BattleMech Technical Readout
Name/Model: Gors (GOR-1)
Designer: Krulla_Chief
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 35
Role: Striker
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,195,000 C-Bills
Battle Value: 856
Chassis: Standard
Power Plant: 245 Fusion
Walking Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Standard
Armament:
3 Medium Lasers
2 Flamers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The think tank at D&K Creation Studios this time have come up with something rather unique
for their company, in that the chassis they made is relatively cheap and has easily
available spare parts.
But, to put a fresh spin on things as they are wont to try, they decided to make this
relatively cheap combat platform a quadmech, for reasons unknown to anyone but them. Indeed,
one possible reason why is because they were in talks of a KelTec deal that fell through
with this being the only thing that remains.
No matter the case, the Inner Sphere is stuck with it.
Capabilities:
Weighing a grand total of 35 tons, the Gors is an odd machine even before getting into the
specifics like it being a quad 'Mech.
For starters while acceptably fast for a 'Mech of its class, it has five and a half tons of
armor and six jump jets, nowhere near the maximum armor protection and only slightly below
maximum jump capacity, which while allowing it to zip about the battlefield as needed, often
requires the pilot to pare careful attention to their surroundings lest the armor give way
to most types of fire.
Beyond that, the decision to stick with only single heat sinks because of the manufacturing
costs requires the Mechwarrior to be careful with their maneuvering as alpha striking after
jumping will cause the heat to pile up quickly.
Not, of course, that alpha striking will be available all the time as the weapons payload
is, while acceptable, not what many people are used to in this era. Indeed, the triplet of
Left Torso placed, turret mounted medium lasers is the machine's main armament. Meanwhile in
the Right Torso are a duplet of Flamers to act as deterrents to infantry as well as general
mech warding should the mech be caught out and need to burn its way through, unlikely as
that scenario should be.
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Equipment Mass
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Internal Structure: Standard 3.50
Engine: 245 Fusion 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 6
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 88 5.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 11
Center Torso (rear): 2
R/L Torso: 8 11
R/L Torso (rear): 2
R/L Front Leg: 8 10
R/L Rear Leg: 8 10
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Weapons and Ammo Location Critical Tonnage
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2 Flamers RT 2 2.00
Jump Jet RT 1 0.50
Jump Jet LT 1 0.50
3 Medium Lasers LT 3 3.00
Jump Jet RFL 1 0.50
Jump Jet LFL 1 0.50
Jump Jet RRL 1 0.50
Jump Jet LRL 1 0.50
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Alpha Strike Statistics
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Point Value (PV): 26
TP: BM, SZ: 1, TMM: 3, MV: 14"/12"j
Damage: (S) 2 / (M) 1 / (L) 0, OV: 1
Armor (A): 3, Structure (S): 3
Specials: ENE, JMPW1
Distribution
Name/Model: Gors (GOR-1)
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
==================================================================================
Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Roll Again 4. Foot Actuator
5. Jump Jet 5. Sensors 5. Jump Jet
6. Roll Again 6. Life Support 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Medium Laser 1. Fusion Engine 1. Flamer
2. Medium Laser 2. Fusion Engine 2. Flamer
3. Medium Laser 3. Fusion Engine 3. Heat Sink
4. Jump Jet 4. Gyro 4. Jump Jet
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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
Left Rear LegRight Rear 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. Jump Jet 5. Jump Jet
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Gors (GOR-1)
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
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Defensive Battle Rating
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Armor (Standard): 88 x 2.5 x 1 220.000
Internal Structure (Standard w/ Fusion Engine): 62 x 1.5 x 1 x 1 (+) 93.000 = 313.000
Gyro (Standard): 35 x 0.5 (+) 17.500 = 330.500
Defensive Movement Factor: +4 (*) 1.40 = 462.700
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Final Defensive Battle Rating: 462.700
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 10 (Heat Sinks) - 6 (Movement) - 15 (Weapons) = -5
Offensive Equipment:
Medium Laser 46.000
Medium Laser (+) 46.000 = 92.000
Medium Laser (+) 46.000 = 138.000
Flamer (+) 6.000 = 144.000
Flamer [Inefficient] (+) 3.000 = 147.000
Total 'Mech Tonnage: (+) 35.000 = 182.000
Speed Factor: 11 (Run) + 3 (Jump) (*) 2.160 = 393.120
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Final Offensive Battle Rating: 393.120
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BattleMech Battle Value
--------------------------------------------------------------------------------------------------
Defensive Battle Rating: 462.700
Offensive Battle Rating: (+) 393.120 = 855.820
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Final BattleMech Battle Value: 856
Alpha Strike Conversion
Name/Model: Gors (GOR-1)
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad 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: 35 (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: 7 (Walk) = 14"
Ground Target Movement Modifier at 14" is 3
Jumping Movement: 6 (Jump) = 12"j
Jumping Target Movement Modifier at 12" is 2
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Final Movement and Movement Modes: 14"/12"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
10 (Heat Sinks) = 10
6 (Movement) + 15 (Weapons) - 4 (Base) (-) 17 = -7
Offensive Equipment: = 0.000
Flamer (+) 0.200 = 0.200
Flamer (+) 0.200 = 0.400
Medium Laser (+) 0.500 = 0.900
Medium Laser (+) 0.500 = 1.400
Medium Laser (+) 0.500 = 1.900
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 10 = 19.000
Divided by the maximum heat output - 4 (/) 17 = 1.118
Rounded up to the nearest tenth = 1.2
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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 inefficient
10 (Heat Sinks) = 10
6 (Movement) + 15 (Weapons) - 4 (Base) (-) 17 = -7
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 10 = 15.000
Divided by the maximum heat output - 4 (/) 17 = 0.882
Rounded up to the nearest tenth = 0.9
Unit receives Overheat (OV) value of 1
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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
10 (Heat Sinks) = 10
6 (Movement) - 4 (Base) (-) 2 = 8
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: 88 armor points x 1 88.000 = 88.000
Armor Factor Conversion (/) 30 = 2.933
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Final Armor Value: 3
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Convert Structure
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Engine: Inner Sphere Fusion on a 35 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit contains no explosive components = ENE
Jumping TMM is 1 less than Ground TMM = JMPW1
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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 1 (Overheat) (+) 1.000 = 5.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 5.500
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 + {[3 (14" Move)] x 0.25} (*) 1.750 = 15.750
Final DIR Round to nearest half point = 16.000
Unit's Defensive Value:
Movement Factor 1.75 (0.25 per 2") + 0.5 (Jump-capable) = 2.250
Final DIR Defensive Interaction Rating (+) 16.000 = 18.250
Unit's Final Point Value:
Offensive Value = 5.500
Defensive Value (+) 18.250 = 23.750
Agile [3 (TMM) - 1] x 1 (Medium) (+) 2.000 = 25.750
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Final Point Value: 26
Cost Breakdown
Name/Model: Gors (GOR-1)
Technology: Inner Sphere
Tonnage: 35
Configuration: Quad BattleMech
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Structural Cost
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Armor (Standard): (88 pts) 5.5 x 10,000 55,000.00
Internal Structure (Standard): 35 x 400 x 1 (+) 14,000.00 = 69,000.00
Myomer (Standard): 35 x 2,000 (+) 70,000.00 = 139,000.00
Engine (Fusion): (5,000 x 245 x 35) / 75 (+) 571,666.67 = 710,666.67
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 1,610,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,810,666.67
Life Support: 50,000 (+) 50,000.00 = 1,860,666.67
Sensors: 35 x 2,000 (+) 70,000.00 = 1,930,666.67
Leg Actuators: 35 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 49,000.00 = 1,979,666.67
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Total Structural Cost: 1,979,666.67
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Weapons and Equipment Cost
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Flamer 7,500 7,500.00
Flamer 7,500 (+) 7,500.00 = 15,000.00
Jump Jets 35 x (6 x 6) x 200 (+) 252,000.00 = 267,000.00
Medium Laser 40,000 (+) 40,000.00 = 307,000.00
Medium Laser 40,000 (+) 40,000.00 = 347,000.00
Medium Laser 40,000 (+) 40,000.00 = 387,000.00
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Total Weapons and Equipment Cost 387,000.00
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BattleMech Cost
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Structural Cost: 1,979,666.67
Weapons and Equipment Cost: (+) 387,000.00 = 2,366,666.67
BattleMech Cost Multiplier: 1 + (35 / 100) (*) 1.35 = 3,195,000.00
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Final BattleMech Cost 3,195,000.00