As a hit-and-run 'Mech, however, few pilots can fault the 2D's loadout. Also removed referenced to 4th SSW - as it hasn't happened yet, ADDED Panther PNT-9ALAG, Urbanmech UR-60C & Enforcer ENF-3R, Slight adjustment to Movement profiles (no change to speeds, just animations), Adjusted Turret armor on Striker LRM & Striker SRM to be 110 instead of 120. The BattleMaster and Cyclops are well-known command 'Mechs, as both have above average electronics packages geared towards command & communication while maintaining heavy weapon payloads. Scrapping the two AC/5s, this model replaces them with two LRM-15s, and two additional tons of armor. It was designed to fill a 'light Assault' role, with a rate of speed more akin to that of a Heavy 'Mech. The Centurion AL refit aims to reduce the original CN9-L's dependency on ammo supplies. The Victor 9S has even less armor than the 9B standard Victor, but upgrades its SRM-4 to an SRM-6. but when it comes to BATTLETECH, the Bull Shark is the best Long Range Mech in my book and my favorite. In addition, it gains six heat sinks and two additional tons of armor. This gives the 1B a longer attack range, as well as less reliance on resupply during protracted battles. Examples include the Thanatos, Nova Cat, and Mongoose. This was done by building the Charger on an 80-ton frame, making it the heaviest scout 'Mech in existence, and powering it with a massive LTV 400 fusion engine that took up almost sixty percent of the Charger's mass. BattleTech is a game based on improvisation and adaptation: between finances, biome type, mission variety, and equipment availability, you'll rarely - if ever - be fielding the ideal mix of. Lance Command Mod: + Called Shot, -10% dmg to lance. Install hundreds of mods with the click of a button. In an odd twist of fate, the fall of the Star League and the start of the First Succession War would save the company and the Charger. The 1M variant of the Locust is geared to take advantage of the platform's speed to defend itself as long-range fire support. 'Mechs normally have two or four legs. No ammunition worries, but there can be heat issues if you aren't careful with the jump jets. Their low production cost, high proliferation, and relatively good supply of spare parts meant that they saw widespread use throughout history in virtually any role. [5][4], During the long attritional warfare of the Succession Wars era the Charger proved to be a reliable, low-maintenance 'Mech useful in rear areas and for garrison duty on low-tech worlds, especially in the Periphery. Experimental Technical Readout: Republic, Volume 2, MechWarrior Online Resistance Heroes Sales, Record Sheets: 3050 Upgrade (Inner Sphere), Record Sheets: 3085 Unabridged Old is the New New, https://www.sarna.net/wiki/index.php?title=UrbanMech&oldid=959075, Throughout the BattleTech fan community, the quirky, A canonical example is the UM-AIV variant, which was thought up as a means to bring a nuclear weapon and nuke the, In German products, the unit's proper name was altered to, In French products, the unit's proper name was translated as. It was only around the year 3060 that improved technology led to new quadrupedal 'Mech designs, although the stigma associated with the general concept still lingers. Fixed missing comma in Vindicator VND-1AA mechdef, fixed incorrect MoveDef reference in the Vindicator VND-1AA chassisdef, ADDED Firestarter FS9-A & Commando COM-2D. Surprisingly, the 1R has proven itself a capable fighter, projecting respectable firepower with its PPC, LRM-5, and Medium Laser. The JR7-D also sports top-of-the-line Jump Jets for added mobility. Though generally on the slow side, heavy 'Mechs form the core of any large-scale battle mission and can still perform specialized roles. Its Jump Jets and decent armor allow it to threaten from close or long range. With a single PPC and LRM-10 rack, the 1N can mete out punishment over a very long range. The machine guns have been swapped with two SRM-2 racks, at the cost of one ton of armor. Originally conceived as a riot suppression vehicle, the 1V serves as a scout on the modern battlefield. Please note - all these files are derivative of the original HBS game files and are based off of variants published by Catalyst Games Lab (or Fasa). [3][4] At some point, the common 'Mech earned a cocktail in its name. Simply put, what is the best variant of the Orion? More 'Mechs just keep on coming to MechWarrior Online: Legends.Following the success of the Crusader and Hatchetman, the Stone Rhino is about to make its MWO debut.. While it excels at no specific roles, the Dragon 1N is passable at many. Its Gauss Rifle was a terrifying weapon that gave it a huge punch at almost any range but you can't find those anymore. Standard tactics for an UrbanMech lance was to split up into its constituent parts and occupy various buildings in order to snipe the enemy before falling back to the next defensive line. The head is also quite roomy and allows a small satellite dish to be mounted for surface-to-space communications. Mated with a pair of Medium Lasers, the 4G's AC/20 is capable of cutting down enemy BattleMechs with brutal efficiency. As a fast strike 'Mech, Wolverine 6R is a reasonable choice. The information after this notice comes from apocryphal sources; the canonicity of such information is uncertain. A word to the wise: Don't scrap, ever. A single tank survived the encounter and retreated back to its DropShip, and with it word of this new weapon of war spread throughout the Inner Sphere. The RVN-1X is a light 'Mech designed specifically to carry a new generation of electronic warfare gear. This mod is not opted-in to receive Donation Points. Originally designed to replace the Shadow Hawk, the Dragon 1N is a versatile, high speed Heavy 'Mech that trades firepower for speed and heat efficiency. Energy weapons, such as Lasers, Particle Projection Cannons and Flamers, require no ammunition and take up less space but produce tremendous waste heat. BATTLETECH > Modding > Topic Details. Should i avoid getting 2 of the same mech? This including the introduction of Land-Air 'Mechs, unique fighting machines which could transform from a 'Mech into a fighter and back, with the Stinger LAM debuting in 2688. Weapon-plus RP Mod with JK's variants support - MODTEK Support, http://www.sarna.net/wiki/Technical_Readout_3028, Optional. The Bullshark BSK-M3 is a 95-ton assault 'Mech. TBT-5J : Removed extra JJ and fixed RT/LT Armor to be 75. They tend to be equipped with relatively light armor, but can pack a deadly punch in close combat with varying array of industrial-grade tools including saws, drills and utility lasers. The Griffin makes up half of the Beginner Box, along with the Vindicator that we covered recently. L. Torso 1 Ballistic, 1 Energy, 2 Support. MAD-5A for Marauder II. Some of these huge 'Mechs can mount up to 50 tons of weapons as well as very thick armor protection. This finally occurred in 2443, when a lance of Mackies fended off a raid by a Draconis Combine heavy armor company on Styx. With an Initiative of 2, heavy 'Mechs take action near the end of a round. [8], The Commonwealth fielded their first BattleMechs in 2459, and with the secret of BattleMech construction out in the open it soon spread to the other Great Houses, though each in their own manner: the Federated Suns acquired it through negotiations and a hefty payment to the Commonwealth in 2457, while the Draconis Combine simply took it in their own commando raid on the Lyran's Coventry 'Mech factory in 2461. [3] The downside is the incredible expense associated with producing and maintaining 'Mechs - even the cheapest 'Mech can cost millions of C-bills - ensuring cheaper combat vehicles a continued role in warfare. Please view the reference page for information regarding their canonicity. All 'Mechs weighing from 20 up to 35 tons are classified as "light". WHERE IS IT? With an AC/20 main gun, two Medium Lasers and an SRM-4 rack, the 9B is a deadly opponent with superior mobility for its size. This means two of your mechs get free called shots on a 'mech with reduced armor to most locations. Even throughout the Lostech era of the Succession Wars, scavenged battlefield salvage could keep them operational despite their technology not being understood anymore. Desperate for any 'Mech they could get their hands on, the Draconis Combine bought the Charger in large numbers and established a long-term contract with the company. For close range combat the 'Mech is armed with a Defiance 'Mech Hunter Autocannon/20 in the right torso with two tons of ammo. However, after six years of trying, the best the LIC could do was get a single person inside to make a map of the facility. The UrbanMech R60 was designed for exactly what the name implies: combat in dense urban areas. It's not the most heavily armored brawler, but it tends to give at least as good as it gets, especially with any Energy-based weapons. [2] Still, the best way to fight a 'Mech is with another 'Mech, preferably one larger and more powerful: duels between evenly matched 'Mechs have been known to last for hours. It did everything the 6 does, but better mostly thanks to its Double Heat Sinks, which are basically nonexistent these days. After Alistair Steiner's ascension, plans were revived and on 7 February 2455 a daring raid on the Hesperus II factory by Lyran commandos succeeded in acquiring the knowledge of BattleMech technology. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Unable to fit a full twenty-tube system on the 'Mech, the FarFire instead launches the missiles in waves of five over the course of ten seconds and carries two tons of reloads for twelve such salvos. Reverse joint (chicken-walker) bipedal 'Mechs are slightly less common on the field of battle, but include such famous 'Mechs as the Locust, Catapult, Marauder, and Timber Wolf (Mad Cat). Also added missing comma to vehiclechassisdef. Three SRM-6 racks and two Medium Lasers are capable of slagging most 'Mechs with only a few volleys - but pilots should beware, as the Kintaro runs very hot. Many of these 'Mechs use an internal combustion engine (ICE), usually diesel, due to the high cost of fusion reactors. The Archer ARC-2R is a fire support 'Mech that is intended to rarely see the front lines, but with enough firepower to punish anyone who tries to sneak up on it. Three PPCs and 28 heat sinks allow the AWS-8Q to deal out massive punishment at extreme range. Its armoring, while respectable, could not stand up to sustained punishment, which meant if the 'Mech got too close to heavy combat or trapped by superior numbers it could be shot to pieces. With an Initiative of 1, assault 'Mechs take action last in a round. By 3025 nearly five hundred of the original thousand Chargers were still in use, largely with the Combine but also in the other Great Houses too. With the largest amount of armor of nearly any 'Mech, crippling firepower, and the foreboding skull-shaped "Death's Head" cockpit/head assembly, the Atlas lived up to its reputation. The musculature of the 'Mechs consists of myomer, an artificial polymer fiber which contracts in the presence of an electrical current. Below you will find an alphabetically sorted list of 'Mechs, divided by weight class, a list of all variants, and their weight, hardpoints, and stock role, for a very rough look at its power at a glance. [6][7], The other major powers coveted the Hegemony's new BattleMech, and set about trying to acquire it themselves. These new Charger variants debuted in time to meet the Clan Invasion, and while still close-in brawlers their varied weaponry and advanced technology made them far superior. Wielding strong energy weapons, the Crab delivers a punch at nearly all ranges, with no ammunition constraints. With a PPC, two Large Lasers, and four Medium Lasers, the Black Knight has devastating firepower - and equally devastating heat buildup. Only Clan Jade Falcon is known to have delved into LAM research, but the project was terminated in 3059 after only two prototypes had been built. But as for the best variant, the ON2-M is easily the king. Its primary drawback is light rear armor and a relatively slow movement speed. It's almost impossible to find those anymore, though. It only moves 4/6/4, and loses out on the SRM-6 of the base variant, only still carrying the autocannon and medium laser. The BattleMechs available in MechWarrior 5: Mercenaries are based off the designs developed by PGI for MechWarrior Online, utilizing the same models with enhancements in visual quality and damage maps. With even less armor than the standard 9B, the Victor 9S is quite vulnerable. Designed with specifications from Aleksandr Kerensky himself in 2755[3] in the midst of the Cameron Edicts, the Atlas was originally intended to ensure SLDF superiority over the Star League member states. [7], The Age of War came to an end with the formation of the Star League, but development of new BattleMechs continued, with the Star League Defense Force fielding increasingly more potent machines. [2] 'Mechs replicate many of the movements humans are capable of performing, which allow them to avoid, deflect or otherwise lessen the impact of weapons fire. Hatchetman 3F's are the king of the close quarters fight. Enter the LRM-15 and LRM-20, which can reliably deal enough stability damage (especially the + and ++ variants with enhanced stability damage) to knock a mech over in two of your turns, while also sandblasting its armor. This page was last edited on 9 May 2023, at 11:59. As a stand-up fighter, the Commando 2D leaves a lot to be desired. Closer enemies are handled by a pair of Medium Lasers. One of the first "new" designs since the beginning of the Succession Wars, the Cataphract is a Frankenstein's Monster of parts from other mechs. Because their configurations tend toward generalism, medium 'Mechs are often able to occupy a number of different combat roles. Optimized Capacitors: +20% Energy Dmg. All the assets in this file belong to the author, or are from free-to-use modder's resources, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You must get permission to earn Donation Points for your mods if they use my assets. The JagerMech S is a Heavy 'Mech specializing in long range direct fire. The resulting crash program to produce the Hatamoto-Chi gave LAW the ability to rework the Charger line using rediscovered technology, allowing them to produce "new" assault 'Mechs in half the time through a major modification program rather than starting from scratch. Assisting the pilot is the Diagnostic Interpretation Computer, which among other functions takes information gathered by the Sensors and other systems and presents it to the pilot in an understandable format. Bulldog - Missing Machine Gun, so it has been added to vehicledef file. Fixed internal structure values on all Wheeled APC Turrets, Fixed ammo location error on Locust LCT-3V (moved to RT instead of CT), Adding in the Urbanmech UM-R60X (WeaponAmmo portion), Fixed an error in the vehicledef_APC_Wheeled_SRM file that caused a hang, Removed extraneous commas from Bulldog AC2, Schrek AC, Schrek MG, Mobile HQ LL, Demolisher MG & Devastator chassis defs, Fixed all GT Variant Chassis/Mech jsons by removing excess spacing and commas. [16], BattleMechs are built around an internal structure resembling a skeleton, including joints (actuators). Despite its age, well into the end of the thirty-first century there were no plans to replace the Atlas, and even the most cutting-edge designs will stop and pause when faced with the prospect of an Atlas bearing down on them. Moved Victor VTR-9A1 to JK_WeaponAmmo folder (due to using half load MG), Locust LCT-3V to JK_WeaponAmmo folder (due to using half load MG), Moved Vindicator VND-1X to JK_WeaponAmmo folder (due to using half load MG), Fixed issue with Binary Lasers when defining it as a new Weapon Sub Class (caused an error if you didn't edit the MDD.db). Description The Banshee 3E was originally designed as a close combat 'Mech, paradoxically armed with a PPC and AC/5. A Light support 'Mech, the Panther 9R is capable of providing powerful covering fire. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Morrowind May Modathon and Skywind Gameplay Preview. The 6K sees the Wolverine's Jump Jets removed, and the AC/5 replaced with a Large Laser. Moved additional point to rear Center torso. r/battletech More mechs for the second . Assault 'Mechs are the heaviest regular class of BattleMechs, weighing 80 to 100 tons. The combat units are roughly 12-metre-tall (39 ft) humanoid armored combat units called BattleMechs, powered by fusion reactors and armed with a variety of weapons. It excels at nothing, but does not lack in any single area. The Atlas is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. The UrbanMech was designed for just what its name suggests: urban combat and defense, and may be classed as an ambusher. The arguably most famous ultralight design (and also the first that was ever published) is the FLE-14 subvariant of the Flea, massing 15 tons while most other variants weigh in at 20 tons. + damage is wasted on LRMs, they are knockdown . Although lacking a cooling jacket and liable to overheat, the massive autocannon gives the Atlas the firepower to take on an entire 'Mech company. Packing high impact short range weaponry, and a unique melee hatchet, any target is in danger when close to the Hatchetman. Mech Variants in the "Legendary Mechwarrios II & III Boxes I am very new to Battletech and i backed the current Kickstarter. Land-Air 'Mechs were only produced in small numbers and the ability to maintain and repair (or even produce) them was largely lost early on in the Succession Wars. . [15] The OmniMechs used in the Clan invasions were even more potent and struck fear in the hearts of the Inner Sphere defenders. Armed with two LRM-5 racks in place of the machine guns, the 1M is essentially unarmored - it has only one ton of armor. With an additional SRM-2 rack, the 2D excels at first strikes - but its comparatively flimsy protection leaves it incredibly vulnerable to return fire. However, changing out the weapons and equipment of a 'Mech can require extensive refitting which might result in the chance of malfunctioning. It is capable as a hit-and-run combatant, able to engage from long range thanks to its Large Laser, AC/5 and LRM-15. chassisdef Commando COM-1B - Adjusted max head armor to 45. chassisdef Commando COM-2D - Adjusted max head armor to 45. mechdef & chassisdef Griffin GRF-4N has text adjusted to show it as the era appropriate GRF-2N, chassisdef Thunderbolt TDR-5S has text adjusted to correct typo - now says "armed and heavily armored" instead of "armored and heavily armored". Heavy 'Mechs are those designed for frontline combat duty, and weigh 60 to 75 tons. mechdef & chassisdef Black Knight BL-6-KNT has text adjusted to show it as the era appropriate BL-7-KNT. They were used by lore-inspired pilots in the BattleTech universe and feature slightly different hardpoint layouts and have custom paint jobs. They can project tremendous firepower, and perform best as the spearhead of frontal assaults or in defending entrenched positions. The Orion K was the first true Heavy 'Mech. [2][3][4], Large numbers of UrbanMechs were produced by Orguss Industries from 2675 until the destruction of their assembly lines. Light BattleMechs are generally the quickest units on the field, but mount little in the way of armor or weapons. High ground speed is mated with satisfactory Jump Jets, allowing the Wolverine to rapidly flank enemy forces. There is also a live updated version of this as I add more features at the follow google sheet: MW5 Mech Data Info. Some agencies, namely including the Draconis Combine Mustered Soldiery, define a BattleMech as massing at least 20 tons and therefore do not consider ultralight 'Mechs proper BattleMechs.[23]. LRM5_2-Delta, LRM10_2-Delta & LRM15_2-Delta all have the incorrect Instability values. BattleMechs carry weaponry which broadly falls under one of three categories. By slightly reducing the 'Mech's top speed, the design is capable of mounting a pair of machine guns in the legs and a solitary PPC in the right torso. As such, it can be found in front line service in all major armies. The standard version carries an Imperator-B AC/10 in its right arm and a Harmon Light small laser in the left arm for suppressing infantry as well as a backup weapon. Two LRM-15s allow for massive long range damage, while three Medium Lasers provide a solution for 'Mechs that venture too close. Best variants list? ADDED the MetadataDatabase.db file for those that want to add the 'Mechs to Campaign mode. Seated in the cockpit of their 'Mech, MechWarriors connect to their machine by wearing a neurohelmet, which reads their brainwaves in order to provide the 'Mech a sense of balance and other necessary functions. Iconic assault 'Mechs include the Mackie, Atlas, and Stalker and the Clan Warhawk (Masakari) and Dire Wolf (Daishi) designs. Intense combat action can lead to overheating that puts physical strain on the pilot, and may even cause an emergency reactor shutdown.[17]. A dedicated close combat 'Mech, the Firestarter 9-H is equipped with two Medium Lasers, four Flamers and two Machine guns. [5][4], This was to be the 'Mech's downfall, as its popgun laser array proved to be quite laughable, capable of little more than fighting infantry and light combat vehicles. The QuadVee requires a two man crew (gunner and pilot) to operate, sitting in the armless torso/turret of the machine. Modder's resource that tables information from each mech's MDA files and the MechStats table in a sortable, searchable format to use as a reference to produce or balance mods. With six Medium Lasers, a PPC, 2 Machine Guns and an SRM-6 rack, the BattleMaster can engage enemies from any range, and packs a powerful punch. A variation of the LAM-type BattleMech, the QuadVee is a hybrid of quadrupedal 'Mechs and combat vehicles and has conversion equipment to switch between two modes. The Atlas is probably the best-known BattleMech to ever set foot on the modern battlefield. All rights reserved. Variants []. It still has unbelievable protection and the same crushing Melee ability as other Atlas models. It has some nice ranged weaponry (Gauss + LRM-15) and 3 x Medium Pulse for the brawling duties. Unfortunately, this comes at the cost of armor - against similarly-sized 'Mechs, the 9B is distinctly more vulnerable. Capable of delivering sustained heavy fire over long ranges while retaining adequate mobility, they are formidable and powerful foes. Through the combination of a neurohelmet and physical controls, the pilot can control the 'Mech, making it run, jump, and even do handstands under the right circumstances. BigHorse Feb 15, 2020 @ 3:58am. The tradeoff is in speed and maneuverability, as assault 'Mechs are generally very slow. Now it is part of the StarLeague sub-folder so it doesn't appear as an OpFor. By removing the LRM-10, two additional Medium Lasers and four additional heat sinks could be mounted. However, their delicate technology is unduly susceptible to damage and the combat performance of Land-Air 'Mechs fell short of expectations by a long margin, especially considering their exorbitant production and maintenance costs. Despite its poor heat management, the Thunderbolt 5S is very well armed for its size, and has more armor than many 'Mechs ten to fifteen tons heavier than itself. When all else fails, 'Mechs can fight with Physical Attacks, using their arms, legs and even melee weapons to destroy opponents. (( Annihilator ANH-1A - removed - now part of Vanilla game )), (( Archer ARC-2R - removed - now part of Vanilla game )), (( Archer ARC-2S- removed - now part of Vanilla game )), (( Assassin ASN-21 - removed - now part of Vanilla game )), (( Assassin ASN-101- removed - now part of Vanilla game )), Atlas AS7-A (from Record Sheets - but no known fluff), Atlas AS7-D-K (unnamed Combine variant from Wedding of Davion/Steiner), Atlas AS7-LL (unnamed variant from TRO description), (( Banshee BNC-3S - removed - now part of Vanilla game )), (( Blackjack BJ-1DB - removed - now part of Vanilla game )), Cataphract CTF-0X (part of DLC - due to ECM gear), (( Catapult CPLT-C4 - removed - now part of Vanilla game )), Commando COM-2D-BI (Blazing Inferno from Crescent Hawks Inception), Enforcer ENF-3R (unnamed variant from TRO description), (( Flea FLE-4- removed - now part of Vanilla game )), (( Flea FLE-15- removed - now part of Vanilla game )), Grasshopper GHR-4R (unnamed variant from TRO description), Hatchetman HCT-3G (from Master Units List - no stat sheet), Hatchetman HCT-3K (from unnamed Lore variant - idea from HBS), Hatchetman HCT-3NH (from Record Sheets - but no known fluff), (( Locust LCT-1E- removed - now part of Vanilla game )), (( Marauder MAD-3R - removed - now part of Vanilla game )), (( Phoenix Hawk PXH-1- removed - now part of Vanilla game )), (( Phoenix Hawk PXH-1D- removed - now part of Vanilla game )), (( Rifleman RFL-3C- removed - now part of Vanilla game )), (( Rifleman RFL-3N- removed - now part of Vanilla game )), (( Spider SDR-5K- removed - now part of Vanilla game )), Thunderbolt TDR-5D (from Record Sheets - but no known fluff), Urbanmech UM-R60C(unnamed variant from TRO description), (( Urbanmech UM-R60L - removed - now part of Vanilla game )), (( Vindicator VND-1AA - removed - now part of Vanilla game )), (( Vulcan VL-2T- removed - now part of Vanilla game )), (( Vulcan VL-5T- removed - now part of Vanilla game )), (( Warhammer WHM-6D - removed - now part of Vanilla game )), (( Warhammer WHM-6R - removed - now part of Vanilla game )), Wolverine WVR-5M (original Wolverine 6M armaments locations), Wolverine WVR-6D (from Record Sheets - but no known fluff), Wolverine WVR-6T (unnamed fluff Taurian variant), Zeus ZEU-6A (from Record Sheets - but no known fluff), APC Sleipnir (fixed to match House Arano TT Lore), APC Vargr (fixed to match House Arano TT Lore), Carrier - LRM (can use alt model in CAB), J Edgar Flamer(can use alt model in CAB), Binary Laser Cannon (an experiment in fusing 2 LL cores together. The Black Knight 6B was the harder-hitting, cooler-running Star League ancestor to the standard BL-6-KNT we have today. around 2600), the concept remained obscure for centuries and three-legged 'Mechs were even rarer than ultralight 'Mechs. The right arm is equipped with a PPC, the LRMs have been replaced with an SRM-6, and two flamers have been mounted for close combat. Better armed than light 'Mechs, medium 'Mechs can often outmaneuver heavier opponents in combat and bring their weapons to bear with better effect to the point of being superior combatants in single combat, given time and suitable terrain. Four additional heat sinks help the 1S manage heat. Generates as much heat as 2 LL, but only does 75% of that total damage. It's no slouch at midrange combat, but experienced MechWarriors will hang back at longer ranges to let its PPCs and AC/5 punish targets from afar. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Gameplay [ edit] Further information: Classic BattleTech At its most basic, the boardgames of BattleTech are played on a map sheet composed of hexagonal terrain tiles. While it has heavy armor, it is a mediocre brawler that is easily flanked and destroyed by any force that can prevent the Banshee from closing. [6], The UrbanMech packs a powerful punch for its size. Any of them, really, but the 4P variant is quite possibly the most busted 'mech in existence. Adding new weapon "logic", like MRM, is a lot more complicated because no weapon in the game can switch ammo. The Flashpoint expansion added: Hatchman; Crab (with the custom Big Steel Claw variant) Cyclops; The Urban Warfare expansion adds (based on news reports): Raven; Javelin; 1.6 added variants for . Its heat management still poses a huge problem, though, so its pilots have to stay very wary of overheating. For long ranges, the 'Mech carries a FarFire Maxi-Rack LRM-20 in the left torso that allows it to both fire directly at an enemy target at long range, and to give indirect fire support when needed. Armed with a Small Laser and an AC/10, the R60 is a deadly opponent against similarly-sized 'Mechs - if it can get close enough to fight them. While performing just like a conventional BattleMech or aerospace fighter in the respective form (to the point of being kept in either 'Mech bays or fighter hangars aboard DropShips), in LAM Mode these 'Mechs can quickly traverse great distances, giving them a tactical advantage in ground combat although their real niche apparently is reconnaissance. This marks the 11th classic mech mod that I've made, so if you want to support me doing more, I've . Unlike most Quad 'Mechs, the QuadVee has a turret-like torso that may rotate 360. [1]. The Federated Suns sometimes field whole lances of Javelins, but more often you'll see them used as ambushers or to deal finishing strikes to enemies with exposed systems. The Hunchback 4P is a common variant of the 4G. Aside from its LRM-5 rack, the 5H is dedicated to energy weapons. There are many battlemechs in Battletech, divided into four separate categories based on their weight class: Light, Medium, Heavy, and Assault mechs. mechdef & chassisdef Commando COM-1B has text adjusted to fix typo of "IB" intead of "1B". Please view the reference page for information regarding their canonicity. Remaining in motion is still the Locust's best defense. This is typically where most of the QuadVee's weaponry is housed. According to its backstory as presented in BattleTechnology, Issue #0202 (not counted among canonical sources at this time, and as such apocryphal) the CGR-SB variant, called Challenger by its designers, was devised in 3025 by Stuart Bell, chief Tech of the mercenary unit Hat-in-the-Ring Battalion. Added in Commando CMD-J, based off the Mech Commander series. The Grasshopper 5H was designed as a dedicated Light and Medium 'Mech hunter. Its greatest successes often came in less orthodox roles such as counterinsurgency operations. The Jenner D is both a scout and a fast harasser. Unfortunately, the thirteen heat sinks in the 4G mean that it is difficult for pilots to bring all of the 'Mech's weapons to bear at once. One of the most heavily armed and armored Assault 'Mechs ever constructed, the King Crab 0000 is capable of going toe to toe with an Atlas and surviving. guard, etc. The Banshee 3E was originally designed as a close combat 'Mech, paradoxically armed with a PPC and AC/5. Their skeleton can only carry limited armor, but the higher efficiency of smaller fusion reactors means that light 'Mechs benefit from superior mobility. Its creation was a means for the Clan to bolster its touman. [8][9], Most commanders were loath to tamper too much with such a successful 'Mech, but the recovery of the Helm Memory Core resulted in a number of ancient designs being updated with lostech, and the Atlas was no exception. Good for scouting and spotting for heavier units, their maneuverability also allows them to perform surprise strikes and flanking movements with ease. Added leftover armor on underweight 'Mechs to their Rear CT/RT/LT locations. Assault 'Mechs are typically used as command units, heavy assault platforms, and in fire-support roles, but due to their prohibitive cost and limited production, they actually make up only a small fraction of all BattleMechs. The Wolverine 6K trades some of the 6R's mobility for staying power. The company was eventually bought out by its license-holder Luthien Armor Works in 3027 after the discovery of this underhanded dealing, and production of the original Charger ceased altogether in 3030. "Machine Gun variant" In Technical Readout: 3050 Revised's entry for the UM-R63 UrbanMech, it is noted that the -R63's small pulse laser was substituted for "the machine gun". As such, the R60 is very heavily armored, but is extremely slow despite its integrated Jump Jets. The light heat output of the 6R means it can sustain fire for a long time. Armed with an AC/10 and Large Laser, the Enforcer packs a powerful alpha strike. This increases the Orion's power, but many pilots consider the loss of armor to be risky. The Cicada 3C is a refit of the 3A model. However these features left very little room for offensive capability, an intentional deficiency on the part of the design team as they saw any task other than gathering data a distraction. The protection and expanded missile racks make the 10-Q a significant threat at range in the right hands. The Zeus 6S is an unusual BattleMech. mechdef & chassisdef Black Knight BL-6b-KNT has text adjusted to denote the modern variant is the BL-7-KNT. strategy, variants ETC. The QuadVee was developed by Clan Hell's Horses during the latter part of the Dark Age Era. Despite this the sheer cost necessary to replace the UrbanMech's engine and increase its top speed meant even the Confederation limited their refit packages to improving the weapons and armor only. Black Knight BL-6b-KNT (Note : this is a corrected version of the BL-6b-KNT with Beagle Probe and Endo Steel in DLC Folder). Since you are always limited by the available mech cubicles, excess mechs must be stored or scrapped. Does not apply to small lasers. Designated BattleMechs do not normally come below 20 tons save for a few rare exceptions. In general, BattleMechs are considered superior to conventional combat vehicles, being faster, better armed and better protected, creating a firepower-to-manpower ratio which also gives them a logistical advantage. This was achieved by starting with a cheap, easily produced chassis, giving it six tons of Durallex armor to rival the protection found on many medium BattleMechs, and mounting a pair of Pitban 6000 jump jets for a jumping distance of 60 meters. ADDED in Vargr & Sleipnir Variants (based on APC Wheeled variants), ADDED in Heavy Wheeled APCs and Variants (20 ton APCs), Sleipnir adjusted to be viable according to Table Top rules - minor stat changes for Sleipnir that applies the excess armor points, Vargr adjusted to be viable according to TT rules - speed reduced from 6/9 to 5/8 and access armor applied. The concept was much maligned for sacrificing the overall versatility of BattleMechs and the early designs, notably the Scorpion and the Goliath, proved flawed, being notoriously difficult to maintain and highly susceptible to breakdowns. Great news: My Chimera (classic) mech mod is now out for @MW5Mercs. The new AS7-K model was released in 3049, just in time to fight off the Clan Invasion. A single ton of ammo for the autocannon, located in the right torso, leaves little endurance for a prolonged fight, though it fits in perfectly with the hit-and-run nature of the 'Mech; one way or another most observers agree the UrbanMech is good for about two minutes of combat.[2][3][4]. Ton of armor comes from apocryphal sources ; the canonicity of such information is uncertain to the!: MW5 Mech Data Info a pair of Medium Lasers, four Flamers two... Electronic warfare gear in Vindicator VND-1AA mechdef, fixed incorrect MoveDef reference in the chance of.... 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