Benderland
09-09-2003, 19:43
TOTAL DEVISTATION SALE!!! 15% OFF YOUR ORDER!!!
Note: the prices marked are not the discounted prices. Your discount will be taken off at "checkout". In other words, tabulate your order, and then take the 15% off.
(I combined all my stores together into this, so I don't have to make new threads for new stores)
Need an intimidating ground force? Look no further! We have plenty of products to suit your needs!
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BattleMechs
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http://www.solaris7.com/Images/TRO/BattleMechs/NewTR3025.jpg
Benderland's own 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, only the replacement of the fusion material at the core after a very long period of time. 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. 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.
Every BattleMech contains a chassis that consists of several dozen "bones." Each "bone" is a honeycombed, foamed-aluminum core wrapped with stressed silicon-carbide monofilament and protected by a rigid, titanium-steel shell. Each of these artificial "bones" has attachment points for their myomer "muscles" and servos that drive the BattleMech. This skeletal construction helps make BattleMechs less vulnerable and easier to repair than vehicles supported by stressed-skin shells.
A special type of internal structure called 'endo steel' has been developed, which is bulkier then the standard skeleton of a 'Mech, but it weighs half the standard tonnage.
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.
(crossection of a mech):
http://www.classicbattletech.com/VultureFullcutawaySM.jpg
Every BattleMech contains a cockpit, usually located in the "head" of the Mech; or a close proximity for those with out a clear 'head.' Additionally, though the size of a cockpit might vary-generally the larger the Mech, the larger the cockpit-they all have common features.
The command couch is where the MechWarrior sits, restrained by a six-point harness. The warrior's coolant vest and medical monitors are tied into the chair and most have a small cubbyhole in the back for stashing clothing and emergency rations. Additionally, a command couch is what a MechWarrior will ride out of the cockpit if he is forced to eject; explosive bolts blow away the top or side of the cockpit and the chair rides to safety on jets.
Joysticks mounted on the arms of the command couch allow a MechWarrior to manipulate a 'Mech's arms, as well as to torso twist a 'Mech and target and fire the 'Mech's weapons compliment. Foot pedals control the movement of the 'Mechs legs. Finally, stomping down on both pedals ignite a 'Mech's jump jet system, if it thus equipped.
Directly in front of the MechWarrior is a primary view screen, which displays a computer generated, three-sixty degree view of the surrounding area shrunk into a single front view. The targeting reticule appears on the screen, manipulated by the joysticks, to show when a target lock has been achieved. The screen can magnify images.
Above and below and to the right and left of this main screen-the exact placement is different in various designs-are secondary monitors. The radar screen is usually directly below the view screen and can be toggled through a variety of settings: standard, infrared, magnetic anomaly, motion, and so on. The status schematic shows a wire outline of the 'Mech and tracks external and internal damage, as well as displaying a 'Mechs offensive and defensive capabilities. A map display allows the MechWarrior to toggle through virtually endless sets of maps, all pre-loaded into the computer, and in some cases can even be tied into local satellite and command headquarter communication systems to get real-time images.
All of those systems would mean nothing with out the neural impulse helmet, which actually allows a twelve-meter tall metal giant to walk upright. Commonly called neurohelmets, these bulky items normally cover a MechWarrior's entire head, attaching firmly to the shoulders of his cooling vest. Electrodes on the interior of the neurohelmets channel sensory information from the BattleMech directly to the pilot, converting raw data on posture, movement, balance and speed into neural impulses for the human brain. At the same time, the helmet and its linked computer translate impulses from the MechWarrior's brain into signals transmitted directly to the 'Mech's gyroscope and myomer musculature. In this way, the pilot controls the reflexive bodily movements of the BattleMech subconsciously, leaving his conscious brain free to control the various weapons and other systems as needed.
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 .50 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 extremley high 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:
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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
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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
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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
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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
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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
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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.
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BattleArmor
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Give your infantry the fighting edge they need with BattleArmor. It turns the average troop from a minor threat into a powerful killing machine (almost qutie literally).
http://www.solaris7.com/Images/Art/FSInfiltratorMkII.jpg
Using technology from their potent line of BattleMechs, BattleArmor is an effective way of increasing the average troop's survivability, maneuverability, and firepower greatly. Troops are able withstand being struck by enemy fire, shrapnel, and intense temperatures. The suit is also able to enhance the soldier's performance. He will be able to run faster, jump higher, and last longer than an average unarmored troop.
Before you purchase, there's a few things you should know:
BattleArmor is controlled by the soldier himself, but what's doing most of the work are the mechanics of the 'Armor. Using triple-strength myomers, nerve impulses recieved from the soldier instruct the 'Armor to move accordingly. So if the soldier wants to lift his leg, he would, just like if he was without it. But instead of him taking the weight of the 'Armor's leg, its mechanics kick in and lift the leg for him. It's basically like "wearing" a robot that you control. The BattleArmor's processor adapts to the soldier's personal movement. Some suits are outfitted with jetpacks that allow the soldier to fly for a brief period of time, but he must land to recharge the pack. Recharging is done automatically by the suit (it's not "refueling", it's just waiting for the jetpack to be fully powered again (OOC: see also: Tribes 2)).
BattleArmor is designed for individual soldiers, and each soldier that is assigned to wear the 'Armor must put in at least 30 hours of training in order for it to "learn" how the soldier moves.
BattleArmor is cooled or heated by a climate control unit. This allows the soldier to operate in extreme temperature spectrums. From a frozen iceland to a scortching hot desert. The helmet is equipped with a hands-free radio system, sensors, and night-vision displays. All Armors' information, from the amount of ammo the soldier has left or his current position, to how many times he muttered Terminator one-liners can be monitored via satilite from a command center.
All BattleArmors have built in standard weapons. These are encased within the 'Armor as well as the ammo. The ammo is fed to the weapon automatically, so reload is not neccisary. Ammo cases are highly shielded to prevent ammo explosions. Troops are also given a rifle that is operated just like a normal weapon. These are called primary issues, and when you order your BattleArmor, please specify which primary issue you'd like the 'Armors to be outfitted with. Yes, you can order 100 of one type of suit, and 50 of them have one type of primary issue, and the other 50 have a different primary issue.
Special note: Soldiers who are assigned to wear the 'Armor must be at top physical condition. Many systems within it are designed to assist the soldier in handling the 'Armor, but it still requires quite a bit of strength to operate. I suggest that these be used by soldiers who see extremley heavy combat, such as marines.
The following are the suits currently available:
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http://www.solaris7.com/Images/Art/greydeathscout.jpg
DS-4 Death Scout
Mass: 210 kg
Armor: Light
Top Speed: 68 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Thermal vision
-Night vision (light amp/infared combo)
-Jetpack
Standard weapons:
2 Small Lasers
1 Submachine gun
Primary issue:
Standard assault rifle (.30 cal) (shown in picture)
Laser sniper rifle
Light plasma grenade launcher
Price: $230,000 ea.
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http://www.solaris7.com/Images/Art/fwl1.gif
ACH-2 Hercules
Mass: 255 kg
Armor: Medium
Top Speed: 61 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
Standard weapons:
1 Medium lasers
1 Submachine gun
Primary issue:
Standard assault rifle (.30 cal)
Heavy assault rifle w/grenade launcher (.50 cal) (shown in picture)
Light flak cannon (it's a shotgun)
Price: $295,000 ea.
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http://mcx99.homestead.com/files/battarm.jpg
INF-5 Infiltrator MkII
Mass: 290 kg
Armor: Heavy
Top Speed: 58 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
-Jetpack
Standard weapons:
2 Medium lasers
1 Standard assault rifle
Primary issue:
Heavy assault rifle w/grenade launcher (.50 cal)
Flak cannon
Flamethrower (shown in picture)
Plasma grenade launcher
Price: $330,000 ea.
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http://www.solaris7.com/Images/Art/FWL-Longinus.gif
LNG-8 Longinus
Mass: 340 kg
Armor: Very heavy
Top Speed: 48 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
-Missile targeting systems
Standard weapons:
2 Shoulder-mounted semi-guided missiles (3 reloads)
1 Standard assault rifle
Primary issue:
Heavy flak cannon (shown in picture)
Flamethrower
Plasma grenade launcher
Assault chaingun (.60 cal minigun)
Price: $370,000 ea.
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Note: the prices marked are not the discounted prices. Your discount will be taken off at "checkout". In other words, tabulate your order, and then take the 15% off.
(I combined all my stores together into this, so I don't have to make new threads for new stores)
Need an intimidating ground force? Look no further! We have plenty of products to suit your needs!
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BattleMechs
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http://www.solaris7.com/Images/TRO/BattleMechs/NewTR3025.jpg
Benderland's own 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, only the replacement of the fusion material at the core after a very long period of time. 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. 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.
Every BattleMech contains a chassis that consists of several dozen "bones." Each "bone" is a honeycombed, foamed-aluminum core wrapped with stressed silicon-carbide monofilament and protected by a rigid, titanium-steel shell. Each of these artificial "bones" has attachment points for their myomer "muscles" and servos that drive the BattleMech. This skeletal construction helps make BattleMechs less vulnerable and easier to repair than vehicles supported by stressed-skin shells.
A special type of internal structure called 'endo steel' has been developed, which is bulkier then the standard skeleton of a 'Mech, but it weighs half the standard tonnage.
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.
(crossection of a mech):
http://www.classicbattletech.com/VultureFullcutawaySM.jpg
Every BattleMech contains a cockpit, usually located in the "head" of the Mech; or a close proximity for those with out a clear 'head.' Additionally, though the size of a cockpit might vary-generally the larger the Mech, the larger the cockpit-they all have common features.
The command couch is where the MechWarrior sits, restrained by a six-point harness. The warrior's coolant vest and medical monitors are tied into the chair and most have a small cubbyhole in the back for stashing clothing and emergency rations. Additionally, a command couch is what a MechWarrior will ride out of the cockpit if he is forced to eject; explosive bolts blow away the top or side of the cockpit and the chair rides to safety on jets.
Joysticks mounted on the arms of the command couch allow a MechWarrior to manipulate a 'Mech's arms, as well as to torso twist a 'Mech and target and fire the 'Mech's weapons compliment. Foot pedals control the movement of the 'Mechs legs. Finally, stomping down on both pedals ignite a 'Mech's jump jet system, if it thus equipped.
Directly in front of the MechWarrior is a primary view screen, which displays a computer generated, three-sixty degree view of the surrounding area shrunk into a single front view. The targeting reticule appears on the screen, manipulated by the joysticks, to show when a target lock has been achieved. The screen can magnify images.
Above and below and to the right and left of this main screen-the exact placement is different in various designs-are secondary monitors. The radar screen is usually directly below the view screen and can be toggled through a variety of settings: standard, infrared, magnetic anomaly, motion, and so on. The status schematic shows a wire outline of the 'Mech and tracks external and internal damage, as well as displaying a 'Mechs offensive and defensive capabilities. A map display allows the MechWarrior to toggle through virtually endless sets of maps, all pre-loaded into the computer, and in some cases can even be tied into local satellite and command headquarter communication systems to get real-time images.
All of those systems would mean nothing with out the neural impulse helmet, which actually allows a twelve-meter tall metal giant to walk upright. Commonly called neurohelmets, these bulky items normally cover a MechWarrior's entire head, attaching firmly to the shoulders of his cooling vest. Electrodes on the interior of the neurohelmets channel sensory information from the BattleMech directly to the pilot, converting raw data on posture, movement, balance and speed into neural impulses for the human brain. At the same time, the helmet and its linked computer translate impulses from the MechWarrior's brain into signals transmitted directly to the 'Mech's gyroscope and myomer musculature. In this way, the pilot controls the reflexive bodily movements of the BattleMech subconsciously, leaving his conscious brain free to control the various weapons and other systems as needed.
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 .50 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 extremley high 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:
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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
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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
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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
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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
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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
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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.
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BattleArmor
==========================
Give your infantry the fighting edge they need with BattleArmor. It turns the average troop from a minor threat into a powerful killing machine (almost qutie literally).
http://www.solaris7.com/Images/Art/FSInfiltratorMkII.jpg
Using technology from their potent line of BattleMechs, BattleArmor is an effective way of increasing the average troop's survivability, maneuverability, and firepower greatly. Troops are able withstand being struck by enemy fire, shrapnel, and intense temperatures. The suit is also able to enhance the soldier's performance. He will be able to run faster, jump higher, and last longer than an average unarmored troop.
Before you purchase, there's a few things you should know:
BattleArmor is controlled by the soldier himself, but what's doing most of the work are the mechanics of the 'Armor. Using triple-strength myomers, nerve impulses recieved from the soldier instruct the 'Armor to move accordingly. So if the soldier wants to lift his leg, he would, just like if he was without it. But instead of him taking the weight of the 'Armor's leg, its mechanics kick in and lift the leg for him. It's basically like "wearing" a robot that you control. The BattleArmor's processor adapts to the soldier's personal movement. Some suits are outfitted with jetpacks that allow the soldier to fly for a brief period of time, but he must land to recharge the pack. Recharging is done automatically by the suit (it's not "refueling", it's just waiting for the jetpack to be fully powered again (OOC: see also: Tribes 2)).
BattleArmor is designed for individual soldiers, and each soldier that is assigned to wear the 'Armor must put in at least 30 hours of training in order for it to "learn" how the soldier moves.
BattleArmor is cooled or heated by a climate control unit. This allows the soldier to operate in extreme temperature spectrums. From a frozen iceland to a scortching hot desert. The helmet is equipped with a hands-free radio system, sensors, and night-vision displays. All Armors' information, from the amount of ammo the soldier has left or his current position, to how many times he muttered Terminator one-liners can be monitored via satilite from a command center.
All BattleArmors have built in standard weapons. These are encased within the 'Armor as well as the ammo. The ammo is fed to the weapon automatically, so reload is not neccisary. Ammo cases are highly shielded to prevent ammo explosions. Troops are also given a rifle that is operated just like a normal weapon. These are called primary issues, and when you order your BattleArmor, please specify which primary issue you'd like the 'Armors to be outfitted with. Yes, you can order 100 of one type of suit, and 50 of them have one type of primary issue, and the other 50 have a different primary issue.
Special note: Soldiers who are assigned to wear the 'Armor must be at top physical condition. Many systems within it are designed to assist the soldier in handling the 'Armor, but it still requires quite a bit of strength to operate. I suggest that these be used by soldiers who see extremley heavy combat, such as marines.
The following are the suits currently available:
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http://www.solaris7.com/Images/Art/greydeathscout.jpg
DS-4 Death Scout
Mass: 210 kg
Armor: Light
Top Speed: 68 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Thermal vision
-Night vision (light amp/infared combo)
-Jetpack
Standard weapons:
2 Small Lasers
1 Submachine gun
Primary issue:
Standard assault rifle (.30 cal) (shown in picture)
Laser sniper rifle
Light plasma grenade launcher
Price: $230,000 ea.
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http://www.solaris7.com/Images/Art/fwl1.gif
ACH-2 Hercules
Mass: 255 kg
Armor: Medium
Top Speed: 61 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
Standard weapons:
1 Medium lasers
1 Submachine gun
Primary issue:
Standard assault rifle (.30 cal)
Heavy assault rifle w/grenade launcher (.50 cal) (shown in picture)
Light flak cannon (it's a shotgun)
Price: $295,000 ea.
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http://mcx99.homestead.com/files/battarm.jpg
INF-5 Infiltrator MkII
Mass: 290 kg
Armor: Heavy
Top Speed: 58 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
-Jetpack
Standard weapons:
2 Medium lasers
1 Standard assault rifle
Primary issue:
Heavy assault rifle w/grenade launcher (.50 cal)
Flak cannon
Flamethrower (shown in picture)
Plasma grenade launcher
Price: $330,000 ea.
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http://www.solaris7.com/Images/Art/FWL-Longinus.gif
LNG-8 Longinus
Mass: 340 kg
Armor: Very heavy
Top Speed: 48 kph (sprint)
Equipment:
-Standard heating/cooling
-Communictations equipment
-Suit status HUD
-Night vision (light amp/infared combo)
-Missile targeting systems
Standard weapons:
2 Shoulder-mounted semi-guided missiles (3 reloads)
1 Standard assault rifle
Primary issue:
Heavy flak cannon (shown in picture)
Flamethrower
Plasma grenade launcher
Assault chaingun (.60 cal minigun)
Price: $370,000 ea.
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