BattleMech Technical Readout
Name/Model: Shootist ST-10A
Designer: bladewind
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Configuration: Biped BattleMech
Era/Year: Civil War / 3062
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 6,645,328 C-Bills
Battle Value: 1,654
Chassis: Endo Steel
Power Plant: 280 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE
Armament:
1 ER PPC
1 Autocannon/20
3 Medium Lasers
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
The Shootist was first saw in action after many centuries by the Great Houses when it often
led as the Comguard's Vanguard during the battles in Tukkayid against the Clans. Now with
many stocks of Shootists lost after Word of Blake took over Terra, ComStar officials
requested Grumium Creations to re-produce the Shootists (ComStar will provide the
blueprints) which Grumium Creations is too happy to comply.
Capabilities:
With blueprints available from ComStar, Grumium Creations dived into the work. The first
major upgrade would be rebuilding the chassis with Endo-Steel technologies to free up more
tonnage inside the mech. The re-construction worked and the base chassis was ready for
refitting.
For the more advanced tech weapons, Grumium had to rely on its connections with the Draconis
Combine and the Lyran Alliance. Intitial weapon plans were to equip the mech with the Lyran
Alliance's new Defiance's Disintegrator LB-20X autocannon, however with the Lyrans getting
embroiled with the Davions recently, the Lyrans refused to sell any of its higher tech
weapons and only offered the Defiance MechHunters for sale, which Grumium reluntantly
accepted. Talks with the Draconis Combine were successfully with the Dragons agreeing to
sell Lord's Light 2 Extended Range Particle Projection Cannons. With the supplies of the 2
primary weapons obtained and all other basic weaponary can be constructed locally, Grumimum
Creations went to work.
On the right arm of the Shootist rests the powerful Lord's Light 2 ERPPC that gives the mech
its powerful long ranged reach but enemies who wish to close in on the Shootist will be in
for a surprise when they find a single Mechhunter 20 shell shoved into their face and
getting riddled by 3 Martel Model 5 medium lasers. A single Diverse Optics Er small laser
rounds out the weapon's array and serve as an anti-infantry measure. The large Mech Hunter
is well supplied with 20 reloads and the ammo is stored in CASE equipment for safety.
Like the original Shootist, the mech is not fast but its significantly tougher than most XL
engine heavies, with almost 100% armor protection and the standard engine just keeps on
going and going. The Shootist will continue to serve as the rugged Vanguard units of the
ComGuard, except now, it does it better.
Deployment:
.The production run of the ST-10A Shootist is to be split half, with half of the mechs going
to the ComGuards while the other half is being send to the KungsArme as a heavy brawler and
a shock trooper unit.
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Equipment Mass
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Internal Structure: Endo Steel 3.50
Engine: 280 Fusion 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 216 13.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 35
Center Torso (rear): 8
R/L Torso: 15 24
R/L Torso (rear): 6
R/L Arm: 11 22
R/L Leg: 15 30
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ER Small Laser H 1 0.50
2 Medium Lasers CT 2 2.00
Autocannon/20 RT 10 14.00
Autocannon/20 (Ammo 20) LT 4 4.00
CASE LT 1 0.50
ER PPC RA 3 7.00
Medium Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 39
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 4 / (M) 4 / (L) 1, OV: 1
Armor (A): 7, Structure (S): 6
Specials: AC2/2/-, CASE
Distribution
Name/Model: Shootist ST-10A
Technology: Inner Sphere
Tonnage: 70
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.ER PPC
4. Hand Actuator 4. ER Small Laser 4.ER PPC
5. Medium Laser 5. Sensors 5.ER PPC
6. Endo Steel 6. Life Support 6. Endo Steel
1. Roll Again 1. Endo Steel
2. Roll Again 2. Endo Steel
3. Roll Again 3. Endo Steel
4. Roll Again 4. Endo Steel
5. Roll Again 5. Endo Steel
6. Roll Again 6. Endo Steel
Left TorsoCenter TorsoRight Torso
1. Autocannon/20 (Ammo 5) 1. Fusion Engine 1.Autocannon/20
2. Autocannon/20 (Ammo 5) 2. Fusion Engine 2.Autocannon/20
3. Autocannon/20 (Ammo 5) 3. Fusion Engine 3.Autocannon/20
4. Autocannon/20 (Ammo 5) 4. Gyro 4.Autocannon/20
5. CASE 5. Gyro 5.Autocannon/20
6.Double Heat Sink 6. Gyro 6.Autocannon/20
1.Double Heat Sink 1. Gyro 1.Autocannon/20
2.Double Heat Sink 2. Fusion Engine 2.Autocannon/20
3. Endo Steel 3. Fusion Engine 3.Autocannon/20
4. Endo Steel 4. Fusion Engine 4.Autocannon/20
5. Endo Steel 5. Medium Laser 5. Endo Steel
6. Endo Steel 6. Medium Laser 6. Endo Steel
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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Shootist ST-10A
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
===================================================================================================
Defensive Battle Rating
---------------------------------------------------------------------------------------------------
Armor (Standard): 216 x 2.5 x 1 540.000
Internal Structure (Endo Steel w/ Fusion Engine): 107 x 1.5 x 1 x 1 (+) 160.500 = 700.500
Gyro (Standard): 70 x 0.5 (+) 35.000 = 735.500
Defensive Movement Factor: +2 (*) 1.20 = 882.600
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Final Defensive Battle Rating: 882.600
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Offensive Battle Rating
---------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 24 (Heat Sinks) - 2 (Movement) - 33 (Weapons) = -5
Offensive Equipment:
ER PPC 229.000
Autocannon/20 (+) 178.000 = 407.000
Medium Laser (+) 46.000 = 453.000
Medium Laser (+) 46.000 = 499.000
Medium Laser [Inefficient] (+) 23.000 = 522.000
Autocannon/20 (Ammo 5) (+) 22.000 = 544.000
Autocannon/20 (Ammo 5) (+) 22.000 = 566.000
Autocannon/20 (Ammo 5) (+) 22.000 = 588.000
Autocannon/20 (Ammo 5) (+) 22.000 = 610.000
ER Small Laser [Inefficient] (+) 8.500 = 618.500
Total 'Mech Tonnage: (+) 70.000 = 688.500
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 771.120
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Final Offensive Battle Rating: 771.120
===================================================================================================
BattleMech Battle Value
---------------------------------------------------------------------------------------------------
Defensive Battle Rating: 882.600
Offensive Battle Rating: (+) 771.120 = 1,653.720
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Final BattleMech Battle Value: 1,654
Alpha Strike Conversion
Name/Model: Shootist ST-10A
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
===================================================================================================================
Determine Unit Type
-------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
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Final Unit Type: BM
===================================================================================================================
Determine Weight/Size Class
-------------------------------------------------------------------------------------------------------------------
Tonnage: 70 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
===================================================================================================================
Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"
===================================================================================================================
Determine Short Range Damage Value
-------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 33 (Weapons) - 4 (Base) (-) 31 = -7
Offensive Equipment: = 0.000
ER Small Laser (+) 0.300 = 0.300
Medium Laser (+) 0.500 = 0.800
Medium Laser (+) 0.500 = 1.300
Medium Laser (+) 0.500 = 1.800
ER PPC (+) 1.000 = 2.800
Autocannon/20 (+) 2.000 = 4.800
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 115.200
Divided by the maximum heat output - 4 (/) 31 = 3.716
Rounded up to the nearest tenth = 3.8
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Final Short Range Damage Value: 4
===================================================================================================================
Determine Medium Range Damage Value
-------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
2 (Movement) + 33 (Weapons) - 4 (Base) (-) 31 = -7
Offensive Equipment: = 0.000
ER Small Laser (+) 0.300 = 0.300
Medium Laser (+) 0.500 = 0.800
Medium Laser (+) 0.500 = 1.300
Medium Laser (+) 0.500 = 1.800
ER PPC (+) 1.000 = 2.800
Autocannon/20 (+) 2.000 = 4.800
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 115.200
Divided by the maximum heat output - 4 (/) 31 = 3.716
Rounded up to the nearest tenth = 3.8
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 4
===================================================================================================================
Determine Long Range Damage Value
-------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
24 (Heat Sinks) = 24
2 (Movement) + 15 (Weapons) - 4 (Base) (-) 13 = 11
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 216 armor points x 1 216.000 = 216.000
Armor Factor Conversion (/) 30 = 7.200
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Final Armor Value: 7
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Convert Structure
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Engine: Inner Sphere Fusion on a 70 ton BattleMech = 6.0
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Final Structure Value: 6
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Determine Special Abilities
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Unit is equipped with forward facing Autocannons = AC2/2/-
Unit is equipped with CASE = CASE
===================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 1 (Long) = 13.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 14.500
Overheat Factor 1 (Overheat) (+) 1.000 = 15.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 15.500
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 20.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 22.000
Final DIR Round to nearest half point = 22.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 22.000 = 23.000
Unit's Final Point Value:
Offensive Value = 15.500
Defensive Value (+) 23.000 = 38.500
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Final Point Value: 39
Cost Breakdown
Name/Model: Shootist ST-10A
Technology: Inner Sphere
Tonnage: 70
Configuration: Biped BattleMech
========================================================================================================================
Structural Cost
------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (216 pts) 13.5 x 10,000 135,000.00
Internal Structure (Endo Steel): 70 x 1,600 x 1 (+) 112,000.00 = 247,000.00
Myomer (Standard): 70 x 2,000 (+) 140,000.00 = 387,000.00
Engine (Fusion): (5,000 x 280 x 70) / 75 (+) 1,306,666.67 = 1,693,666.67
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,593,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,793,666.67
Life Support: 50,000 (+) 50,000.00 = 2,843,666.67
Sensors: 70 x 2,000 (+) 140,000.00 = 2,983,666.67
Heat Sinks (Double): 12 x 6,000 (+) 72,000.00 = 3,055,666.67
Arm Actuators: 70 x ((100 x 2) + (50 x 1) + (80 x 1)) (+) 23,100.00 = 3,078,766.67
Leg Actuators: 70 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 49,000.00 = 3,127,766.67
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Total Structural Cost: 3,127,766.67
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Weapons and Equipment Cost
------------------------------------------------------------------------------------------------------------------------
Autocannon/20 300,000 300,000.00
Autocannon/20 (Ammo 5) [Empty Bin] 0 (+) 0.00 = 300,000.00
Autocannon/20 (Ammo 5) [Empty Bin] 0 (+) 0.00 = 300,000.00
Autocannon/20 (Ammo 5) [Empty Bin] 0 (+) 0.00 = 300,000.00
Autocannon/20 (Ammo 5) [Empty Bin] 0 (+) 0.00 = 300,000.00
CASE 50,000 (+) 50,000.00 = 350,000.00
ER PPC 300,000 (+) 300,000.00 = 650,000.00
ER Small Laser 11,250 (+) 11,250.00 = 661,250.00
Medium Laser 40,000 (+) 40,000.00 = 701,250.00
Medium Laser 40,000 (+) 40,000.00 = 741,250.00
Medium Laser 40,000 (+) 40,000.00 = 781,250.00
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Total Weapons and Equipment Cost 781,250.00
========================================================================================================================
BattleMech Cost
------------------------------------------------------------------------------------------------------------------------
Structural Cost: 3,127,766.67
Weapons and Equipment Cost: (+) 781,250.00 = 3,909,016.67
BattleMech Cost Multiplier: 1 + (70 / 100) (*) 1.70 = 6,645,328.33
------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 6,645,328.00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
For when you really want to beat the hell out of someone....
The speed is about average for a mech of its weight, so no real good or bad there. The mech uses a standard engine, so you wont have to worry about embarassing ammo explosions taking out your engine.
The CASE will let you slavage at least part of this mech, should the ammo decide its had enough.
The weapons are fairly impressive. A bit of fire discipline is needed, though, but the heat levels will be manageable, even with a couple of alpha strikes.
A good mech for wading in and bashing anything that moves. Straight, simple, to the point.
No topic has been started for this review [Start Topic]
Member Review - Sleeping Dragon : 24-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Interesting redesign, the PPC gives it stronger long range punch, but it can't use all the weapons so often. The durability of the original remains and the close range weapons are a little stronger at the cost of accuracy. Dangerous city fighter.
No topic has been started for this review [Start Topic]
Member Review - Erenon : 23-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
This should be renamed the energiser bunny :D
It's everything the original Shootist was and then some. Tough, Durable. Even if the ammo blows, it will still be able to fight.
I like the reasons for the keeping the original AC/20. It's a very viable reason and gives the Mech character. But an LB will still be nice.. maybe after hostilities end eh?
Nice one.
No topic has been started for this review [Start Topic]
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