parts deposit, and finding only
    empty bunkers.
    In early September of 3021, four Ostscouts were dropped over New Ivaarsen
    by Draconis Combine DropShips. Their mission was to scout possible landing
    sights for a Kurita invasion force. Throughout the following five weeks, the
    OTTs were on the run from Davion patrols and search parties. Despite this
    near-constant pursuit, the Ostscouts managed to accumulate all necessary
    information and signal the invasion fleet. Of the four scouts, only one was
    slightly damaged.
    The Thousand Kilometer Chase took place in 3024. Due to a computer error,
    an Ostscout was dropped nearly a thousand kilometers behind enemy lines.
    MechWarrior Mary Finn of the Chesterton Reserves earned her nickname of
    "Hopscotch" because of her incredible success in avoiding the three regiments
    of Smithson's Chinese Bandits massing there for an offensive. During the
    ten-hour ordeal, Finn managed to accumulate enough information to allow the
    Capellan Confederation to launch an effective counter-attack.

    ==Variants:==
    The Chaos Legion Ostscout downgrades its engine class while installing a
    prototype 250XL (Light) and downgrading it as well to allow for the inclusion
    of much needed tonage of refits. It now sports 7.5 tons of standard armor for
    near maximum protection in the field and a TAG system to paint targets for the
    unit. Any unwary light mech that decides to pick a fight with it will be in
    for a suprise after it is struck by the Compact PPC it now carries as its main
    armament. It carries generation II Freezers to compensate for its additional
    heat and has a tendency to run cool.
    The other notable design change is the inclusion of usable arms, with
    full hands. They came off a salvaged spider. The already exceptional
    electronics suite has been supplemented with an enhanced satellite uplink that
    was pulled out of a destroyed star league Crab intact.

    ==Notable 'Mechs & MechWarriors:==
    MechWarrior Mary "Hopscotch" Finn
    This daring pilot enjoys long scouting missions and seems to thrive on the
    danger involved. Although her 'Mech has never been seriously damaged, she has
    come close to disaster twice: once during the Thousand Kilometer Chase and
    once during a recon mission on Demeter. In addition to her skills as a pilot,
    she is also a top Tech who insists on doing her own maintenance. She is
    particularly protective of her Ostscout's valuable and irreplaceable sensor
    arrays. Without them, her 'Mech would be assigned to regular duty, and she
    has no delusions about her chances in battle.

    MechWarrior Igor Minski
    Since his desertion from the Davion Guards in 2994, Minski has been in the
    employ of Hendrik III, earning a high salary for his services. Ostscouts are
    rarely available to the Bandit Kings, and so Minski has been appointed to the
    Hendrik's personal guard as insurance against surprise attacks.

    MechWarrior Steven Graham
    As a member of Wolf's Special Recon Group, Steven has scouted all types of
    terrain but finds cities most to his liking. He will usually jump his
    Ostscout from roof to roof, coming down to street level only when absolutely
    necessary. This practice nearly killed him on Hesperus II when a building
    collapsed under his 'Mech. Only quick action by a nearby lance of Dragoons
    saved the 'Mech from being crushed. Despite this, Graham continues his
    roof-hopping habits. He maintains that it is the best way to see the town.

    --------------------------------------------------------
    Type/Model: Ostscout OTT-7CL
    Mass: 35 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 58 pts Endo Steel 14 1.75
    (Endo Steel Loc: 4 LA, 3 RA, 3 LT, 3 RT, 1 CT)
    Engine: 245 Light Fusion 10 9.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7
    Heat Sinks: 10 Double [20] 3 .00
    (Heat Sink Loc: 1 LT)
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 119 pts Standard 0 7.44

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 11 16
    Center Torso (Rear): 6
    L/R Side Torso: 8 12/12
    L/R Side Torso (Rear): 4/4
    L/R Arm: 6 12/12
    L/R Leg: 8 16/16

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Compact PPC* RT 9 4 6.00
    1 TAG HD 0 1 1.00
    1 Enhanced Satellite Upli 0 .00
    7 Standard Jump Jets: 7 3.50
    (Jump Jet Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
    --------------------------------------------------------
    TOTALS: 9 64 34.69
    Crits & Tons Left: 14 .31

    Calculated Factors:
    Total Cost: 5,236,650 C-Bills
    Battle Value 2: 1,018 (old BV = 952)
    Cost per BV2: 5,144.06
    Weapon Value: 426 / 426 (Ratio = .42 / .42)
    Damage Factors: SRDmg = 10; MRDmg = 7; LRDmg = 1
    BattleForce2: MP: 7J, Armor/Structure: 3/2
    Damage PB/M/L: 1/1/1, Overheat: 0
    Class: ML; Point Value: 10
    Specials: tag



    Last edited by Admin on February 6th 2011, 01:25; edited 2 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 22:08

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Stinger STG-3CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 20 tons
    Chassis: Earthwerks STG Endo Steel
    Power Plant: 120 GM Fusion
    Walking Speed: 64.8 km/h
    Maximum Speed: 97.2 km/h
    Jump Jets: 6 Chilton 360 Standard Jump Jets
    Jump Capacity: 180 meters
    Armor Type: Riese-100 Ferro-Fibrous
    Armament:
    2 Medium Lasers
    2 Jump Jet Flamers*
    1 Small Laser
    Manufacturer: Earthwerks Incorporated
    Location: (Unknown)
    Communications System: Datacom 26
    Targeting & Tracking System: Dynatec 990

    ------------------------------------------------------------------------------
    ==Overview:==
    The STG-3R Stinger was the second mass-produced scout and recon 'Mech to
    be completed. First designed after Earthwerks won the bid against General
    Mechanics, Incorporated (the designers of the WSP-1A Wasp), the Stinger was
    put into production along with the Wasp because of the great need for light
    scouts and also because of the similarities in the design of the two 'Mechs.
    In 2479, the first Stingers came off the assembly line. In the next four
    centuries, nearly 200,000 more units would be constructed. Estimates place
    the number of operation Stingers currently used by the Successor States at
    5,000 or more. Indeed, the 'Mech is still being produced in a number of
    facilities both in and out of the Inner Sphere.
    The Stinger was designed as a scout and reconnaissance 'Mech, although it
    is also used as a training 'Mech in some Mechwarrior academies, replacing the
    TRC-4B Chameleon. The Stinger is lightly armored and mounts limited weapons.
    Its speed and maneuverability, however, make it a difficult target and a tough
    'Mech to pin down.

    ==Capabilities:==


    ==Battle History:==


    ==Variants:==
    The Chaos Legion Stinger is its primere training mech (next to the
    Mongoose and Ostscout with their Active Probe and simulation abilities). It
    has been refitted with prototype Endo Steel, ferro fibrous Armor for maximum
    protection of its pilots (often students).

    The the additional tonnage allowed for an armament upgrade to a pair of
    medium lasers and a torso mounted Flamer replaces the pair of Machine guns
    normally found there eliminating the chance of an ammunition explosion.



    --------------------------------------------------------
    Type/Model: Stinger STG-3CL
    Mass: 20 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 33 pts Endo Steel 14 1.00
    (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
    Engine: 120 Fusion 6 4.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6
    Heat Sinks: 10 Single 6 .00
    (Heat Sink Loc: 2 CT, 2 LL, 2 RL)
    Gyro: 4 2.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 69 pts Ferro-Fibrous 14 3.85
    (Armor Crit Loc: 2 LA, 2 RA, 5 LT, 5 RT)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 6 9
    Center Torso (Rear): 3
    L/R Side Torso: 5 8/8
    L/R Side Torso (Rear): 2/2
    L/R Arm: 3 6/6
    L/R Leg: 4 8/8

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Medium Laser RA 3 1 1.00
    1 Medium Laser LA 3 1 1.00
    1 Jump Jet Flamer* RT 1 1 .25
    1 Jump Jet Flamer* LT 1 1 .25
    1 Small Laser HD 1 1 .50
    6 Standard Jump Jets: 6 3.00
    (Jump Jet Loc: 3 LT, 3 RT)
    --------------------------------------------------------
    TOTALS: 9 76 19.85
    Crits & Tons Left: 2 .15

    Calculated Factors:
    Total Cost: 1,766,940 C-Bills
    Battle Value 2: 553 (old BV = 454)
    Cost per BV2: 3,195.19
    Weapon Value: 175 / 175 (Ratio = .32 / .32)
    Damage Factors: SRDmg = 9; MRDmg = 1; LRDmg = 0
    BattleForce2: MP: 6J, Armor/Structure: 2/2
    Damage PB/M/L: 2/1/-, Overheat: 0
    Class: ML; Point Value: 6



    Last edited by Admin on February 6th 2011, 01:26; edited 1 time in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 22:17

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Phoenix Hawk LAM PXH-HK2CL
    Tech: Inner Sphere / 3025
    Config: Land Air BattleMech
    Rules: Level 3, Standard design

    Mass: 50 tons
    Chassis: Dort 100 Standard
    Power Plant: 250 Allied 250 Light Fusion
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: 5 Pitban 6000 Standard Jump Jets
    Jump Capacity: 150 meters
    Armor Type: Durallex Light Ferro-Fibrous
    Armament:
    2 Medium Lasers
    2 Large Lasers
    1 Bomb Bay*
    Manufacturer: Allied AeroSpace Incorporated
    Location: (Unknown)
    Communications System: Hartford J25 A
    Targeting & Tracking System: Hartford S2000

    ------------------------------------------------------------------------------
    ==Overview:==
    Prior to the fall of the Star League, many firms experimented with the
    LAM concept. Allied AeroSpace Inc. began two such research projects, one
    involving the Shadow Hawk and the other involving the Phoenix Hawk. The Shadow
    Hawk tests proved to be a costly failure. The sheer size of the 'Mech made it
    too difficult to convert. In 2830, the firm abandoned these tests to
    concentrate on converting the aerodynamic Phoenix Hawk.
    Within two years, the LAM version of the Phoenix Hawk was completed and
    sold to the Star League Regular Army. At nearly twice the size of the Wasp and
    Stinger LAMS, already being marketed through the Inner Sphere, it was the
    largest LAM to be manufactured.
    The 'Mech was not without faults. Its fighter landing gear did not
    respond well, due to the bulky conversion equipment. Even a minimal amount of
    damage could be fatal if it prevented the landing gear from lowering. Although
    some corrections were made, the problem was not resolved before the fall of
    the Star League. Most of the Phoenix Hawk LAMs still operative have this
    fault.

    ==Capabilities:==
    The sheer size of this Land-Air 'Mech makes it stand out from those
    previously produced. Though manufactured in small numbers, it is still
    regarded as a major breakthrough in conversion technology. Unfortunately,
    since the fall of the Star League and the bombing of the Allied facilities,
    this technology has become lost.
    Armed with an Amsterdam 120 large laser, this the model would seem to be
    well protected. However, three months before the fall of Star League, the
    Amsterdam series of lasers underwent a major recall due to overheating
    difficulties. As almost no lasers were replaced, most Phoenix Hawk LAMs have
    overheating problems wkh this weapons system.
    The Phoenix Hawk LAM's support fire capabilities make it a worthy
    opponent in all its configurations. The Hartford S2000 targeting system can
    coordinate the twin medium lasers (Maxums) and the Sperry/Browning machine
    guns into a number of multi-systems fire combinations. The net result is more
    firepower to wherever the pilot wishes.
    Finally, the Phoenix Hawk LAM is the only Land-Air 'Mech with armor that
    protects the actuators during the delicate conversion process. Though this
    protection is minimal, it is better than none at all.

    ==Battle History:==
    Of the five major Houses, House Marik has the most Phoenix Hawk LAMS.
    This is because when Star League fell, Marik forces discovered that a major
    supply depot on Bordon contained the bulk of Allied AeroSpace's Land-Air 'Mech
    program. Although other houses strip down damaged LAMs to support functional
    ones, the Free Worlds League has its own storehouse of supplies.
    Until recently, LAMs were rarely concentrated into any significant force.
    However, the actions of a single Phoenix Hawk LAM may provide some idea of
    this 'Mech's potential.
    In 2938, Lieutenant Leesa Dobbins of House Marik took her Phoenix Hawk
    LAM into orbit over Fletcher, where House Liao was making some minor advances.
    While in the fighter mode, she signaled that her fighter was out of fuel and
    near the approaching DropShips of House Liao. In reality, this was only a ruse
    to fool the Liao attackers. Several Liao AeroSpace Fighters took her in tow as
    she claimed the right of surrender. Then much to their surprise, her fighter
    converted to a BattleMech as it was about to enter the DropShip. Keeping under
    the fire elevations of the ship, she damaged the vessel's engine systems at
    point-blank range. Liao fighters dove on her, but they tore up more of the
    DropShip than the LAM. She was the first MechWarrior attributed with taking
    out a DropShip singlehandedly.
    Several Phoenix Hawk LAMs owned by House Davion took part in a raid on
    the Liao world of Tybalt during the summer of 2977. Their maneuverability and
    firepower made them prime recon units. They raided the areas behind the enemy
    forces, and, when Liao forces engaged them, they flew away. In the battles for
    the Turland Highlands of Tybalt, this series of LAM showed its worth as both
    air support and battlefield fighter.
    In a bold move against the Steiner-held world of Suk, House Kurita sent
    several Phoenix Hawk LAMs to raid the planet. Unfortunately for the Draconis
    Combine, the defenders were armed with weaponry that had long-distance
    capabilities. The LAMs were wiped out almost to the last 'Mech. This greatly
    reduced the number of Phoenix Hawk LAMs within the Draconis Combine, but House
    Steiner gained a treasure chest new replacement parts for their few LAMS.

    ==Variants:==
    The Chaos Legion Variant introduces the 250XL Prototype (Light) to this
    mech. It adds a second Large Laser and adds two additional tons of Armor.
    The type II Freezers help it cope with the additional heat in combat. It is
    primarily used for support of McKenna's Lance in the field.

    ==Notable 'Mechs & MechWarriors:==
    Lieutenant Albert Amdecker
    Amdecker was a Kurita AeroSpace Pilot prior to the battle for Suk in
    3017. He was the sole survivor of his air lance and one of the few to survive
    the assault on the world. For his actions and observations on that world while
    under enemy rule, he was promoted to Commander of the 14th Air Lance, Seventh
    Regiment in the famous Sword of Light. Amdecker's Phoenix Hawk LAM is badly
    damaged and cannot convert into fighter mode until he receives replacement
    parts for a damaged left arm actuator.

    Lieutenant Howard Doodlebury
    Lieutenant Doodlebury is currently assigned to House Davion's Syrtis
    Fusiliers 8th Regiment, and commands its Tigershark AeroSpace Lance. His
    actions on such worlds as Hoff, Royal, Harrow's Sun, and Breed have earned him
    a reputation as one of the most skilled LAM pilots alive. He is a master at
    converting while under fire and at making the most of each mode. He changes
    his LAM's mode often to confuse inexperienced MechWarriors on the
    battlefields.

    --------------------------------------------------------
    Type/Model: Phoenix Hawk LAM PXH-HK2CL
    Mass: 50 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 83 pts Standard 0 5.00
    Engine: 250 Light Fusion 10 9.38
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 [15]
    Heat Sinks: 10 Double [20] 0 .00
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 169 pts Ferro-Fibrous 14 9.43
    (Armor Crit Loc: 1 HD, 4 LA, 3 RA, 3 LT, 3 RT)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 16 24
    Center Torso (Rear): 8
    L/R Side Torso: 12 18/18
    L/R Side Torso (Rear): 6/6
    L/R Arm: 8 16/16
    L/R Leg: 12 24/24

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Medium Laser RA 3 1 1.00
    1 Medium Laser LA 3 1 1.00
    1 Large Laser RT 8 2 5.00
    1 Large Laser LT 8 2 5.00
    1 Bomb Bay* CT 0 1 .69
    5 Standard Jump Jets: 5 2.50
    (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
    LAM Conversion Equipment: 0 5.00
    --------------------------------------------------------
    TOTALS: 22 61 50.00
    Crits & Tons Left: 17 .00

    Calculated Factors:
    Total Cost: 12,354,825 C-Bills
    Battle Value 2: 1,610 (old BV = 1,690)
    Cost per BV2: 7,673.8
    Weapon Value: 1,011 / 1,011 (Ratio = .63 / .63)
    Damage Factors: SRDmg = 20; MRDmg = 10; LRDmg = 1
    BattleForce2: MP: 5J, Armor/Structure: 4/3
    Damage PB/M/L: 3/2/-, Overheat: 1
    Class: MM; Point Value: 16



    Last edited by Admin on February 6th 2011, 01:26; edited 2 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 4th 2011, 22:50

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Marco CL-MRC-P
    Tech: Inner Sphere / 3025
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 30 tons
    Chassis: Endo Steel
    Power Plant: 150 Omni Fusion
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: 3 Standard Jump Jets
    Jump Capacity: 90 meters
    Armor Type: Ferro-Fibrous
    Armament:
    1 Salvage Arm*
    1 Medium Laser
    1 Flamer
    2 LRM 5s
    1 Micro Cargo Bay*
    1 Search Light*
    Manufacturer: (Unknown)
    Location: (Unknown)
    Communications System: (Unknown)
    Targeting & Tracking System: (Unknown)

    ------------------------------------------------------------------------------
    ==Overview:==
    The Chaos Legion Marco became a pet project of the new recruit
    technicians as they trained until the end of the first unit contract on
    Bensinger. They refitted the old engine with a salvaged one. It still
    retains its former abilities, the environmentally sealed 2 man sleeper from
    the back center torso and the Observation platform on the left shoulder. It
    still has the same 30 meter jump capability.

    They removed the internal cargo bay, expanded the cockpit to fully allow
    two people to occupy it. The second person can only coordinate and run
    sensors and damage control. They replaced its internals with endo steel,
    armored it with prototype ferro and added some noteworthy armament. It now
    sports a standard cockpyt and is fully sealed like any battlemech.

    They were nick named it "Postal" because it simply looks like a normal
    civillian salvage mech, however, the inclusion of a pair of LRM5 launcers, a
    ton of ammo, a Medium Laser and a Flamer tend to make it a bit more meancing.

    It is easy to pilot, used as a training and salvage mech and it can kill
    infantry and unwary light mechs and armor with ease. the unit owners were so
    impressed by their refit that it still retains this configuration today.



    --------------------------------------------------------
    Type/Model: Marco CL-MRC-P
    Mass: 30 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 51 pts Endo Steel 14 1.50
    (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
    Engine: 150 Fusion 6 5.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 3
    Heat Sinks: 10 Single 4 .00
    (Heat Sink Loc: 1 LT, 1 RT, 1 LL, 1 RL)
    Gyro: 4 2.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA 14 .00
    Armor Factor: 105 pts Ferro-Fibrous 14 5.86
    (Armor Crit Loc: 2 LA, 4 RA, 4 LT, 4 RT)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 10 15
    Center Torso (Rear): 5
    L/R Side Torso: 7 10/10
    L/R Side Torso (Rear): 4/4
    L/R Arm: 5 10/10
    L/R Leg: 7 14/14

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Salvage Arm* RA 0 2 3.00
    1 Medium Laser LA 3 1 1.00
    1 Flamer LA 3 1 1.00
    1 LRM 5 RT 2 24 2 3.00
    (Ammo Locations: 1 CT)
    1 LRM 5 LT 2 1 2.00
    1 Micro Cargo Bay* LT 0 1 .14
    1 Search Light* HD 0 1 .50
    3 Standard Jump Jets: 3 1.50
    (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
    --------------------------------------------------------
    TOTALS: 10 73 30.00
    Crits & Tons Left: 5 .00

    Calculated Factors:
    Total Cost: 2,349,880 C-Bills
    Battle Value 2: 741 (old BV = 606)
    Cost per BV2: 3,171.23
    Weapon Value: 292 / 292 (Ratio = .39 / .39)
    Damage Factors: SRDmg = 8; MRDmg = 5; LRDmg = 3
    BattleForce2: MP: 5, Armor/Structure: 3/3
    Damage PB/M/L: 2/1/1, Overheat: 0
    Class: ML; Point Value: 7
    Specials: if



    Last edited by Admin on February 6th 2011, 01:28; edited 2 times in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 5th 2011, 00:36

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Mongoose MON-66 Royal Custom
    Tech: Inner Sphere / 2750
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 35 tons
    Chassis: Kell/D Endo Steel
    Power Plant: 280 Nissan XL Fusion
    Walking Speed: 86.4 km/h
    Maximum Speed: 129.6 km/h
    Jump Jets: None
    Jump Capacity: 0 meters
    Armor Type: Mitchell GA3 Ferro-Fibrous
    Armament:
    1 Medium Laser
    1 Small Laser
    1 Guardian ECM
    1 Beagle Active Probe
    1 Anti-Missile System
    1 Grenade Launcher
    1 ER Large Laser Mod*
    1 TAG
    Manufacturer: Diplan Mechyards
    Location: Ozawa
    Communications System: ON-5
    Targeting & Tracking System: Beagle Active Probe

    ------------------------------------------------------------------------------
    ==Overview:==
    Introduced in the spring of 2660, the quick, agile Mongoose soon became
    popular with Star league Light Lance commanders. Though the 'Mech was
    originally designed for deep reconnaissance, commanders began to adapt it to
    front-line duty as soon as they discovered that the Beagle Active Probe and
    associated central processing units could coordinate the activities of an
    entire light company. Demand for this new vehicle was high, and by 2668, the
    design had become the standard command 'Mech for all light and recon lances.

    ==Capabilities:==
    The Mongoose was designed to replace the venerable Locust, with ground
    speed, rather than jumping ability, as the key to the 'Mech's maneuverability.
    An instant success with field commanders, the 'Mech is considered an
    outstanding design. The 'Mechs armament is based entirely on energy weapons,
    making the Mongoose an ideal deep-recon 'Mech, raider, or guerrilla fighter.
    The internal structure of the Mongoose employs Endo Steel II, an alloy
    created especially for use in 'Mechs. Endo Steel offers tremendous
    load-bearing ability plus greater tensile strength, allowing a much lighter
    skeleton to carry the same weight as a normal skeleton. Covering the skeleton
    are plates of Ferro-Fibrous Armor. The Mongoose carries a heavy load of armor
    for its size, and it can survive a direct PPC blast to the chest without
    internal damage. If necessary, the Mongoose can engage medium 'Mechs with some
    chance of success.
    The laser systems are tried and dependable, with excellent heat
    dissipation provided by the primary cooling collars located just above the
    'Mech's elbows. Secondary heat sinks, located in the back of the torso, funnel
    heat toward the waist. The lasers mounted in the center torso and head are
    very accurate, employing internal compensators that allow the Mongoose to aim
    precisely when at a full run. The only drawback to the weapon system is the
    cooling jacket for the center torso laser, which rests on top of the engine
    compartment and tends to deteriorate rapidly. Replacement is not difficult,
    but tests show the jacket is virtually useless after 100 firings. The
    additional heat does not impair the Mongoose's performance, but it makes the
    cockpit uncomfortable and sometimes interferes with the sensor array.
    The Beagle Active Probe, riding within the left shoulder, may be the most
    important item in the 'Mech. With extended scanner range and a wider
    scanning-band range, the Beagle can detect and identify vehicles 16 percent
    faster than any other scanner. Once identified, the target is permanently
    stored in the Beagle's memory. Should the Beagle encounter the target again,
    it will remember speed, damage, and even forecast a fighting style to the
    Mongoose pilot. During off hours, the pilot can review any battle on the
    tactical display, modifying actions with a joystick. The Beagle projects the
    tactical change and shows the results. This memory device has made the
    Mongoose a highly sought battlefield trainer.

    ==Variants:==
    James Mckenna's Royal Mongoose Command Mech is the byproduct of the near
    unlimited funding the SLDF Army had at the time. This mech represents the
    pinnacle of modern electronic warefare, as well as, a custom modification of
    the chassis that was performed for a specific Regimental commander.
    The records of who piloted this mech are lost to time and antiquity.
    What is known, however, is that every aspect of the mech is customized even
    down to the rich Mahogany panneling inside the lavish and roomy cockpit. Not
    only does the mech have more space than usual, it aslo sports a collapsible
    bunk in the back and three times the storage capacity in addition to a
    secondary coordiantion couch. the addition of a full 8 point surround sound
    system as well as a mini wet bar, round out its appointments nicely. Lets not
    forget to mention the mini microwave and freezer for cold snacks either!

    The eccentric owner of this mech fitted it to handle almost any type of
    engagement. It's defenses are amazing with an Anti Missile system and an Full
    Automatic Anti Personnel Grenade Launcher in the same location protected by
    CASE.

    In addition to all o fthe above it also has TAG gear.

    The mech has been modified in Chaos Legion style to include a modified ER
    Large laser, Flamer and Guardian ECM. This mech sports 99% of maximum armor
    and maintains all the speed and flexibility of the original.

    It's targeting package was tricked out to favor long range vs. short range
    combat on the Large Laser, Medium laser and small laser.

    --------------------------------------------------------
    Type/Model: Mongoose MON-66 Royal Custom
    Mass: 35 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 58 pts Endo Steel 14 1.75
    (Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
    Engine: 280 XL Fusion 12 8.00
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
    Heat Sinks: 10 Double [20] 0 .00
    Gyro: 4 3.00
    Cockpit, Life Supt.: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 119 pts Ferro-Fibrous 14 6.64
    (Armor Crit Loc: 4 LA, 4 RA, 1 LT, 5 RT)

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 11 16
    Center Torso (Rear): 6
    L/R Side Torso: 8 12/12
    L/R Side Torso (Rear): 4/4
    L/R Arm: 6 12/12
    L/R Leg: 8 16/16

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Medium Laser RA 3 1 1.00
    1 Small Laser LA 1 1 .50
    1 Guardian ECM RT 0 2 1.50
    1 Beagle Active Probe LT 0 2 1.50
    1 Anti-Missile System LT 1 12 2 1.50
    (Ammo Locations: 1 LT)
    1 Grenade Launcher LT 1 1 .50
    1 ER Large Laser Mod* CT 12 2 4.50
    1 TAG HD 0 1 1.00
    1 Long-Range Targeting 0 .00
    CASE Equipment: LT 1 .50
    --------------------------------------------------------
    TOTALS: 18 78 34.89
    Crits & Tons Left: 0 .11

    Calculated Factors:
    Total Cost: 6,825,577 C-Bills
    Battle Value 2: 1,147 (old BV = 1,015)
    Cost per BV2: 5,950.81
    Weapon Value: 690 / 690 (Ratio = .60 / .60)
    Damage Factors: SRDmg = 12; MRDmg = 7; LRDmg = 5
    BattleForce2: MP: 8, Armor/Structure: 3/1
    Damage PB/M/L: 2/1/1, Overheat: 0
    Class: ML; Point Value: 11
    Specials: ecm, tag, prb



    Last edited by Admin on February 6th 2011, 01:29; edited 1 time in total
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 5th 2011, 11:02

    BattleMech Technical Readout

    Type/Model: Dervish DV-6CL
    Tech: Inner Sphere / 3025
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 55 tons
    Chassis: Dorwinion 55T Endo Steel
    Power Plant: 220 Core Tek Light Fusion
    Walking Speed: 43.2 km/h
    Maximum Speed: 64.8 km/h
    Jump Jets: None
    Jump Capacity: 0 meters
    Armor Type: Maximillian 105 Standard
    Armament:
    2 SRM 2s
    1 Anti-Missile System
    4 LRM 10s
    Manufacturer: Achernar BattleMechs
    Location: New Avalon
    Communications System: Achernar Electronics HID-21
    Targeting & Tracking System: Federated Hunter Mk II

    ------------------------------------------------------------------------------
    ==Overview:==
    Long the plodding workhorse of Successor States ground forces, the DV-6M
    Dervish has become the focus of a great deal of attention. As the last 'Mech
    designed to serve the Star League in large numbers, its role on the
    battlefield is as a poor-man's Archer. With its LRM-10 and SRM-2, it can give
    quick fire support where needed, freeing larger 'Mechs for other duties. The
    Dervish's jump jets make up in mobility what it lacks in armor.
    Commissioned in 2520, the Dervish received only one major change over the
    years, the replacement of the 270 GM engine with the present-day 275 Core Tek
    to boost its maneuverability. Most Dervishes were made before the dissolution
    of the Star League and so have served in all corners of the universe.

    ==Variants:==
    The Chaos Legion Dervish has been extensively modified over time. It has
    now ben refitted with a Prototype XL (Light) engine and Gen II Freezers. Its
    speed matches that of the Primitive Mech, however, its firepower and complete
    compliment of armor and capabilities does not.

    Typically matched with the Daboku (Mauler) in the field it has a top
    speed of 64 k/ph and no jumping ability. Its has affectionately been referred
    to as the "Mini Archer" armed with 4 LRM10s and is backed up by two SRM2s. It
    is rounded out by an Anti Missile System in the opposite arm from the SRM
    launchers (which doubles as an anti infantry weapon in a pinch). The addition
    of experimental CASE was added to the right and left torsos.

    Finally, Prototype Endo Steel replaces its internal structure, and allows
    it to sport a helluva lot more protection than it typically carries. Carrying
    95% of maximum armor, the dervish carries 56 more points than its typical
    production model.

    --------------------------------------------------------
    Type/Model: Dervish DV-6CL
    Mass: 55 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 91 pts Endo Steel 14 2.75
    (Endo Steel Loc: 1 HD, 4 LA, 3 RA, 2 CT, 2 LL, 2 RL)
    Engine: 220 Light Fusion 10 7.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
    Heat Sinks: 10 Double [20] 6 .00
    (Heat Sink Loc: 1 LT, 1 RT)
    Gyro: 4 3.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
    Armor Factor: 180 pts Standard 0 11.25

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 18 26
    Center Torso (Rear): 9
    L/R Side Torso: 13 19/19
    L/R Side Torso (Rear): 6/6
    L/R Arm: 9 18/18
    L/R Leg: 13 25/25

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    2 SRM 2s RA 4 50 3 3.00
    (Ammo Locations: 1 RT)
    1 Anti-Missile System LA 1 12 2 1.50
    (Ammo Locations: 1 LT)
    2 LRM 10s RT 8 24 6 12.00
    (Ammo Locations: 1 LT, 1 RT)
    2 LRM 10s LT 8 4 10.00
    CASE Equipment: LT RT 2 1.00
    --------------------------------------------------------
    TOTALS: 21 70 55.00
    Crits & Tons Left: 8 .00

    Calculated Factors:
    Total Cost: 7,462,475 C-Bills
    Battle Value 2: 1,287 (old BV = 1,102)
    Cost per BV2: 5,798.35
    Weapon Value: 1,299 / 1,299 (Ratio = 1.01 / 1.01)
    Damage Factors: SRDmg = 19; MRDmg = 19; LRDmg = 11
    BattleForce2: MP: 4, Armor/Structure: 5/3
    Damage PB/M/L: 2/2/2, Overheat: 0
    Class: MM; Point Value: 13
    Specials: if

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 6th 2011, 16:30

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Ice Daemon ID-01-CL
    Tech: Inner Sphere / 3050
    Config: Biped OmniMech
    Rules: Level 3, Standard design

    Mass: 40 tons
    Chassis: Endo Steel
    Power Plant: 200 Light Fusion
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: 4 Standard Jump Jets
    Jump Capacity: 120 meters
    Armor Type: Standard
    Armament:
    1 Medium Laser
    1 Small Laser
    1 LRM 5
    1 SRM 2
    2 Jump Jet Flamers*
    1 Beagle Active Probe
    1 Light AC/5
    Manufacturer: (Unknown)
    Location: (Unknown)
    Communications System: (Unknown)
    Targeting & Tracking System: (Unknown)

    ------------------------------------------------------------------------------
    ==Overview:==
    The Ice Daemon is a custom built mech, pieced together from whatever was
    available at the time. It was built by hand, specifically to fill a niche
    role within the Chaos Legion. It replaces the Stinger as the primere training
    mech for the unit. Their last Beagle Active Probe was installed allowing for
    remarkable traning and simulation.

    Furthermore, the mech is equipped with a Dual Cockpit, in addition to a rumble
    seat. Allowing for an instructor to take two cadets into the field,
    simultaneously and train them effectively on all aspects of the battlemech.

    The Mech is equipped with two, amazingly groundbreaking features. It has
    modular pod space on its arms, massing in at 6.5 tons as well as the fact that
    the custom chassis is built around a stripped down AC5, that was integrated
    into the center torso and anchored for stability.

    Its primary weapons configuration is designed to acquaint a new cadet with all
    aspects of gunnery and piloting, completely eliminating the necessity to train
    on multiple battlemechs. Furthermore, taking cues from the Stinger cockpit
    the Ice Daemon control systems are incredibly simple and perfectly situated.
    This organization and simplicity translates to a bonus of +1 to Piloting,
    Sensors and Gunnery for the pilot/pilots.

    ==Capabilities:==
    The Ice Daemon's field trials have been exceptional thus far. It's
    flexibility, manuverability and sensor accuracy hava all been spot on. It's
    diverse primary loadout allows new trainees to experience all aspects of mech
    combat and even battle holographic "ghosts" with the aid of the Beagle Active
    Probe.

    If the Chaos Legion ever gets access to battlemech facilities, you can be
    certain that this will be their first battlemech to come out of prototype
    status.



    ==Battle History:==
    Originally Prototyped with a Nissan 200, engine, a recent surplus in equipment
    allowed for the refit of a Prototype XL (Light) engine. The additional bulk
    of the engine made it necessary to remove the Ferro Firbous armor. However,
    due to the increase in available tonnage the design still maintains the same
    amount of armor protection (Maximum).

    The Original, prototype AC2 proved to be highly unreliable in trials. It
    jammed 30% of the time. With the addition of the Prototype XL, the gain in
    tonnage allowed for the refitting of an AC5 along the same lines as the
    stripped down AC2. The AC5 has performed admirably, and seems more rugged.
    Perhaps the AC2 variant will be reworked in the future.

    ==Variants:==
    Variant A
    -2 Medium Pulse Lasers
    -2 Medium Lasers
    -Small Laser

    Variant B
    -Compact PPC
    -Small Laser

    Variant C
    -2 LRM5
    -Medium Laser
    -Small Laser

    Variant D
    -6 Medium Lasers
    -Small Laser

    Variant E
    -SRM6
    -2 Medium Lasers
    -Small Laser

    --------------------------------------------------------
    Type/Model: Ice Daemon ID-01-CL
    Mass: 40 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 67 pts Endo Steel 14 2.00
    (Endo Steel Loc: 4 LA, 4 RA, 2 LT, 4 RT)
    Engine: 200 Light Fusion 10 6.38
    Walking MP: 5
    Running MP: 8
    Jumping MP: 4
    Heat Sinks: 10 Double [20] 6 .00
    (Heat Sink Loc: 1 LT, 1 RT)
    Gyro: 4 2.00
    Dual Cockpit (MW), Life Supt., Sensors: 6 4.00
    Actuators: L: Sh+UA R: Sh+UA 12 .00
    Armor Factor: 137 pts Standard 0 8.56

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 12 18
    Center Torso (Rear): 6
    L/R Side Torso: 10 15/15
    L/R Side Torso (Rear): 5/5
    L/R Arm: 6 12/12
    L/R Leg: 10 20/20

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Medium Laser RA 3 1 1.00
    1 Small Laser RA 1 1 .50
    1 LRM 5 LA 2 24 2 3.00
    (Ammo Locations: 1 LT)
    1 SRM 2 LA 2 50 2 2.00
    (Ammo Locations: 1 LT)
    1 Jump Jet Flamer* RT 1 1 .25
    1 Beagle Active Probe RT 0 2 1.50
    1 Jump Jet Flamer* LT 1 1 .25
    1 Light AC/5 CT 1 20 3 6.00
    (Ammo Locations: 1 LT)
    CASE Equipment: LT 1 .50
    4 Standard Jump Jets: 4 2.00
    (Jump Jet Loc: 2 LL, 2 RL)
    --------------------------------------------------------
    TOTALS: 11 70 39.94
    Crits & Tons Left: 8 .06

    Calculated Factors:
    Total Cost: 6,565,737 C-Bills
    Battle Value 2: 1,556 (old BV = 1,442)
    Cost per BV2: 4,219.63
    Weapon Value: 627 / 627 (Ratio = .40 / .40)
    Damage Factors: SRDmg = 14; MRDmg = 6; LRDmg = 2
    BattleForce2: MP: 5, Armor/Structure: 3/3
    Damage PB/M/L: 3/2/-, Overheat: 0
    Class: MM; Point Value: 16
    Specials: omni, prb

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 7th 2011, 08:39

    AeroTech 2 Vessel Technical Readout
    VALIDATED

    Class/Model/Name: Boeing Jump Bomber BJB-CL
    Tech: Inner Sphere / 3050
    Vessel Type: Aerospace Fighter
    Rules: Level 3, Standard design
    Rules Set: AeroTech2

    Mass: 20 tons
    Length: 11 meters
    Power Plant: 140 Light Fusion
    Safe Thrust: 9
    Maximum Thrust: 14
    Armor Type: Ferro-aluminum
    Armament:
    5 Medium Laser
    2 Small Laser
    ------------------------------------------------------------------------------
    ==Variants:==
    After acquiring Brenda as their primere Aerospace pilot, the Chaos legion set
    about extensively refitting what they had on hand. The Boeing Jump Bomber
    looks very little like what she looked like before.

    They added a Light Fusion engine, Prototype Ferro Aluminum armor and stripped
    it of one ton of its fuel reserve. This allows the craft to be modestly
    armored. However, it was the addition of double heat sinks that allows her to
    carry direct, energy armament.

    The craft has been sealed for transorbital flight and while still retaining
    its VTOL capabilities. It typically carry's 2 laser guided bombs and 2
    cluster munitions into combat.

    Grudgingly, Brenda admits that she likes the Jump bomber better than her old
    fighter.

    ------------------------------------------------------------------------------
    Class/Model/Name: Boeing Jump Bomber BJB-CL
    Mass: 20 tons
    Construction Options: Fractional Accounting

    Equipment: Mass
    Power Plant: 140 Light Fusion 3.75
    Thrust: Safe Thrust: 9 (8 at max bomb load)
    Maximum Thrust: 14 (12 at max bomb load)
    Structural Integrity: 9 .00
    VSTOL Equipment: 1.00
    Total Heat Sinks: 10 Double .00
    Fuel: 2.00
    Cockpit & Attitude Thrusters: 3.00
    Armor Type: Ferro-aluminum (76 total armor pts) 4.24
    Standard Scale Armor Pts
    Location: L / R
    Nose: 25
    Left/Right Wings: 19/19
    Aft: 13

    Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
    ------------------------------------------------------------------------------
    5 Medium Laser Nose 5 -- -- -- 15 5.00
    2 Small Laser Aft 3 -- -- -- 2 1.00
    ------------------------------------------------------------------------------
    TOTALS: Heat: 17 19.99
    Tons Left: .01

    External Stores Load:
    2 Cluster Bombs (2 tons)
    2 Laser-Guided (LG) Bombs (2 tons)
    Total Stores Load 4 tons total
    Note: Safe Thrust is reduced from 9 to 8 at max bomb load.

    Calculated Factors:
    Total Cost: 1,903,690 C-Bills
    Battle Value: 876
    Cost per BV: 2,173.16
    Weapon Value: 1,126 (Ratio = 1.29)
    Damage Factors: SRV = 28; MRV = 0; LRV = 0; ERV = 0
    BattleForce2: MP: 9, Armor/Structure: 2 / 0
    Damage PB/M/L: 3/-/-, Overheat: 0
    Class: FL; Point Value: 9

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 7th 2011, 09:02

    AeroTech 2 Vessel Technical Readout
    VALIDATED

    Class/Model/Name: Gadfly GDF-L4-CL
    Tech: Inner Sphere / 3050
    Vessel Type: Aerospace Fighter
    Rules: Level 3, Modified design
    Rules Set: AeroTech2

    Mass: 15 tons
    Power Plant: 135 Light Fusion
    Safe Thrust: 11
    Maximum Thrust: 17
    Armor Type: Ferro-aluminum
    Armament:
    3 Medium Laser
    1 Small Laser
    ------------------------------------------------------------------------------
    ==Variants:==
    True to their word, the Legion restored Brenda Kael's Gadfly. In fact we
    pulled all the stops on this one. Replacing its engine with a Light Fusion
    variant as well as armoring her up with Prototype Ferro Aluminum for maximum
    coverage.

    The weight savings alone allowed for an additional Medium Laser to be mounted
    in the nose. We dropped a ton of fuel in favor of maximizing her weapons
    compliment adding an addirtional small laser to the nose as well as another
    half ton of armor. The fighter is back in form, however, we now lack a pilot
    for her as Brenda likes the refitted Boeing Jump Bomber better (and why
    wouldn't she? Its a shit ton better!)

    Jack is going through the paces of training a cadet right now.


    ------------------------------------------------------------------------------
    Class/Model/Name: Gadfly GDF-L4-CL
    Mass: 15 tons
    Construction Options: Fractional Accounting

    Equipment: Mass
    Power Plant: 135 Light Fusion 3.38
    Thrust: Safe Thrust: 11 (10 at max bomb load)
    Maximum Thrust: 17 (15 at max bomb load)
    Structural Integrity: 11 .00
    Total Heat Sinks: 10 Single .00
    Fuel: 2.00
    Cockpit & Attitude Thrusters: 3.00
    Armor Type: Ferro-aluminum (55 total armor pts) 3.07
    Standard Scale Armor Pts
    Location: L / R
    Nose: 20
    Left/Right Wings: 13/13
    Aft: 9

    Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
    ------------------------------------------------------------------------------
    3 Medium Laser Nose 5 -- -- -- 9 3.00
    1 Small Laser Nose 3 -- -- -- 1 .50
    ------------------------------------------------------------------------------
    TOTALS: Heat: 10 14.95
    Tons Left: .05

    External Stores Load:
    1 Cluster Bomb (1 tons)
    2 Laser-Guided (LG) Bombs (2 tons)
    Total Stores Load 3 tons total
    Note: Safe Thrust is reduced from 11 to 10 at max bomb load.

    Calculated Factors:
    Total Cost: 1,611,690 C-Bills
    Battle Value: 625
    Cost per BV: 2,578.7
    Weapon Value: 770 (Ratio = 1.23)
    Damage Factors: SRV = 17; MRV = 0; LRV = 0; ERV = 0
    BattleForce2: MP: 11, Armor/Structure: 1 / 0
    Damage PB/M/L: 2/-/-, Overheat: 0
    Class: FL; Point Value: 6

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 7th 2011, 19:36

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Marco CL-MRC-P2
    Tech: Inner Sphere / 3025
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 30 tons
    Chassis: Endo Steel
    Power Plant: 150 Light Fusion
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: 2 Standard Jump Jets
    Jump Capacity: 60 meters
    Armor Type: Standard
    Armament:
    2 Compact PPCs*
    Manufacturer: (Unknown)
    Location: (Unknown)
    Communications System: (Unknown)
    Targeting & Tracking System: (Unknown)

    ------------------------------------------------------------------------------
    ==Overview:==
    The Chaos Legion Marco became a pet project of the new recruit
    technicians as they trained until the end of the first unit contract on
    Bensinger. They refitted the old engine with a salvaged one. It still
    retains its former abilities, the environmentally sealed 2 man sleeper from
    the back center torso and the Observation platform on the left shoulder. It
    still has the same 30 meter jump capability.

    They removed the internal cargo bay, expanded the cockpit to fully allow
    two people to occupy it. The second person can only coordinate and run
    sensors and damage control. They replaced its internals with endo steel,
    armored it with prototype ferro and added some noteworthy armament. It now
    sports a standard cockpyt and is fully sealed like any battlemech.

    They were nick named it "Postal" because it simply looks like a normal
    civillian salvage mech, however, the inclusion of a pair of LRM5 launcers, a
    ton of ammo, a Medium Laser and a Flamer tend to make it a bit more meancing.

    It is easy to pilot, used as a training and salvage mech and it can kill
    infantry and unwary light mechs and armor with ease. the unit owners were so
    impressed by their refit that it still retains this configuration today.



    ==Variants:==
    "Postal 2"

    This variant of the Marco is a field refit adding the Prototype XL (Light) to
    the mix. All attachments were stripped off in favor of a more deadly, direct
    combatant. The extra internal space taken by the engine required the mech to
    downgrade to standard armor. However, the loss of protection is less than a
    quarter ton worth.

    Freezers are included in this model to compenssate for the additional heat
    generated. The mech looses 30 meters of jump capability, however the
    forepower increase more than makes up for it. the mech does not over heat if
    its is running or jumping.

    It adds standard lower arm acutators and a hand to replace the salvage arm.

    --------------------------------------------------------
    Type/Model: Marco CL-MRC-P2
    Mass: 30 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 51 pts Endo Steel 14 1.50
    (Endo Steel Loc: 1 HD, 5 LA, 4 RA, 2 CT, 1 LL, 1 RL)
    Engine: 150 Light Fusion 10 4.13
    Walking MP: 5
    Running MP: 8
    Jumping MP: 2
    Heat Sinks: 10 Double [20] 12 .00
    (Heat Sink Loc: 2 LT, 2 RT)
    Gyro: 4 2.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 102 pts Standard 0 6.38

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 10 13
    Center Torso (Rear): 4
    L/R Side Torso: 7 10/10
    L/R Side Torso (Rear): 4/4
    L/R Arm: 5 10/10
    L/R Leg: 7 14/14

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Compact PPC* RT 9 4 6.00
    1 Compact PPC* LT 9 4 6.00
    2 Standard Jump Jets: 2 1.00
    (Jump Jet Loc: 1 LL, 1 RL)
    --------------------------------------------------------
    TOTALS: 18 71 29.99
    Crits & Tons Left: 7 .01

    Calculated Factors:
    Total Cost: 3,380,780 C-Bills
    Battle Value 2: 999 (old BV = 932)
    Cost per BV2: 3,384.16
    Weapon Value: 653 / 653 (Ratio = .65 / .65)
    Damage Factors: SRDmg = 18; MRDmg = 14; LRDmg = 2
    BattleForce2: MP: 5, Armor/Structure: 3/2
    Damage PB/M/L: 2/2/2, Overheat: 0
    Class: ML; Point Value: 10

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 7th 2011, 19:51

    BattleMech Technical Readout
    Custom* Weapons

    Type/Model: Stinger ¨Battlecry¨ Variant STG-BC-CL
    Tech: Inner Sphere / 3050
    Config: Biped BattleMech
    Rules: Level 3, Standard design

    Mass: 25 tons
    Chassis: Earthwerks STG Endo Steel
    Power Plant: 150 GM Light Fusion
    Walking Speed: 64.8 km/h
    Maximum Speed: 97.2 km/h
    Jump Jets: 6 Chilton 360 Standard Jump Jets
    Jump Capacity: 180 meters
    Armor Type: Riese-100 Standard
    Armament:
    2 Jump Jet Flamers*
    1 Compact PPC*
    Manufacturer: Earthwerks Incorporated
    Location: (Unknown)
    Communications System: Datacom 26
    Targeting & Tracking System: Dynatec 990

    ------------------------------------------------------------------------------
    ==Overview:==
    With the Advent of the Ice Daemon the Stinger's role in the unit was
    considerably diminished. Thus it was taken off the field. rather than
    decommission it and sell the mech the unit instead completely retooled the
    design. This variant adds an additional 5 tons to its mass. this alteration
    was considerably cheaper than purchasing a new mech outright.

    Furthermore, a Prototype XL (Light) engine was installed along with 10
    Freezers. They added a Compact PPC and two experimental Jump Jet Flamers.
    Though it now only supports standard armor, the mech still has gained over its
    predecessor. Form 69 points to 82 (92% of maximum) is still a formidable
    increase in protection.

    The technicians have affectionately dubbed it the "Battlecry", and the name is
    fitting.


    ==Capabilities:==


    ==Battle History:==


    --------------------------------------------------------
    Type/Model: Stinger ¨Battlecry¨ Variant STG-BC-CL
    Mass: 25 tons
    Construction Options: Fractional Accounting

    Equipment: Crits Mass
    Int. Struct.: 43 pts Endo Steel 14 1.25
    (Endo Steel Loc: 1 HD, 5 LA, 4 RA, 4 LT)
    Engine: 150 Light Fusion 10 4.13
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6
    Heat Sinks: 10 Double [20] 12 .00
    (Heat Sink Loc: 2 LT, 2 RT)
    Gyro: 4 2.00
    Cockpit, Life Supt., Sensors: 5 3.00
    Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
    Armor Factor: 82 pts Standard 0 5.12

    Internal Armor
    Structure Value
    Head: 3 9
    Center Torso: 8 11
    Center Torso (Rear): 4
    L/R Side Torso: 6 8/8
    L/R Side Torso (Rear): 3/3
    L/R Arm: 4 7/7
    L/R Leg: 6 11/11

    Weapons and Equipment Loc Heat Ammo Crits Mass
    --------------------------------------------------------
    1 Jump Jet Flamer* RA 1 1 .25
    1 Jump Jet Flamer* LA 1 1 .25
    1 Compact PPC* RT 9 4 6.00
    6 Standard Jump Jets: 6 3.00
    (Jump Jet Loc: 2 CT, 2 LL, 2 RL)
    --------------------------------------------------------
    TOTALS: 11 73 25.00
    Crits & Tons Left: 5 .00

    Calculated Factors:
    Total Cost: 2,906,500 C-Bills
    Battle Value 2: 748 (old BV = 741)
    Cost per BV2: 3,885.7
    Weapon Value: 319 / 319 (Ratio = .43 / .43)
    Damage Factors: SRDmg = 10; MRDmg = 7; LRDmg = 1
    BattleForce2: MP: 6J, Armor/Structure: 2/2
    Damage PB/M/L: 2/1/1, Overheat: 0
    Class: ML; Point Value: 7

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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 16th 2011, 05:04

    In the aftermath of the group's trip from the unknown regions of the Periphery, after their triumphant return to Bensinger, they bear witness to certain revelations:

    Capture of Suzie Ryan's Union Class Dropship
    Capture of two Slayer Aerospace Fighters
    Capture of Numerous Pirate Mechs, including an Assault Mech from the 1st Royal Battlemech Regiment (Cameron Star with Coiled Viper/Cobra)

    -For the past month Jack has been running a massive, coordinated, running battle with the Pirates and various other factions on world.
    -Instead of the Land hold simply turning into a refugee haven (which it has) the Academy recieved an influx of trainers and students.
    -Economically speaking, the Land Hold has been "Named" the new capitol of Bensinger. (Yes, that's how bad things are)
    -The Other Capitol of Bensinger has been raised, bombed, and had its starport utterly anhilated. Recently, the HPG went up with a Thermonuclear underground detonation which split the crust of the area in a three mile radius.

    -Mothballed water filtration facilities have been reactivated in the landhold.
    -An old Amaris bunker was found underneath the Land Hold and is being, quickly, rennovated/reactivated.

    The Mech Hangar:

    When the players arrive, they notice several changes. There are maintenance cocoons for a Company of Mechs, many of the cocoons are of civillian origin. All are filled with battlefield slavage and unit mechs under constant, 24 hour refit.
    -The tech team has been supplemented by technicians form the Police Motor pool, Fedcom survivors and even the civillian techs that were once contracted for the unit's upkeep. They are all, now, wearing Legion fatigues.
    -Captured Mechs:
    Firestarter FS9-M (Mirage Variant)
    Spider SDR-5D (Flamer Variant)
    Phoenix Hawk PXH-1D (all energy extra heatsink variant)
    Scorpion SCP-1M - PPC, SRM6
    Charger CGR-1A1 - 5 Small Lasers
    Cicada CDA-2B - 2 Medium Laser + Flamer
    Jenner JR7-F - 4 medium Lasers
    Dart DRT-4S - 3 medium Lasers
    Locust LCT-1E - 2 Medium Lasers + 2 Small Lasers
    +
    2 Galleon Tanks
    +
    All Chaos Legion Mechs, vehicles and Aerospace Assets (in various states of repair)
    +
    2 J-Edgar Fedcom Tanks
    +
    Remaineder of Militia forces
    +
    Mechbuster
    Modified Legion Jump Bomber
    Gadfly
    Phoenix Hawk LAM locked in Aerospace mode

    After mining the hell out of the outskirts of the town using old munitions for the Dervish, + hundreds of home made fertilizer/fuel based bombs (thank Jack fopr having Chemistry + Demolitions) as well as old munitions form the Amaris bunker. Every able body (including refugees and some pirate defectors) has been working almost round the clock to fortify the town.

    The remanents of the Police Academy on world is now part of the Academy and is supplementally backing the Chaos Legion MP Squad for governance. The entire town is in a state of martial law.

    The governor and lisa are found among the masses of people, doing their best to lend support and aid in morale and are working tirelessly among their people.

    Abandoned housing and Commercial businesses that have long since been abandoned have all been re-occupied and turned into processing centers for the refugees until suitable habiotation can be acquired.

    There are three Comstar Adepts in the command center bringing Comstar Field equipment and Old Amaris equipment online. They were visiting the Land Hold, with Jack's blessing, providing aid and supplies to the refugees when the HPG detonated.
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 20th 2011, 14:50

    Desparate Measures

    With Bensinger cut off from rest of the Inner Sphere, options for the world's survival become lackluster. By the time anyone arrives on world, things could likely have already gone all to hell and back again. Within two weeks time a Company of Mechs under the banner of Wolf's Dragoon's touches down to perform a garrison and defense duty for an extended period (up to one year). Natasha Kerensky is there when Jack and James greet them. Her eyes grow a bit wider when she notices them striding out onto the frozen landing tarmack in SLDF Mechwarrior Combat Suits. They grow even wider when she reads the identification badge on James McKenna's jumpsuit "Kerensky". The suprise is stifled after a short conversation and the two Chaos Legion leaders depart. Natasha is just standing there, when her second arrives "So... They're leaving us here to babysit... that's fucking great..."

    Lt. Collin McCreedy walks up "Hey Kerensky, I'm "Mac", I guess I'm in charge until the bosses get back.

    Natasha looks at the scrappy kid "You, you're in charge? What are you, all of 15?"

    "Sweetheart, I'm 17 and you have no idea how much fighting we've already been involved in here."



    All aerospace assets, viable mechs and dropships of the Chaos Legion lift off planet for parts unknown. They link up with the Scout, and a Merchant Jumpship that just came in system (a gift from McKenna's Comstar Buddie, for protection and delivery to Terra eventually...) The two ships jump, and at the second point in the journey, the secrecy is finally unveiled.

    "We have a unique opportunity people." Jack says pulling up a holo projection "With the demise of Suzie Ryan, and the decimation of her forces, we are tracking back to her origin point. Ria will be running the comms and giving the authentication codes when we arrive. We're going to a place known as Stars End, and we're going to take it."

    A very complicated tactical plan is outlined with Suzie Ryan's Union at the head of the assault. The forces will drop in in the Union, deploying the majority of the foot platoons as "Pirates and Slaves", once inflitrated you guys will take the key defenses of the world.

    Th Union goes by defenses un challenged.

    The population center of the world is expansive, with an incredible amount of high technology life style. It looks like something out of a Sci-Fi holo show. Though much of the city is un occupied, with current population sitting around 30,000 (mostly slaves). The units deploy, and quickly take key positions. Jack comes in with the defenses sensor grid blinded dropping forces on the asteroids ringing the main world. he takes the installations there and the rest of the planetary defenses fall after he arrives with the rest of the re-enforcements.

    It took you guys a little over two weeks to make landfall in total, which isnt bad. The campiegn to take the system took two hours...

    Welcome to your new system, Stars End. In the weeks that follow, the population of Bensinger (that want to leave) are delivered safely to the new world. A new government is setup and liberation of the slavery commences.

    Benefits:
    -Somewhat self sufficient planet as far as food, this will change after the survivors arrive from Bensinger (its still enought to feed them, just have to ration)
    -High Technology Population center where much of everything is automated.
    -Mothballed Production Facilities
    -Orbital Shipyards and Factories
    -Defensive Asteroid ring/belt with scattered bunkers and point defense weapons integrated.
    -One Yard Run was specifically designed to Produce Pinto Warships, though it is mothballed as of now. Another Yard run will service even larger vessels. Yet others, are fully capable of building Dropships, Aerospace Craft and Jumpships
    -System is high in Germanium, perfect for constructing space going vessls.
    -There is an underground Kearney-Fuhida Jump Drive factory on world.

    You now have a home, that is largely unknown and well defended. Have fun!
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on February 21st 2011, 20:33

    Butte Hold
    May 11th, 3043

    "Hey Jimmy, look up there." He points to the drive flare coming down to the planet "Looks like the boss is back, lets go tell everyone Red jack has returned."

    jimmy is looking the opposite direction in their high mountain top spotting and defensive installation "Marcus, you dumbass, it can't be the boss. He just left, why the hell would he be coming back here... OH SHIT!" Jimmy spins around, his eyes grow wide, and the lookout tower detonates Killing both of them and the defensive weaponry located there + the platoon of fast response troops underneath die almost instantly when the structure collapses in on them.

    Butte Hold falls in 1 Hour and 15 Minutes...

    Cutscene, Two weeks erlier

    Red Jack's jumpship flotilla arrives at their standard jump point roughly 5 light years out from Bensinger to recharge.

    Capitan of the One Eye, Jack's flag jumpship "That's odd, someone is here..."

    His sensor operator responds... "itsa.itsa.itsa.itsa..." The jumpship and all hands detonates before poor Tommy could say "It's a warship"

    It's dropships spin erradically on fire away from what's left of their flagship, their docking collars still attached to burning chunks the ship, venting and violently decpompressing their crews almost instantly killing everyone on board.

    The rest of the battle is a frantic, and futile engagement. Almost four battallions worth of hardware (red Jack's and Morgraine's) litter the pirate jump point as the Chaos Legion task force jumps onward to Butte Hold.
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    Re: Your current state of affairs...

    Post  LegendaryExGamer on March 1st 2011, 06:24

    The Cost of War....

    (216 Mechs)
    25 COM-2D Commando 10 (1,891,250) 18,912,500
    20 WSP-1A wasp 12 (1,646,640) 19,759,680
    30 JVN-10N Javelin 3 (2,400,840) 7,202,520
    30 VLK-QA Valkyrie 4 (2,205,320) 8,821,280
    20 SRG-3R Stinger 13 (1,615,440) 21,000,720
    35 FS9-H Firestarter 6 (3,046,950) 18,281,700
    35 JR7-D Jenner 4 (3,198,375) 12,793,500
    35 WLF-1 Wolfhound 6 (2,925,180) 17,551,080
    35 OTT-7J Ostscout 2 (3,416,760) 6,833,520
    30 SDR-5V Spider 5 (2,984,540) 14,922,700
    20 LCT-1V Locust 11 (1,512,400) 16,636,400
    20 HNT-151 Hornet 5 (1,248,700) 6,243,500
    Total Light = 168,959,100

    ASN-101 Assassin 3 (3,537,264) 10,611,792
    40 CD1-2A Cicada 12 (3,705,216) 44,462,592
    55 DV-6M Dervish 1 (4,989,966) 4,989,966
    50 HBK-4G Hunchback 1 (3,467,876) 3,467,876
    50 TBT-5N Trebuchet 2 (4,293,500) 8,587,000
    40 WTH-1 Witworth 6 (2,912,934) 17,477,604
    55 SHD-2H Shadow Hawk 5 (4,539,381) 22,696,905
    45 PXH-1 Phoenix Hawk 2 (4,067,540) 8,135,080
    50 CN9-A Centurion 3 (3,491,500) 10,474,500
    50 CN9-AL Centurion 2 (3,395,876) 6,791,752
    55 WVR-6R Wolverine 4 (4,827,861) 19,311,444
    45 BJ-1 Blackjack 12 (3,153,750) 37,845,000
    40 VL-2T Vulcan 5 (3,462,900) 17,314,500
    45 HCT-3F Hatchetman 6 (3,129,390) 18,776,340
    40 CLNT-2-3T Clint 7 (3.572,380) 25,006,660
    Total Medium = 255,949,011

    60 QKD-4G Quickdraw 12 (5,514,560) 66,174,720
    65 TDR-5S Thunderbolt 2 (5,413,761) 10,827,522
    75 ON1-K Orion 8 (6,674,500) 53,396,000
    65 CRD-3R Crusader 2 (5,686,011) 11,372,022
    70 WHM-6R Warhamer 4 (6,070,984) 24,283,963
    60 CHP-2N Champion 18 (5,071,200) 91,281,600
    Total Heavy = 257,335,827

    100 AS7-D Atlas 12 (9,626,000)115,512,000
    80 VTR-9B Victor 5 (8,044,321) 40,221,605
    Total Assault = 155,733,605

    Total Mech Cost = 837,977,543 * Frequent Flier discount 10%
    Grand Total = 921,775,297.30
    Minus rebates for the Cicada's -8,892,518.40 = 912,882,778.90
    Jack's Protocol roll against Connections 8 + 2(Connections) + 9 for skill & mods
    Target = 9, MOS = 10. Apply 1% discount per MOS of 2 = 5% discount
    Super Ninja discount = -45,644,138!!!!!!!!!!!!
    Ultimate Total = 867,238,639


    (108 Aerospace) = (3 Wings of 36 fighters each) = Regiment
    25 F-10 Cheetah 12 (1,669,463) 20,033,556
    20 SYD-Z1 Seydlitz 18 (1,370,380) 24,666,840
    20 SYD-Z2 Seydlitz 18 (1,480,380) 26,646,840
    50 Lightning 12 (2.442,708) 29,312,496
    50 TR-10 Transit 9 (2,442,708) 21,984,372
    60 HCT-213 Hellcat 7 (2,992,080) 20,944,560
    65 LCF-R20 Lucifer 8 (2,799,261) 22,394,088
    50 CSR-V20 Corsair 12 (2,271,458) 27,257,496
    100 STU-K5 Stuka 4 (6,156,000) 26,064,000
    75 Eagle 6 (4,024,281) 24,145,686
    Total Aero Cost = 243,449,934
    Jack's Protocol roll against Connections 10 + 2(Connections) + 9 for skill & Mods
    Target = 9, MOS = 12. Apply 1% discount per MOS of 2 = 6% discount
    Super Ninja Discount= -14,606,996.04
    Ultimate Total = 228,842,937

    (108 Vehicles) = Regiment
    21 Warrior 12 (540,600) 6,487,200
    35 Pegasus 6 (827,475) 4,964,850
    25 J. Edgar 8 (729,250) 5,834,000
    20 Packrat 2 (408,650) 817,300
    35 Hunter 3 (1,135,125) 3,405,375

    50 Vedette 9 (725,000) 6,525,000
    50 Drillson 6 (2,505,333) 15,031,998
    45 Goblin 4 (607,550) 2,430,200
    40 Hetzer 10 (664,000) 6,640,000

    60 LRM Carrier 12 (1,872,000) 22,464,000
    60 SRM Carrier 11 (1.932,800) 21,260,800
    65 Rommel 5 (2,901,387) 14,506,935
    65 Patton 8 (2,747,113) 21,976,904

    100 Behemoth 4 (3,044,667) 12,178,668
    80 Partisan 2 (1,866,600) 3,733,200
    95 Ontos 6 (2,259,562) 13,557,372

    Total Armor = 161,813,802
    Minus LRM, SRM & Hetzer Rebates = -5,000,000
    Mod total = 156,813,802
    Jack's protocol Roll against Connections 7 + 2 (Connections) + 9, target = 9 MOS =9
    Apply 1% Discount per MOS of 2 = 4.5%
    Super Ninja Discount = -7,056,621.09
    Ultimate Total = 149,757,180

    Super Duper Uber Complete Cost for 2 Regiments of Battlemechs +
    Regiment of Aerospace + Regiment of Armor = 1,245,838,756
    Round up to 1.3 Billion for Shipping, wherever you want it express 1 Month.

    All of the above + 1 Month Direct Shipping for 1.3 Billion C-Bills!
    I got tired of adding 10% to the totals for Aeros and Armor, omitted due to
    volume of the order.
    avatar
    LegendaryExGamer
    Admin

    Posts : 398
    Join date : 2011-02-02
    Age : 44
    Location : Valparaiso, IN

    Re: Your current state of affairs...

    Post  LegendaryExGamer on March 1st 2011, 07:13

    Lostech Purchase Availability...

    35 WLF-2 Wolfhound 1 (3,141,180)
    40 WTH-2 Witworth 4 (3,164,934) 12,659,736
    45 PHX-3D Phoenix Hawk 2 (8,394,340) 16,788,680
    50 ENF-5D Enforcer 1 (8,808,874)
    55 GRF-1DS Griffin 1 (10,041,106)
    55 WVR-7D Wolverine 1 (11,270,256)
    65 TDR-9S Thunderbolt 2 (5,961,231) 11,922,462
    75 MAD-5D Marauder 1 (15,828,750)
    80 AWS-9M Awesome 1 (18,090,121)
    80 VTR-9K Victor 2 (8,512,321) 17,024,642
    100 DVS-2 Devastator 1 (22,398,000)
    Total Unmodified Cost = 147,973,807
    Markup is nasty due to lack of availability in 3044... x 150%
    Markup = 221,960,710
    Jack's Roll = 12 (I burned 3 Edge...) + 2 + 9 = 23. Target = 12. MOS = 11
    Reduce markup by 1% for every 2 MOS = 11%
    Super Ninja Discount = -24,415,678
    Total = 197,545,031
    Shipping Included ETA 1 Month

    &

    55 SHD-5M Shadow Hawk 12(10,296,856) *FWL* 123,562,272
    The FWl Will sell to anyone... Markup x 200%
    Markup Cost = 247,124,544
    Jack's Roll = 12 (I burned 1 edge & got lucky) + 2 + 9 = 23. Target = 15. MOS = 8%
    Super Ninja Discount = -19,769,963
    Total = 227,354,580
    Shipping Included ETA 15 Days
    avatar
    LegendaryExGamer
    Admin

    Posts : 398
    Join date : 2011-02-02
    Age : 44
    Location : Valparaiso, IN

    Re: Your current state of affairs...

    Post  LegendaryExGamer on March 4th 2011, 08:05

    Just so you guys know... The planet you guys hit was "Capricorn III" where you decimated the 15th Dracon Regiment, which allowed you to very quickly, redeploy and sieze both "Ares" and "Necromo".

    Capricorn III is nothing special and the people are happy to see you seize the world.

    Ares ... Is a hub of industry, and wealth. Though most of tha wealth is kept out of the hands of the common folk so a change here is needed. Bergan Industries, Quicksell Corp and Earthwerks Limited all fall into your hands. They are private enterprises, however, willing to work within the new political structure under your banner.

    Necromo, seeing as you guys anhilated the 15th Dracon Regiment, you literally walked in to take both Ares and Necromo without much incident. Ares has industry... Necromo, has something bizarre going on, (because there is almost nothing there, the planet is not heavily developed) which is discovered when you take your warship through the system. Its advanced sensors find an operational (albeit, somewhat hidden) Dropship repair facility (fully automated) and a Fully enclosed Yard Facility... Cough... Cough... (YEAH, I LOOKED IT UP... It is an opportunists dream, been there forever too they used it in the fourth succession war...)

    So, yet again you guys get even more free shit!

    Sponsored content

    Re: Your current state of affairs...

    Post  Sponsored content


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