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BattleMech Technical Readout
Name/Model: Vindicator VND-1R (Perkunas)
Designer: Jay Forster
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 45
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2826
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,177,240 C-Bills
Battle Value: 1,051
Chassis: Ceresplex IV
Power Plant: GM 180
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Anderson Propulsion 30
Jump Capacity: 120 meters
Armor: Starshield
Armament:
1 Ceres Arms Smasher PPC
1 Medium Laser
1 Ceres Arms Medium Laser
1 Sian/Ceres Jaguar LRM 5
Manufacturer: Ceres Metals Industries
Primary Factory: Capella
Communications: CeresCom Model 21-Rs
Targeting & Tracking: C-Apple Churchill
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Overview:
Much like the old joke about the camel, the VND-1R Vindicator is the product of compromise
and not inspiration. As Capellan Confederation designers created this 'Mech to fit as many
roles as possible, it is capable of fire support, point defense, and offense, though only in
lackluster fashion.
The First Succession War had proved disastrous for the Confederation, who lost all but
one of its 'Mech-producing facilities. The remaining 'Mech plant, on the heavily
industrialized planet of Capella, was limited to the production of 'Mechs of less than 60
tons. Also, because the Confederation had few materials to build 'Mechs, its engineers
decided to build a 'Mech that was capable of several roles, yet could be built with meager
resources.
The Vindicator was designed and built in 2826, during the lull between the First and
Second Succession Wars. The first Vindicators had machine guns mounted on their left arms
instead of the small laser seen on current models.
Capabilities:
Despite its mediocre performance, the Vindicator does have one great strength--Ceres Metals.
Because this conglomerate wields such great industrial might, it can produce Vindicators
quickly. Except for the Hessen small laser, all 'Mech systems are produced on Capella. Also,
as new resources are rediscovered in the Confederation, the industriplexes can churn out
tons of spare parts. Thus, the Vindicator is one of the few 'Mechs that can claim to have
enough replacement parts.
The Smasher PPC is a standard weapon, but the cooling jacket that surrounds it deserves
note. The jacket possesses water intakes mounted around the forward end. By dipping the end
of the barrel in a lake, river, or pool, the intakes draw up the water to cool the hot
innards of the PPC. The resulting steam exits via a nozzle at the other end. However, it is
often dangerous for the 'Mech to kneel motionless for ten seconds while drawing water.
Therefore, engineers placed three additional heat sinks on the Vindicator.
The engineers decided not to mount a PPC on the Vindicator's other arm, which would
make the 'Mech into another Warhammer. It was not only that the additional PPC would have
been a heat burden to the 'Mech, but that the Vindicator also had to be able to pick up and
carry things.
The Jaguar missile system is a five-tube, long-range missile system. Created in a joint
Sian-Ceres venture, the system is named after the predator cat found on the tropical planet
of Sian. It carries enough ammunition for 24 shots and is mounted asymmetrically on the
Vindicator's left torso behind an armored door. The missile system is extremely reliable and
capable of a fair amount of abuse before it can be forced to shut down.
The medium laser is mounted on the left side of the Vindicator's head, and is protected
by a thick cooling jacket. Its more sensitive components are mounted inside the head, which
creates a bulge in the cockpit that makes tall 'MechWarriors rather cramped.
The protuberance in the cockpit has been implicated in the deaths of several
MechWarriors. All were attempting to eject from their damaged Vindicators, only to explode
as they emerged from the 'Mechs' heads. It is thought that the ejecting chair hits the bump
on its way out, causing the chair's propulsion systems to explode. Engineers are presently
attempting to redesign the laser and cockpit roof. Though not fast, the Vindicator is
jump-capable and has 16 heat sinks to handle the heat burden produced by jumping. The
Vindicator's armor arrangement also received special attention. Carrying more armor than a
Phoenix Hawk, the Vindicator has good overall protection, especially on the rear torso and
legs.
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Equipment Mass
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Internal Structure: Standard 4.50
Engine: 180 Fusion 7.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 16 6.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 136 8.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 17
Center Torso (rear): 8
R/L Torso: 11 15
R/L Torso (rear): 6
R/L Arm: 7 14
R/L Leg: 11 16
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Weapons and Ammo Location Critical Tonnage
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Medium Laser H 1 1.00
2 Jump Jets CT 2 1.00
Medium Laser RT 1 1.00
LRM 5 LT 1 2.00
LRM 5 (Ammo 24) LT 1 1.00
PPC RA 3 7.00
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): 29
TP: BM, SZ: 2, TMM: 1, MV: 8"j
Damage: (S) 2 / (M) 3 / (L) 2, OV: 0
Armor (A): 5, Structure (S): 4
Specials: IF0*
Distribution
Name/Model: Vindicator VND-1R (Perkunas)
Technology: Inner Sphere
Tonnage: 45
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. Medium Laser 4. Hand Actuator
5. Roll Again 5. Sensors 5.PPC
6. Roll Again 6. Life Support 6.PPC
1. Roll Again 1.PPC
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. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Heat Sink 3. Fusion Engine 3. Heat Sink
4. Heat Sink 4. Gyro 4. Heat Sink
5. LRM 5 5. Gyro 5. Heat Sink
6. LRM 5 (Ammo 24) 6. Gyro 6. Medium Laser
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. Jump Jet 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. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Vindicator VND-1R (Perkunas)
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 136 x 2.5 x 1 340.000
Internal Structure (Standard w/ Fusion Engine): 75 x 1.5 x 1 x 1 (+) 112.500 = 452.500
Gyro (Standard): 45 x 0.5 (+) 22.500 = 475.000
Explosive Ammunition: 1 Critical Space (-) 15.000 = 460.000
Defensive Movement Factor: +2 (*) 1.20 = 552.000
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Final Defensive Battle Rating: 552.000
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 16 (Heat Sinks) - 4 (Movement) - 18 (Weapons) = 0
Offensive Equipment:
PPC 176.000
Medium Laser (+) 46.000 = 222.000
Medium Laser (+) 46.000 = 268.000
LRM 5 (+) 45.000 = 313.000
LRM 5 (Ammo 24) (+) 6.000 = 319.000
Total 'Mech Tonnage: (+) 45.000 = 364.000
Speed Factor: 6 (Run) + 2 (Jump) (*) 1.370 = 498.680
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Final Offensive Battle Rating: 498.680
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 552.000
Offensive Battle Rating: (+) 498.680 = 1,050.680
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Final BattleMech Battle Value: 1,051
Alpha Strike Conversion
Name/Model: Vindicator VND-1R (Perkunas)
Technology: Inner Sphere
Tonnage: 45
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: 45 (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
16 (Heat Sinks) = 16
4 (Movement) + 18 (Weapons) - 4 (Base) (-) 18 = -2
Offensive Equipment: = 0.000
LRM 5 (+) 0.150 = 0.150
Medium Laser (+) 0.500 = 0.650
Medium Laser (+) 0.500 = 1.150
PPC (+) 0.750 = 1.900
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 16 = 30.400
Divided by the maximum heat output - 4 (/) 18 = 1.689
Rounded up to the nearest tenth = 1.7
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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
16 (Heat Sinks) = 16
4 (Movement) + 18 (Weapons) - 4 (Base) (-) 18 = -2
Offensive Equipment: = 0.000
LRM 5 (+) 0.300 = 0.300
Medium Laser (+) 0.500 = 0.800
Medium Laser (+) 0.500 = 1.300
PPC (+) 1.000 = 2.300
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 16 = 36.800
Divided by the maximum heat output - 4 (/) 18 = 2.044
Rounded up to the nearest tenth = 2.1
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
16 (Heat Sinks) = 16
4 (Movement) + 12 (Weapons) - 4 (Base) (-) 12 = 4
Offensive Equipment: = 0.000
LRM 5 (+) 0.300 = 0.300
PPC (+) 1.000 = 1.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.3
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Final Long Range Damage Value: 2
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Convert Armor
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Standard: 136 armor points x 1 136.000 = 136.000
Armor Factor Conversion (/) 30 = 4.533
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Final Armor Value: 5
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Convert Structure
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Engine: Inner Sphere Fusion on a 45 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with forward facing weapons capable of firing indirectly = IF0*
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 10.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 11.000
Overheat Factor 0 (Overheat) (+) 0.000 = 11.000
Special Ability Factor [IF0*] 0* (Ability Rating) (+) 0.500 = 11.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.500
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 = 11.500
Defensive Value (+) 17.000 = 28.500
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Final Point Value: 29
Cost Breakdown
Name/Model: Vindicator VND-1R (Perkunas)
Technology: Inner Sphere
Tonnage: 45
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (136 pts) 8.5 x 10,000 85,000.00
Internal Structure (Standard): 45 x 400 x 1 (+) 18,000.00 = 103,000.00
Myomer (Standard): 45 x 2,000 (+) 90,000.00 = 193,000.00
Engine (Fusion): (5,000 x 180 x 45) / 75 (+) 540,000.00 = 733,000.00
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,333,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,533,000.00
Life Support: 50,000 (+) 50,000.00 = 1,583,000.00
Sensors: 45 x 2,000 (+) 90,000.00 = 1,673,000.00
Heat Sinks (Single): 6 x 2,000 (+) 12,000.00 = 1,685,000.00
Arm Actuators: 45 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 20,700.00 = 1,705,700.00
Leg Actuators: 45 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 31,500.00 = 1,737,200.00
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Total Structural Cost: 1,737,200.00
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Weapons and Equipment Cost
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Jump Jets 45 x (4 x 4) x 200 144,000.00
LRM 5 30,000 (+) 30,000.00 = 174,000.00
LRM 5 (Ammo 24) [Empty Bin] 0 (+) 0.00 = 174,000.00
Medium Laser 40,000 (+) 40,000.00 = 214,000.00
Medium Laser 40,000 (+) 40,000.00 = 254,000.00
PPC 200,000 (+) 200,000.00 = 454,000.00
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Total Weapons and Equipment Cost 454,000.00
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BattleMech Cost
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Structural Cost: 1,737,200.00
Weapons and Equipment Cost: (+) 454,000.00 = 2,191,200.00
BattleMech Cost Multiplier: 1 + (45 / 100) (*) 1.45 = 3,177,240.00
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Final BattleMech Cost 3,177,240.00