First, the most complicated mech you can ever see within Alpha Strike, the AS-01 Alpha Strike! It isn't a good design, but it essentially tries to get the most capabilities in Alpha Strike as it can. Here is the lowdown:
100 Ton Clan (Mixed) OmniMech
200 Compact Fusion Engine
1 Jump Jet
17 Tons Standard Armor
26 Compact Heat Sinks (16 internal to engine, other 10 use 5 slots)
Laser Anti-Missile System (Armored)
BattleMech HarJel (1 slot)
Remote Sensor Dispenser
CASE (since its an Omni)
HAG20 w/12 Shots
Twin LAC5 w/20 Shots total
Twin SRM4 w/25 Shots total
Twin LRT10 w/24 Shots total, mounted in a turret in the right shoulder
Carries a 10 ton hand-held weapon (LRM20 w/12 shots, Narc with 6 shots)
I don't know the BV/Cost, it wasn't very pertinent to what I was attempting. I am *pretty* sure its a legal design, but may have screwed something up. Its darned close surely.
And now its insane Alpha Strike card, check out that ability count!:
And the next mech, a whopping 200 tonner, with 75 tons of hardened armor. I created this one to test just how durable a design could be. I envision it very slowly heading towards a very heavily defended position. It has a turret in each torso that hold twin ERPPCs, and 3 micro-pulse lasers scattered about for anti-infantry work. Its also got Angel ECM, AEP, and TAG, plus a whopping 40 double heat sinks. Here is its card:
This next one is stupid and munchy, but I wanted to see just how hard a unit would be to hit. This 15 ton mech has a speed of 18/27 with 1 jump. It has ZERO points of armor, an XXL engine, Endo-Steel Structure, and an XL Gyro. It also has Null-Signature System and Chameleon Light Polarization shield. Its weaponry consists of a single gun... you know it, the Clan ER Large Laser! In BattleTech this would be +2 to hit at medium range, and +4 at long, as the NSS/LPS are cumulative. However that doesn't appear to be the case in Alpha Strike, so it kinda gets screwed. But anyway, based on the movement it is +5 to hit,
another +1 for being jump capable, so for SR/MR/LR to hit it is a +5/+6/+7. Its one structure means if it gets hit it does, but it can harass a slower force from a distance with near impunity.
And lastly for tonight, a uber-munchy Manei-Domini Platoon. This sucker eats mechs for breakfast. The platoon of 30 soldiers has a whopping 1563 BV, speed of 3, range 2 AEP, acts as a C3I node, takes -1d6 burst fire damage, doesn't take double damage in the open, and half damage from flame based attacks. It also has FIVE field guns (AC/2). In a point blank attack it could do up to 66 damage, or 7 in Alpha Strike. Unfortunately Alpha Strike doesn't support that, so its damage is only 5, but I gave it MEL to compensate. Actually Strategic Operations and Alpha Strike showed some questions with this unit. For example what do you do with enhanced point blank attacks? What about all the special abilities various prosthetics can give, and how do you deal with field guns and can they use special ammo? However you look at it though, it is simply a brutal platoon, see for yourself (notice its skill is 2, not 4)! Disclaimer: This design doesn't include any errata from anywhere.
I'll tinker with more later, but I really need to get coding to finish up the automated way of doing it. Nobody has complained about the BTE site being down yet, but hopefully lots of people miss it.
I've been dragging ass lately for a couple reasons. Thoughts of my dad and cat keep me from being as productive as usual. I'm going to see some folks play BattleTech tomorrow, hopefully I end up joining in and like them and it can break me out of my rut. If not I may try somewhere else.
Not many posts on my forum, well, 1 in fact. A dozen registered users. Kinda was hoping for more activity. I'll start doing releases there to make people get involved and hope for the best :)
Plus, soon, I'll give away *companies* of miniatures to folks that post the most *good* messages ;)