BattleMech Technical Readout
Name/Model: Panther MKII
Designer: Delta
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 35
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3050
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 5,293,800 C-Bills
Battle Value: 1,756
Chassis: Standard
Power Plant: 175 XL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Ferro-Fibrous
Armament:
1 ER PPC
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with ECM Suite
Targeting & Tracking: Unknown with Active Probe
================================================================================================
Overview:
The Panther MKII is a clan machine, and its roll is quite several, acually. While not an
omnimech, it is somewhat of a frontline mech, usually used in urban situations because of
its equipment. Yet most Panther MKIIs find themselves as garrison mechs. It was devloped in
2820 by Clan Wolf, and quickly found itself in use among all clans.
The Panther MKII is different from its standard Panther. It dosen't mount the missile rack
in its chest, has no hands, and has 2 medium lasers, and its head is differently designed.
However, the weight and concept of a light mech with a PPC for urban combat remains the same
(and like the original, it packed a good punch in open terrain, too).
Capabilities:
This Panther MKII carriers an ER PPC in its right arm as its signature weapon. While the
clans are not meele fighters, this Panther's PPC barrel is heavily reinforced, and inner
sphere warriors who have captured these machines have noted it for the PPC's sturdiness,
enough to strike an enemy mech many times and still be quite fireable. In its other arm with
the hand, 2 ER Medium Lasers provide fire support, as well as being good weapons to
themselves. These are mounted behind the hand, so not to get in the way of manipulation of
objects (or in the captured mechs case, whacking someone/thing).
An ECM Suite and Active Probe make it a good recon mech if it wasn't for its fairly slow
speed. However, when paired with its jumpjets, it makes for a deadly city fighting
combination, the electric measures/countermeasures disable enemy sensors and detect hidden
ones, the jumpjets provide mobility to flank the enemy or just get in its minimum range, and
the ERPPC does the dirty work with the lasers.
Ferrofiberous armor saves weight and 14 double coolers ensures the mech doesnt fry and
overload, but this Panther MKII still has some heat problems, especially when jumping and
alpha striking.
Deployment:
Most of these mechs are in clan garrisons and some frontline units. However, the DCMS is
rumored to control a whole company of these, and there is supposed to be a handful in the
FedCom, and a few in FWLM. Since they are clan machines, the ones in the Inner Sphere are
usually assigned to experienced units.
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 3.50
Engine: 175 XL 3.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Double): 14 [28] 4.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 119 6.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 17
Center Torso (rear): 5
R/L Torso: 8 12
R/L Torso (rear): 4
R/L Arm: 6 12
R/L Leg: 8 16
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ECM Suite H 1 1.00
Active Probe CT 1 1.00
Jump Jet CT 1 0.50
ER PPC RA 2 6.00
2 ER Medium Lasers LA 2 2.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 33
TP: BM, SZ: 1, TMM: 2, MV: 10"j
Damage: (S) 3 / (M) 3 / (L) 2, OV: 0
Armor (A): 4, Structure (S): 2
Specials: ECM, ENE, PRB, RCN
Distribution
Name/Model: Panther MKII
Technology: Clan
Tonnage: 35
Configuration: Biped BattleMech
=================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. ER Medium Laser 4. ECM Suite 4.ER PPC
5. ER Medium Laser 5. Sensors 5.ER PPC
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
1.Double Heat Sink 1.Double Heat Sink
2. Ferro-Fibrous 2.Double Heat Sink
3. Ferro-Fibrous 3.Double Heat Sink
4. Roll Again 4.Double Heat Sink
5. Roll Again 5.Double Heat Sink
6. Roll Again 6. Ferro-Fibrous
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3.Double Heat Sink 3. XL Engine 3.Double Heat Sink
4.Double Heat Sink 4. Gyro 4.Double Heat Sink
5. Ferro-Fibrous 5. Gyro 5.Double Heat Sink
6. Ferro-Fibrous 6. Gyro 6.Double Heat Sink
1. Roll Again 1. Gyro 1. Ferro-Fibrous
2. Roll Again 2. XL Engine 2. Ferro-Fibrous
3. Roll Again 3. XL Engine 3. Roll Again
4. Roll Again 4. XL Engine 4. Roll Again
5. Roll Again 5. Active Probe 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. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Panther MKII
Technology: Clan
Tonnage: 35
Configuration: Biped BattleMech
==============================================================================================
Defensive Battle Rating
----------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): 119 x 2.5 x 1 297.500
Internal Structure (Standard w/ XL Engine): 58 x 1.5 x 1 x 0.75 (+) 65.250 = 362.750
Gyro (Standard): 35 x 0.5 (+) 17.500 = 380.250
Defensive Equipment:
Active Probe (+) 12.000 = 392.250
ECM Suite (+) 61.000 = 453.250
Defensive Movement Factor: +3 (*) 1.30 = 589.225
----------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 589.225
==============================================================================================
Offensive Battle Rating
----------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 28 (Heat Sinks) - 5 (Movement) - 25 (Weapons) = 4
Offensive Equipment:
ER PPC 412.000
ER Medium Laser (+) 108.000 = 520.000
ER Medium Laser (+) 108.000 = 628.000
Total 'Mech Tonnage: (+) 35.000 = 663.000
Speed Factor: 8 (Run) + 3 (Jump) (*) 1.760 = 1,166.880
----------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,166.880
==============================================================================================
BattleMech Battle Value
----------------------------------------------------------------------------------------------
Defensive Battle Rating: 589.225
Offensive Battle Rating: (+) 1,166.880 = 1,756.105
----------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 1,756
Alpha Strike Conversion
Name/Model: Panther MKII
Technology: Clan
Tonnage: 35
Configuration: Biped BattleMech
==========================================================================================================
Determine Unit Type
----------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
----------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==========================================================================================================
Determine Weight/Size Class
----------------------------------------------------------------------------------------------------------
Tonnage: 35 (less than 40) = 1
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Final Weight/Size Class: 1
==========================================================================================================
Convert Movement and Movement Modes
----------------------------------------------------------------------------------------------------------
Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"j
==========================================================================================================
Determine Short Range Damage Value
----------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
28 (Heat Sinks) = 28
5 (Movement) + 25 (Weapons) - 4 (Base) (-) 26 = 2
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.700 = 0.700
ER Medium Laser (+) 0.700 = 1.400
ER PPC (+) 1.500 = 2.900
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.9
----------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 3
==========================================================================================================
Determine Medium Range Damage Value
----------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
28 (Heat Sinks) = 28
5 (Movement) + 25 (Weapons) - 4 (Base) (-) 26 = 2
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.700 = 0.700
ER Medium Laser (+) 0.700 = 1.400
ER PPC (+) 1.500 = 2.900
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.9
----------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 3
==========================================================================================================
Determine Long Range Damage Value
----------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
28 (Heat Sinks) = 28
5 (Movement) + 15 (Weapons) - 4 (Base) (-) 16 = 12
Offensive Equipment: = 0.000
ER PPC (+) 1.500 = 1.500
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.5
----------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 2
==========================================================================================================
Convert Armor
----------------------------------------------------------------------------------------------------------
Ferro-Fibrous: 119 armor points x 1 119.000 = 119.000
Armor Factor Conversion (/) 30 = 3.967
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Final Armor Value: 4
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Convert Structure
----------------------------------------------------------------------------------------------------------
Engine: Clan XL on a 35 ton BattleMech = 2.0
----------------------------------------------------------------------------------------------------------
Final Structure Value: 2
==========================================================================================================
Determine Special Abilities
----------------------------------------------------------------------------------------------------------
Unit is equipped with ECM Suite = ECM
Unit contains no explosive components = ENE
Unit is equipped with Active Probe = PRB
Unit is equipped with Active Probe = RCN
==========================================================================================================
Determine Point Value
----------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 11.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 11.500
Overheat Factor 0 (Overheat) (+) 0.000 = 11.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.500
Defensive Interaction Rating:
Armor Factor 4 (Armor) x 2.0 (Non-Vehicle Unit) = 8.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 10.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 12.000
Final DIR Round to nearest half point = 12.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 12.000 = 13.750
Unit's Final Point Value:
Offensive Value = 11.500
Defensive Value (+) 13.750 = 25.250
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 28.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 30.250
Force Bonus [PRB] Active Probe (+) 1.000 = 31.250
Force Bonus [RCN] Recon (+) 2.000 = 33.250
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Final Point Value: 33
Cost Breakdown
Name/Model: Panther MKII
Technology: Clan
Tonnage: 35
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
-------------------------------------------------------------------------------------------------------------------
Armor (Ferro-Fibrous): (119 pts) 6.5 x 20,000 130,000.00
Internal Structure (Standard): 35 x 400 x 1 (+) 14,000.00 = 144,000.00
Myomer (Standard): 35 x 2,000 (+) 70,000.00 = 214,000.00
Engine (XL): (20,000 x 175 x 35) / 75 (+) 1,633,333.33 = 1,847,333.33
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 2,447,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,647,333.33
Life Support: 50,000 (+) 50,000.00 = 2,697,333.33
Sensors: 35 x 2,000 (+) 70,000.00 = 2,767,333.33
Heat Sinks (Double): 14 x 6,000 (+) 84,000.00 = 2,851,333.33
Arm Actuators: 35 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 10,500.00 = 2,861,833.33
Leg Actuators: 35 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 24,500.00 = 2,886,333.33
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Total Structural Cost: 2,886,333.33
===================================================================================================================
Weapons and Equipment Cost
-------------------------------------------------------------------------------------------------------------------
Active Probe 200,000 200,000.00
ECM Suite 200,000 (+) 200,000.00 = 400,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 480,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 560,000.00
ER PPC 300,000 (+) 300,000.00 = 860,000.00
Jump Jets 35 x (5 x 5) x 200 (+) 175,000.00 = 1,035,000.00
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Total Weapons and Equipment Cost 1,035,000.00
===================================================================================================================
BattleMech Cost
-------------------------------------------------------------------------------------------------------------------
Structural Cost: 2,886,333.33
Weapons and Equipment Cost: (+) 1,035,000.00 = 3,921,333.33
BattleMech Cost Multiplier: 1 + (35 / 100) (*) 1.35 = 5,293,800.00
-------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 5,293,800.00
Member Review - Sleeping Dragon : 18-May-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Hmm... , no, I don't like this upgrade. The XL engine doesn't improve the speed that much, it removes the hand actuators and installs some lasers instead of SRMs, that could exploit the holes created by the PPC much better. Half point for the electronics.
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Member Review - Blackhand : 23-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
FWL is no where near the clan border. Explain how they got them. Which clan made them? Why would that clan reinforce the PPC barrel, and move the lasers in such a way to punch?
They mount weapons in the torso and ignore upgrading weapons to be melee used because its against the honour system and its wasteful.
I like the electronics setup but your weapons suite is sure weak even for a clan 20 tonner. For a 35 ton clan mech to be this light on weapons is kind of odd in my mind.
I think that this mech has potential but it leaves too many unanswered and weird questions.
Like the year as well, its well too early for the Nova Cats, or Ghost Bears to be making Panther setups in DCMS space. Because they're not even there yet. So the massive quantities you list would be impossible to occur.
Clan Wolf in 2820 isn't a story line... The Panther just doesn't fit that setup. How'd it get in clan space to begin with.
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Member Review - Motown Scrapper : 19-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
The fire power is good and I like the fact you have max armour plus ECM but it is still too slow and its lack of speed makes the Active Probe of limited value. I like the heat capacity too it can run and alpha no problem and can ecven jump and fire two of its three weapons with out going over on heat.
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Member Review - Erenon : 18-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
I want one!!!
My only nitpiks are the following..
a) I would have like the lasers in the torsos.. this would make them seem like a replacement for the SRMs
b) Which clan made it? And how did the Inner Sphere get their hands on so man of them?
A story about his would be interesting..
C)The date... 3050's probably a bit early..
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"Fear not those who argue but those who dodge." - Marie Ebner von Eschenbach