BattleMech Technical Readout
Name/Model: Naginata NG-C3A
Designer: Catalyst Game Labs
Source(s): Record Sheets Volume 6, 3055 'Mechs
Record Sheets: 3055 & 3058
Record Sheets: 3055 Upgrade
Record Sheets: 3055 Upgrades Unabridged
Technical Readout: 3055
Technical Readout: 3055 Upgrade
Technology: Inner Sphere
Technology Rating: E
Tonnage: 95
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3055
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 12,559,170 C-Bills
Battle Value: 1,954
Chassis: Alshain Class 101a
Power Plant: Pitban 285
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy Special with CASE
Armament:
1 Lord's Light 2 ER PPC
3 Coventry Star-Fire LRM 15 w/ Artemis IV FCS
Manufacturer: Independence Weaponry
Primary Factory: Quentin
Communications: Garret T19-G
Targeting & Tracking: Cat's Eyes 5
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Overview:
Draconis Combine 'Mech units have at their disposal a marvel of modern technology that
allows unmatched coordination of 'Mechs and lances, increased firing accuracy, and built-in
target-acquisition capability. Current intelligence shows that the Clans either do not
possess anything like it or else have ceased using it. Amazingly, the Kurita forces rarely
use the capability, and when they do, it is often used clumsily or under-utilized because of
lack of experience! What could possibly cause the Dragon to ignore such a potential
advantage? The answer is as simple as it is surprising: inconvenience.
Capabilities:
The heart of the Naginata is the revolutionary command/control/communications (C3) computer
system, which has been fully tested and available to the DCMS for nearly five years. What
prevents its widespread deployment is the C3's large size and weight, which make a retrofit
lengthy and complicated, requiring the removal of vital weapons, armor, or other needed
systems.
Kurita technicians at Independence Weaponry proposed a 'Mech that incorporated the C3
computer as an integral part of the design, eliminating the difficulty of expensive and
time-consuming refits. They settled on a 95-ton assault 'Mech for the platform, further
defining its role as a command and fire-support unit. The 'Mech was named Naginata, after
the ancient Japanese pole arm.
The main armament of the Naginata consists of three Coventry Star Fire long-range
missile packs, with additional accuracy provided by an Artemis IV fire-control system.
Long-range missiles were chosen so that the Naginata would get the maximum benefit for
C3-aided targeting, allowing its lancemates to designate targets for direct and indirect
barrages at extended range.
The Naginata mounts another long-range weapon, the Lord's Light 2 extended-range PPC,
as a reliable backup weapon. The left-arm mounting for the weapon is flanked by two
double-strength freezers to help counter the PPC's tremendous heat buildup. The combined
assembly is so long and bulky that the left arm has no hand.
Current deployment of the Naginata is consistent with its design parameters. It is
typically assigned as a command 'Mech for a lance or company. Its three lancemates are
medium 'Mechs, or possibly two mediums and a heavy, all retrofit with C3 slave units. They
all have greater speed than the Naginata, and preferably, jump capability. It is their role
to get as close to the enemy as possible, allowing long-range attacks by the Naginata and
other C3-equipped 'Mechs to come in at greatly increased accuracy.
Until the Naginata achieves more widespread deployment, it is still impossible to
decide conclusively on its overall effect against Clan forces.
Deployment:
The DCMS has not underestimated the importance of distributing this unit as quickly as
possible. Independence Weaponry is expected to send as many as ten of these assault 'Mechs
to the Clan front each year. Naginatas are currently stationed with the Twelfth Dieron
Regulars at Kiesen, the Eleventh Benjamin Regulars at Meilen, and the Seventeenth Galedon
Regulars at Chandler. It is a strong possibility that Naginatas are also present in many of
the so-called "Ghost Regiments" stationed along the Smoke Jaguar front.
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 9.50
Engine: 285 Fusion 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 15 [30] 5.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 240 15.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 35
Center Torso (rear): 14
R/L Torso: 20 26
R/L Torso (rear): 8
R/L Arm: 16 25
R/L Leg: 20 32
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
CASE RT 1 0.50
LRM 15 w/ Artemis IV FCS RT 3 7.00
LRM 15 (Ammo 32) [Artemis IV] RT 4 4.00
C3 Computer (Master) LT 5 5.00
CASE LT 1 0.50
LRM 15 w/ Artemis IV FCS LT 3 7.00
LRM 15 (Ammo 16) [Artemis IV] LT 2 2.00
LRM 15 w/ Artemis IV FCS RA 3 7.00
ER PPC LA 3 7.00
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Alpha Strike Statistics
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Point Value (PV): 58
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 3 / (M) 5 / (L) 5, OV: 0
Armor (A): 8, Structure (S): 8
Specials: C3M, CASE, IF3, MHQ5, TAG
Alpha Strike Conversion
Name/Model: Naginata NG-C3A
Technology: Inner Sphere
Tonnage: 95
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 95 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
30 (Heat Sinks) = 30
2 (Movement) + 30 (Weapons) - 4 (Base) (-) 28 = 2
Offensive Equipment: = 0.000
LRM 15 w/ Artemis IV FCS (+) 0.600 = 0.600
LRM 15 w/ Artemis IV FCS (+) 0.600 = 1.200
LRM 15 w/ Artemis IV FCS (+) 0.600 = 1.800
ER PPC (+) 1.000 = 2.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.8
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
30 (Heat Sinks) = 30
2 (Movement) + 30 (Weapons) - 4 (Base) (-) 28 = 2
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
LRM 15 w/ Artemis IV FCS (+) 1.200 = 2.200
LRM 15 w/ Artemis IV FCS (+) 1.200 = 3.400
LRM 15 w/ Artemis IV FCS (+) 1.200 = 4.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.7
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Final Medium Range Damage Value: 5
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
30 (Heat Sinks) = 30
2 (Movement) + 30 (Weapons) - 4 (Base) (-) 28 = 2
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
LRM 15 w/ Artemis IV FCS (+) 1.200 = 2.200
LRM 15 w/ Artemis IV FCS (+) 1.200 = 3.400
LRM 15 w/ Artemis IV FCS (+) 1.200 = 4.600
Heat-modified damage value:
Rounded up to the nearest tenth = 4.7
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Final Long Range Damage Value: 5
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Convert Armor
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Standard: 240 armor points x 1 240.000 = 240.000
Armor Factor Conversion (/) 30 = 8.000
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Final Armor Value: 8
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Convert Structure
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Engine: Inner Sphere Fusion on a 95 ton BattleMech = 8.0
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Final Structure Value: 8
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Determine Special Abilities
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Unit is equipped with one C3 Computer (Master) = C3M
Unit is equipped with CASE = CASE
Unit is equipped with forward facing weapons capable of firing indirectly = IF3
Unit is equipped as a mobile headquarters = MHQ5
Unit is equipped with C3 Computer (Master) = TAG
====================================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 5 (Medium) + 5 (Medium) + 5 (Long) = 18.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 20.000
Overheat Factor 0 (Overheat) (+) 0.000 = 20.000
Special Ability Factor [IF3] 3 (Ability Rating) (+) 3.000 = 23.000
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 23.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 23.500
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 24.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 26.400
Final DIR Round to nearest half point = 26.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 26.500 = 27.250
Unit's Final Point Value:
Offensive Value = 23.500
Defensive Value (+) 27.250 = 50.750
C3 50.75 (Subtotal) x 0.05 (+) 2.500 = 53.250
Force Bonus [MHQ5] Mobile Headquarters (+) 5.000 = 58.250
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Final Point Value: 58
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
This is really a premier lance-leader for c3 equipped assault units. Exellent survivability due to heavy armor, CASE and a standard engine, heavy, far reaching armament and enough heatsinks to use it. The Artemisīs squeeze 30% more firepower from the launchers and combined with the ER-PPC youīll have enough range to stay back to save your precious c3-Master and make an impact on the battlefield. If an enemy gets close your PPC is a formidable short range defense too. Donīt field it together with much faster units as it canīt keep up with them.
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Member Review - Erenon : 2004-11-07 23:00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
One of the few canon designed C3 command Mechs that actually makes sense.
An array of long range weapons means that the Naginata can just sit somewhere comfy while its lancemates 'spot' targets for it.
Of note is the fact that the LRM-15s have artemis IV systems, so it has that much more use from its ammo supply. (which while not incredible as good enough)
Armour isn't maximum but its fairly thick. I'd like to see something like a Shootist guard the Naginata while two mediums or really fast heavy's head out.
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Member Review - -Mud : 2004-07-13 23:00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
This 'mech can really hand out a pounding. I'd like to see a bit of point defense, but this 'mech does not really need it. The armor is good, and it doesn't carry a vulnerable XL engine, so this is going to be one tough mother to bring down, even for the clans. Between the C3 link and the artemis IV the LRMs should be simply devastating. For some extra special lovin' load those launchers up with semi-guided rounds. For the job it's designed to do, this 'mech is just about perfect.
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Member Review - DarkAdder : 2004-01-10 23:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
I used this mech in a C3 lance, and nearly wiped out a star of omnis using hit and run tactics, backed up by the 45 LRMs this thing can toss. The ammo reliance is a hindrance, but no one said you have to fire all three LRMs every time.
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Member Review - Slythis : 2003-09-05 23:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
I never was fond of this mech and considering the weapon it's named for I expected much more from it. IT's slow, is ammo reliant, it's not jump capable, the only thing it REALLY has going for it is the C3 and even then with my tactics it's pretty much useless.
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"Only when we are no longer afraid do we begin to live." - Dorothy Thompson