BattleMech Technical Readout
Name/Model: Ostscout OTT-7K
Designer: Catalyst Game Labs
Source(s): Recognition Guide: ilClan, Vol. 02
Record Sheets: 3085 Unabridged, Project Phoenix
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Steiner
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: Phoenix Upgrade, Liao
Record Sheets: Phoenix Upgrade, Kurita
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3050
Technology: Inner Sphere
Technology Rating: E
Tonnage: 35
Role: Scout
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3049
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 3,422,700 C-Bills
Battle Value: 484
Chassis: Kell/S
Power Plant: VOX 280
Walking Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Ostmann Sct-A
Jump Capacity: 240 meters
Armor: Durallex Light
Armament:
Manufacturer: Kong Interstellar Corporation
Primary Factory: Connaught
Communications: Barret 4000
Targeting & Tracking: TRSS.2L3
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Equipment Mass
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Internal Structure: Standard 3.50
Engine: 280 Fusion 16.00
Walking MP: 8
Running MP: 12
Jumping MP: 8
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 72 4.50
Type: Standard
Internal Armor
Structure Value
Head: 3 6
Center Torso: 11 12
Center Torso (rear): 4
R/L Torso: 8 9
R/L Torso (rear): 2
R/L Arm: 6 6
R/L Leg: 8 8
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Weapons and Ammo Location Critical Tonnage
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TAG CT 1 1.00
4 Jump Jets RT 4 2.00
4 Jump Jets LT 4 2.00
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Alpha Strike Statistics
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Point Value (PV): 18
TP: BM, SZ: 1, TMM: 3, MV: 16"j
Damage: (S) 0 / (M) 0 / (L) 0, OV: 0
Armor (A): 2, Structure (S): 3
Specials: ENE, TAG
Distribution
Name/Model: Ostscout OTT-7K
Technology: Inner Sphere
Tonnage: 35
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. Roll Again 4. Roll Again 4. Roll Again
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 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. Jump Jet 2. Fusion Engine 2. Jump Jet
3. Jump Jet 3. Fusion Engine 3. Jump Jet
4. Jump Jet 4. Gyro 4. Jump Jet
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. TAG 5. Roll Again
6. Roll Again 6. Roll Again 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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Ostscout OTT-7K
Technology: Inner Sphere
Tonnage: 35
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 72 x 2.5 x 1 180.000
Internal Structure (Standard w/ Fusion Engine): 58 x 1.5 x 1 x 1 (+) 87.000 = 267.000
Gyro (Standard): 35 x 0.5 (+) 17.500 = 284.500
Defensive Movement Factor: +4 (*) 1.40 = 398.300
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Final Defensive Battle Rating: 398.300
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 8 (Movement) = 8
Total 'Mech Tonnage: (+) 35.000 = 35.000
Speed Factor: 12 (Run) + 4 (Jump) (*) 2.440 = 85.400
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Final Offensive Battle Rating: 85.400
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BattleMech Battle Value
--------------------------------------------------------------------------------------------------
Defensive Battle Rating: 398.300
Offensive Battle Rating: (+) 85.400 = 483.700
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Final BattleMech Battle Value: 484
Alpha Strike Conversion
Name/Model: Ostscout OTT-7K
Technology: Inner Sphere
Tonnage: 35
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: 35 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 8 (Walk) = 16"
Ground Target Movement Modifier at 16" is 3
Jumping Movement: 8 (Jump) = 16"j
Jumping Target Movement Modifier at 16" is 3
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Final Movement and Movement Modes: 16"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
8 (Movement) - 4 (Base) (-) 4 = 6
Offensive Equipment: = 0.000
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Final Short Range Damage Value: 0
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
8 (Movement) - 4 (Base) (-) 4 = 6
Offensive Equipment: = 0.000
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Final Medium Range Damage Value: 0
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
8 (Movement) - 4 (Base) (-) 4 = 6
Offensive Equipment: = 0.000
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Final Long Range Damage Value: 0
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Convert Armor
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Standard: 72 armor points x 1 72.000 = 72.000
Armor Factor Conversion (/) 30 = 2.400
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Final Armor Value: 2
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Convert Structure
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Engine: Inner Sphere Fusion on a 35 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit contains no explosive components = ENE
Unit is equipped with TAG = TAG
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 0 (Short) + 0 (Medium) + 0 (Medium) + 0 (Long) = 0.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 0.500
Overheat Factor 0 (Overheat) (+) 0.000 = 0.500
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 1.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 1.000
Defensive Interaction Rating:
Armor Factor 2 (Armor) x 2.0 (Non-Vehicle Unit) = 4.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 7.000
Defense Factor 1 + {[3 (16" Move) + 1 (Jump)] x 0.25} (*) 2.000 = 14.000
Final DIR Round to nearest half point = 14.000
Unit's Defensive Value:
Movement Factor 2 (0.25 per 2") + 0.5 (Jump-capable) = 2.500
Final DIR Defensive Interaction Rating (+) 14.000 = 16.500
Unit's Final Point Value:
Offensive Value = 1.000
Defensive Value (+) 16.500 = 17.500
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Final Point Value: 18
Cost Breakdown
Name/Model: Ostscout OTT-7K
Technology: Inner Sphere
Tonnage: 35
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
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Armor (Standard): (72 pts) 4.5 x 10,000 45,000.00
Internal Structure (Standard): 35 x 400 x 1 (+) 14,000.00 = 59,000.00
Myomer (Standard): 35 x 2,000 (+) 70,000.00 = 129,000.00
Engine (Fusion): (5,000 x 280 x 35) / 75 (+) 653,333.33 = 782,333.33
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 1,682,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,882,333.33
Life Support: 50,000 (+) 50,000.00 = 1,932,333.33
Sensors: 35 x 2,000 (+) 70,000.00 = 2,002,333.33
Arm Actuators: 35 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 10,500.00 = 2,012,833.33
Leg Actuators: 35 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 24,500.00 = 2,037,333.33
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Total Structural Cost: 2,037,333.33
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Weapons and Equipment Cost
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Jump Jets 35 x (8 x 8) x 200 448,000.00
TAG 50,000 (+) 50,000.00 = 498,000.00
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Total Weapons and Equipment Cost 498,000.00
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BattleMech Cost
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Structural Cost: 2,037,333.33
Weapons and Equipment Cost: (+) 498,000.00 = 2,535,333.33
BattleMech Cost Multiplier: 1 + (35 / 100) (*) 1.35 = 3,422,700.00
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Final BattleMech Cost 3,422,700.00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
I never liked the Ostscout much but this can have its use. If your side can deliver a homing Arrow IV into the sky every turn your opponent can get very nervous. Together with some LRM-boats equipped with semiguided warheads it will rock too. If your enemy decides to hunt it down it will take some time due to the high speed and enormous jump. Also the pilot can´t get angry about the fact, that he isn´t allowed to fire any weapons while TAGing: He has none! :-)
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Member Review - Sleeping Dragon : 09-Jun-2007 09:54
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
It's still the same hard to catch scout with the ability to cooperate with smart artillery systems. Single ML wasn't of much use to it, so the TAG is definitely an improvement. Keep this 'Mech on the move and TAGing. It can't do much else. I think that when this 'Mech enters the field, it should be because scenario said that. Just like tractors and DropShips this machine is a part of the world. Something that has it's place, but it isn't in crossfire.
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Member Review - mud : 01-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
I don't have a problem with an Ostscout carrying no weapons; it was never meant for battle, but TAG was the wrong choice. An Active Probe or ECM would have made more sense.
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Member Review - StarRaven : 07-Oct-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.00
Comment:
"My TAG will stop them!!"
Funny, I'd expect this to be a Capellan 'Mech. I do believe that this is the only unarmed 'Mech ever created. Now, let's say it again, just so we're sure.
AN UNARMED 'MECH!!!!!!!!!
Going to the expense of building a BattleMech, and making it weaponless, is incomprehenisbly stupid. They're supposed to be BattleMechs, not DesignatorMechs. The only good thing is that it doesn't have rocket launchers. (wrong time period but still). The armor's not even very good. Maybe you can give it to chain gang raiders. The ultimate bonzai machine. (And if they survive, you can put them in Hussars. If that doesn't fix them, then they're unkillable and should be in Atlases.)
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Member Review - Blackhand : 08-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.00
Comment:
Kurita screwed up the day they approved this. Given a spider you can mount this exact setup and still have something to fight with.
Giving this same role to 2 mechs makes no sense. Especially when the 35 ton version has no weapons to its name.
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