BattleMech Technical Readout
Name/Model: Acheron
Designer: 09-Tyba
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 85
Role: Sniper
Configuration: Quad BattleMech
Era/Year: Dark Age / 3105
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 21,403,883 C-Bills
Battle Value: 2,479
Chassis: Standard
Power Plant: 340 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Standard
Armament:
3 ER Large Lasers
1 LB 10-X AC
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown with Light Active Probe
================================================================================================
Overview:
Imported from XTRO: Project Zhukov Expanded, Clan Military Equipment 3105 section, by Steven
Cross.
Based in part on the Trebaruna, the Mech that would become the Acheron
was designed as a general purpose Mech that started off as an OmniMech but
was adapted to be a standard one. Ten tons lighter than its progenitor the
Acheron features a 340 rated XL Engine allowing it to hit up to 64kph at full
speed. For additional mobility (both tactical and strategic) a quartet of jump-jets
were installed allowing for 120-meter leaps.
Capabilities:
Unfortunately, the design stage was plagued with delays and some of the
Shark Scientists feared they were facing another Mad Cat Mk III situation.
Initial placement of the Jump jets was to be on the legs for maximum stability,
but space constraints forced them to be mounted on the Mech?s belly. But
stability issues then arose during electronic testing of the Mech forcing several
re-designs of the thruster nozzles before they were installed of gimballed
vectoring mountings, allowing the thrusters to direct their force where needed.
With the stability issue fixed the biggest problem arose. The Khans had
requested an 85-ton design, but even with only using an XL engine to save
space, there simply wasn?t room to make the Mech up to its full combat weight,
which would, even with the vectored nozzles, result in instability in jumps and
excessive jarring to the Mech?s hips due to it being unbalanced.
This forced the Scientists to take a somewhat radical approach. Instead of
being an OmniMech they could re-design it as a standard Mech, this would
allow them to add or remove armour to components of the Mech?s internal
structure to make up for tonnage difference between weapon loadouts,
and to bring it up to its full weight. This could then allow for increased
numbers traded to other Clans who were hungry for new Mech?s as well
as the Black Guard on Tukkayid.
Whilst the weapons and the turret would remain semi-modular making
them easy to repair in the field, there was not much chance of changing
an Acheron into another variant without significant amounts of factory
time.
Variants:
Acheron ? Armed with a LB-10X autocannon fed by a 2-ton ammo
bin and a trio of ER Large lasers in an armoured turret mounting the
standard Acheron is versatile and able to engage at all ranges against a
wide veriaty of threats. Able to fire all of its lasers without any heat
build-up the Acheron is cool running and the LB-10 autocannon provides
a hard punch and can be turned on tanks and aircraft with a high chance
of crippling them with a salvo. Although not too hard hitting, the flexibility
of the turret, the long range firepower and good mobility curve all
combine to make the Acheron capable of engaging most threats it meets.
Acheron 2 ? Designed for a more supporting role the A features a
pair of Artemis IV enhanced LRM-15?s in the turret with 4 tons of ammo
carried safely in a CASEII protected ammo bin in the adjacent torso.
Direct fire comes from a trio of medium pulse lasers as well as a large
pulse laser that fires over the Mech?s head. These potent, accurate
weapons can easily counter the usual answer to LRM barrages such as
fast moving Mech?s or vehicles.
Acheron 3 ? Built for close quarters action the Acheron 3 is designed
to get in close and engage at mid to short range. Although it only mounts
three weapons, these are an Improved Heavy large laser, an ER PPC
and an Ultra 10 pattern autocannon. These three weapons can deal a
tremendous amount of damage in a very short time. Both energy
weapons are mounted in the turret for the widest firing arcs, whilst 2-tons
of ammunition for the cannon give it enough battlefield endurance.
The Acheron 3 also applies extra layers of ablative armour to its
cockpit and gyro casing, whilst the laser and ammunition are protected by
CASEII systems. Finally an ECM can jam hostile electronics.
Acheron 4 ? Similar to the 3, the Acheron 4 also has only a trio of
weapon systems, this time with a focus more on long to mid-range
engagements. To this end, a pair of ER PPC?s are mounted in the turret,
whilst the newly developed Clan made RAC-5 sits in the adjacent torso.
Three tons of ammunition are needed to keep up with the guns ferocious
rate of fire. Space constraints meant that the ammo had to be spread out
but most of it is protected by a CASE II system. The Acheron 4 also has
an armoured cockpit but lacks the armoured gyro of the 3.
Acheron 5 ? Built for close quarters anti-infantry operations in built up
areas or tight confines the Acheron 5 features a mixbag of armament to
allow it to do its job. Most surprisingly it mounts a Mech Mortar, allowing
it to engage dug in troops and support friendly forces without a line of
sight. A plasma rifle and a pair of AP Gauss rifles provide the main
anti-infantry and vehicle punch whilst an ER large laser and pair of
SRM-6?s can engage Mechs or vehicles, or if the right ammunition is
loaded infantry and battle armour with inferno rounds.
This version has also wrapped each leg joint in extra armour round the hip
to make them harder to disable, but it is also the rarest of the Acheron variants.
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Equipment Mass
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Internal Structure: Standard 8.50
Engine: 340 XL 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 18 [36] 8.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 279 17.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 41
Center Torso (rear): 13
R/L Torso: 18 27
R/L Torso (rear): 9
R/L Front Leg: 18 36
R/L Rear Leg: 18 36
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Light Active Probe H 1 0.50
3 ER Large Lasers RT (T) 3 12.00
2 Jump Jets RT 2 2.00
Quad Turret (Armored) RT 1 1.50
2 Jump Jets LT 2 2.00
LB 10-X AC LT 5 10.00
LB 10-X AC (Ammo 10) LT 1 1.00
LB 10-X AC (Ammo 10) [Cluster] LT 1 1.00
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 49
TP: BM, SZ: 4, TMM: 1, MV: 8"j
Damage: (S) 4 / (M) 4 / (L) 4, OV: 0
Armor (A): 9, Structure (S): 5
Specials: ARM, CASE, FLK1/1/1, LPRB, RCN, TUR(3/3/3)
Distribution
Name/Model: Acheron
Technology: Clan
Tonnage: 85
Configuration: Quad BattleMech
===================================================================================================
Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Light Active Probe 4. Foot Actuator
5.Double Heat Sink 5. Sensors 5.Double Heat Sink
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3.LB 10-X AC 3. XL Engine 3. ER Large Laser (T)
4.LB 10-X AC 4. Gyro 4. ER Large Laser (T)
5.LB 10-X AC 5. Gyro 5. ER Large Laser (T)
6.LB 10-X AC 6. Gyro 6. Quad Turret
1.LB 10-X AC 1. Gyro 1. Jump Jet
2. LB 10-X AC (Ammo 10) [Cluster] 2. XL Engine 2. Jump Jet
3. LB 10-X AC (Ammo 10) 3. XL Engine 3.Double Heat Sink
4. Roll Again 4. XL Engine 4.Double Heat Sink
5. Jump Jet 5. Roll Again 5. Roll Again
6. Jump Jet 6. Roll Again 6. Roll Again
Left Rear LegRight Rear 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.Double Heat Sink 5.Double Heat Sink
6.Double Heat Sink 6.Double Heat Sink
Battle Value Breakdown
Name/Model: Acheron
Technology: Clan
Tonnage: 85
Configuration: Quad BattleMech
===============================================================================================
Defensive Battle Rating
-----------------------------------------------------------------------------------------------
Armor (Standard): 279 x 2.5 x 1 697.500
Internal Structure (Standard w/ XL Engine): 138 x 1.5 x 1 x 0.75 (+) 155.250 = 852.750
Gyro (Standard): 85 x 0.5 (+) 42.500 = 895.250
Defensive Equipment:
Light Active Probe (+) 7.000 = 902.250
Armored Components:
Quad Turret (+) 5.000 = 907.250
Defensive Movement Factor: +2 (*) 1.20 = 1,088.700
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Final Defensive Battle Rating: 1,088.700
===============================================================================================
Offensive Battle Rating
-----------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 36 (Heat Sinks) - 4 (Movement) - 38 (Weapons) = 0
Offensive Equipment:
ER Large Laser (T) 248.000
ER Large Laser (T) (+) 248.000 = 496.000
ER Large Laser (T) (+) 248.000 = 744.000
LB 10-X AC (+) 148.000 = 892.000
LB 10-X AC (Ammo 10) (+) 19.000 = 911.000
LB 10-X AC (Ammo 10) [Cluster] (+) 19.000 = 930.000
Total 'Mech Tonnage: (+) 85.000 = 1,015.000
Speed Factor: 6 (Run) + 2 (Jump) (*) 1.370 = 1,390.550
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Final Offensive Battle Rating: 1,390.550
===============================================================================================
BattleMech Battle Value
-----------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,088.700
Offensive Battle Rating: (+) 1,390.550 = 2,479.250
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Final BattleMech Battle Value: 2,479
Alpha Strike Conversion
Name/Model: Acheron
Technology: Clan
Tonnage: 85
Configuration: Quad 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: 85 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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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
36 (Heat Sinks) = 36
4 (Movement) + 38 (Weapons) - 4 (Base) (-) 38 = -2
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
ER Large Laser (T) (+) 1.000 = 1.630
ER Large Laser (T) (+) 1.000 = 2.630
ER Large Laser (T) (+) 1.000 = 3.630
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 130.680
Divided by the maximum heat output - 4 (/) 38 = 3.439
Rounded up to the nearest tenth = 3.5
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
36 (Heat Sinks) = 36
4 (Movement) + 38 (Weapons) - 4 (Base) (-) 38 = -2
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
ER Large Laser (T) (+) 1.000 = 1.630
ER Large Laser (T) (+) 1.000 = 2.630
ER Large Laser (T) (+) 1.000 = 3.630
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 130.680
Divided by the maximum heat output - 4 (/) 38 = 3.439
Rounded up to the nearest tenth = 3.5
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Final Medium Range Damage Value: 4
============================================================================================================================
Determine Long Range Damage Value
----------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
36 (Heat Sinks) = 36
4 (Movement) + 38 (Weapons) - 4 (Base) (-) 38 = -2
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
ER Large Laser (T) (+) 1.000 = 1.630
ER Large Laser (T) (+) 1.000 = 2.630
ER Large Laser (T) (+) 1.000 = 3.630
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 130.680
Divided by the maximum heat output - 4 (/) 38 = 3.439
Rounded up to the nearest tenth = 3.5
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Final Long Range Damage Value: 4
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Convert Armor
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Standard: 279 armor points x 1 279.000 = 279.000
Armor Factor Conversion (/) 30 = 9.300
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Final Armor Value: 9
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Convert Structure
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Engine: Clan XL on a 85 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with armored components = ARM
Unit is equipped with CASE = CASE
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
Unit is equipped with Light Active Probe = LPRB
Unit is equipped with Light Active Probe = RCN
Unit is equipped with turret mounted weapons = TUR(3/3/3)
============================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 4 (Long) = 16.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 18.000
Overheat Factor 0 (Overheat) (+) 0.000 = 18.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 18.000
Defensive Interaction Rating:
Armor Factor 9 (Armor) x 2.0 (Non-Vehicle Unit) = 18.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 23.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 25.300
Final DIR Round to nearest half point = 25.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") + 0.5 (Jump-capable) = 1.500
Special Ability Factor [ARM] Armored Component (+) 0.500 = 2.000
Final DIR Defensive Interaction Rating (+) 25.500 = 27.500
Unit's Final Point Value:
Offensive Value = 18.000
Defensive Value (+) 27.500 = 45.500
Force Bonus [LPRB] Light Active Probe (+) 1.000 = 46.500
Force Bonus [RCN] Recon (+) 2.000 = 48.500
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Final Point Value: 49
Cost Breakdown
Name/Model: Acheron
Technology: Clan
Tonnage: 85
Configuration: Quad BattleMech
================================================================================================================================
Structural Cost
--------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (279 pts) 17.5 x 10,000 175,000.00
Internal Structure (Standard): 85 x 400 x 1 (+) 34,000.00 = 209,000.00
Myomer (Standard): 85 x 2,000 (+) 170,000.00 = 379,000.00
Engine (XL): (20,000 x 340 x 85) / 75 (+) 7,706,666.67 = 8,085,666.67
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 9,285,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 9,485,666.67
Life Support: 50,000 (+) 50,000.00 = 9,535,666.67
Sensors: 85 x 2,000 (+) 170,000.00 = 9,705,666.67
Heat Sinks (Double): 18 x 6,000 (+) 108,000.00 = 9,813,666.67
Leg Actuators: 85 x ((150 x 4) + (80 x 4) + (120 x 4)) (+) 119,000.00 = 9,932,666.67
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Total Structural Cost: 9,932,666.67
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Weapons and Equipment Cost
--------------------------------------------------------------------------------------------------------------------------------
CASE 1 x 50,000 50,000.00
ER Large Laser 200,000 (+) 200,000.00 = 250,000.00
ER Large Laser 200,000 (+) 200,000.00 = 450,000.00
ER Large Laser 200,000 (+) 200,000.00 = 650,000.00
Jump Jets 85 x (4 x 4) x 200 (+) 272,000.00 = 922,000.00
LB 10-X AC 400,000 (+) 400,000.00 = 1,322,000.00
LB 10-X AC (Ammo 10) [Cluster] [Empty Bin] 0 (+) 0.00 = 1,322,000.00
LB 10-X AC (Ammo 10) [Empty Bin] 0 (+) 0.00 = 1,322,000.00
Light Active Probe 150,000 (+) 150,000.00 = 1,472,000.00
Quad Turret (Armored) 1.5 x 10,000 + (1 x 150,000) (+) 165,000.00 = 1,637,000.00
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Total Weapons and Equipment Cost 1,637,000.00
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BattleMech Cost
--------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 9,932,666.67
Weapons and Equipment Cost: (+) 1,637,000.00 = 11,569,666.67
BattleMech Cost Multiplier: 1 + (85 / 100) (*) 1.85 = 21,403,883.33
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Final BattleMech Cost 21,403,883.00