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Mechlab

Name : FLM-2B Arsonist

Tech : Clan

Chassis : Dire Wolf

Engine : 400 XL

Jump Jets : 0

Internal : Standard

Armor : 19.00 tons Standard

Heat sinks : 15 (Double)

Weapons : 1 NARC beacon, 13 Inferno SSRM-2 Launchers

Ammo: 2 tons NARC, 13 tons SSRM-2

Notes : This mech is effective in all environments except space. The heavy armor allows you to get within range of your weapons without being blown apart by the enemy mech. However, you always need a starmate around when you are destroying buildings, as the weapons in the Arsonist are all designed strictly for Mech-killing. This mech is especially deadly when using the Circle of Death manuever.

Name : ASK-1R Ravager

Tech : Inner Sphere

Chassis : Orion

Engine : 300 XL

Jump Jets : 4 (legs)

Internal : Endo Steel

Armor : 14.00 tons Standard

Heat sinks : 11 (Double)

Weapons : 1 Gauss Rifle, 1 SSRM-2 launcher, 1 Small Pulse Laser, 1 Medium Pulse Laser, 1 LRM-20 launcher.

Ammo: 2 tons Gauss Rifle, 1 ton SSRM-2, 2 LRM-20.

Notes : The Ravager is a good all around mech.The main problem with the design is the Gauss Rifle mounted on the arm is frequently destroyed. This doesn't matter much though, because the Ravager can cause horrendous damage at long range.

Name : R2-D2 UrbanMech II

Tech : Inner Sphere

Chassis : UrbanMech

Engine : 120 XL

Jump Jets : 2 (legs)

Internal : Endo Steel

Armor : 6.00 tons Ferro-Fibrous

Heat sinks : 10 (Double)

Weapons : 1 LB-10X Autocannon, 1 Small Pulse Laser

Ammo: 2 tons LB-10X Autocannon

Notes : Tired with the expenses of repairing the useless UrbanMech (aka POS, aka Cannon Fodder, aka Trash Can on Legs), the Colonel had a 120 XL engine put into the mech, along with Endo Steel, Ferro-Fibrous armor, and upgrades to all of the UrbanMech's outdated weapons. The new Roughneck version of the mech packs a much bigger punch, and can surprise other mechwarriors with the better weapons.

Name : CYAIH-7 Asskicker

Tech : Clan

Chassis : Timberwolf

Engine : 300 XL

Jump Jets : none

Internal : Endo Steel

Armor : 14.50 tons Standard

Heat sinks : 13 (Double)

Weapons : 2 Medium Pulse Lasers, 1 Small Pulse Laser, 1 Machine Gun, 2 LRM-20 Launchers, 2 ER Large Lasers, 2 ER PPCs.

Ammo: 2 tons LRM-20, 1 ton Machine Gun.

Notes : A salvaged Clan Timberwolf with no weapons is useless right? In light of this fact, Roughnecks techs completely changed the design by loading the mech up with salvaged Clan weapons. This version of the clan mech is slower than the original, and grouping is a must because this mech overheats quickly.

Name : TRGR-9HY Tomahawk

Tech : Inner Sphere

Chassis : Catapult

Engine : 260 XL

Jump Jets : 4 (legs)

Internal : Standard

Armor : 10.00 tons Standard

Heat sinks : 10 (Double)

Weapons : 1 ARROW IV Launcher, 1 LRM-20 Launcher, 1 Small Laser, 1 Medium Laser, 1 Medium Pulse Laser.

Ammo: 2 tons LRM-20, 1 ton ARROW IV

Notes : This mech was designed as a fire support mech. Its main purpose is to sit on a hill about 630 meters away and bombard the enemy with missles. The Tomahawk can also fight in a close range battle with its three lasers.

Name : WTHG-5E WarThug

Tech : Inner Sphere

Chassis : Thug

Engine : 240 XL

Jump Jets : 4 (legs)

Internal : Standard

Armor : 14.50 tons Standard

Heat sinks : 14 (Double)

Weapons : 2 ER Large Lasers, 2 Medium Pulse Lasers, 1 Small Pulse Laser, 1 AMS, 1 Arrow IV Launchers,

Ammo: 2 tons AMS, 2 tons Arrow IV

Notes : After his Second-in-Command became skilled at piloting his Thug, the Colonel found it increasing difficult to fight him effectivly in simulator combat. In fact, there was no effective way to fight Thugs at all! So the Colonel had the Roughneck techs modify a salvaged Thug into an effective "Thug Killer". The new version of the Thug has enough heat sinks to combat the extreme heat caused by twin ER Large Lasers, and has an Anti-Missile System to fight the always present problem of enemy missles. There is also an array of Pulse Lasers for when the other weapons are recharging and reloading.

Name : KFC-3 Mallard

Tech : Inner Sphere

Chassis : Raven

Engine : 175 XL

Jump Jets : 2 (torso)

Internal : Endo Steel

Armor : 4.50 tons Ferro-Fibrous

Heat sinks : 10 (Double)

Weapons : 1 Autocannon 20, 1 Small Pulse Laser

Ammo: 4 tons Autocannon 20

Notes : This 'mech was designed to get close to a mech in battle, then open up a can on it with its AC/20. The design was created when the Roughnecks salvaged a lance of weaponless Ravens. Even though this mech is really just a refined version of an UM-RR3 Urbanmech, it still kicks sufficient ass in battle.

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