Benderland
02-08-2003, 02:33
INTRODUCING CLAN TECHNOLOGY!
http://www.solaris7.com/Images/TRO/BattleMechs/NewTR3025.jpg
**New**: Video of Mechs in action. (http://www.angelfire.com/crazy2/frank/mw3.wmv) (6.7 mb (56k warning), it's the intro to MechWarrior 3, edited for file size (the original was 78mb))
The first line of mechanized combatants at your disposal, for a price. These walking tanks are known as "mechs", they range from 20 to 100 tons, and are around 40 to 50 feet high. With a bipedal design, they're able to traverse rough terrain. Jagged rocks are measly pebbles for these things. Thick forests can be easily navigated. And they can tread water up to 20 feet deep. Plus, they only need to be run by one person: the pilot.
Mechs are run by a compact fusion reactor. These are clean reactors, they produce no radiation. This also means that the mech requires no refueling. Just the occasional tune-up should be fine. In very rare cases, the reactor can be breached by weapons fire. However, the odds of this are very slim, so these vehicles have been deemed safe for combat.
Mechs are more than just tanks. Some varieties can be fitted to be used for agriculture, construction, and for policing. They can be fitted with anything from a chainsaw for logging, to a water cannon for fires and riot dispersal.
Mechs are designed to endure punishment of any caliber. The cockpits have life support and climate control. They can take a beating of a lifetime and still drag itself back home for repairs. Mechs are covered in what we call "ferro-fibrus armor", an intricate weave of steel and titanium. It's completely resistant to up to .50 caliber bullets. A sophisticated gyroscope system keeps the mech upright, as well as absorbs recoil so the mech and fire and move at the same time without any trouble. Mechs are also equipped to operate in a vaccuum.
Mechs must be properly cooled in order to sustain functionality. Too much damage, an excess of weapons fire, or environmental conditions can evoke shutdown, ammunition explosions, or in a very extreme scenario, destruction of the entire mech, or the death of the pilot inside. Fortunately, All mechs are fitted with at least 10 heat sinks, which are cooling fans that cool down the mech. Additional heat sinks can be added for additional cooling. In case of emergency, the pilot can eject safely from the mech.
(crossetction of a mech):
http://www.classicbattletech.com/VultureFullcutawaySM.jpg
The mech cockpit is contained in an ejectable module, in case things go wrong. The windshield is 2 panes of bulletproof glass. A HUD is projected directly in front of the pilot, giving him a full readout of the mech without glancing at his controls.
Here is a short list of weapons a mech can be fitted with. More are to come as our engineers work on a variety of prototypes still in development:
Machine guns: basic point-and-turn-to-swiss-cheese interface. Rounds are .30 caliber. Short range, mostly an anti-infantry weapon. They generate no heat at all.
Autocannons: Much larger slugs that fire in bursts. They cause a considerable amount of damage to vehicles, and make a puree out of infantry. The number next to the AC indicates the amount of shells in a burst. They come in 2, 5, 10, and 20. The larger the number, the more damage, the shorter the range. Autocannons generate a moderate amount of heat.
Gauss rifle: A massive cannon that uses LIM magnets to fire an 18-inch diameter nickel-cadmium slug at near light speeds. It has a superb range of 1.2 kilometers and will put clean hole through 4 feet of reinforced concrete. It generates a miniscule amount of heat, but it has a long reload time.
Long Tom Cannon - A big gun. A really, really big gun. This will wipe out or severely damage just about anything it's pointed at. However, due to its large size, the amount of ammo that a mech can carry for a Long Tom is very little, and it generates a substantial amount of heat.
Long range missile systems - Known as LRM's, these launchers fire 5, 10, 15, or 20 missiles at a time. They have a basic tracking system that will follow a target and judge small changes in terrain elevation, and then pepper their target with a barrage of missiles. Each missile slot reloads automatically. Each missile is roughly 3 feet long and 8 inches in diameter. Missile systems generate a small amount of heat.
Short range missile systems - the more powerful, yet shorter ranged cousins to long range missile systems. Each missile is twice as powerful as a long-range missile, but is unguided, and only launch in burst of 2, 4, or 6. They also only generate a small amount of heat.
Lasers - Basic energy beam weapons, a medium range. They come in small, medium, and large, and do a good amount of damage, depending on their size. Small lasers can melt infantry into a pile of goo, while large lasers can burn a hole through a side of a tank. The large the size, the more heat they generate.
ER Lasers - "ER" stands for extended range, and they come in the same sizes of normal lasers. The extra power means they generate more heat then normal lasers.
Particle Projection Cannons - known as PPC's, these hothead weapons pack quite a punch. They accelerate a ball of energy into a target, causing massive amounts of damage, and disrupting electronic equipment. They generate a very high amount of heat and have a slow reload time.
ER PPC - same rule applies as to ER Lasers. Longer range, more heat.
Clan Tech: What is clan tech? Lighter, more powerful weapons at the expense of more heat buildup. It is suggested that only the most highly skilled pilots are put in charge of mechs with Clan Technology.
So there you have it, everything you pretty much need to know about mechs. Now, how about I show you what we have for your disposal:
Assault Mechs:
---------------
OBT-19 Obitus
http://www.solaris7.com/Images/TRO/BattleMechs/HighlanderIIC.jpg
Mass: 100 tons
Top speed: 71.4 kph
Armor: 18 tons
25 dbl heat sinks
Arsenal:
1 ER PPC
4 ER Large Lasers
1 LRM-20 (2 tons ammo)
2 SRM-6 (2 tons ammo)
Overview: The first assault mech to utilize Clan technology. This mech is simply the most powerful mech available from BMI so far. Heat buildup can be a serious problem within this mech, so it is suggested that only highly trained mechwarriors are assigned to this beast. Gaurenteed to blow up anything that needs to be.
Price: $180,250,000
-----
ACS-5 Aeacus
http://www.solaris7.com/Images/TRO/BattleMechs/Behemoth.JPG
Mass: 100 tons
Top speed: 63.8 kph
Armor: 17 tons
10 dbl heat sinks
Arsenal:
3 Gauss Rifles (4 tons ammo)
4 ER Medium Lasers
Overview: In Greek mythology, Aeacus is exists in the after life, he is the judge that determines whether you go to heaven or hell. In this world, however, the mech will make the judgement right here in this plane of existance. Sporting 3 gauss rifles, it can slam a giant hammer down on any target, or fire succesivley to have a gauss slug strike a target every 2 seconds.
Price: $137,020,000
-----
DNT-78 Dante
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Orion1.jpg
Mass: 100 tons
Top speed: 72.4 kph
Armor: 16.5 tons
18 double heat sinks (dissipate twice as much heat, higher cost)
Arsenal:
1 Autocannon-10 (1 ton ammo)
2 LRM-15 (4 tons ammo)
4 ER Medium lasers
2 Machine guns
1 Small laser
Overview: Great for assault. It rips infantry to shreds and makes short work of tanks and fortifications. Its heat dissipation is extraordinary; the pilot does not have to worry about firing too much.
Price: $127,500,000
-----
SC-12 Securis
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Hatchetman1.jpg
Mass: 90 tons
Top speed: 80.4 kph
Armor: 14 tons
13 dbl heat sinks
Arsenal:
1 Hatchet
1 PPC
1 ER Large Laser
1 LRM-10 (1 ton of ammo)
3 ER Medium lasers
1 Small laser
Overview: Using an experimental inner frame made of endosteel, this lighter weight skeleton makes for more tonnage available for armor, but less space for larger weapons. Although it packs quite a punch at all ranges, it's 5-ton hatchet can cast a very destructive blow upon its adversary. Also note the exceptional speed for such a heavy mech. This also came at the expense of weapons payload, and the amount of heat dissipation this can handle. Suffice to say, this mech can run hot if the pilot does not manage what weapons he's firing.
Price: $128,265,000
-----
=====
Heavy mechs:
---------------
TMB-1 Timberwolf
http://www.solaris7.com/Images/TRO/BattleMechs/madcat.jpg
Mass: 75 tons
Top Speed: 80.4 kph
Armor: 12 tons
19 dbl heat sinks
Arsenal:
2 LRM-20's (2 tons ammo)
2 ER Large Lasers
2 ER Medium Lasers
4 Machine Guns (2 tons ammo)
Overview: The most famous (and infamous) mech ever created in the BattleTech universe, now available from BMI. The Timberwolf excels at all tasks. From long to short range, anti-infantry to anti-mech, invasions to defense. You name the task, the Timberwolf is ready for it. Impressive speed for a heavy mech.
Price: $96,360,000
-----
ART-120 Arieto
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Blackjack1.jpg
Mass: 75 tons
Top speed: 75.6 kph
Armor: 12.5 tons
12 dbl heat sinks
Arsenal:
2 AC-20 (4 tons ammo)
2 ER Medium lasers
2 Machine guns (2 tons ammo)
Overview: It's a relatively straightforward mech. Big guns for hands, and a short range. It has good heat dissipation and a quality top speed. It's rare to see a mech with 2 Autocannon 20's on it.
Price: $82,365,000
-----
BL-10 Belua
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Rifleman1.JPG
Mass: 70 tons
Top speed: 88.4 kph
Armor: 13 tons
13 dbl heat sinks
Arsenal:
1 AC-20 (2 tons ammo)
2 LRM-10 (2 tons ammo)
4 ER Medium Lasers
Overview: Quite an oddity. A fully functional right arm, but the left arm consists of a shoulder actuator, and a big cannon. Belua is Latin for beast, and this machine lives up to its name. Its 4 ER Medium Lasers are nothing to laugh at, and its Autocannon-20 can put a sizeable hole in pretty much anything. 2 LRM-10’s provide long-range fire support.
Price: $78,412,500
----
ARM-19 Armatura
http://www.solaris7.com/Images/TRO/BattleMechs/3055_GrimReaper.jpg
Mass: 65 tons
Top Speed: 93.3 kph
Armor: 13 tons
15 dbl heat sinks
Arsenal:
1 LRM 20 (1 ton ammo)
1 PPC
2 ER Medium Lasers
2 ER Small lasers
Overview: Reliable, a solid armament, a great amount of armor, and a great speed. These are real bread-and-butter mechs. They're good for multiple roles.
Price: $73,950,000
-----
YMN-78 Yeoman
http://www.solaris7.com/Images/TRO/BattleMechs/Yeoman.jpg
Mass: 65 tons
Top Speed: 108.3 kph
Armor: 11 tons
10 dbl heat sinks
Arsenal:
2 LRM-15 (4 tons ammo)
2 LRM-10 (4 tons ammo)
Overview: Take one look at it and figure out what this mech is designed for. Fire support. It took a lot of engine to get a heavy mech past the 100 kph mark, but we did it. This brings "mobile missile artillery" to a new perspective.
Price: $68,920,000
-----
IXT-5 Iuxta
http://www.solaris7.com/Images/TRO/BattleMechs/Buccaneer.jpg
Mass: 60 tons
Top speed: 96.1 kph
Armor: 11.5 tons
13 dbl heat sinks
Arsenal:
1 Hatchet
1 AC-5 (2 tons ammo)
1 SRM-6 (2 tons ammo) (clan)
1 Small Laser
2 Medium Lasers
2 ER Medium Lasers (clan)
Overview: A mix of normal and Clan tech, the Iuxta (eye-UCKS-tah) is designed for short range combat. It can hold of enemies at longer ranges, but with its above average speed it can catch up to its target and take it out with a swing of its massive hatchet.
Price: $76,420,000
-----
=====
Medium mechs:
---------------
CLS-27 Classiarius
http://www.solaris7.com/Images/TRO/BattleMechs/Lobo.gif
Mass: 50 tons
Top Speed: 99.3 kph
Armor: 9 tons
18 dbl heat sinks
Arsenal:
2 SRM-6 (4 tons ammo)
2 ER Large Lasers
2 ER Medium Lasers
Overview: Another mech that uses Clan technology, the Classiarius is mostly a medium/short range mech, but with a lot of speed.
Price: $53,980,000
-----
BWM-81 Bowman
http://www.solaris7.com/Images/TRO/BattleMechs/Bowman.gif
Mass: 55 tons
Top Speed: 95.2 kph
Armor: 11.5 tons
12 dbl heat sinks
Arsenal:
1 LRM 20 (2 tons ammo)
1 SRM 6 (2 tons ammo)
3 ER Medium Lasers
Overview: Another solid mech with good head dissipation and a nice variety of ranges. The SRM-6 can put a few holes in anything that manages to get close.
Price: $45,857,500
-----
QS-3 Quiris
http://www.solaris7.com/Images/TRO/BattleMechs/3055_Hollander.jpg
Mass: 50 tons
Top speed: 96.5 kph
Armor: 8.5 tons
11 heat sinks
Arsenal:
1 Gauss rifle (2 tons ammo)
2 ER Medium Lasers
1 LRM 5 (1 ton ammo)
Overview: An oddity that has one giant gauss cannon sticking out of it, with a few support weapons to boot. The extra gauss ammo makes this mech great for artillery and support.
Price: $46,282,500
-----
LTN-4 Latronis
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Shadow%20Hawk1.JPG
Mass: 45 tons
Top speed: 101.3 kph
Armor: 8.5 tons
13 Heat sinks
Arsenal:
1 AC-10 (2 tons ammo)
2 ER Medium Lasers
1 Flamethrower
Overview: A more get-in-the-game mech than the Quiris, the Latronis features a modest flamethrower that can turn a platoon of troops into nothing but smoking boots. The Autocannon-10 is also a formidable weapon against tanks and light mechs.
Price: $39,015,000
-----
=====
Light mechs:
---------------
INP-49 Inopinus
http://www.solaris7.com/Images/TRO/BattleMechs/KingFisher.jpg
Mass: 35 tons
Top Speed: 101.8 kph
Armor: 6.5 tons
13 dbl heat sinks
Arsenal:
1 ER PPC
2 ER Medium Lasers
1 SRM-6 (2 tons ammo)
Overview: Inopinus is Latin for "unexpected". And that's exactly what the firepower is in this Clan-tech mech. Such a small mech with a big gun is unheard of, until BMI released Clan tech that is. And heat management is surprizingly good for a Clan tech mech.
Price: $41,210,000
-----
PR-34 Parra
http://www.solaris7.com/Images/TRO/BattleMechs/Mongoose.jpg
Mass: 30 tons
Top Speed: 102.5 kph
Armor: 7 tons
11 heat sinks
Arsenal:
2 ER Medium Lasers
1 ER Small Laser
2 Machine Guns (2 tons ammo)
4 Jump Jets
Overview: The first mech of BMI to feature jumpjets, which allow the mech to leap 3 times its height for a brief period of time. This mech has mosly long range weapons, making it great for stalking troops in a mountainous area, or sniping tanks from a distance in an urban setting.
Price: $35,555,500
-----
CST-27 Castigo
http://www.solaris7.com/Images/TRO/BattleMechs/3055_Hercules.jpg
Mass: 30 tons
Top speed: 107.8 kph
Armor: 5.5 tons
11 heat sinks
Arsenal:
1 Grenade launcher
2 ER Medium Lasers
2 ER Small lasers
2 Machine guns (2.5 tons ammo)
Overview: A multiple-role mech, this can be used for scouting, policing, and an anti-infantry weapon. The grenade launcher can be equipped with teargas, smoke, incendiary, or fragmentation grenades. Making this a mech that wears many hats.
Price: $27,157,500
-----
CSM-60 Cisium
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Valkyrie1.jpg
Mass: 35 tons
Top sped: 104.5 kph
Armor: 6.5 tons
12 heat sinks
Arsenal:
2 SRM-4 (3 tons ammo)
2 Medium Lasers
2 Machine guns (2 tons ammo)
Overview: A short-range mech, mostly for anti-infantry and light vehicles. They’re a good replacement for anti-personnel tanks. It has an impressive amount of armor for a light mech, meaning it can take more punishment than expected.
Price: $30,727,500
=====
Vehicles:
*Note: vehicles do not require heat sinks
AR-L1 Arrow Long Tom Cannon
http://www.solaris7.com/Images/TRO/Vehicles/3025%20Longtom1.jpg
Mass: 85 tons
Top speed: 59.5 kph
Armor: 15 tons
Arsenal:
1 long tom cannon (3 tons ammo)
Overview: Although slow, this is an artillery vehicle. It packs a major punch, and it's at a reasonable price.
Price: $3,270,000
-----
BLD-M5 Bulldog
http://www.solaris7.com/Images/TRO/Vehicles/3026_Hunter.jpg
Mass: 50 tons
Top speed: 75.6 kph
Armor: 7 tons
Arsenal:
2 LRM-20 (4 tons ammo)
Overview: Weak armor, but cheap. Very cheap. Made for long rage fire support.
Price: $1,200,000
-----
Mobile Point Base (MPB)
Mass: 40 tons
Top speed: 55 kph
Overview: These machines have an automatically deployable scaffold that allows in-the-field repairs and resupply. They can repair damaged weapons, but can they cannot change the weapons or replace them.
Price: $450,000
Overlord Class Dropship
http://www.solaris7.com/images/Art/Nekohono.jpg
Mass: 7200 tons
Top Speed: 60,000 kph (on Earth), 600,000 kph (in space)
Armament:
8 ER PPC's on rotatable turrets
20 LRM's (10 tons ammo each)
Overview: The Overlord Class Dropship not only carries 36 mechs and 12 vehicles, but is also able to escape Earth's gravitational pull. It's equipped with seven ion drive engines, letting it travel from planet to planet without much trouble.
Price: $2,800,000,000
-----
Raven-IIC Class Dropship
http://www.bungie.net/images/site/halo/desktops/wallpaper/bombers_800.jpg
Mass: 6300 tons
Top Speed: 67,200 kph (on Earth), 713,000 kph (in space)
(can be outfitted to use hyperspace/lightspeed tech)
Armament:
2 Gauss rifle 360 degree turrets
2 Long Tom artillery cannons (consealable)
2 Forward-mounted PPC's
8 LRM's (10 tons ammo each)
Overview: Faster than the Overlord at the expense of payload and weapons systems, the Raven-IIC Class dropship can carry 21 mechs, and is able to escape planetary gravitational pull. The gauss rifles and PPC's can be fired in space, but the rest are limited to use within an atmosphere. The Long Tom cannons conseal themselves within the fusalage. It can be outfitted with hyperspace/lightspeed technology, but Benderland does not offer it as an option yet.
Price: $2,100,000,000
-----
=====
You can buy ferro-fibrus armor from us for a very cheap price. An extra charge is added for labor, but after manufacturing this material for quite some time, we have perfected the process or making ferro-fibrus.
Ferro-fibrus armor: $700 per ton
Ammunition is sold at a standard price per ton, depending on the weapon type.
Ballistics (autocannons, gauss rifles, long toms): $500 per ton
Missiles: $300 per ton
Machine gun rounds: $150 per ton
Machine gun rounds are standard .50 caliber rounds. But the ammunition for any other weapon cannot be interchanged with other ammunition. Example: you cannot put a howitzer shell into an autocannon, I can't stress that enough (it gets messy, for the operator).
Structures:
Mech Hangar
Houses, repairs, and maintains up to 5 mechs
Price: $35,000,000
=====
All mechs will receive a paint job of your nations colors for free if you desire. They come with a standard gunmetal grey paint if you order them without a paint job. They can be painted with any vehicular paint for camouflage, parades, etc.
If you would like a custom mech for special assignment groups, or any other reason, post a general idea of what you want, or send me a telegraph if you wish to keep it confidential. All custom mechs are an extra 25% on their base price. And maybe with some persuasion, I can give you some experimental prototypes.
http://www.solaris7.com/Images/TRO/BattleMechs/NewTR3025.jpg
**New**: Video of Mechs in action. (http://www.angelfire.com/crazy2/frank/mw3.wmv) (6.7 mb (56k warning), it's the intro to MechWarrior 3, edited for file size (the original was 78mb))
The first line of mechanized combatants at your disposal, for a price. These walking tanks are known as "mechs", they range from 20 to 100 tons, and are around 40 to 50 feet high. With a bipedal design, they're able to traverse rough terrain. Jagged rocks are measly pebbles for these things. Thick forests can be easily navigated. And they can tread water up to 20 feet deep. Plus, they only need to be run by one person: the pilot.
Mechs are run by a compact fusion reactor. These are clean reactors, they produce no radiation. This also means that the mech requires no refueling. Just the occasional tune-up should be fine. In very rare cases, the reactor can be breached by weapons fire. However, the odds of this are very slim, so these vehicles have been deemed safe for combat.
Mechs are more than just tanks. Some varieties can be fitted to be used for agriculture, construction, and for policing. They can be fitted with anything from a chainsaw for logging, to a water cannon for fires and riot dispersal.
Mechs are designed to endure punishment of any caliber. The cockpits have life support and climate control. They can take a beating of a lifetime and still drag itself back home for repairs. Mechs are covered in what we call "ferro-fibrus armor", an intricate weave of steel and titanium. It's completely resistant to up to .50 caliber bullets. A sophisticated gyroscope system keeps the mech upright, as well as absorbs recoil so the mech and fire and move at the same time without any trouble. Mechs are also equipped to operate in a vaccuum.
Mechs must be properly cooled in order to sustain functionality. Too much damage, an excess of weapons fire, or environmental conditions can evoke shutdown, ammunition explosions, or in a very extreme scenario, destruction of the entire mech, or the death of the pilot inside. Fortunately, All mechs are fitted with at least 10 heat sinks, which are cooling fans that cool down the mech. Additional heat sinks can be added for additional cooling. In case of emergency, the pilot can eject safely from the mech.
(crossetction of a mech):
http://www.classicbattletech.com/VultureFullcutawaySM.jpg
The mech cockpit is contained in an ejectable module, in case things go wrong. The windshield is 2 panes of bulletproof glass. A HUD is projected directly in front of the pilot, giving him a full readout of the mech without glancing at his controls.
Here is a short list of weapons a mech can be fitted with. More are to come as our engineers work on a variety of prototypes still in development:
Machine guns: basic point-and-turn-to-swiss-cheese interface. Rounds are .30 caliber. Short range, mostly an anti-infantry weapon. They generate no heat at all.
Autocannons: Much larger slugs that fire in bursts. They cause a considerable amount of damage to vehicles, and make a puree out of infantry. The number next to the AC indicates the amount of shells in a burst. They come in 2, 5, 10, and 20. The larger the number, the more damage, the shorter the range. Autocannons generate a moderate amount of heat.
Gauss rifle: A massive cannon that uses LIM magnets to fire an 18-inch diameter nickel-cadmium slug at near light speeds. It has a superb range of 1.2 kilometers and will put clean hole through 4 feet of reinforced concrete. It generates a miniscule amount of heat, but it has a long reload time.
Long Tom Cannon - A big gun. A really, really big gun. This will wipe out or severely damage just about anything it's pointed at. However, due to its large size, the amount of ammo that a mech can carry for a Long Tom is very little, and it generates a substantial amount of heat.
Long range missile systems - Known as LRM's, these launchers fire 5, 10, 15, or 20 missiles at a time. They have a basic tracking system that will follow a target and judge small changes in terrain elevation, and then pepper their target with a barrage of missiles. Each missile slot reloads automatically. Each missile is roughly 3 feet long and 8 inches in diameter. Missile systems generate a small amount of heat.
Short range missile systems - the more powerful, yet shorter ranged cousins to long range missile systems. Each missile is twice as powerful as a long-range missile, but is unguided, and only launch in burst of 2, 4, or 6. They also only generate a small amount of heat.
Lasers - Basic energy beam weapons, a medium range. They come in small, medium, and large, and do a good amount of damage, depending on their size. Small lasers can melt infantry into a pile of goo, while large lasers can burn a hole through a side of a tank. The large the size, the more heat they generate.
ER Lasers - "ER" stands for extended range, and they come in the same sizes of normal lasers. The extra power means they generate more heat then normal lasers.
Particle Projection Cannons - known as PPC's, these hothead weapons pack quite a punch. They accelerate a ball of energy into a target, causing massive amounts of damage, and disrupting electronic equipment. They generate a very high amount of heat and have a slow reload time.
ER PPC - same rule applies as to ER Lasers. Longer range, more heat.
Clan Tech: What is clan tech? Lighter, more powerful weapons at the expense of more heat buildup. It is suggested that only the most highly skilled pilots are put in charge of mechs with Clan Technology.
So there you have it, everything you pretty much need to know about mechs. Now, how about I show you what we have for your disposal:
Assault Mechs:
---------------
OBT-19 Obitus
http://www.solaris7.com/Images/TRO/BattleMechs/HighlanderIIC.jpg
Mass: 100 tons
Top speed: 71.4 kph
Armor: 18 tons
25 dbl heat sinks
Arsenal:
1 ER PPC
4 ER Large Lasers
1 LRM-20 (2 tons ammo)
2 SRM-6 (2 tons ammo)
Overview: The first assault mech to utilize Clan technology. This mech is simply the most powerful mech available from BMI so far. Heat buildup can be a serious problem within this mech, so it is suggested that only highly trained mechwarriors are assigned to this beast. Gaurenteed to blow up anything that needs to be.
Price: $180,250,000
-----
ACS-5 Aeacus
http://www.solaris7.com/Images/TRO/BattleMechs/Behemoth.JPG
Mass: 100 tons
Top speed: 63.8 kph
Armor: 17 tons
10 dbl heat sinks
Arsenal:
3 Gauss Rifles (4 tons ammo)
4 ER Medium Lasers
Overview: In Greek mythology, Aeacus is exists in the after life, he is the judge that determines whether you go to heaven or hell. In this world, however, the mech will make the judgement right here in this plane of existance. Sporting 3 gauss rifles, it can slam a giant hammer down on any target, or fire succesivley to have a gauss slug strike a target every 2 seconds.
Price: $137,020,000
-----
DNT-78 Dante
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Orion1.jpg
Mass: 100 tons
Top speed: 72.4 kph
Armor: 16.5 tons
18 double heat sinks (dissipate twice as much heat, higher cost)
Arsenal:
1 Autocannon-10 (1 ton ammo)
2 LRM-15 (4 tons ammo)
4 ER Medium lasers
2 Machine guns
1 Small laser
Overview: Great for assault. It rips infantry to shreds and makes short work of tanks and fortifications. Its heat dissipation is extraordinary; the pilot does not have to worry about firing too much.
Price: $127,500,000
-----
SC-12 Securis
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Hatchetman1.jpg
Mass: 90 tons
Top speed: 80.4 kph
Armor: 14 tons
13 dbl heat sinks
Arsenal:
1 Hatchet
1 PPC
1 ER Large Laser
1 LRM-10 (1 ton of ammo)
3 ER Medium lasers
1 Small laser
Overview: Using an experimental inner frame made of endosteel, this lighter weight skeleton makes for more tonnage available for armor, but less space for larger weapons. Although it packs quite a punch at all ranges, it's 5-ton hatchet can cast a very destructive blow upon its adversary. Also note the exceptional speed for such a heavy mech. This also came at the expense of weapons payload, and the amount of heat dissipation this can handle. Suffice to say, this mech can run hot if the pilot does not manage what weapons he's firing.
Price: $128,265,000
-----
=====
Heavy mechs:
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TMB-1 Timberwolf
http://www.solaris7.com/Images/TRO/BattleMechs/madcat.jpg
Mass: 75 tons
Top Speed: 80.4 kph
Armor: 12 tons
19 dbl heat sinks
Arsenal:
2 LRM-20's (2 tons ammo)
2 ER Large Lasers
2 ER Medium Lasers
4 Machine Guns (2 tons ammo)
Overview: The most famous (and infamous) mech ever created in the BattleTech universe, now available from BMI. The Timberwolf excels at all tasks. From long to short range, anti-infantry to anti-mech, invasions to defense. You name the task, the Timberwolf is ready for it. Impressive speed for a heavy mech.
Price: $96,360,000
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ART-120 Arieto
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Blackjack1.jpg
Mass: 75 tons
Top speed: 75.6 kph
Armor: 12.5 tons
12 dbl heat sinks
Arsenal:
2 AC-20 (4 tons ammo)
2 ER Medium lasers
2 Machine guns (2 tons ammo)
Overview: It's a relatively straightforward mech. Big guns for hands, and a short range. It has good heat dissipation and a quality top speed. It's rare to see a mech with 2 Autocannon 20's on it.
Price: $82,365,000
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BL-10 Belua
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Rifleman1.JPG
Mass: 70 tons
Top speed: 88.4 kph
Armor: 13 tons
13 dbl heat sinks
Arsenal:
1 AC-20 (2 tons ammo)
2 LRM-10 (2 tons ammo)
4 ER Medium Lasers
Overview: Quite an oddity. A fully functional right arm, but the left arm consists of a shoulder actuator, and a big cannon. Belua is Latin for beast, and this machine lives up to its name. Its 4 ER Medium Lasers are nothing to laugh at, and its Autocannon-20 can put a sizeable hole in pretty much anything. 2 LRM-10’s provide long-range fire support.
Price: $78,412,500
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ARM-19 Armatura
http://www.solaris7.com/Images/TRO/BattleMechs/3055_GrimReaper.jpg
Mass: 65 tons
Top Speed: 93.3 kph
Armor: 13 tons
15 dbl heat sinks
Arsenal:
1 LRM 20 (1 ton ammo)
1 PPC
2 ER Medium Lasers
2 ER Small lasers
Overview: Reliable, a solid armament, a great amount of armor, and a great speed. These are real bread-and-butter mechs. They're good for multiple roles.
Price: $73,950,000
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YMN-78 Yeoman
http://www.solaris7.com/Images/TRO/BattleMechs/Yeoman.jpg
Mass: 65 tons
Top Speed: 108.3 kph
Armor: 11 tons
10 dbl heat sinks
Arsenal:
2 LRM-15 (4 tons ammo)
2 LRM-10 (4 tons ammo)
Overview: Take one look at it and figure out what this mech is designed for. Fire support. It took a lot of engine to get a heavy mech past the 100 kph mark, but we did it. This brings "mobile missile artillery" to a new perspective.
Price: $68,920,000
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IXT-5 Iuxta
http://www.solaris7.com/Images/TRO/BattleMechs/Buccaneer.jpg
Mass: 60 tons
Top speed: 96.1 kph
Armor: 11.5 tons
13 dbl heat sinks
Arsenal:
1 Hatchet
1 AC-5 (2 tons ammo)
1 SRM-6 (2 tons ammo) (clan)
1 Small Laser
2 Medium Lasers
2 ER Medium Lasers (clan)
Overview: A mix of normal and Clan tech, the Iuxta (eye-UCKS-tah) is designed for short range combat. It can hold of enemies at longer ranges, but with its above average speed it can catch up to its target and take it out with a swing of its massive hatchet.
Price: $76,420,000
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Medium mechs:
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CLS-27 Classiarius
http://www.solaris7.com/Images/TRO/BattleMechs/Lobo.gif
Mass: 50 tons
Top Speed: 99.3 kph
Armor: 9 tons
18 dbl heat sinks
Arsenal:
2 SRM-6 (4 tons ammo)
2 ER Large Lasers
2 ER Medium Lasers
Overview: Another mech that uses Clan technology, the Classiarius is mostly a medium/short range mech, but with a lot of speed.
Price: $53,980,000
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BWM-81 Bowman
http://www.solaris7.com/Images/TRO/BattleMechs/Bowman.gif
Mass: 55 tons
Top Speed: 95.2 kph
Armor: 11.5 tons
12 dbl heat sinks
Arsenal:
1 LRM 20 (2 tons ammo)
1 SRM 6 (2 tons ammo)
3 ER Medium Lasers
Overview: Another solid mech with good head dissipation and a nice variety of ranges. The SRM-6 can put a few holes in anything that manages to get close.
Price: $45,857,500
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QS-3 Quiris
http://www.solaris7.com/Images/TRO/BattleMechs/3055_Hollander.jpg
Mass: 50 tons
Top speed: 96.5 kph
Armor: 8.5 tons
11 heat sinks
Arsenal:
1 Gauss rifle (2 tons ammo)
2 ER Medium Lasers
1 LRM 5 (1 ton ammo)
Overview: An oddity that has one giant gauss cannon sticking out of it, with a few support weapons to boot. The extra gauss ammo makes this mech great for artillery and support.
Price: $46,282,500
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LTN-4 Latronis
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Shadow%20Hawk1.JPG
Mass: 45 tons
Top speed: 101.3 kph
Armor: 8.5 tons
13 Heat sinks
Arsenal:
1 AC-10 (2 tons ammo)
2 ER Medium Lasers
1 Flamethrower
Overview: A more get-in-the-game mech than the Quiris, the Latronis features a modest flamethrower that can turn a platoon of troops into nothing but smoking boots. The Autocannon-10 is also a formidable weapon against tanks and light mechs.
Price: $39,015,000
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Light mechs:
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INP-49 Inopinus
http://www.solaris7.com/Images/TRO/BattleMechs/KingFisher.jpg
Mass: 35 tons
Top Speed: 101.8 kph
Armor: 6.5 tons
13 dbl heat sinks
Arsenal:
1 ER PPC
2 ER Medium Lasers
1 SRM-6 (2 tons ammo)
Overview: Inopinus is Latin for "unexpected". And that's exactly what the firepower is in this Clan-tech mech. Such a small mech with a big gun is unheard of, until BMI released Clan tech that is. And heat management is surprizingly good for a Clan tech mech.
Price: $41,210,000
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PR-34 Parra
http://www.solaris7.com/Images/TRO/BattleMechs/Mongoose.jpg
Mass: 30 tons
Top Speed: 102.5 kph
Armor: 7 tons
11 heat sinks
Arsenal:
2 ER Medium Lasers
1 ER Small Laser
2 Machine Guns (2 tons ammo)
4 Jump Jets
Overview: The first mech of BMI to feature jumpjets, which allow the mech to leap 3 times its height for a brief period of time. This mech has mosly long range weapons, making it great for stalking troops in a mountainous area, or sniping tanks from a distance in an urban setting.
Price: $35,555,500
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CST-27 Castigo
http://www.solaris7.com/Images/TRO/BattleMechs/3055_Hercules.jpg
Mass: 30 tons
Top speed: 107.8 kph
Armor: 5.5 tons
11 heat sinks
Arsenal:
1 Grenade launcher
2 ER Medium Lasers
2 ER Small lasers
2 Machine guns (2.5 tons ammo)
Overview: A multiple-role mech, this can be used for scouting, policing, and an anti-infantry weapon. The grenade launcher can be equipped with teargas, smoke, incendiary, or fragmentation grenades. Making this a mech that wears many hats.
Price: $27,157,500
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CSM-60 Cisium
http://www.solaris7.com/Images/TRO/BattleMechs/3025%20Valkyrie1.jpg
Mass: 35 tons
Top sped: 104.5 kph
Armor: 6.5 tons
12 heat sinks
Arsenal:
2 SRM-4 (3 tons ammo)
2 Medium Lasers
2 Machine guns (2 tons ammo)
Overview: A short-range mech, mostly for anti-infantry and light vehicles. They’re a good replacement for anti-personnel tanks. It has an impressive amount of armor for a light mech, meaning it can take more punishment than expected.
Price: $30,727,500
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Vehicles:
*Note: vehicles do not require heat sinks
AR-L1 Arrow Long Tom Cannon
http://www.solaris7.com/Images/TRO/Vehicles/3025%20Longtom1.jpg
Mass: 85 tons
Top speed: 59.5 kph
Armor: 15 tons
Arsenal:
1 long tom cannon (3 tons ammo)
Overview: Although slow, this is an artillery vehicle. It packs a major punch, and it's at a reasonable price.
Price: $3,270,000
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BLD-M5 Bulldog
http://www.solaris7.com/Images/TRO/Vehicles/3026_Hunter.jpg
Mass: 50 tons
Top speed: 75.6 kph
Armor: 7 tons
Arsenal:
2 LRM-20 (4 tons ammo)
Overview: Weak armor, but cheap. Very cheap. Made for long rage fire support.
Price: $1,200,000
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Mobile Point Base (MPB)
Mass: 40 tons
Top speed: 55 kph
Overview: These machines have an automatically deployable scaffold that allows in-the-field repairs and resupply. They can repair damaged weapons, but can they cannot change the weapons or replace them.
Price: $450,000
Overlord Class Dropship
http://www.solaris7.com/images/Art/Nekohono.jpg
Mass: 7200 tons
Top Speed: 60,000 kph (on Earth), 600,000 kph (in space)
Armament:
8 ER PPC's on rotatable turrets
20 LRM's (10 tons ammo each)
Overview: The Overlord Class Dropship not only carries 36 mechs and 12 vehicles, but is also able to escape Earth's gravitational pull. It's equipped with seven ion drive engines, letting it travel from planet to planet without much trouble.
Price: $2,800,000,000
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Raven-IIC Class Dropship
http://www.bungie.net/images/site/halo/desktops/wallpaper/bombers_800.jpg
Mass: 6300 tons
Top Speed: 67,200 kph (on Earth), 713,000 kph (in space)
(can be outfitted to use hyperspace/lightspeed tech)
Armament:
2 Gauss rifle 360 degree turrets
2 Long Tom artillery cannons (consealable)
2 Forward-mounted PPC's
8 LRM's (10 tons ammo each)
Overview: Faster than the Overlord at the expense of payload and weapons systems, the Raven-IIC Class dropship can carry 21 mechs, and is able to escape planetary gravitational pull. The gauss rifles and PPC's can be fired in space, but the rest are limited to use within an atmosphere. The Long Tom cannons conseal themselves within the fusalage. It can be outfitted with hyperspace/lightspeed technology, but Benderland does not offer it as an option yet.
Price: $2,100,000,000
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You can buy ferro-fibrus armor from us for a very cheap price. An extra charge is added for labor, but after manufacturing this material for quite some time, we have perfected the process or making ferro-fibrus.
Ferro-fibrus armor: $700 per ton
Ammunition is sold at a standard price per ton, depending on the weapon type.
Ballistics (autocannons, gauss rifles, long toms): $500 per ton
Missiles: $300 per ton
Machine gun rounds: $150 per ton
Machine gun rounds are standard .50 caliber rounds. But the ammunition for any other weapon cannot be interchanged with other ammunition. Example: you cannot put a howitzer shell into an autocannon, I can't stress that enough (it gets messy, for the operator).
Structures:
Mech Hangar
Houses, repairs, and maintains up to 5 mechs
Price: $35,000,000
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All mechs will receive a paint job of your nations colors for free if you desire. They come with a standard gunmetal grey paint if you order them without a paint job. They can be painted with any vehicular paint for camouflage, parades, etc.
If you would like a custom mech for special assignment groups, or any other reason, post a general idea of what you want, or send me a telegraph if you wish to keep it confidential. All custom mechs are an extra 25% on their base price. And maybe with some persuasion, I can give you some experimental prototypes.