BattleMech Technical Readout
Name/Model: Shaolin SHO-1L
Designer: Sleeping Dragon
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 60
Configuration: Biped BattleMech
Era/Year: Civil War / 3067
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 16,276,160 C-Bills
Battle Value: 1,857
Chassis: Standard
Power Plant: 360 XL
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph [118.8 kph]
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Stealth
Armament:
1 ER Large Laser
2 ER Medium Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown
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Overview:
SHO-1L Shaolin is experimental close-assault mech designed to destroy it's enemies with
devastating physical attacks. Warrior house Hiritsu cooperated with Death Commandos and
Ceres Metals scientists on assembling three Shaolins, the Magnificent Trio. Cooperation on
this level is quite rare, but the design demanded tremendous amount of resources and only
time will prove if it's worth the money.
Capabilities:
Some call it Charger concept brought to it's extreme, SHO-1L is only lightly armed for it's
size. It was manufactured to provide the Death Commandos with mech similar to venerable
Exterminator.
ER large laser, installed deep within the chest, barely fitted under massive 360 class XL
engine, that was manufactured by experimentally adjusting locally produced 375 model, and
two ER medium lasers were added to arms just behind massive wrists bracers to cover wider
area with fire, but with the large laser they make only armament other than mech's physical
attacks.
Shaolin possesses impressive defensive abilities. It's covered from head to foot in new
stealth armor that provides the same protection as standard armor and makes the Shaolin
virtually impossible to hit until it closes. AMS system was installed to swat down the
missiles from the air, but the amount of ammo is very limited, so pilots are instructed to
conserve it until they get close enough to lose protection provided by the stealth
technology. Six powerful jump jets were installed to torso sides to provide additional
mobility,allowing pilot to disengage when needed.
SHO-1L possesses limited sniping ability but it's main strength lies in physical contact
with the enemy, where it can easily kick off leg from any known light mech, or drive one of
it's hardened fists through head armor and cockpit of all mechs. XL engine limits the
endurance of the mech, but it's believed that mech's mobility and defensive equipment will
keep it safe until it fulfills it's mission.
Deployment:
The Magnificent Trio is deployed on special missions with the Death Commandos, but house
Hiritsu may have some limited chance to occasionally borrow one of the mechs, if they didn't
receive something else as payment for their part of resources devoted to the project.
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Equipment Mass
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Internal Structure: Standard 6.00
Engine: 360 XL 16.50
Walking MP: 6
Running MP: 9 [11]
Jumping MP: 6
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 200 12.50
Type: Stealth
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 30
Center Torso (rear): 9
R/L Torso: 14 20
R/L Torso (rear): 8
R/L Arm: 10 20
R/L Leg: 14 28
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Weapons and Ammo Location Critical Tonnage
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ER Large Laser CT 2 5.00
Anti-Missile System RT 1 0.50
Anti-Missile System (Ammo 12) RT 1 1.00
3 Jump Jets RT 3 3.00
Guardian ECM Suite LT 2 1.50
3 Jump Jets LT 3 3.00
ER Medium Laser RA 1 1.00
ER Medium Laser LA 1 1.00
Triple-Strength Myomer -- 6 0.00
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Alpha Strike Statistics
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Point Value (PV): 47
TP: BM, SZ: 3, TMM: 2, MV: 12"j
Damage: (S) 2 / (M) 2 / (L) 1, OV: 0
Armor (A): 7, Structure (S): 3
Specials: AMS, ECM, STL, TSM
Distribution
Name/Model: Shaolin SHO-1L
Technology: Inner Sphere
Tonnage: 60
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. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Hand Actuator
5. ER Medium Laser 5. Sensors 5. ER Medium Laser
6. Triple-Strength Myomer 6. Life Support 6. Triple-Strength Myomer
1. Triple-Strength Myomer 1. Triple-Strength Myomer
2. Triple-Strength Myomer 2. Triple-Strength Myomer
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Stealth 5. Stealth
6. Stealth 6. Stealth
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4.Guardian ECM Suite 4. Gyro 4. Anti-Missile System
5.Guardian ECM Suite 5. Gyro 5. Anti-Missile System (Ammo 12)
6. Jump Jet 6. Gyro 6. Jump Jet
1. Jump Jet 1. Gyro 1. Jump Jet
2. Jump Jet 2. XL Engine 2. Jump Jet
3. Roll Again 3. XL Engine 3. Roll Again
4. Roll Again 4. XL Engine 4. Roll Again
5. Stealth 5.ER Large Laser 5. Stealth
6. Stealth 6.ER Large Laser 6. Stealth
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. Stealth 5. Stealth
6. Stealth 6. Stealth
Battle Value Breakdown
Name/Model: Shaolin SHO-1L
Technology: Inner Sphere
Tonnage: 60
Configuration: Biped BattleMech
==============================================================================================
Defensive Battle Rating
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Armor (Stealth): 200 x 2.5 x 1 500.000
Internal Structure (Standard w/ XL Engine): 99 x 1.5 x 1 x 0.5 (+) 74.250 = 574.250
Gyro (Standard): 60 x 0.5 (+) 30.000 = 604.250
Defensive Equipment:
Anti-Missile System (+) 32.000 = 636.250
Anti-Missile System (Ammo 12) (+) 11.000 = 647.250
Guardian ECM Suite (+) 61.000 = 708.250
Explosive Ammunition: 1 Critical Space (-) 15.000 = 693.250
Defensive Movement Factor: +4 (w/ Stealth) (*) 1.60 = 1,109.200
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Final Defensive Battle Rating: 1,109.200
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Offensive Battle Rating
----------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 24 (Heat Sinks) - 6 (Movement) - 10 (Stealth) - 22 (Weapons) = -8
Offensive Equipment:
ER Large Laser 163.000
ER Medium Laser (+) 62.000 = 225.000
ER Medium Laser [Inefficient] (+) 31.000 = 256.000
Total 'Mech Tonnage: (+) 90.000 = 346.000
Speed Factor: 11 (Run) + 3 (Jump) (*) 2.160 = 747.360
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Final Offensive Battle Rating: 747.360
==============================================================================================
BattleMech Battle Value
----------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,109.200
Offensive Battle Rating: (+) 747.360 = 1,856.560
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Final BattleMech Battle Value: 1,857
Alpha Strike Conversion
Name/Model: Shaolin SHO-1L
Technology: Inner Sphere
Tonnage: 60
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: 60 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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Convert Movement and Movement Modes
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Ground Movement: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 6 (Jump) = 12"j
Jumping Target Movement Modifier at 12" is 2
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Final Movement and Movement Modes: 12"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
6 (Movement) + 22 (Weapons) + 1 (Anti-Missile) + 10 (Stealth) - 4 (Base) (-) 35 = -11
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 43.200
Divided by the maximum heat output - 4 (/) 35 = 1.234
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 inefficient
24 (Heat Sinks) = 24
6 (Movement) + 22 (Weapons) + 1 (Anti-Missile) + 10 (Stealth) - 4 (Base) (-) 35 = -11
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 43.200
Divided by the maximum heat output - 4 (/) 35 = 1.234
Rounded up to the nearest tenth = 1.3
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
24 (Heat Sinks) = 24
6 (Movement) + 12 (Weapons) + 1 (Anti-Missile) + 10 (Stealth) - 4 (Base) (-) 25 = -1
Offensive Equipment: = 0.000
ER Large Laser (+) 0.800 = 0.800
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 19.200
Divided by the maximum heat output - 4 (/) 25 = 0.768
Rounded up to the nearest tenth = 0.8
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Final Long Range Damage Value: 1
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Convert Armor
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Stealth: 200 armor points x 1 200.000 = 200.000
Armor Factor Conversion (/) 30 = 6.667
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Final Armor Value: 7
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Convert Structure
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Engine: Inner Sphere XL on a 60 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 Anti-Missile System = AMS
Unit is equipped with Guardian ECM Suite = ECM
Unit is equipped with Stealth = STL
Unit is equipped with Triple-Strength Myomer = TSM
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 7.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 8.500
Overheat Factor 0 (Overheat) (+) 0.000 = 8.500
Special Ability Factor [TSM] Triple-Strength Myomer (+) 1.000 = 9.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 9.500
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 17.000
Defense Factor 1 + {[2 (12" Move) + 1 (Stealth)] x 0.25} (*) 1.750 = 29.750
Final DIR Round to nearest half point = 30.000
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 3.000
Final DIR Defensive Interaction Rating (+) 30.000 = 33.000
Unit's Final Point Value:
Offensive Value = 9.500
Defensive Value (+) 33.000 = 42.500
Agile [2 (TMM) - 1] x 2 (Medium) (+) 2.000 = 44.500
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 46.500
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Final Point Value: 47
Cost Breakdown
Name/Model: Shaolin SHO-1L
Technology: Inner Sphere
Tonnage: 60
Configuration: Biped BattleMech
===============================================================================================================================
Structural Cost
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Armor (Stealth): (200 pts) 12.5 x 50,000 625,000.00
Internal Structure (Standard): 60 x 400 x 1 (+) 24,000.00 = 649,000.00
Myomer (Triple-Strength): 60 x 16,000 (+) 960,000.00 = 1,609,000.00
Engine (XL): (20,000 x 360 x 60) / 75 (+) 5,760,000.00 = 7,369,000.00
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 8,569,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 8,769,000.00
Life Support: 50,000 (+) 50,000.00 = 8,819,000.00
Sensors: 60 x 2,000 (+) 120,000.00 = 8,939,000.00
Heat Sinks (Double): 12 x 6,000 (+) 72,000.00 = 9,011,000.00
Arm Actuators: 60 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 27,600.00 = 9,038,600.00
Leg Actuators: 60 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 42,000.00 = 9,080,600.00
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Total Structural Cost: 9,080,600.00
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Weapons and Equipment Cost
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Anti-Missile System 100,000 100,000.00
Anti-Missile System (Ammo 12) [Empty Bin] 0 (+) 0.00 = 100,000.00
ER Large Laser 200,000 (+) 200,000.00 = 300,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 380,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 460,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 660,000.00
Jump Jets 60 x (6 x 6) x 200 (+) 432,000.00 = 1,092,000.00
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Total Weapons and Equipment Cost 1,092,000.00
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BattleMech Cost
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Structural Cost: 9,080,600.00
Weapons and Equipment Cost: (+) 1,092,000.00 = 10,172,600.00
BattleMech Cost Multiplier: 1 + (60 / 100) (*) 1.60 = 16,276,160.00
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Final BattleMech Cost 16,276,160.00
1 out of 1 users (100.00%) have found this review useful
Rating:
4.00
Comment:
Fast and furios! Very good jumpcapable in-fighter with the potential to do two head-ripping punches or a leg-ripping kick. The weapon-loadout is somewhat weak but on this Mech the Lasers are secondary weaponry anyway. The AMS is a bit risky on such a hot-running Mech: using the lasers and the Stealth-armor (worse if you jump too) can bring this one to ammo-cooking heatlevels very fast. And without a CASE this explosion can blow this very expensive thing to scrap (Ok, even with CASE it´s out of action due to the XL but not a total loss).
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Member Review - Knightrunner : 09-Sep-2005 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
4.00
Comment:
I like the instant kill capability on this one. Two 1-in-6 chances to kill _any_ mech is pretty nice. And it moves as fast as possible and should live long enough to get some kills thanks to the heavy stealth armor and AMS. The lack of long-range firepower isn't too big a deal; obviously this is designed to take on the big (and invariably slow) monster assaults and heavies. Sure it has to close to be effective, but it moves fast and jumps- and it isn't meant to be used in Kansas.
The only problem I see is that heat management may be difficult. There are only 3 weapons, and the heat of the AMS and jump jets can combine to make staying at the magical 9 overheat difficult.
This mech has at least a 50-50 shot at taking down a Kodiak or King Crab at point-blank range- not many mechs can say that. It's just as likely to lose a fight aganist a medium fast enough to stay out of punch range. It needs to be teamed up with someone with more 'conventional' firepower.
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"Things do not change; we change." - Henry David Thoreau