BattleMech Technical Readout
Name/Model: Leopard LPD-1A
Designer: Rudel Gurken
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 50
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2789
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,619,000 C-Bills
Battle Value: 1,098
Chassis: Alshain 56-Carrier
Power Plant: Magna 200
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Pitban LFT-50
Jump Capacity: 120 meters
Armor: StarGuard II
Armament:
1 Lord's Light PPC
1 Imperator-A Autocannon/5
1 Victory 23R Medium Laser
Manufacturer: Alshain Weapons
Primary Factory: Alshain
Communications: Neil 2000
Targeting & Tracking: Matabushi Sentinel
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Overview:
In the year 2777, as General Kerensky began Operation Liberation, to free Terra and crush
Amaris once and for all, the Federated Suns introduced the Enforcer medium Mech. While this
Mech remained unnoticed for the most part by the Draconis Combine in the following turbulent
years, it gave the Kuritan troops a bad surprise when they finally attacked in earnest in
2786.
Impressed by the performance of the new Davion machine the Coordinator immediately called
for tender to create a suitable answer. After several prototypes were reviewed Alshain
Weapons got the order to produce its LPD-1A Leopard medium Mech in 2789. One of the
advantages of Alshains design was, that it shared several key components with the companies
main product, the Panther, which was mass produced there since 2739.
Capabilities:
Battlevids showed the Enforcers exceptional performance at short and medium ranges as well
as its two major flaws: a weak rear armor and a very limited ammo supply for its
auto-cannon.
After reviewing the vids and a salvaged Enforcer Alshains designers started with the same
tonnage and movement profile. Though carrying the same amount of armor it was distributed
differently, with almost a ton of it covering the rear torso locations, for a level of
protection deemed to be the necessary minimum.
The weapon placement was similar too, but other weapons were chosen. The designers thought,
that the Enforcer would best being attacked at range, before it can bring its full firepower
and its jump jets into action. Therefore a PPC and an AC/5 were mounted into its handless
arms. This combination had some less firepower, but the bigger punch of the PPC and the
increased endurance of the AC together with the greater range seemed to be worth it. To
strengthen the Leopards short range firepower a medium laser was chosen instead of the
Enforcers small laser.
finally 13 heat sinks enabled the Mech to use most of its firepower without having to worry
about heat buildup.
In its first combat engagements the Leopard seemed to live up to its promise, but as the war
dragged on open field battles got scarce and most of the fighting took place in the
shattered ruins of cities and industrial areas, the minimum range of the Leopards weapons
proved to be a serious problem, worsened by the Davion pilots adapting to the new situation.
As the 1st Succession War came to a halt, its Enforcer-killer image had been burned away by
reality. Only because commanders realised the Leopards capabilities as a fire-support unit,
the Mech remained in production, though with a lower priority than before. That let to long
production stops, especially in the 3rd Succession War, whenever the top priority Panther
production lines were threatened by damage or supply problems, because the Leopard line was
shut down first.
Deployment:
During the 1st Succession War Leopards were sent to units fighting at the Davion front.
Later on, after its killer image was destroyed, turned up in units all over the DCMS. Some
of them were salvaged by the Federated Suns and relegated to militias, which called them
"Fake-Enforcers".
Variants:
When the Leopard production was considered low priority nobody wanted to wast energy in any
kind of variant, though a production run of LPD-1B left the line in a time of PPC-scarcity.
It carried a second AC and 2 tons of additional ammo instead of the PPC and three heat
sinks.
That changed after new technologies got available due to the discovery of the Gray Death
Memory Core. New equipment was incorporated into the design as soon as possible, eventually
leading to the LPD-1C, -2A, -2D variants (see seperate entry LPD-2D) and some field
upgrades.
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Equipment Mass
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Internal Structure: Standard 5.00
Engine: 200 Fusion 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 13 3.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 152 9.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 20
Center Torso (rear): 5
R/L Torso: 12 19
R/L Torso (rear): 5
R/L Arm: 8 16
R/L Leg: 12 19
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Weapons and Ammo Location Critical Tonnage
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Medium Laser CT 1 1.00
Jump Jet RT 1 0.50
Autocannon/5 (Ammo 20) LT 1 1.00
Jump Jet LT 1 0.50
PPC RA 3 7.00
Autocannon/5 LA 4 8.00
Jump Jet RL 1 0.50
Jump Jet LL 1 0.50
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Alpha Strike Statistics
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Point Value (PV): 26
TP: BM, SZ: 2, TMM: 1, MV: 8"j
Damage: (S) 2 / (M) 2 / (L) 2, OV: 0
Armor (A): 5, Structure (S): 4
Specials:
Distribution
Name/Model: Leopard LPD-1A
Technology: Inner Sphere
Tonnage: 50
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.Autocannon/5 4. Roll Again 4.PPC
5.Autocannon/5 5. Sensors 5.PPC
6.Autocannon/5 6. Life Support 6.PPC
1.Autocannon/5 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Autocannon/5 (Ammo 20) 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Gyro 4. Roll Again
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. Medium Laser 5. Roll Again
6. Roll Again 6. Heat Sink 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. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Leopard LPD-1A
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 152 x 2.5 x 1 380.000
Internal Structure (Standard w/ Fusion Engine): 83 x 1.5 x 1 x 1 (+) 124.500 = 504.500
Gyro (Standard): 50 x 0.5 (+) 25.000 = 529.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 514.500
Defensive Movement Factor: +2 (*) 1.20 = 617.400
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Final Defensive Battle Rating: 617.400
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 13 (Heat Sinks) - 4 (Movement) - 14 (Weapons) = 1
Offensive Equipment:
PPC 176.000
Autocannon/5 (+) 70.000 = 246.000
Medium Laser (+) 46.000 = 292.000
Autocannon/5 (Ammo 20) (+) 9.000 = 301.000
Total 'Mech Tonnage: (+) 50.000 = 351.000
Speed Factor: 6 (Run) + 2 (Jump) (*) 1.370 = 480.870
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Final Offensive Battle Rating: 480.870
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BattleMech Battle Value
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Defensive Battle Rating: 617.400
Offensive Battle Rating: (+) 480.870 = 1,098.270
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Final BattleMech Battle Value: 1,098
Alpha Strike Conversion
Name/Model: Leopard LPD-1A
Technology: Inner Sphere
Tonnage: 50
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: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
Jumping Movement: 4 (Jump) = 8"j
Jumping Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
13 (Heat Sinks) = 13
4 (Movement) + 14 (Weapons) - 4 (Base) (-) 14 = -1
Offensive Equipment: = 0.000
Autocannon/5 (+) 0.375 = 0.375
Medium Laser (+) 0.500 = 0.875
PPC (+) 0.750 = 1.625
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 13 = 21.125
Divided by the maximum heat output - 4 (/) 14 = 1.509
Rounded up to the nearest tenth = 1.6
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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
13 (Heat Sinks) = 13
4 (Movement) + 14 (Weapons) - 4 (Base) (-) 14 = -1
Offensive Equipment: = 0.000
Autocannon/5 (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
PPC (+) 1.000 = 2.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 13 = 26.000
Divided by the maximum heat output - 4 (/) 14 = 1.857
Rounded up to the nearest tenth = 1.9
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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 efficient
13 (Heat Sinks) = 13
4 (Movement) + 11 (Weapons) - 4 (Base) (-) 11 = 2
Offensive Equipment: = 0.000
Autocannon/5 (+) 0.500 = 0.500
PPC (+) 1.000 = 1.500
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.5
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Final Long Range Damage Value: 2
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Convert Armor
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Standard: 152 armor points x 1 152.000 = 152.000
Armor Factor Conversion (/) 30 = 5.067
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere Fusion on a 50 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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No special abilities identified for this unit
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 2 (Long) = 8.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 9.000
Overheat Factor 0 (Overheat) (+) 0.000 = 9.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 9.000
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 2.0 (Non-Vehicle Unit) = 10.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 14.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 15.400
Final DIR Round to nearest half point = 15.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") + 0.5 (Jump-capable) = 1.500
Final DIR Defensive Interaction Rating (+) 15.500 = 17.000
Unit's Final Point Value:
Offensive Value = 9.000
Defensive Value (+) 17.000 = 26.000
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Final Point Value: 26
Cost Breakdown
Name/Model: Leopard LPD-1A
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (152 pts) 9.5 x 10,000 95,000.00
Internal Structure (Standard): 50 x 400 x 1 (+) 20,000.00 = 115,000.00
Myomer (Standard): 50 x 2,000 (+) 100,000.00 = 215,000.00
Engine (Fusion): (5,000 x 200 x 50) / 75 (+) 666,666.67 = 881,666.67
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,481,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,681,666.67
Life Support: 50,000 (+) 50,000.00 = 1,731,666.67
Sensors: 50 x 2,000 (+) 100,000.00 = 1,831,666.67
Heat Sinks (Single): 3 x 2,000 (+) 6,000.00 = 1,837,666.67
Arm Actuators: 50 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 15,000.00 = 1,852,666.67
Leg Actuators: 50 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 35,000.00 = 1,887,666.67
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Total Structural Cost: 1,887,666.67
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Weapons and Equipment Cost
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Autocannon/5 125,000 125,000.00
Autocannon/5 (Ammo 20) [Empty Bin] 0 (+) 0.00 = 125,000.00
Jump Jets 50 x (4 x 4) x 200 (+) 160,000.00 = 285,000.00
Medium Laser 40,000 (+) 40,000.00 = 325,000.00
PPC 200,000 (+) 200,000.00 = 525,000.00
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Total Weapons and Equipment Cost 525,000.00
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BattleMech Cost
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Structural Cost: 1,887,666.67
Weapons and Equipment Cost: (+) 525,000.00 = 2,412,666.67
BattleMech Cost Multiplier: 1 + (50 / 100) (*) 1.50 = 3,619,000.00
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Final BattleMech Cost 3,619,000.00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
I would take this one over an Enforcer! What is not to like? It has better range, can force a piloting skill roll at 9 hexes (as opposed to the Enforcer's 3), has slightly more overall armour and the same heat profile.
It must be that AC5 - we all know it's a great gun!
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"Never has there been a good war or a bad peace" - Benjamin Franklin