Combat Vehicle Technical Readout
Name/Model: Chentu
Designer: 09-Tyba
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 85
Role: Brawler
Configuration: Combat Vehicle
Era/Year: Jihad / 3074
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 17,346,833 C-Bills
Battle Value: 2,275
Movement Type: Tracked
Power Plant: SHI 'Sunbird' 340 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Composite Theta R3 Ferro-Fibrous
Armament:
1 QF-30 Series 4 Hyper-Assault Gauss 30
1 Kolibri Alpha Series Large Pulse Laser
1 FMS-6 Series 2 ATM 6
1 Skyguard Mod 6 Anti-Missile System
1 Tau-II AP Gauss Rifle
Manufacturer: Swedenborg Heavy Industries Alpha
Primary Factory: Swedenborg
Communications: DS/443 'Megamouth' Long Range Tacticom with ECM Suite
Targeting & Tracking: HH Series 11 Multi-track and search
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Overview:
Imported from XTRO: Project ZHukov by Steven Cross. (Vehicle in book 1.5 tons underweight-
altered here by increasing armor up from given 268 to 307).
The last assault tank to be developed within the Homeworlds by Clan Hell?s Horses, the
Chentu was a project that was delayed multiple times due to changing weapons systems and
then the growing conflicts within the Homeworlds themselves. As the Refusal War?s boiled
through the Clan Occupation Zone?s and Homeworlds as Clan fought Clan following the defeat
at Tukayyid and factions formed, the
Hell?s Horses sought to distance themselves from the conflict, moving more of their people
into the Occupation Zone in the Inner Sphere. To rebuild their damaged touman following
Tukayyid and the Refusal War?s the Horses had to halt any major plans to develop new
equipment and focused on building as much equipment as they could. One victim of this was
Assault Tank Program 0414/Z which was meant to take on all the lessons learned in the
fighting in the Inner Sphere
and against the Clans.
Capabilities:
Massing 85-tons the the tank was faster than many assault weight tanks whilst its track
system was also quite innovative. Instead of a single track, it was broken up into four
independently mounted pods with their own track, running gear, and linkage to the power
train. The independent track sections gave a smoother ride on rough terrain and, thanks to
hydraulics, the tank could raise and lower itself when crossing difficult or dangerous
ground. The pods additionally did not cut too heavily into the hull and this in turn gave
both the crew and designers more internal volume to work with.
Also, if a single section was damaged, the whole part could be easily removed and replaced,
allowing the tank to get back into action quicker. Unfortunately, the linkage systems were
always a bit delicate and crews actually disliked the hydraulics they were unreliable and
slow and rarely, if ever, used save for river
crossings.
The tank was to initially be armed with the newly developed Heavy Large laser as well as a
Gauss rifle, and ATM-6 flexibile missile system, whilst point defence would be covered by an
Anti-Personnel Gauss rifle and an Anti-missile system. But production was barely getting
underway when the Grand Refusal ended the drive towards Terra and the Homeworlds all but
erupted in violence as the Invaders came under attack from the Clans who didn?t take part in
REVIVAL for their ?failure? to defeat the Inner Sphere and claim Terra.
As one of the last acts of the Grand Council of Khans in an effort to prevent total war
breaking out, the Invading Clans were Abjured and given 6 months to depart from the
Homeworlds and Kerensky Cluster and never return. This, quite understandably delayed any
production and development as the Horses, along with the other surviving Invader Clans
focused on getting out with as much equipment and as many of their people as possible.
With ongoing reconstruction efforts and having to establish themselves again the Horses
would finally produce the new tank in 3074 calling it the Chentu after a weapon of a Hindu
deity. But, after a mere four months, production was delayed once more as the tanks armament
was swapped. The inefficient heavy large laser was replaced by a more accurate large pulse
laser, and the Gauss rifle was replaced by the newly developed Hyper assault Gauss rifle.
Armour protection was also considerably improved, making the tank far more survivable and
able to engage better at long range. With its higher speed the Chentu often operated
alongside the Alke and the two tanks worked well together as part of a Star in battle. The
Chentu could sandblast a target with its HAG, and the Alke, especially the re-worked Prime
couldmcause massive damage with its gauss rile and ER PPC to themnow weakened target.
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Equipment Mass
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Internal Structure: Standard 8.50
Engine: 340 XL 20.50
Cruising MP: 4
Flanking MP: 6
Heat Sinks (Single): 10 0.00
Control Equipment: 4.50
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 2.00
Armor Factor: 307 16.00
Type: Ferro-Fibrous
Armor
Value
Front: 80
R/L Side: 61
Rear: 44
Turret: 61
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Weapons and Ammo Location Tonnage
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ATM 6 Front 3.50
AP Gauss Rifle Turret 0.50
Anti-Missile System Turret 0.50
Hyper-Assault Gauss 30 Turret 13.00
Large Pulse Laser Turret 6.00
Trailer Hitch Rear 0.00
AP Gauss Rifle (Ammo 40) Body 1.00
ATM 6 (Ammo 20) Body 2.00
ATM 6 (Ammo 10) [HE] Body 1.00
Anti-Missile System (Ammo 24) Body 1.00
ECM Suite Body 1.00
Hyper-Assault Gauss 30 (Ammo 16) Body 4.00
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Alpha Strike Statistics
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Point Value (PV): 49
TP: CV, SZ: 4, TMM: 1, MV: 8"t
Damage: (S) 5 / (M) 5 / (L) 4
Armor (A): 10, Structure (S): 5
Specials: AMS, CASE, ECM, FLK2/2/2, HTC, SRCH, TUR(4/4/3, AMS, FLK2/2/2)
Alpha Strike Conversion
Name/Model: Chentu
Technology: Clan
Tonnage: 85
Configuration: Tracked Combat Vehicle
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Determine Unit Type
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Ground Units: Combat Vehicle = CV
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Final Unit Type: CV
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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 (Cruise) = 8"
Tracked Motive Type = 8"t
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
AP Gauss Rifle (TU) (+) 0.300 = 0.300
Large Pulse Laser (TU) (+) 1.100 = 1.400
ATM 6 (+) 1.500 = 2.900
Hyper-Assault Gauss 30 (TU) (+) 1.992 = 4.892
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.9
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Final Short Range Damage Value: 5
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
AP Gauss Rifle (TU) (+) 0.300 = 0.300
ATM 6 (+) 1.000 = 1.300
Large Pulse Laser (TU) (+) 1.100 = 2.400
Hyper-Assault Gauss 30 (TU) (+) 1.800 = 4.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.2
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Final Medium Range Damage Value: 5
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
ATM 6 (+) 0.500 = 0.500
Large Pulse Laser (TU) (+) 1.100 = 1.600
Hyper-Assault Gauss 30 (TU) (+) 1.800 = 3.400
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.4
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Final Long Range Damage Value: 4
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Convert Armor
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Ferro-Fibrous: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
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Final Armor Value: 10
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Convert Structure
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Standard: 45 structure points 45.000 = 45.000
Structure Conversion (/) 10 = 4.500
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Final Structure Value: 5
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Determine Special Abilities
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Unit is equipped with Anti-Missile System (TU) = AMS
Unit is equipped with CASE = CASE
Unit is equipped with ECM Suite = ECM
Unit is equipped with forward facing Flak-capable weapons = FLK2/2/2
Unit is equipped with Trailer Hitch = HTC
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(4/4/3)
Unit is equipped with a turret mounted Anti-Missile System = TUR(AMS)
Unit is equipped with turret mounted Flak-capable weapons = TUR(FLK2/2/2)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 5 (Short) + 5 (Medium) + 5 (Medium) + 4 (Long) = 19.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 19.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 1.8 (Tracked) = 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") = 1.000
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.000
Final DIR Defensive Interaction Rating (+) 25.500 = 27.500
Unit's Final Point Value:
Offensive Value = 19.000
Defensive Value (+) 27.500 = 46.500
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 48.500
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Final Point Value: 49