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      Your current state of affairs...

      LegendaryExGamer
      LegendaryExGamer
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      Posts : 398
      Join date : 2011-02-02
      Age : 50
      Location : Valparaiso, IN

      Your current state of affairs... Empty Your current state of affairs...

      Post  LegendaryExGamer 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
      LegendaryExGamer
      LegendaryExGamer
      Admin


      Posts : 398
      Join date : 2011-02-02
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      Post  LegendaryExGamer 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
      LegendaryExGamer
      LegendaryExGamer
      Admin


      Posts : 398
      Join date : 2011-02-02
      Age : 50
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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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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      Post  LegendaryExGamer 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.
      LegendaryExGamer
      LegendaryExGamer
      Admin


      Posts : 398
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      Age : 50
      Location : Valparaiso, IN

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      Post  LegendaryExGamer 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
      LegendaryExGamer
      LegendaryExGamer
      Admin


      Posts : 398
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      Age : 50
      Location : Valparaiso, IN

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      Post  LegendaryExGamer 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


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