BattleMech Technical Readout
Name/Model: Junior JNR-7P
Designer: Dr. B, Banzai
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 10
Role: Ambusher
Configuration: Biped BattleMech
Era/Year: Star League / 2655
Rules (Current): Standard
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 783,383 C-Bills
Battle Value: 219
Chassis: Standard
Power Plant: 40 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 Medium Laser
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
During the 25th century, advances in metallurgy and myomer technology made the BattleMech a
viable battlefield weapon. Research in the Federated Suns, based on information from Terra,
led to the experimental JNR-7A Junior, among the first prototype 'Mech designs to be
manufactured in quantity outside the Hegemony proper. After extensive trials, Lord Davion
approved the design and the Junior entered service, culminating with the JNR-7P production
model.
The Junior, initially designed and constructed by Let-teu H. Widdot Manufacturing, A.G., was
one of the first ultralight ‘Mechs ever built. It original purpose, was to serve as a
testing platform, mounting them, BattleMech weapons, then field-testing for range,
calibration, heat emission, and recoil effect.
After a decade of rapid growth and large profits, Widdot Manufacturing sold out to
Federated, relinquishing patent and design rights to the weapons manufacturer. Federated, in
turn, made arrangements with Corean Enterprises, and the Junior remained in continuous
production for another century.
The Junior has been in and out of production during the last five centuries. At this time,
new units are once again being built at a single small 'Mech facility on Quentin, though
raids by House Kurita have interfered noticeably with manufacturing schedules. Though
combat-obsolescent in some respects (an assessment that applies equally well to all
ultralights), the Junior remains a cheap, popular 'Mech among a handful of Davion third-line
House units, backwater garrisons, and some mercenaries.
Capabilities:
One of the first, and slowest, ultralight 'Mechs ever produced, the JNR was soon outpaced by
newer and faster designs. What it lacked in speed, however, it made up in firepower; the
Junior remains one of the best-armed 'Mechs ever built in its class. The Sutel and ChisComp
lasers have always been relatively trouble-free, and enables the 'Mechs to operate without
munition shortages. The light but well distributed armor is well-known for staying securely
attached to the 'Mechs skeleton, and the Myomagic communications system has worked without
major flaws.
The Shure-Shott tracking computer, is one of the most compact and sophisticated computers of
its type ever built. The CL-541/9 has built-in redundancy systems and a complete
self-diagnostic subroutine. This enables the computer to check itself and see if any
components are operating at less than peak efficiency. As a result, sensor malfunctions can
be minimized to some degree, enabling the 'Mech to remain a potent weapon even after certain
critical damage. Unfortunately, the Shure-Shott was only designed for BattleMechs with three
or fewer weapons and it has not been modified successfully, eliminating its use on larger
designs.
The GM power plant has also given good service, except for one strange, incomprehensible
flaw: the fusion override circuit has a peculiar tendency to shut down the reactor whenever
the 'Mech stays very long in deep water. The problem does not appear to be heat-related, but
seems to have something to do with a superstructure conduction-grounding effect, related to
the way in which the reactor is mounted into the frame.
The 'Mech's slow speed and absence of jump jets have been sources of some regret, but
nothing can be done to improve its maneuverability without sacrificing firepower.
After regaining consciousness and enduring an agonizing wait, the wounded Chisholm slowly
moved his 'Mech out of the lake and looked around; no sign remained of the Kurita force. He
immediately signaled the Davion command post, giving a full report. To his amazement (and
theirs), the Kurita column had not been detected by other Davion units. The information,
though slightly outdated, proved of value. Reserves were committed in the area of the Kurita
column's intended destination, helping turn the tide against them during a bloody but
inconclusive night assault.
Deployment:
During one of the battles for New Avalon, a Davion MechWarrior named Matthew Chisholm spent
an afternoon searching for and finding advancing Kurita units. Not a native of the world,
Chisholm be-came disoriented in the unfamiliar terrain, and then was cut off from Davion
lines. The same force of heavy tanks and medium BattleMechs he had spotted kept him from
returning to base.
Unable to outmaneuver the Kurita forces, Chisholm's Junior was quickly hit by two salvoes,
then left for destroyed. Chisholm, on the edge of a small lake when attacked, stumbled in
and submerged his Junior entirely as he lost consciousness. Unfortunately, damage taken in
the attack affected structural integrity and the cockpit was very slowly taking on water
through a single leaky seam. For the next hour as the dispersed Kurita column passed by, the
damaged 'Mech remained motionless while the water trickled in.
After regaining consciousness and enduring an agonizing wait, the wounded Chisholm slowly
moved his 'Mech out of the lake and looked around; no sign remained of the Kurita force. He
immediately signaled the Davion command post, giving a full report. To his amazement (and
theirs), the Kurita column had not been detected by other Davion units. The information,
though slightly outdated, proved of value. Reserves were committed in the area of the Kurita
column's intended destination, helping tum the tide against them during a bloody but
inconclusive night assault.
Variants:
No Known
Notable MechWarriors:
MechWarrior Matthew Chisholm
A distant cousin of the commander of Chisholm's Raiders (a Davion mercenary unit), Matthew
piloted a Junior, which he named the Mercury and painted a non-metallic silver. A rather
average looking fellow of medium height, Chisholm always seemed cheerful and concerned for
others, even after being wounded himself.
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Equipment Mass
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Internal Structure: Standard 1.00
Engine: 40 Fusion 1.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 1.00
Cockpit: Standard 3.00
Armor Factor: 32 2.00
Type: Standard
Internal Armor
Structure Value
Head: 3 4
Center Torso: 4 4
Center Torso (rear): 2
R/L Torso: 3 4
R/L Torso (rear): 1
R/L Arm: 1 2
R/L Leg: 2 4
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Medium Laser CT 1 1.00
Small Laser RT 1 0.50
Small Laser LT 1 0.50
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 9
TP: BM, SZ: 1, TMM: 1, MV: 8"
Damage: (S) 2 / (M) 1 / (L) 0, OV: 0
Armor (A): 1, Structure (S): 1
Specials: ENE
Distribution
Name/Model: Junior JNR-7P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
==================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Roll Again 3. Cockpit 3. Roll Again
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. Small Laser 1. Fusion Engine 1. Small Laser
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Heat Sink 3. Fusion Engine 3. Heat Sink
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. Heat Sink 5. Heat Sink
6. Heat Sink 6. Heat Sink
Battle Value Breakdown
Name/Model: Junior JNR-7P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 32 x 2.5 x 1 80.000
Internal Structure (Standard w/ Fusion Engine): 19 x 1.5 x 1 x 1 (+) 28.500 = 108.500
Gyro (Standard): 10 x 0.5 (+) 5.000 = 113.500
Defensive Movement Factor: +2 (*) 1.20 = 136.200
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 136.200
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Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 10 (Heat Sinks) - 2 (Movement) - 5 (Weapons) = 9
Offensive Equipment:
Medium Laser 46.000
Small Laser (+) 9.000 = 55.000
Small Laser (+) 9.000 = 64.000
Total 'Mech Tonnage: (+) 10.000 = 74.000
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 82.880
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 82.880
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 136.200
Offensive Battle Rating: (+) 82.880 = 219.080
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Final BattleMech Battle Value: 219
Alpha Strike Conversion
Name/Model: Junior JNR-7P
Technology: Inner Sphere
Tonnage: 10
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
--------------------------------------------------------------------------------------------------------
Tonnage: 10 (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: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 5 (Weapons) - 4 (Base) (-) 3 = 7
Offensive Equipment: = 0.000
Small Laser (+) 0.300 = 0.300
Small Laser (+) 0.300 = 0.600
Medium Laser (+) 0.500 = 1.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.1
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) + 5 (Weapons) - 4 (Base) (-) 3 = 7
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.5
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Final Medium Range Damage Value: 1
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Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
10 (Heat Sinks) = 10
2 (Movement) - 4 (Base) (-) -2 = 12
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: 32 armor points x 1 32.000 = 32.000
Armor Factor Conversion (/) 30 = 1.067
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Final Armor Value: 1
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Convert Structure
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Engine: Inner Sphere Fusion on a 10 ton BattleMech = 1.0
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Final Structure Value: 1
========================================================================================================
Determine Special Abilities
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Unit contains no explosive components = ENE
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 1 (Medium) + 1 (Medium) + 0 (Long) = 4.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 4.500
Overheat Factor 0 (Overheat) (+) 0.000 = 4.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 4.500
Defensive Interaction Rating:
Armor Factor 1 (Armor) x 2.0 (Non-Vehicle Unit) = 2.000
Structure Factor 1 (Structure) x 1.0 (Other Unit) (+) 1.000 = 3.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 3.300
Final DIR Round to nearest half point = 3.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 3.500 = 4.500
Unit's Final Point Value:
Offensive Value = 4.500
Defensive Value (+) 4.500 = 9.000
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Final Point Value: 9
Cost Breakdown
Name/Model: Junior JNR-7P
Technology: Inner Sphere
Tonnage: 10
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
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Armor (Standard): (32 pts) 2.0 x 10,000 20,000.00
Internal Structure (Standard): 10 x 400 x 1 (+) 4,000.00 = 24,000.00
Myomer (Standard): 10 x 2,000 (+) 20,000.00 = 44,000.00
Engine (Fusion): (5,000 x 40 x 10) / 75 (+) 26,666.67 = 70,666.67
Gyro (Standard): 1.0 x 300,000 (+) 300,000.00 = 370,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 570,666.67
Life Support: 50,000 (+) 50,000.00 = 620,666.67
Sensors: 10 x 2,000 (+) 20,000.00 = 640,666.67
Arm Actuators: 10 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 2,000.00 = 642,666.67
Leg Actuators: 10 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 7,000.00 = 649,666.67
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Total Structural Cost: 649,666.67
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Weapons and Equipment Cost
-------------------------------------------------------------------------------------------------------------------
Medium Laser 40,000 40,000.00
Small Laser 11,250 (+) 11,250.00 = 51,250.00
Small Laser 11,250 (+) 11,250.00 = 62,500.00
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Total Weapons and Equipment Cost 62,500.00
===================================================================================================================
BattleMech Cost
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Structural Cost: 649,666.67
Weapons and Equipment Cost: (+) 62,500.00 = 712,166.67
BattleMech Cost Multiplier: 1 + (10 / 100) (*) 1.10 = 783,383.33
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Final BattleMech Cost 783,383.00