BattleMech Technical Readout
Name/Model: UrbanMech UM-R60
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: UrbanMech Lance
ForcePack Record Sheets: Wave One
Battle of Tukayyid Supplemental
Record Sheets: Succession Wars
Record Sheets: 3039 Unabridged
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 30
Role: Ambusher
Configuration: Biped BattleMech
Era/Year: Star League / 2675
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 1,464,125 C-Bills
Battle Value: 504
Chassis: Republic-R
Power Plant: Leenex 60
Walking Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: Pitban 6000
Jump Capacity: 60 meters
Armor: Durallex Medium
Armament:
1 Imperator-B Autocannon/10
1 Harmon Small Laser
Manufacturer: Orgus Industries
Primary Factory: Marcus
Communications: Dalban Interact
Targeting & Tracking: Dalban Urban
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Equipment Mass
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Internal Structure: Standard 3.00
Engine: 60 Fusion 1.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks (Single): 11 1.00
Gyro: Standard 1.00
Cockpit: Standard 3.00
Armor Factor: 96 6.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 11
Center Torso (rear): 8
R/L Torso: 7 8
R/L Torso (rear): 4
R/L Arm: 5 10
R/L Leg: 7 12
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Weapons and Ammo Location Critical Tonnage
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2 Jump Jets CT 2 1.00
Autocannon/10 (Ammo 10) RT 1 1.00
Autocannon/10 RA 7 12.00
Small Laser LA 1 0.50
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Alpha Strike Statistics
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Point Value (PV): 11
TP: BM, SZ: 1, TMM: 0, MV: 4"j
Damage: (S) 2 / (M) 1 / (L) 0, OV: 0
Armor (A): 3, Structure (S): 3
Specials: AC1/1/-
Distribution
Name/Model: UrbanMech UM-R60
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Small Laser 3. Cockpit 3.Autocannon/10
4. Roll Again 4. Heat Sink 4.Autocannon/10
5. Roll Again 5. Sensors 5.Autocannon/10
6. Roll Again 6. Life Support 6.Autocannon/10
1. Roll Again 1.Autocannon/10
2. Roll Again 2.Autocannon/10
3. Roll Again 3.Autocannon/10
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Roll Again 3. Fusion Engine 3. Autocannon/10 (Ammo 10)
4. Roll Again 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Jump Jet 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: UrbanMech UM-R60
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 96 x 2.5 x 1 240.000
Internal Structure (Standard w/ Fusion Engine): 51 x 1.5 x 1 x 1 (+) 76.500 = 316.500
Gyro (Standard): 30 x 0.5 (+) 15.000 = 331.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 316.500
Defensive Movement Factor: +1 (*) 1.10 = 348.150
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Final Defensive Battle Rating: 348.150
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 11 (Heat Sinks) - 3 (Movement) - 4 (Weapons) = 10
Offensive Equipment:
Autocannon/10 123.000
Autocannon/10 (Ammo 10) (+) 15.000 = 138.000
Small Laser (+) 9.000 = 147.000
Total 'Mech Tonnage: (+) 30.000 = 177.000
Speed Factor: 3 (Run) + 1 (Jump) (*) 0.880 = 155.760
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Final Offensive Battle Rating: 155.760
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BattleMech Battle Value
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Defensive Battle Rating: 348.150
Offensive Battle Rating: (+) 155.760 = 503.910
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Final BattleMech Battle Value: 504
Alpha Strike Conversion
Name/Model: UrbanMech UM-R60
Technology: Inner Sphere
Tonnage: 30
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: 30 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 2 (Walk) = 4"
Ground Target Movement Modifier at 4" is 0
Jumping Movement: 2 (Jump) = 4"j
Jumping Target Movement Modifier at 4" is 0
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Final Movement and Movement Modes: 4"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
3 (Movement) + 4 (Weapons) - 4 (Base) (-) 3 = 8
Offensive Equipment: = 0.000
Small Laser (+) 0.300 = 0.300
Autocannon/10 (+) 1.000 = 1.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.3
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
3 (Movement) + 4 (Weapons) - 4 (Base) (-) 3 = 8
Offensive Equipment: = 0.000
Autocannon/10 (+) 1.000 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Medium Range Damage Value: 1
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
3 (Movement) - 4 (Base) (-) -1 = 12
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 96 armor points x 1 96.000 = 96.000
Armor Factor Conversion (/) 30 = 3.200
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Final Armor Value: 3
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Convert Structure
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Engine: Inner Sphere Fusion on a 30 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with forward facing Autocannons = AC1/1/-
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 1 (Medium) + 1 (Medium) + 0 (Long) = 4.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 4.500
Overheat Factor 0 (Overheat) (+) 0.000 = 4.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 4.500
Defensive Interaction Rating:
Armor Factor 3 (Armor) x 2.0 (Non-Vehicle Unit) = 6.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 9.000
Defense Factor 1 + [0 (4" Move)] (*) 1.000 = 9.000
Final DIR Round to nearest half point = 9.000
Unit's Defensive Value:
Movement Factor 0.5 (0.25 per 2") + 0.5 (Jump-capable) = 1.000
Final DIR Defensive Interaction Rating (+) 9.000 = 10.000
Unit's Final Point Value:
Offensive Value = 4.500
Defensive Value (+) 10.000 = 14.500
Brawler 14.5 (Subtotal) * 0.25 (2 to 5" Move; Short or Medium-only) (-) 3.500 = 11.000
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Final Point Value: 11
Cost Breakdown
Name/Model: UrbanMech UM-R60
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (96 pts) 6.0 x 10,000 60,000.00
Internal Structure (Standard): 30 x 400 x 1 (+) 12,000.00 = 72,000.00
Myomer (Standard): 30 x 2,000 (+) 60,000.00 = 132,000.00
Engine (Fusion): (5,000 x 60 x 30) / 75 (+) 120,000.00 = 252,000.00
Gyro (Standard): 1.0 x 300,000 (+) 300,000.00 = 552,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 752,000.00
Life Support: 50,000 (+) 50,000.00 = 802,000.00
Sensors: 30 x 2,000 (+) 60,000.00 = 862,000.00
Heat Sinks (Single): 1 x 2,000 (+) 2,000.00 = 864,000.00
Arm Actuators: 30 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 6,000.00 = 870,000.00
Leg Actuators: 30 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 21,000.00 = 891,000.00
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Total Structural Cost: 891,000.00
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Weapons and Equipment Cost
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Autocannon/10 200,000 200,000.00
Autocannon/10 (Ammo 10) [Empty Bin] 0 (+) 0.00 = 200,000.00
Jump Jets 30 x (2 x 2) x 200 (+) 24,000.00 = 224,000.00
Small Laser 11,250 (+) 11,250.00 = 235,250.00
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Total Weapons and Equipment Cost 235,250.00
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BattleMech Cost
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Structural Cost: 891,000.00
Weapons and Equipment Cost: (+) 235,250.00 = 1,126,250.00
BattleMech Cost Multiplier: 1 + (30 / 100) (*) 1.30 = 1,464,125.00
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Final BattleMech Cost 1,464,125.00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
A Mech that is good in doing what it was constructed for but in nothing more. In urban environment and woodlands this will give you a bad day but in more open terrain it´s doomed. It´s a sort of sitting duck but one that carries a heavy cannon. Keep it besides a Level-2-building at all time to be able to jump into cover.
You want to know what the heatsink is for? Imagine an Urbie "running" down a narrow street and blasting away with it´s big-bore-gun while standing in flames from an inferno-hit. ;)
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Member Review - Wanallo : 01-Apr-2011 15:13
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
A great piece of fluff work by the creators. In practice, not that great.
Even its low battle value doesn't truly save it, although you can get three of these for your average heavy/assault mech, the three still would not stand up to one!
Does make a great enemy to fight in a campaign though :)
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Member Review - Knightrunner : 06-Dec-2008 16:33
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I have to rate this one much higher than it deserves because it's just so colorful. It really can handle mechs it's own size with ease and can absorb a lot of damage (for a 30 tonner). But it's definitely overspecialized and completely useless in an offensive role. As a side story, my proudest Battletech moment must be taking down a Cauldron-Born with a lone Urbie. Bless his stumpy little legs, but that little fella managed to jump out of a blazing forest fire (thank you 11th heat sink!) and DFA a clan omni more than twice his size. It doesn't pay to underestimate the Trashcan of Doom!
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Member Review - tom kazansky : 12-Jan-2007 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Ah the good ol' Urbanmech, the Inner Sphere's crappiest design. Just the sight of this mech alone probably gave the clans the confidence that they could invade and defeat the Inner Sphere. In case you've never seen one, the Urbanmech presents an intimidating sight. Imagine R2D2 if he was somehow made into a battlemech, or a walking trash can. The urbanmech has the exact same combat utility as the SRM carrier: hide it (or them) somewhere, hope the enemy doesn't discover you, and ambush them with your disposable unit. However unless you opponent is an idiot or you spring the mother of all traps this mech is basically just target practice for the enemy.
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Member Review - Sleeping Dragon : 03-Jun-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
I'm not sure if this can be considered a real battlemech, but it has it's uses. It's super-slow, but JJs allow it to move around thickly packed house blocks faster than 4/6 tanks and they also provide the pilot with excellent tool for setting ambushes. AC/10 is dangerous weapon for 30t battlemech, but ammo load isn't too great (I would also prefer to take more ammo instead of eleventh HS, as everyone said before). This thing is perfect for defensive and infantry support operations, but in open terrain it's performance depends on opposition. Against light mechs it may be just as dangerous as anywhere else, but if there is long range weapon in play, this thing is a toast.
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"Only when we are no longer afraid do we begin to live." - Dorothy Thompson