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Battlemechs LTD - For All Your Battletech Needs

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BattleMechs LTD
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Battlemechs LTD - For All Your Battletech Needs

Postby BattleMechs LTD » Sat Feb 05, 2011 8:42 am

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Welcome to Battlemechs LTD. Here, we create and use weapons of war used in Battletech and make it available for Nationstates. There are huge varieties of things to choose from, from the (obvious) Battlemechs to Tanks, from Hovercraft to ECM, from Battle Armor to lasers. As we are still developing the storefront, pre-orders are available.

However, with the Battlemechs, many will be skeptical. Most "Gundams", "Armored Cores", and "AT-ATs" take into account no real physics. Here at Battlemechs LTD, there is a substance called Myomer. This Myomer is little more than artificial musculature, but it is very good at the job. It allows for, when hooked up to the large gyros and neurohelmets, corrections rivaling that of the human body. The neurohelmets are simply more a system of wires than can be installed into many helmet types, that make use of the human brain's sense of direction to help stabilize the Mech. The fusion engines themselves use lighter Hydrogen and/or protium. It releases a great deal of heat even simply by moving the Mech, but by far using the weapons creates the most heat. There is also a common misconception that if the reactor is over-worked, breached, or heavily damaged, a nuclear explosion will occur. This is not true, but the real reason is this: Since the plasma has to be sealed in a vacuum, and is held in mid-air, because touching the reactor walls would put the plasma below fusion temperatures. Breaching the core sucks in air and thermal expansion causes an explosion, sometimes even creating a mushroom cloud. This is only due to the massive amounts of heat in the air, and is by no means similar to the kilometers-long mushroom clouds of true nuclear weapons. The explosion can be a risk for infantry close to the Mech, and if it happens to be very close to another Mech. The reactor is easy to turn off and the weight of the tungsten carbide that is used for shielding in greater than the reactor's actual weight.

Industrial Mechs are also made. For the uneducated, Industrial Mechs are Mechs designed for purposes other than warfare, such as construction, mining, forestry, etc. They use Internal Combustion Engines, or ICE, and consequently cannot have lasers, gauss rifles, or PPCs. Still, many retain large saws or drills, and armor and autocannons and missiles can usually be attached to modify the Mech for combat. While not as suited for combat, a single one can still turn the tide of a tank battle, and a lance is a force to be respected by any Mech.

Because Mechs makes so much heat, a cooling vest is needed. Having the coolant line ruptured or shot out is not a death sentence; but the pilot should pull out before engaging in prolonged combat to avoid burns or stroke. The vest sometimes also incorporates some armor to shrug off the odd shrapnel, though if more is needed the pilot probably won't be coming out alive anyway.
Last edited by BattleMechs LTD on Tue Feb 08, 2011 3:21 pm, edited 9 times in total.
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Lasers

Postby BattleMechs LTD » Sat Feb 05, 2011 8:42 am

Lasers are one of the three types of most common weapons in Battlemechs LTD. They do not need ammunition, instead drawing upon the fusion engine of a Battlemech.
There are two main types of lasers: Pulse and beam. Pulse lasers fire off several beams in quick succession. While they are more powerful than beam lasers, they are heavier and generate more heat.
Micro Pulse Laser: The MCPL is the smallest pulse laser, generally used on Battle Armor and as a backup weapon on Mechs, and occasionally on fighters. They are also used to kill incoming missiles, functioning in a turret as a LAMS. They are not very powerful, but weigh very little and generate negligible heat. Cost: 8,000 Cubits
Small Pulse Laser: The SPL is a very limited weapon. While it is more powerful than the MCPL it has only as much range and more waste heat than should be generated. While it is wonderful as a Battle Armor weapon, especially in urban environments, Mechs usually disregard them as regular weapons. Cost: 12,000 Cubits
Medium Pulse Laser: The MPL is a very good weapon, having good range, power, and not as much waste heat than would be expected. The MPL is a regularly used laser weapon, second only to the medium laser in terms on numbers. It weights a good amount, but are still potent weapons. Cost: 18,000 Cubits
Large Pulse Laser: The LPL is the most powerful pulse weapon, able to eviscerate many Light Mechs and some lighter armored vehicles in a single shot, or a few in some cases. They are very dangerous, but also generate a lot of waste heat and weigh enough so that is the only weapon on the Battlemech's arm, for example. Cost: 30,000 Cubits

Beam Lasers: These weapons use a single beam of radiation, instead of rapid-firing them. They are usually sustained for a second or two. Even though they aren't as powerful as pulse lasers, they can be used in greater numbers due to their lighter weight, and more often, as they don't give off as much waste heat.
Small Beam Laser: The smallest beam laser available(there are no micro beam lasers), this weapon is generally used by Light Mechs. They require little energy and give off as much heat, so they can be used in a good numbers by a small Mech in hit-and-run tactics. Cost: 2,000 Cubits
Medium Beam Laser: The MBL is a workhorse of most Mechs, being relatively light, powerful, and they heat up slower when alternating weapon types. Even four of these is a force to be respected, especially when all available lasers are focused on a single spot. For example, if five lasers are all focused on a knee actuator, chances are the actuator will be damaged, fused, or shot right out. Cost: 12,000 Cubits
Large Beam Laser: The LPL is a weapon very suited to cutting. The weapon was designed specifically to be activated for up to five seconds, either burrowing through armor or even cutting off Mech limbs. Needless to say, it generates more than it's share of heat, although it does not weigh as much as would be expected. Usually, it is not used in heavier Mechs, but Light Mechs sometimes use it as their primary weapons, usually backed up by some other smaller weapon. Cost: 28,000 Cubits

Other energy weapons:
Particle Projection Cannon: The PPC is a feared weapon. Using very high-energy atoms or electrons, the PPC hits its target with both kinetic energy and EMP energy, thus functioning as a cannon and energy weapon at the same time. They regularly rip off Mech's limbs and kill tanks. A single one hitting almost any Light Mech will severely damage it. Even a few hitting the feared Atlas will damage it enough to bring down. The range is out to a few thousand metres, making it an ultimate sniper weapon. Cost: 50,000 Cubits
Flamer: The Flamer is a surprisingly simple weapon that has many possibilities and potentials. This flamer, however, is unlike most other flame weapons in two ways: The first is that it uses inert gas instead of any liquid fuels like napalm. It draws the gas past the reactor, superheating it. Thermal expansion causes the already-pressurized gas to go up to 4000 psi and go at very high speed to the muzzle of the weapon, than out to the target. Usually the maximum range is around 250 metres against unarmored infantry. Against Battlemechs, it does not have very much conventional effect aside from melting some lighter armor. However, it does well to heat up the Mech, forcing the pilot to either flush coolant, retreat to cool his/her Mech, or shut down. It also has all the jobs of a normal flamer. Other conventional flamers can be used on Industrial Mechs or tanks that do not have fusion reactors.
Last edited by BattleMechs LTD on Sat Feb 05, 2011 6:13 pm, edited 6 times in total.
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Artillery

Postby BattleMechs LTD » Sat Feb 05, 2011 8:49 am

Cannons are one of the more widely used weapons in Battlemechs LTD. There is a large variety of them here, and many will be listed.
Bear Arm-Mounted Chain-Gun: The Bear is very popular with many Battle Armor users. It uses 12.7mm rounds at 4000 RPM, and, in the right hands, is terrifyingly efficient against infantry. Since it is a Chain-Gun, it is very accurate, mostly just point-and-shoot. This is also called the Rotary AC2. Cost: 15,000 Cubits
Arm-Mounted AC2: The AC2 is a 20mm double-shot cannon mounted usually as a support weapon. It is a proven weapon, usually used against and with Battle Armor. With a swarm of Elementals using these against a Mech, the pilot can quickly become overwhelmed. The gun is accurate out to 1200 metres. Cost: 20,000 Cubits
AC5: The AC5 is a baseline weapon, comparable to the Medium Laser. Firing 50mm rounds out to 800 metres, the gun is widely accepted as an anti-material weapon due to it's heavy use against buildings. Cost: 30,000 Cubits
Rotary Autocannon/5 The RAC5 is a weapon almost exclusive to the Legionnaire, as seen in the picture. It fires 50mm rounds at 8 rounds per second, so it burns through ammunition quickly, but, as on the Legionnaire, it is slaved to an accurate targeting computer. The maximum accurate range is 500 metres but the RAC5 regularly goes out to 600. Cost: 40,000 Cubits
Ultra Autocannon/5: The UAC5 is similar to the AC5 but fires shells at twice the rate. It uses the same 50mm shells, only these are APFSDS. Usually it uses DU rounds, though HE is not unseen. It's maximum range is 800 metres. The weapon can misfeed, jam, or misfire, but if that happens it goes through a fifteen-second clearing cycle. Cost: 35,000 Cubits
AC10: The AC10 is a powerful weapon, firing 105mm rounds at 40 RPM. It mainly uses sabot rounds, but Incendiary, HE, AP, HEDP, and WP. The gun is highly effective against the largely unsloped armor of many Battlemechs, but some AFVs have proven susceptible. Infantry can also operate it on a rotating platform, and it is popular among tanks. It's maximum range is 550 metres, though as artillery it can usually go out to 700 metres. Cost: 40,000 Cubits
Light Gauss: The Light Gauss is a weapon comparable to a railgun or coilgun. Using magnetics, it accelerates a projectile, usually nickel-iron or ferrous tungsten carbide slugs. The Light Gauss is a potent sniper, accelerating a four-kilogram bullet out to around 2500 metres. It creates some heat, though not too much, but still lacks the punch of a larger Gauss system. It can sometimes be the primary weapon of a Light Mech, as it has a three-second recharge time and is rather light.
Gauss Rifle: A exceptional weapon. As seen in the picture, in it's unarmored form, the Gauss Rifle uses three rails of magnets to propel a twelve-kilogram slug to Mach 15, able to strip off a ton and a half of armor at range. For many Mechs, this weapon is the primary armament, as the conductive rails are large, and must also be armored if the weapon is on an arm, for example. A single slug can cripple, if not outright destroy, most AFVs. Against Mechs, the kinetic energy will definitely throw most Mechs off-balance. A single round against an Atlas, for example, will jar the pilot and damage the Mech, no matter where it hits. Against Medium and Light Mechs, like the Hatchetman(Not produced), the slug would probably go right through the Mech. Needless to say, that would cause extreme damage. However, this is not without it's drawbacks. Unlike the Light Gauss, the Gauss Rifle uses much larger amounts of energy and the friction can build up quickly and the weapon will produce large amounts of heat. Also, it is vulnerable to weapons fire, and if a single rail is damaged enough the gun will cause a catastrophic misfire that would probably crush the entire weapon. Thankfully, it is programmed not to fire if a rail is damaged, and the rails are durable even without the armor.
Last edited by BattleMechs LTD on Sat Feb 05, 2011 6:48 pm, edited 5 times in total.
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Missiles

Postby BattleMechs LTD » Sat Feb 05, 2011 2:36 pm

Missiles are almost as old as cannons, and have an advantage over cannons and lasers: Most are guided. They also have little heat buildup on the Mech that is using them.
Short-Range Missiles: SRMs have the most powerful warhead of all missiles. Because regular SRMs are unguided, all the weight can be spent of casing, fuel, and explosive. On Mechs, SRMs come in launchers of two, four, or six. They have a maximum range of 350 metres.
SRM-2 Cost: 10,000 Cubits
SRM-4 Cost: 40,000 Cubits
SRM-6 Cost: 60,000 Cubits
There are also new versions of the SRM, called the Streak SRM, which does have a guidance system. Because the missile is slightly larger, it loses no explosive or range, but adds an extra 500 Cubits to each missile. For example, a SSRM-2 cost is 11,000 Cubits, and an SSRM-4 cost is 42,000 Cubits. SRMs and Streaks are also easily launched by infantry and AFVs.

Medium-Range Missiles: MRMs are, individually, the weakest missile system. A single one, or even five or six, might only bust off some armor on a light Mech, but being the weakest has it's advantages. It only comes in the unguided form, but these rockets come in launchers of 10, 20, 30, and 40. The missiles are also good for many jobs: In urban warfare, they can be used to great effect against Mechs, mainly, but thanks to their good range of 800 metres, they function alright as rocket artillery. The pop-out fins are surprisingly stable, and also impart spin to create gyroscopic stability. Thanks to their simplicity, even an MRM-40 costs only as much as a Large Pulse Laser.
MRM-10 cost: 8000 Cubits
MRM-20 cost: 16,000 Cubits
MRM: 30 cost: 24,000 Cubits
MRM-40 cost: 30,000 Cubits
Long-Range Missiles: LRMs have a large warhead and massive range, often being the weapon of choice for long-range battles. Thanks to their speed of 3000 MPH, they can go to their maximum range of 100 NM in seconds. When they get to their target, their 61 KG warhead can strip off the missile's weight worth of armor. They rarely miss, thanks to their active radar guidance and backup thermal/ultraviolet systems. When fired in groups of five, ten, fifteen, and twenty, a single barrage can leave Light Mechs crippled, Medium Mechs damaged, Heavy Mechs scarred, and Assault Mechs buffeted. They can also function as anti-tank formation missiles, standoff weapons, and even anti-ballistic missile systems. In the -20 version, their prices are exceptionally high, but 20 missiles are usually enough to make even the most confident pilots think twice about trying to continue.
LRM-5 cost: 12,000 Cubits
LRM-10 cost: 24,000 Cubits
LRM-15 cost: 36,000 Cubits
LRM-20 cost: 48,000 Cubits
Last edited by BattleMechs LTD on Sun Feb 06, 2011 10:02 am, edited 3 times in total.
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Industrial Mechs

Postby BattleMechs LTD » Sun Feb 06, 2011 12:02 pm

Argomech: The Argomech was designed to be a modular, all-purpose machine. It suits the job well. With a single rotating disk blade, and a arm that can fit a industrial pincer, crane, or lifting hoist, it can do many jobs including mining, some forestry, loading, construction, carrying, and farming. The cutting disk is powerful, able to tear through shale, conglomerate, and most sedimentary rocks. The modular arm can also fit a variety of weapons, including an AC2, AC5, UAC5, all regular SRMs, and MRM-10s and -20s. Bolt-on armor can be obtained easily, and the Mech is already sturdy. The Mech also has a low cost, making it attractive to smaller businesses. Cost: 85,000 Cubits

Forestry Mech: The Forestry Mech, despite it's namesake, can suit even more roles than the Argo. With a 45. metre saw and a refined modular arm, with a design that some call over-the-top, the Mech is very popular. The modular arm can fit all the things an Argo can fit, and also can use the Argo's disk saw, a magnetic unit, drill, etc. Armor can be put on just as easily as the Argo, and the design is filled with lightweight, high-strength titanium-alloy. The saw is not as suited to mining as the cutting disk, but since the other arm can mount one, that is negated. The saw still can cut through any wood with ease, even the mighty oak being felled in seconds. The saw has also proven effective against Battlemechs, even one recorded battle between a modified Forestry and a Jenner ended up with the Jenner being impaled by the Forestry's saw! This is boosted by good speed and maneuverability needed to dodge a falling tree. The only downside is it's high cost: 110,000 Cubits
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Battlemechs

Postby BattleMechs LTD » Sun Feb 06, 2011 12:34 pm

And here are the mighty Battlemechs - Kings of the battlefield!

Light Mechs: These Mechs generally combine high speed with low firepower and armament, but there are some exceptions. They make good guerrilla Mechs, and lances of them with a good commander can be dangerous.
Cougar: The Cougar is one of the more popular Lights. It has longer-range armament, but should not be discounted in close firefights. With jump jets, it can reach the tops of buildings and ambush unwary Mechs and tanks. It is well protected thanks to five and a half tons of armor. The Mech is usually supported by medium Mechs or can support Heavy and Assault Mechs. Even in Assault Mech firefights, the Cougar can turn the tide, mostly because the enemy pilot won't take the lighter combatant as a threat. If the pilot has quick reflexes and nerves of steel, he/she can get around and exploit the heavier Mech's light back armor. Heat is not usually a problem, but in extended firefights it can become a problem. With it's top speed of 86 km/h, it can flank quickly if left unchecked. Cost: 175,000 Cubits
Armament: 2x Medium Lasers, 1x Large Laser, 2x LRM5s
Osiris: The Osiris is somewhat lightly armored for a Light Mech, with only four tons of armor, but makes up for it with good firepower and speed. Infantry are not a problem thanks to an underside heavy machine gun. The legs are somewhat vulnerable to attacks, though not as vulnerable as their twig-like appearance would lead someone to believe. It does not have jump jets, but with its high speed it often becomes a fulcrum in flanking maneuvers. Heat is a problem, as it have five Medium Lasers, but air cooling usually solves this. It has a low cost that makes it attractive to many seeking a Battlemech. It's high speed, 129 km/h, allows for near-perfect blitzes. Cost: 125,000 Cubits
Armament: 5x Medium Lasers, 1x MG, SRM-6

Medium Mechs: These are the frontline Mechs. Generally cheap to produce, they combine decent speed, heavy firepower, and strong armor for a compromise. They are not necessarily meant for very heavy combat, and their armor can be broken down under sustained fire. Still, they are the mainstay of any Mech force.
Legionnaire: The Legionnaire is a fine example of Medium Mechs produced by Battlemechs LTD. It has only one weapon, a RAC5, but it is slaved to a highly accurate targeting computer and can put out withering, accurate fire. Having only one weapon frees up plenty of weight, and consequently is protected by nine and a half tons of armor. It can also reach speeds unprecedented by Medium Mechs, 118 km/h. The gun is unable to use special rounds, but can fire six times as fast as the AC5 and three times as fast as the UAC5, and it's dual-feed allows for both AP and HE rounds. Still, the gun can run out of ammunition, and many pilots choose to attach up to three extra Medium Lasers to use in addition to the RAC5, or if it runs dry. Cost: 350,000 Cubits
Armament: 1x RAC5, (Optional) 3x Medium Lasers
Bushwacker: This Mech almost never happened. It is a low Mech, designed to be hard to hit and more survivable, but the design caused problems with the shielding and the designs were almost abandoned. When new technologies were thought of for the Cougar, the realization was made that the same could be done for the Bushwacker. Thus, it came. The Bushwacker is primarily a longer-ranged Mech, with a pair of LRM-5s, an AC10, and a Large Laser. The sloped armor allows for less of it with the same protection, applying the same technique tanks use. It is not the best in city fighting, though it can be modified to be a potent urban-warfare Mech. There are recorded modifications with an RAC5, Medium Lasers, MRMs, etc. With nine tons of armor, at longer ranges the only real dangers are PPCs and LRMs. Cost: 325,000 Cubits
Armament: 2x Chain-Guns, 2x LRM5s, 1x AC10, 1x Large Laser

Heavy Mechs: The heavies are very popular. Usually they have heavy armor, alright speeds, and deadly firepower. With the right pilot, a Heavy can take down even an Assault Mech.
Mad Cat: One of the best examples of Heavy Mechs. It is highly modular, with most variants using either Large Lasers or PPCs as the main armament, combining LRMs and an array of shorter-ranged weaponry to finish off prey at close range. Twelve tons of armor rivals most Assault Mechs, while the maneuverability and speed is equal to some Mediums. Supported by a lance of lighter Mechs, the Mad Cat is truly a danger on a battlefield. Cost: 500,000 Cubits
Armament: (Optional) 2x Large Lasers or 2x PPCs, 4x Medium Lasers, 2x Machine Guns, 2x LRM-20s
Last edited by BattleMechs LTD on Sat Feb 12, 2011 6:49 am, edited 4 times in total.
Come and buy your favorite Battletech stuff at Battlemechs LTD!

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Sol Bella
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Founded: May 07, 2011
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Postby Sol Bella » Fri Jul 29, 2011 9:24 am

The Most Serene Republic has drawn interest in your Osiris, which will be of great use to us to support our small force of Light Mechs and APCs.

The Prime Minister has requested an order for 100 Osiris Light Mechs for a total of 1,250,000 NSD. We will outfit them with our own modified weapon systems.

When can we expect a delivery?
A Spanish-speaking, First World, Pseudo-African nation that has only been in FT for two years after advancing past the PMT tech level with a single space colony. Significant Pony minority. The nation is known for its export of energy and information technology services, and is known among its nearby neighbors in Africa for providing the finest scientific materials and personnel in the region.

Proud 5th Member of the Coalition of Ponyists States, 1st Protector Nation


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Sanctus saxa
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Founded: Nov 16, 2010
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Postby Sanctus saxa » Fri Jul 29, 2011 10:00 am

Considering BattleMechs LTD was last active March first, this delivery may take some time.
Patience, even in this day and age, is still a virtue.

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Sol Bella
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Posts: 614
Founded: May 07, 2011
Ex-Nation

Postby Sol Bella » Fri Jul 29, 2011 1:06 pm

ooc: If he doesn't respond, I'll just assume the transaction went through and gather me mechs.
A Spanish-speaking, First World, Pseudo-African nation that has only been in FT for two years after advancing past the PMT tech level with a single space colony. Significant Pony minority. The nation is known for its export of energy and information technology services, and is known among its nearby neighbors in Africa for providing the finest scientific materials and personnel in the region.

Proud 5th Member of the Coalition of Ponyists States, 1st Protector Nation



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