Battle Value Breakdown
Name/Model: Awesome C
Technology: Clan
Tonnage: 80
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 247 x 2.5 x 1 617.500
Internal Structure (Endo-Composite w/ Fusion Engine): 122 x 1.5 x 1 x 1 (+) 183.000 = 800.500
Gyro (Standard): 80 x 0.5 (+) 40.000 = 840.500
Defensive Movement Factor: +2 (*) 1.20 = 1,008.600
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Final Defensive Battle Rating: 1,008.600
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 54 (Heat Sinks) - 2 (Movement) - 60 (Weapons) = -2
Offensive Equipment:
ER PPC 412.000
ER PPC (+) 412.000 = 824.000
ER PPC (+) 412.000 = 1,236.000
ER PPC (+) 412.000 = 1,648.000
Total 'Mech Tonnage: (+) 80.000 = 1,728.000
Speed Factor: 5 (Run) + 0 (Jump) (*) 1.000 = 1,728.000
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Final Offensive Battle Rating: 1,728.000
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BattleMech Battle Value
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Defensive Battle Rating: 1,008.600
Offensive Battle Rating: (+) 1,728.000 = 2,736.600
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Final BattleMech Battle Value: 2,737
Alpha Strike Conversion
Name/Model: Awesome C
Technology: Clan
Tonnage: 80
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: 80 (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 inefficient
54 (Heat Sinks) = 54
2 (Movement) + 60 (Weapons) - 4 (Base) (-) 58 = -4
Offensive Equipment: = 0.000
ER PPC (+) 1.500 = 1.500
ER PPC (+) 1.500 = 3.000
ER PPC (+) 1.500 = 4.500
ER PPC (+) 1.500 = 6.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 54 = 324.000
Divided by the maximum heat output - 4 (/) 58 = 5.586
Rounded up to the nearest tenth = 5.6
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Final Short Range Damage Value: 6
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
54 (Heat Sinks) = 54
2 (Movement) + 60 (Weapons) - 4 (Base) (-) 58 = -4
Offensive Equipment: = 0.000
ER PPC (+) 1.500 = 1.500
ER PPC (+) 1.500 = 3.000
ER PPC (+) 1.500 = 4.500
ER PPC (+) 1.500 = 6.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 54 = 324.000
Divided by the maximum heat output - 4 (/) 58 = 5.586
Rounded up to the nearest tenth = 5.6
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Final Medium Range Damage Value: 6
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
54 (Heat Sinks) = 54
2 (Movement) + 60 (Weapons) - 4 (Base) (-) 58 = -4
Offensive Equipment: = 0.000
ER PPC (+) 1.500 = 1.500
ER PPC (+) 1.500 = 3.000
ER PPC (+) 1.500 = 4.500
ER PPC (+) 1.500 = 6.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 54 = 324.000
Divided by the maximum heat output - 4 (/) 58 = 5.586
Rounded up to the nearest tenth = 5.6
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Final Long Range Damage Value: 6
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Convert Armor
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Standard: 247 armor points x 1 247.000 = 247.000
Armor Factor Conversion (/) 30 = 8.233
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Final Armor Value: 8
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Convert Structure
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Engine: Clan Fusion on a 80 ton BattleMech = 6.0
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Final Structure Value: 6
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Determine Special Abilities
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Unit contains no explosive components = ENE
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 6 (Long) = 24.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 26.000
Overheat Factor 0 (Overheat) (+) 0.000 = 26.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 26.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 22.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 24.000 = 24.750
Unit's Final Point Value:
Offensive Value = 26.000
Defensive Value (+) 24.750 = 50.750
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Final Point Value: 51
Cost Breakdown
Name/Model: Awesome C
Technology: Clan
Tonnage: 80
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (247 pts) 15.5 x 10,000 155,000.00
Internal Structure (Endo-Composite): 80 x 3,200 x 1 (+) 256,000.00 = 411,000.00
Myomer (Standard): 80 x 2,000 (+) 160,000.00 = 571,000.00
Engine (Fusion): (5,000 x 240 x 80) / 75 (+) 1,280,000.00 = 1,851,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,751,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,951,000.00
Life Support: 50,000 (+) 50,000.00 = 3,001,000.00
Sensors: 80 x 2,000 (+) 160,000.00 = 3,161,000.00
Heat Sinks (Double): 27 x 6,000 (+) 162,000.00 = 3,323,000.00
Arm Actuators: 80 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 24,000.00 = 3,347,000.00
Leg Actuators: 80 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 56,000.00 = 3,403,000.00
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Total Structural Cost: 3,403,000.00
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Weapons and Equipment Cost
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ER PPC 300,000 300,000.00
ER PPC 300,000 (+) 300,000.00 = 600,000.00
ER PPC 300,000 (+) 300,000.00 = 900,000.00
ER PPC 300,000 (+) 300,000.00 = 1,200,000.00
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Total Weapons and Equipment Cost 1,200,000.00
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BattleMech Cost
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Structural Cost: 3,403,000.00
Weapons and Equipment Cost: (+) 1,200,000.00 = 4,603,000.00
BattleMech Cost Multiplier: 1 + (80 / 100) (*) 1.80 = 8,285,400.00
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Final BattleMech Cost 8,285,400.00
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Rating:
3.00
Comment:
while your structural selectins are sound, you have too many PPCs and not enough HS to handle them. Standing still and firing a full salvo overheats by 6, causing reduced mobility the next turn. Repeated over-use will cause catastrophic failures, making the 4th gun little better than useless. The mech also has a distinct lack of secondary or tertiary weapons. By stripping out the 4the PPC, the HS can be reduced to 23 allowing the mech to maneuver at walking speed while continually firing its full main barrage without critical overheating. In addition other systems can be upgraded, such as the installation of an Advanced Targeting System, a backup Medium Pulse Laser in the head and point defense weapons, such as a Small Pulse Laser in the arm and an Anti-Personnel pack in the rear. The SPL is overall the best anti-personnel weapon ever invented wile the A-Pod helps protect the mech's rear from ambush. The addition of an ATS increases the accuracy of the 3 remaining PPCs, increasing the number of hits actually scored by these weapons, more than compensating for the loss of 1 more shot every other turn, while also giving the option (if very good shots become available) to concentrate all your weapon's damage into one critical area and inflicting crippling, or even deadly, damage.
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